rpg-engine 0.0.0-stage → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1886) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +101 -2
  3. package/dist/campaign/create-campaign.d.ts +6 -0
  4. package/dist/campaign/create-campaign.js +71 -0
  5. package/dist/campaign/find-campaign.d.ts +8 -0
  6. package/dist/campaign/find-campaign.js +28 -0
  7. package/dist/campaign/host-files.d.ts +16 -0
  8. package/dist/campaign/host-files.js +134 -0
  9. package/dist/campaign/index.d.ts +5 -0
  10. package/dist/campaign/index.js +6 -0
  11. package/dist/campaign/settings.d.ts +185 -0
  12. package/dist/campaign/settings.js +399 -0
  13. package/dist/campaign/state.d.ts +15 -0
  14. package/dist/campaign/state.js +52 -0
  15. package/dist/cli.d.ts +2 -0
  16. package/dist/cli.js +19 -0
  17. package/dist/command-line.d.ts +7 -0
  18. package/dist/command-line.js +140 -0
  19. package/dist/commands/advance.d.ts +7 -0
  20. package/dist/commands/advance.js +80 -0
  21. package/dist/commands/ask.d.ts +33 -0
  22. package/dist/commands/ask.js +280 -0
  23. package/dist/commands/change.d.ts +69 -0
  24. package/dist/commands/change.js +604 -0
  25. package/dist/commands/config.d.ts +59 -0
  26. package/dist/commands/config.js +512 -0
  27. package/dist/commands/effect-layer.d.ts +22 -0
  28. package/dist/commands/effect-layer.js +84 -0
  29. package/dist/commands/effect.d.ts +27 -0
  30. package/dist/commands/effect.js +369 -0
  31. package/dist/commands/find.d.ts +34 -0
  32. package/dist/commands/find.js +64 -0
  33. package/dist/commands/game-advance.d.ts +50 -0
  34. package/dist/commands/game-advance.js +103 -0
  35. package/dist/commands/game-effects.d.ts +68 -0
  36. package/dist/commands/game-effects.js +196 -0
  37. package/dist/commands/game-environment.d.ts +16 -0
  38. package/dist/commands/game-environment.js +24 -0
  39. package/dist/commands/game-events.d.ts +84 -0
  40. package/dist/commands/game-events.js +325 -0
  41. package/dist/commands/game-experience.d.ts +57 -0
  42. package/dist/commands/game-experience.js +119 -0
  43. package/dist/commands/game-grid-moves.d.ts +33 -0
  44. package/dist/commands/game-grid-moves.js +94 -0
  45. package/dist/commands/game-grids.d.ts +52 -0
  46. package/dist/commands/game-grids.js +162 -0
  47. package/dist/commands/game-here.d.ts +40 -0
  48. package/dist/commands/game-here.js +100 -0
  49. package/dist/commands/game-images.d.ts +31 -0
  50. package/dist/commands/game-images.js +87 -0
  51. package/dist/commands/game-journey.d.ts +62 -0
  52. package/dist/commands/game-journey.js +163 -0
  53. package/dist/commands/game-knowledge.d.ts +32 -0
  54. package/dist/commands/game-knowledge.js +120 -0
  55. package/dist/commands/game-maps.d.ts +20 -0
  56. package/dist/commands/game-maps.js +51 -0
  57. package/dist/commands/game-mode.d.ts +31 -0
  58. package/dist/commands/game-mode.js +128 -0
  59. package/dist/commands/game-money.d.ts +17 -0
  60. package/dist/commands/game-money.js +55 -0
  61. package/dist/commands/game-moods.d.ts +22 -0
  62. package/dist/commands/game-moods.js +32 -0
  63. package/dist/commands/game-moves.d.ts +14 -0
  64. package/dist/commands/game-moves.js +43 -0
  65. package/dist/commands/game-open.d.ts +18 -0
  66. package/dist/commands/game-open.js +47 -0
  67. package/dist/commands/game-outside.d.ts +14 -0
  68. package/dist/commands/game-outside.js +151 -0
  69. package/dist/commands/game-positions.d.ts +52 -0
  70. package/dist/commands/game-positions.js +244 -0
  71. package/dist/commands/game-quests.d.ts +46 -0
  72. package/dist/commands/game-quests.js +97 -0
  73. package/dist/commands/game-recipes.d.ts +34 -0
  74. package/dist/commands/game-recipes.js +109 -0
  75. package/dist/commands/game-reminders.d.ts +22 -0
  76. package/dist/commands/game-reminders.js +74 -0
  77. package/dist/commands/game-roads.d.ts +90 -0
  78. package/dist/commands/game-roads.js +284 -0
  79. package/dist/commands/game-rules.d.ts +17 -0
  80. package/dist/commands/game-rules.js +30 -0
  81. package/dist/commands/game-saves.d.ts +59 -0
  82. package/dist/commands/game-saves.js +249 -0
  83. package/dist/commands/game-scene.d.ts +69 -0
  84. package/dist/commands/game-scene.js +285 -0
  85. package/dist/commands/game-thresholds.d.ts +13 -0
  86. package/dist/commands/game-thresholds.js +41 -0
  87. package/dist/commands/game-time.d.ts +17 -0
  88. package/dist/commands/game-time.js +42 -0
  89. package/dist/commands/game-view-journal.d.ts +145 -0
  90. package/dist/commands/game-view-journal.js +129 -0
  91. package/dist/commands/game-view-map.d.ts +78 -0
  92. package/dist/commands/game-view-map.js +266 -0
  93. package/dist/commands/game-view-place.d.ts +160 -0
  94. package/dist/commands/game-view-place.js +388 -0
  95. package/dist/commands/game-world.d.ts +60 -0
  96. package/dist/commands/game-world.js +204 -0
  97. package/dist/commands/image.d.ts +19 -0
  98. package/dist/commands/image.js +185 -0
  99. package/dist/commands/index.d.ts +3 -0
  100. package/dist/commands/index.js +57 -0
  101. package/dist/commands/init.d.ts +23 -0
  102. package/dist/commands/init.js +44 -0
  103. package/dist/commands/install.d.ts +23 -0
  104. package/dist/commands/install.js +68 -0
  105. package/dist/commands/instructions.d.ts +4 -0
  106. package/dist/commands/instructions.js +97 -0
  107. package/dist/commands/mode.d.ts +23 -0
  108. package/dist/commands/mode.js +84 -0
  109. package/dist/commands/mood.d.ts +34 -0
  110. package/dist/commands/mood.js +113 -0
  111. package/dist/commands/move.d.ts +34 -0
  112. package/dist/commands/move.js +274 -0
  113. package/dist/commands/notes.d.ts +10 -0
  114. package/dist/commands/notes.js +37 -0
  115. package/dist/commands/page-counters.d.ts +24 -0
  116. package/dist/commands/page-counters.js +84 -0
  117. package/dist/commands/parts.d.ts +16 -0
  118. package/dist/commands/parts.js +49 -0
  119. package/dist/commands/problems.d.ts +5 -0
  120. package/dist/commands/problems.js +47 -0
  121. package/dist/commands/progression.d.ts +68 -0
  122. package/dist/commands/progression.js +206 -0
  123. package/dist/commands/rename.d.ts +16 -0
  124. package/dist/commands/rename.js +116 -0
  125. package/dist/commands/reveal.d.ts +25 -0
  126. package/dist/commands/reveal.js +193 -0
  127. package/dist/commands/roll.d.ts +56 -0
  128. package/dist/commands/roll.js +302 -0
  129. package/dist/commands/route.d.ts +19 -0
  130. package/dist/commands/route.js +110 -0
  131. package/dist/commands/rules.d.ts +48 -0
  132. package/dist/commands/rules.js +194 -0
  133. package/dist/commands/save.d.ts +68 -0
  134. package/dist/commands/save.js +141 -0
  135. package/dist/commands/scene.d.ts +105 -0
  136. package/dist/commands/scene.js +741 -0
  137. package/dist/commands/sheet.d.ts +136 -0
  138. package/dist/commands/sheet.js +445 -0
  139. package/dist/commands/show.d.ts +76 -0
  140. package/dist/commands/show.js +216 -0
  141. package/dist/commands/status.d.ts +54 -0
  142. package/dist/commands/status.js +291 -0
  143. package/dist/commands/translate.d.ts +23 -0
  144. package/dist/commands/translate.js +108 -0
  145. package/dist/commands/travel.d.ts +47 -0
  146. package/dist/commands/travel.js +457 -0
  147. package/dist/commands/validate.d.ts +4 -0
  148. package/dist/commands/validate.js +25 -0
  149. package/dist/commands/view.d.ts +272 -0
  150. package/dist/commands/view.js +623 -0
  151. package/dist/commands/worked-out.d.ts +116 -0
  152. package/dist/commands/worked-out.js +704 -0
  153. package/dist/commands/write.d.ts +51 -0
  154. package/dist/commands/write.js +1017 -0
  155. package/dist/core/command-reference.d.ts +6 -0
  156. package/dist/core/command-reference.js +47 -0
  157. package/dist/core/context.d.ts +140 -0
  158. package/dist/core/context.js +28 -0
  159. package/dist/core/field-kind.d.ts +6 -0
  160. package/dist/core/field-kind.js +5 -0
  161. package/dist/core/files.d.ts +4 -0
  162. package/dist/core/files.js +30 -0
  163. package/dist/core/formula.d.ts +164 -0
  164. package/dist/core/formula.js +590 -0
  165. package/dist/core/frozen.d.ts +2 -0
  166. package/dist/core/frozen.js +11 -0
  167. package/dist/core/length.d.ts +27 -0
  168. package/dist/core/length.js +49 -0
  169. package/dist/core/log.d.ts +27 -0
  170. package/dist/core/log.js +38 -0
  171. package/dist/core/memo.d.ts +2 -0
  172. package/dist/core/memo.js +17 -0
  173. package/dist/core/mood.d.ts +6 -0
  174. package/dist/core/mood.js +11 -0
  175. package/dist/core/problem.d.ts +6 -0
  176. package/dist/core/problem.js +1 -0
  177. package/dist/core/progression-rule.d.ts +21 -0
  178. package/dist/core/progression-rule.js +2 -0
  179. package/dist/core/registry.d.ts +31 -0
  180. package/dist/core/registry.js +25 -0
  181. package/dist/core/session-store.d.ts +90 -0
  182. package/dist/core/session-store.js +289 -0
  183. package/dist/core/store.d.ts +83 -0
  184. package/dist/core/store.js +224 -0
  185. package/dist/core/text.d.ts +12 -0
  186. package/dist/core/text.js +32 -0
  187. package/dist/core/version.d.ts +2 -0
  188. package/dist/core/version.js +6 -0
  189. package/dist/core/yaml-file.d.ts +10 -0
  190. package/dist/core/yaml-file.js +42 -0
  191. package/dist/counters/counter.d.ts +36 -0
  192. package/dist/counters/counter.js +59 -0
  193. package/dist/counters/index.d.ts +1 -0
  194. package/dist/counters/index.js +2 -0
  195. package/dist/dashboard/address.js +43 -0
  196. package/dist/dashboard/api.js +185 -0
  197. package/dist/dashboard/app.js +217 -0
  198. package/dist/dashboard/asked.js +132 -0
  199. package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
  200. package/dist/dashboard/assets/dice/dice.glb +0 -0
  201. package/dist/dashboard/assets/dice/dice.json +1 -0
  202. package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
  203. package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
  204. package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
  205. package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
  206. package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
  207. package/dist/dashboard/assets/favicon.svg +7 -0
  208. package/dist/dashboard/assets/icon-180.png +0 -0
  209. package/dist/dashboard/assets/icon-32.png +0 -0
  210. package/dist/dashboard/assets/master.svg +71 -0
  211. package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
  212. package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
  213. package/dist/dashboard/card.js +61 -0
  214. package/dist/dashboard/columns.js +37 -0
  215. package/dist/dashboard/combat.js +72 -0
  216. package/dist/dashboard/data.js +3 -0
  217. package/dist/dashboard/dice/burn.js +200 -0
  218. package/dist/dashboard/dice/celebration.js +199 -0
  219. package/dist/dashboard/dice/floor-cracks.js +149 -0
  220. package/dist/dashboard/dice/frost.js +51 -0
  221. package/dist/dashboard/dice/load.js +66 -0
  222. package/dist/dashboard/dice/models.js +138 -0
  223. package/dist/dashboard/dice/pool.js +49 -0
  224. package/dist/dashboard/dice/roller.js +101 -0
  225. package/dist/dashboard/dice/sets.js +49 -0
  226. package/dist/dashboard/dice/sounds.js +102 -0
  227. package/dist/dashboard/dice/stage.js +355 -0
  228. package/dist/dashboard/dice/throw.js +242 -0
  229. package/dist/dashboard/dice/tray.js +365 -0
  230. package/dist/dashboard/faces.js +16 -0
  231. package/dist/dashboard/footer.js +17 -0
  232. package/dist/dashboard/free-rolls.js +41 -0
  233. package/dist/dashboard/game-words.js +164 -0
  234. package/dist/dashboard/glass.js +12 -0
  235. package/dist/dashboard/guide/ar.md +308 -0
  236. package/dist/dashboard/guide/cs.md +308 -0
  237. package/dist/dashboard/guide/da.md +308 -0
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  248. package/dist/dashboard/guide/it.md +308 -0
  249. package/dist/dashboard/guide/ja.md +308 -0
  250. package/dist/dashboard/guide/ko.md +308 -0
  251. package/dist/dashboard/guide/nb.md +308 -0
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  255. package/dist/dashboard/guide/ro.md +308 -0
  256. package/dist/dashboard/guide/ru.md +308 -0
  257. package/dist/dashboard/guide/sv.md +308 -0
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  259. package/dist/dashboard/guide/uk.md +308 -0
  260. package/dist/dashboard/guide/zh.md +308 -0
  261. package/dist/dashboard/guide-blocks.js +72 -0
  262. package/dist/dashboard/guide-markdown.js +63 -0
  263. package/dist/dashboard/help.js +92 -0
  264. package/dist/dashboard/i18n/ar.json +670 -0
  265. package/dist/dashboard/i18n/cs.json +670 -0
  266. package/dist/dashboard/i18n/da.json +670 -0
  267. package/dist/dashboard/i18n/de.json +670 -0
  268. package/dist/dashboard/i18n/el.json +670 -0
  269. package/dist/dashboard/i18n/es.json +670 -0
  270. package/dist/dashboard/i18n/fi.json +670 -0
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  283. package/dist/dashboard/i18n/ro.json +670 -0
  284. package/dist/dashboard/i18n/ru.json +670 -0
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  289. package/dist/dashboard/icons.js +123 -0
  290. package/dist/dashboard/journal.js +188 -0
  291. package/dist/dashboard/labels.js +226 -0
  292. package/dist/dashboard/language-choice.js +83 -0
  293. package/dist/dashboard/languages.js +144 -0
  294. package/dist/dashboard/layout.js +93 -0
  295. package/dist/dashboard/map-sheet.js +32 -0
  296. package/dist/dashboard/map-symbols.js +79 -0
  297. package/dist/dashboard/markdown.js +72 -0
  298. package/dist/dashboard/master.js +69 -0
  299. package/dist/dashboard/mood-faces.js +16 -0
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  301. package/dist/dashboard/notes.js +203 -0
  302. package/dist/dashboard/notices.js +24 -0
  303. package/dist/dashboard/pages.js +32 -0
  304. package/dist/dashboard/party.js +65 -0
  305. package/dist/dashboard/place-map-view.js +362 -0
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  310. package/dist/dashboard/rolls.js +240 -0
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  312. package/dist/dashboard/scene.js +63 -0
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  322. package/dist/dashboard/widgets.js +69 -0
  323. package/dist/dashboard/world-map.js +523 -0
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  325. package/dist/dashboard-server.d.ts +38 -0
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@@ -0,0 +1,103 @@
1
+ // Time passing in the story (TIM-5, TIM-6, EFF-8, EVT-8), as advance and travel do it: up to the first planned event that comes due, with what ends and what comes.
2
+ import { changeState } from "../campaign/index.js";
3
+ import { appendLogEntry } from "../core/log.js";
4
+ import { isEmptyField } from "../pages/index.js";
5
+ import { addDuration, formatGameDate, minutesBetween } from "../time/index.js";
6
+ import { endedByDate, endEffects } from "./game-effects.js";
7
+ import { surroundings, surroundingsText } from "./game-environment.js";
8
+ import { clocksToMove, dueAdvice, dueEvents, dueText, isDated, plannedEvents, plannedText } from "./game-events.js";
9
+ import { readOpenScene } from "./game-scene.js";
10
+ import { newDatedLogEntry } from "./game-time.js";
11
+ import { campaignSystem, campaignWorld } from "./game-world.js";
12
+ import { shortList, skippedPagesNote } from "./notes.js";
13
+ import { situationPart } from "./parts.js";
14
+ // An hour or more passing usually ends a scene: then advance reminds that one is still open.
15
+ const sceneReminderMinutes = 60;
16
+ /**
17
+ * Lets `wanted` minutes pass from `now` (TIM-5), stopping at the first planned event whose date comes (TIM-6): writes the new date and a public line with `why`,
18
+ * ends the effects whose time came (EFF-8), and says the clocks to move on a new day (EVT-8).
19
+ */
20
+ export function passTime(root, context, world, now, wanted, why, requested) {
21
+ const events = plannedEvents(world);
22
+ const dated = events.filter(isDated);
23
+ const stop = dated.find((event) => minutesBetween(now, event.date) > 0 && minutesBetween(now, event.date) <= wanted);
24
+ const passed = stop === undefined ? wanted : minutesBetween(now, stop.date);
25
+ const reached = addDuration(now, passed);
26
+ const result = {
27
+ from: formatGameDate(now),
28
+ to: formatGameDate(reached),
29
+ passed,
30
+ wanted,
31
+ due: stop === undefined ? [] : dated.filter((event) => minutesBetween(stop.date, event.date) === 0).map(dueText),
32
+ stillDue: dueEvents(world, now).map(dueText),
33
+ next: stop === undefined ? nextAfter(dated, reached) : undefined,
34
+ openScene: passed >= sceneReminderMinutes ? openSceneText(root) : undefined,
35
+ newDays: reached.day - now.day,
36
+ clocks: reached.day > now.day ? clocksToMove(world, reached) : [],
37
+ ...unreadNotes(world),
38
+ };
39
+ if (passed > 0) {
40
+ changeState(root, { date: result.to });
41
+ appendLogEntry(root, newDatedLogEntry(root, context, "time-advanced", "public", { from: result.from, to: result.to, requested, why }));
42
+ }
43
+ const ended = passed > 0 ? endEffects(root, context, world, readOpenScene(root).scene, (effect) => endedByDate(effect, reached), "time passed") : [];
44
+ // Read again only when effects ended, which may have been on the places around.
45
+ const around = passed >= sceneReminderMinutes ? aroundLead(ended.length === 0 ? world : campaignWorld(root, context)) : undefined;
46
+ // A new day with clocks to move is the world's turn: its part of the instructions says how (EVT-8, D-134).
47
+ const newDayPart = result.clocks.length === 0 ? "" : situationPart("new-day", context, campaignSystem(root, context));
48
+ return { ...result, ended, around, newDayPart };
49
+ }
50
+ /**
51
+ * What outputs say after time passed, line by line: the effects ended, the events due with how to play them and `then`, what to do after them, those still due,
52
+ * the next, the open scene, what holds around, the clocks of a new day, and what could not be read.
53
+ */
54
+ export function passedLines(result, then) {
55
+ return [
56
+ result.ended.length === 0 ? "" : `Ended: ${result.ended.join(" · ")}.`,
57
+ result.due.length === 0 ? "" : `Due: ${result.due.join(" · ")}. ${dueAdvice(result.due.length)}${then}`,
58
+ stillDueLine(result.stillDue, result.due.length > 0),
59
+ result.next === undefined ? "" : `Next: ${result.next}.`,
60
+ result.openScene === undefined ? "" : `A scene is still open: ${result.openScene}. Close it if this time ends it.`,
61
+ result.around === undefined ? "" : `Around ${result.around}.`,
62
+ clocksLine(result.newDays, result.to, result.clocks),
63
+ result.newDayPart,
64
+ result.unreadable.length === 0 ? "" : `Time does not stop at these planned events, whose date is not a game date: ${result.unreadable.join(" · ")}. Give each one a game date with write.`,
65
+ skippedPagesNote(result.skipped),
66
+ ].filter((line) => line !== "");
67
+ }
68
+ /** The planned events whose date is not a game date, and the files that are no pages: what an advance says it could not read. */
69
+ export function unreadNotes(world) {
70
+ const events = plannedEvents(world);
71
+ return { unreadable: events.filter((event) => !isDated(event) && !isEmptyField(event.page.fields.date)).map((event) => event.page.name), skipped: world.problems };
72
+ }
73
+ /** The first events after `date`: all those at the same moment. */
74
+ export function nextAfter(events, date) {
75
+ const next = events.find((event) => minutesBetween(date, event.date) > 0);
76
+ return next === undefined ? undefined : events.filter((event) => minutesBetween(next.date, event.date) === 0).map((event) => plannedText(event, date)).join(" · ");
77
+ }
78
+ /** A new day is the world's turn (EVT-8): the clocks to move as the time moved them, which they never do by themselves; how, the part new-day says (D-134). */
79
+ function clocksLine(newDays, to, clocks) {
80
+ if (clocks.length === 0) {
81
+ return "";
82
+ }
83
+ const days = newDays === 1 ? `A new day (${to.replace(/,.*$/, "")})` : `${newDays} new days (to ${to.replace(/,.*$/, "")})`;
84
+ return `${days}, with clocks to move: ${shortList(clocks, " · ")}.`;
85
+ }
86
+ /** The events already due before time passed; with new ones due too, the advice above covers them. */
87
+ function stillDueLine(events, afterDue) {
88
+ if (events.length === 0) {
89
+ return "";
90
+ }
91
+ return afterDue ? `Still due as well: ${events.join(" · ")}.` : `Still due: ${events.join(" · ")}. ${dueAdvice(events.length)}`;
92
+ }
93
+ /** "Alla locanda (since day 1, 18:00)": the open scene, if any; a scene that cannot be read is left to validate. */
94
+ function openSceneText(root) {
95
+ const { scene } = readOpenScene(root);
96
+ return scene === undefined ? undefined : `${scene.title}${scene.opened === undefined ? "" : ` (since ${scene.opened})`}`;
97
+ }
98
+ /** "Ettore: light: dark (Cripta)": what holds around the player character, for rules that count the hours spent there (ENV-5); undefined when nothing does. */
99
+ export function aroundLead(world) {
100
+ const lead = world.pages.find((page) => page.type === "character" && page.fields.role === "pc");
101
+ const around = surroundingsText(surroundings(world, lead));
102
+ return lead === undefined || around === "" ? undefined : `${lead.name}: ${around}`;
103
+ }
@@ -0,0 +1,68 @@
1
+ import type { Context } from "../core/context.ts";
2
+ import type { Problem } from "../core/problem.ts";
3
+ import { type Effect, type EffectEnd } from "../effects/index.ts";
4
+ import { type Page, type World } from "../pages/index.ts";
5
+ import type { Scene } from "../scene/index.ts";
6
+ import type { GameSystem } from "../systems/index.ts";
7
+ import { type GameDate } from "../time/index.ts";
8
+ /** Who holds effects: a page, or a copy in the open scene seen as a page (INH-14). */
9
+ export interface EffectHolder {
10
+ page: Page;
11
+ copy: boolean;
12
+ }
13
+ /**
14
+ * Writes a holder's effects; the field goes when none is left. What a current has above its written maximum that the maximum, as these effects leave it, no
15
+ * longer allows goes, as when Aid ends, with a line in the log (FOR-6). Returns the page as written, or undefined for a copy.
16
+ */
17
+ export declare function saveEffects(root: string, context: Context, world: World, holder: EffectHolder, effects: Effect[]): Page | undefined;
18
+ /** An effects field that does not read is never written over: what was written by hand would be lost (EFF-12). */
19
+ export declare function checkEffectsReadable(page: Page): void;
20
+ /**
21
+ * Ends, on every page and on the copies of `scene`, the effects that `ends` picks (EFF-8, EFF-9, EFF-13), with a line in the log for each, public when it concerns
22
+ * the player (EFF-11). Returns what ended, with the values that come back, "Scudo della fede on Ennio (ac 15 → 13)", ten at most. It never fails halfway:
23
+ * a page that two pages' names share, or that cannot be written, is said, not written.
24
+ */
25
+ export declare function endEffects(root: string, context: Context, world: World, scene: Scene | undefined, ends: (effect: Effect) => boolean, why: string | ((effect: Effect) => string)): string[];
26
+ /** Whether an effect's end in game time has come (EFF-8). */
27
+ export declare function endedByDate(effect: Effect, now: GameDate): boolean;
28
+ /** Whether an effect counted in rounds ends when the turn passes to `turn` in `round` (EFF-9). */
29
+ export declare function endedByTurn(effect: Effect, round: number, turn: string, order: string[]): boolean;
30
+ /** Whether an effect ends with the scene: counted in rounds, which exist only in it, or lasting until it ends (EFF-9). */
31
+ export declare function endsWithScene(effect: Effect): boolean;
32
+ /** Whether someone keeps an effect alive (D-138). */
33
+ export declare function keptBy(effect: Effect, name: string): boolean;
34
+ /** "Spaventato until round 3, Lena": an effect as status names it, as its line writes it but its values. */
35
+ export declare function effectText(effect: Effect): string;
36
+ /** An effect as status shows it: its name, the values it gives that no counter shows, such as ac 18, and its end (SYS-8). */
37
+ export declare function effectShown(world: World, effect: Effect): string;
38
+ /** An effect as the dashboard shows it on someone of the party (D-276, D-314): its name, its end as data, which the dashboard writes in its language, and the line status gives. */
39
+ export interface SeenEffect {
40
+ name: string;
41
+ end?: EffectEnd;
42
+ text: string;
43
+ /** One of the system's conditions (D-186, D-419). */
44
+ condition?: true;
45
+ /** The condition's drawing, when the system gives one (D-419): the d of an SVG path on a grid of 24. */
46
+ icon?: string;
47
+ }
48
+ /** An effect as the dashboard shows it on someone of the party: its name, its end, the line status gives, and whether it is a condition (D-276, D-314, D-419). */
49
+ export declare function effectParts(world: World, system: GameSystem | undefined, effect: Effect): SeenEffect;
50
+ /** Whether an effect's name is one of the system's conditions, whatever its case, and the drawing the system gives it (D-419); nothing for any other effect. */
51
+ export declare function conditionMark(system: GameSystem | undefined, name: string): Pick<SeenEffect, "condition" | "icon">;
52
+ /** "Benedizione (Ennio, Bruno)": what someone keeps alive, on whom (D-138). */
53
+ export declare function keptEffects(world: World, scene: Scene | undefined, name: string): string[];
54
+ /** What someone keeps alive, each effect with the pages and copies that have it (D-138). */
55
+ export declare function keptEffectHolders(world: World, scene: Scene | undefined, name: string): {
56
+ effect: string;
57
+ holders: string[];
58
+ }[];
59
+ /** The effects on whoever has this name, a page or a copy in the open scene, the copy first as change finds it (INH-14). */
60
+ export declare function effectsOn(world: World, scene: Scene | undefined, name: string): Effect[];
61
+ /**
62
+ * The problems of effects (EFF-12): fields that do not read, ends that are neither game dates nor occasions of the game system (DAT-5), effects ended and still there,
63
+ * effects that end with a scene when none is open. `sceneProblem` says why the open scene cannot be read, if it cannot.
64
+ */
65
+ export declare function effectProblems(world: World, scene: Scene | undefined, now: GameDate | undefined, occasions: {
66
+ system: string;
67
+ names: string[];
68
+ } | undefined, sceneProblem?: string): Problem[];
@@ -0,0 +1,196 @@
1
+ import { appendLogEntry } from "../core/log.js";
2
+ import { comparableText } from "../core/text.js";
3
+ import { formatCounter, readCounter } from "../counters/index.js";
4
+ import { endsAtTurn, formatEffect, formatEnd, keeperOf, readEffects } from "../effects/index.js";
5
+ import { concernsPlayer, isDeclaredUncounted, isEmptyField, systemFirstFix, writePage } from "../pages/index.js";
6
+ import { minutesBetween, readGameDate } from "../time/index.js";
7
+ import { effectiveFields, effectsField, effectsOf, valuesChanged, withEffects } from "./effect-layer.js";
8
+ import { copyPage, updateScene } from "./game-scene.js";
9
+ import { newDatedLogEntry } from "./game-time.js";
10
+ import { shortList } from "./notes.js";
11
+ import { computedField, effectBonuses } from "./worked-out.js";
12
+ /**
13
+ * Writes a holder's effects; the field goes when none is left. What a current has above its written maximum that the maximum, as these effects leave it, no
14
+ * longer allows goes, as when Aid ends, with a line in the log (FOR-6). Returns the page as written, or undefined for a copy.
15
+ */
16
+ export function saveEffects(root, context, world, holder, effects) {
17
+ const lines = effects.length === 0 ? undefined : effects.map(formatEffect);
18
+ if (holder.copy) {
19
+ updateScene(root, [[["copies", holder.page.name, "effects"], lines]]);
20
+ return undefined;
21
+ }
22
+ const lowered = currentsAsRead(world, holder.page, effects);
23
+ const set = { ...lowered, ...(lines === undefined ? {} : { effects: lines }) };
24
+ const page = writePage(world, holder.page.name, undefined, lines === undefined ? { set, unset: ["effects"] } : { set }).page;
25
+ const visibility = concernsPlayer(world, holder.page) ? "public" : "hidden";
26
+ for (const [field, after] of Object.entries(lowered)) {
27
+ const data = { page: holder.page.name, field, before: String(holder.page.fields[field]), after, why: "an effect that allowed it ended" };
28
+ appendLogEntry(root, newDatedLogEntry(root, context, "counter-changed", visibility, data));
29
+ }
30
+ return page;
31
+ }
32
+ /** The counters a page writes above their written maximum and above the maximum it reads with these effects, brought down to it, no lower than the written one (FOR-6). */
33
+ function currentsAsRead(world, page, effects) {
34
+ const read = effectiveFields(world, withEffects(page, effects));
35
+ return Object.fromEntries(Object.entries(page.fields).flatMap(([field, value]) => {
36
+ const written = readCounter(value);
37
+ const now = isDeclaredUncounted(world, field) ? undefined : readCounter(read[field]);
38
+ // Only what is above the written maximum, which only an effect allows, as Aid's: a form that lowers the maximum leaves the page's own (FOR-6).
39
+ const excess = written?.max !== undefined && now?.max !== undefined && written.value > written.max && written.value > now.max;
40
+ return written?.max === undefined || now?.max === undefined || !excess ? [] : [[field, String(formatCounter({ value: Math.max(now.max, written.max), max: written.max }))]];
41
+ }));
42
+ }
43
+ /** An effects field that does not read is never written over: what was written by hand would be lost (EFF-12). */
44
+ export function checkEffectsReadable(page) {
45
+ const read = readEffects(effectsField(page));
46
+ if ("problem" in read) {
47
+ throw new Error(`${page.name}'s effects do not read: ${read.problem} Write each line in quotes by hand, or remove them all with write ${page.name}, unset effects, and add again those that still hold. Nothing changed.`);
48
+ }
49
+ }
50
+ /**
51
+ * Ends, on every page and on the copies of `scene`, the effects that `ends` picks (EFF-8, EFF-9, EFF-13), with a line in the log for each, public when it concerns
52
+ * the player (EFF-11). Returns what ended, with the values that come back, "Scudo della fede on Ennio (ac 15 → 13)", ten at most. It never fails halfway:
53
+ * a page that two pages' names share, or that cannot be written, is said, not written.
54
+ */
55
+ export function endEffects(root, context, world, scene, ends, why) {
56
+ const ended = [];
57
+ const whyOf = typeof why === "string" ? () => why : why;
58
+ for (const holder of effectHolders(world, scene)) {
59
+ const effects = effectsOf(holder.page);
60
+ const ending = effects.filter(ends);
61
+ if (ending.length === 0) {
62
+ continue;
63
+ }
64
+ const remaining = effects.filter((effect) => !ending.includes(effect));
65
+ const values = [...new Set(ending.flatMap((effect) => valuesChanged(world, holder.page, withEffects(holder.page, remaining), effect)))];
66
+ const named = `${ending.map((effect) => effect.name).join(", ")} on ${holder.page.name}`;
67
+ try {
68
+ saveEffects(root, context, world, holder, remaining);
69
+ }
70
+ catch (error) {
71
+ ended.push(`${named}: not written, ${error instanceof Error ? error.message : String(error)}`);
72
+ continue;
73
+ }
74
+ const visibility = !holder.copy && concernsPlayer(world, holder.page) ? "public" : "hidden";
75
+ for (const effect of ending) {
76
+ appendLogEntry(root, newDatedLogEntry(root, context, "effect-ended", visibility, { page: holder.page.name, copy: holder.copy ? true : undefined, effect: effect.name, why: whyOf(effect) }));
77
+ }
78
+ ended.push(`${named}${values.length === 0 ? "" : ` (${values.join(", ")})`}`);
79
+ }
80
+ return ended.length <= 10 ? ended : [shortList(ended, " · ")];
81
+ }
82
+ /** Whether an effect's end in game time has come (EFF-8). */
83
+ export function endedByDate(effect, now) {
84
+ const date = effect.end !== undefined && "date" in effect.end ? readGameDate(effect.end.date) : undefined;
85
+ return date !== undefined && minutesBetween(now, date) <= 0;
86
+ }
87
+ /** Whether an effect counted in rounds ends when the turn passes to `turn` in `round` (EFF-9). */
88
+ export function endedByTurn(effect, round, turn, order) {
89
+ return effect.end !== undefined && "round" in effect.end && endsAtTurn(effect.end, round, turn, order);
90
+ }
91
+ /** Whether an effect ends with the scene: counted in rounds, which exist only in it, or lasting until it ends (EFF-9). */
92
+ export function endsWithScene(effect) {
93
+ return effect.end !== undefined && ("round" in effect.end || "scene" in effect.end);
94
+ }
95
+ /** Whether someone keeps an effect alive (D-138). */
96
+ export function keptBy(effect, name) {
97
+ const keeper = keeperOf(effect);
98
+ return keeper !== undefined && comparableText(keeper) === comparableText(name);
99
+ }
100
+ /** "Spaventato until round 3, Lena": an effect as status names it, as its line writes it but its values. */
101
+ export function effectText(effect) {
102
+ return effect.end === undefined ? effect.name : `${effect.name} until ${formatEnd(effect.end)}`;
103
+ }
104
+ /** An effect as status shows it: its name, the values it gives that no counter shows, such as ac 18, and its end (SYS-8). */
105
+ export function effectShown(world, effect) {
106
+ const values = effect.values.filter(([field]) => isDeclaredUncounted(world, field)).map(([field, value]) => `${field} ${value}`);
107
+ const end = effect.end === undefined ? "" : ` until ${formatEnd(effect.end)}`;
108
+ return `${effect.name}${values.length === 0 ? "" : ` (${values.join(", ")})`}${end}`;
109
+ }
110
+ /** An effect as the dashboard shows it on someone of the party: its name, its end, the line status gives, and whether it is a condition (D-276, D-314, D-419). */
111
+ export function effectParts(world, system, effect) {
112
+ return { name: effect.name, ...(effect.end === undefined ? {} : { end: effect.end }), text: effectShown(world, effect), ...conditionMark(system, effect.name) };
113
+ }
114
+ /** Whether an effect's name is one of the system's conditions, whatever its case, and the drawing the system gives it (D-419); nothing for any other effect. */
115
+ export function conditionMark(system, name) {
116
+ const condition = (system?.conditions ?? []).find((named) => comparableText(named) === comparableText(name));
117
+ if (condition === undefined) {
118
+ return {};
119
+ }
120
+ const icon = Object.entries(system?.conditionIcons ?? {}).find(([named]) => comparableText(named) === comparableText(condition))?.[1];
121
+ return { condition: true, ...(icon === undefined ? {} : { icon }) };
122
+ }
123
+ /** "Benedizione (Ennio, Bruno)": what someone keeps alive, on whom (D-138). */
124
+ export function keptEffects(world, scene, name) {
125
+ return keptEffectHolders(world, scene, name).map((kept) => `${kept.effect} (${kept.holders.join(", ")})`);
126
+ }
127
+ /** What someone keeps alive, each effect with the pages and copies that have it (D-138). */
128
+ export function keptEffectHolders(world, scene, name) {
129
+ const kept = new Map();
130
+ for (const holder of effectHolders(world, scene)) {
131
+ for (const effect of effectsOf(holder.page).filter((candidate) => keptBy(candidate, name))) {
132
+ kept.set(effect.name, [...(kept.get(effect.name) ?? []), holder.page.name]);
133
+ }
134
+ }
135
+ return [...kept].map(([effect, holders]) => ({ effect, holders }));
136
+ }
137
+ /** The effects on whoever has this name, a page or a copy in the open scene, the copy first as change finds it (INH-14). */
138
+ export function effectsOn(world, scene, name) {
139
+ const holders = effectHolders(world, scene).filter((holder) => comparableText(holder.page.name) === comparableText(name));
140
+ const holder = holders.find((candidate) => candidate.copy) ?? holders[0];
141
+ return holder === undefined ? [] : effectsOf(holder.page);
142
+ }
143
+ /**
144
+ * The problems of effects (EFF-12): fields that do not read, ends that are neither game dates nor occasions of the game system (DAT-5), effects ended and still there,
145
+ * effects that end with a scene when none is open. `sceneProblem` says why the open scene cannot be read, if it cannot.
146
+ */
147
+ export function effectProblems(world, scene, now, occasions, sceneProblem) {
148
+ return effectHolders(world, scene).flatMap(({ page, copy }) => {
149
+ const path = copy ? "state.yaml" : page.path;
150
+ const read = readEffects(effectsField(page));
151
+ if ("problem" in read) {
152
+ const fix = `write each line of effects in quotes, such as - "Scudo della fede (ac: 15) until day 2, 14:20", and each effect once; or remove them all with write ${page.name}, unset effects, and add again with effect add those that still hold`;
153
+ return [{ path, message: `${page.name}: ${read.problem}`, fix }];
154
+ }
155
+ return read.effects.flatMap((effect) => {
156
+ const end = effect.end;
157
+ const endIt = `effect end ${page.name} "${effect.name}"`;
158
+ if (end !== undefined && "date" in end && readGameDate(end.date) === undefined) {
159
+ return [{ path, message: `${effect.name} on ${page.name} ends "${end.date}", which is not a game date.`, fix: `${endIt}, then add it again with a duration` }];
160
+ }
161
+ if (end !== undefined && "occasion" in end && !(occasions?.names ?? []).some((name) => comparableText(name) === comparableText(end.occasion))) {
162
+ const named = occasions === undefined || occasions.names.length === 0 ? "" : ` nor an occasion of the system ${occasions.system} (${occasions.names.join(", ")})`;
163
+ // Without the campaign's system, the occasion may well be one of its own: the system comes first (SYS-1).
164
+ const first = systemFirstFix(world, "an occasion");
165
+ const fix = `${first === undefined ? "" : `${first}; otherwise `}${endIt}, then add it again with a duration`;
166
+ return [{ path, message: `${effect.name} on ${page.name} ends "${end.occasion}", which is not a game date${named}.`, fix }];
167
+ }
168
+ if (end !== undefined && now !== undefined && endedByDate(effect, now)) {
169
+ return [{ path, message: `${effect.name} on ${page.name} ended at ${formatEnd(end)}, and is still there.`, fix: `let time pass with advance, which ends it, or ${endIt}` }];
170
+ }
171
+ if (endsWithScene(effect) && scene === undefined) {
172
+ const why = sceneProblem === undefined ? "no scene is open" : `the open scene cannot be read (${sceneProblem})`;
173
+ return [{ path, message: `${effect.name} on ${page.name} ends with the scene, but ${why}.`, fix: endIt }];
174
+ }
175
+ return computedValueProblems(world, page, path, effect, endIt);
176
+ });
177
+ });
178
+ }
179
+ /** A value an effect gives to a field the game system works out, as ac written before the system did: it does not count (FOR-7). */
180
+ function computedValueProblems(world, page, path, effect, endIt) {
181
+ const fields = effectiveFields(world, page);
182
+ return effect.values.flatMap(([field]) => {
183
+ const computed = computedField(world, field, fields);
184
+ const instead = computed === undefined ? [] : [...effectBonuses(world, computed.from), ...computed.from];
185
+ return computed === undefined ? [] : [{
186
+ path,
187
+ message: `${effect.name} on ${page.name} gives ${computed.name}, which the system ${world.system?.name ?? ""} works out, so it does not count.`,
188
+ fix: `${endIt}, then add it again with what ${computed.name} comes from${instead.length === 0 ? "" : `, such as ${instead[0]}`}`,
189
+ }];
190
+ });
191
+ }
192
+ /** The pages and the copies in the open scene that hold effects. */
193
+ function effectHolders(world, scene) {
194
+ const copies = scene === undefined ? [] : Object.entries(scene.copies).map(([name, copy]) => ({ page: copyPage(name, copy), copy: true }));
195
+ return [...world.pages.map((page) => ({ page, copy: false })), ...copies].filter((holder) => !isEmptyField(effectsField(holder.page)));
196
+ }
@@ -0,0 +1,16 @@
1
+ import { type Page, type World } from "../pages/index.ts";
2
+ /** One thing that holds around a page, as outputs name it: "light: dark (Cripta)", "Pioggia battente until day 3, 18:00 (Palude)". */
3
+ export interface Surrounding {
4
+ /** What tells it apart from the others: an entry's name, or an effect and its place. */
5
+ key: string;
6
+ text: string;
7
+ }
8
+ /** What holds at a page, nearest first: its places' environment, each entry with its place, then their effects, each with its end and place. Nothing for no page. */
9
+ export declare function surroundings(world: World, page: Page | undefined): Surrounding[];
10
+ /** "light: dark (Cripta) · Pioggia battente until day 3, 18:00 (Palude)"; empty when nothing holds. */
11
+ export declare function surroundingsText(items: Surrounding[]): string;
12
+ /** What changes around someone who moves (ENV-5): what holds now and did not, or differently; what held before and holds no more. */
13
+ export declare function surroundingsChange(before: Surrounding[], after: Surrounding[]): {
14
+ here: Surrounding[];
15
+ noLonger: Surrounding[];
16
+ };
@@ -0,0 +1,24 @@
1
+ // What holds around a page (D-153, ENV-2, ENV-3, ENV-5): the environment of the places it is in, with their effects, as outputs tell it.
2
+ import { comparableText } from "../core/text.js";
3
+ import { environmentAt, formatEnvironmentEntry, placesAround } from "../pages/index.js";
4
+ import { effectsOf } from "./effect-layer.js";
5
+ import { effectText } from "./game-effects.js";
6
+ /** What holds at a page, nearest first: its places' environment, each entry with its place, then their effects, each with its end and place. Nothing for no page. */
7
+ export function surroundings(world, page) {
8
+ if (page === undefined) {
9
+ return [];
10
+ }
11
+ const entries = environmentAt(world, page).map(({ entry, place }) => ({ key: `entry ${comparableText(entry.name)}`, text: `${formatEnvironmentEntry(entry)} (${place.name})` }));
12
+ const effects = placesAround(world, page).flatMap((place) => effectsOf(place).map((effect) => ({ key: `effect ${place.path} ${comparableText(effect.name)}`, text: `${effectText(effect)} (${place.name})` })));
13
+ return [...entries, ...effects];
14
+ }
15
+ /** "light: dark (Cripta) · Pioggia battente until day 3, 18:00 (Palude)"; empty when nothing holds. */
16
+ export function surroundingsText(items) {
17
+ return items.map((item) => item.text).join(" · ");
18
+ }
19
+ /** What changes around someone who moves (ENV-5): what holds now and did not, or differently; what held before and holds no more. */
20
+ export function surroundingsChange(before, after) {
21
+ const was = new Map(before.map((item) => [item.key, item.text]));
22
+ const keys = new Set(after.map((item) => item.key));
23
+ return { here: after.filter((item) => was.get(item.key) !== item.text), noLonger: before.filter((item) => !keys.has(item.key)) };
24
+ }
@@ -0,0 +1,84 @@
1
+ import type { Context } from "../core/context.ts";
2
+ import type { Problem } from "../core/problem.ts";
3
+ import { type Page, type PageType, type World } from "../pages/index.ts";
4
+ import { type GameDate } from "../time/index.ts";
5
+ import { type TriggerFacts } from "../triggers/index.ts";
6
+ /** A planned event of the world, with its game date when the engine can read one. */
7
+ export interface PlannedEvent {
8
+ page: Page;
9
+ date?: GameDate;
10
+ }
11
+ /** A planned event with a game date: it comes due at that date. */
12
+ export type DatedEvent = PlannedEvent & {
13
+ date: GameDate;
14
+ };
15
+ /** What a command set off (EVT-4, EVT-5): the events it made due, with why, those set off that wait for the date it gave them, and the world as it left it. */
16
+ export interface FiredEvents {
17
+ due: {
18
+ name: string;
19
+ text: string;
20
+ }[];
21
+ held: string[];
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+ world: World;
23
+ }
24
+ /** The planned events: those with a game date first, in order of date, then those without one. */
25
+ export declare function plannedEvents(world: World): PlannedEvent[];
26
+ export declare function isDated(event: PlannedEvent): event is DatedEvent;
27
+ /** The party and the containers of the world, as conditions read them (EVT-3). */
28
+ export declare function worldFacts(world: World): TriggerFacts;
29
+ /**
30
+ * Whether a planned event is due (EVT-1): its date has come. Without a date it can read, or before the game has a date,
31
+ * also when its clock is full or one of its conditions holds.
32
+ */
33
+ export declare function isDue(event: PlannedEvent, now: GameDate | undefined, facts: TriggerFacts): boolean;
34
+ /** The planned events due now (EVT-1), in the order of plannedEvents. */
35
+ export declare function dueEvents(world: World, now: GameDate | undefined, facts?: TriggerFacts): PlannedEvent[];
36
+ /** A due event as outputs name it, with where it happens, which tells who sees it: "Sparizione di Rosa (day 1, 23:00, at Guadoscuro)". */
37
+ export declare function dueText(event: PlannedEvent): string;
38
+ /** A planned event still to come, with what brings it (EVT-9): "La marcia della Confraternita (clock 2/4, day 3, 06:00, in 1d)", "I servitori si svegliano (when party in Ossario)". */
39
+ export declare function plannedText(event: PlannedEvent, now: GameDate | undefined): string;
40
+ /** What to do with due events (D-106): seen or heard, a scene; out of sight, off screen; then their status, or a later date. */
41
+ export declare function dueAdvice(count: number): string;
42
+ /**
43
+ * Fires the planned events that a command set off (EVT-4): each gets the present date, unless it has one that has come, and a hidden line in the log.
44
+ * `before` and `after` are the world before and after the command. Returns the events the command made due, fired or not (EVT-5).
45
+ */
46
+ export declare function fireEvents(root: string, context: Context, before: World, after: World, now: GameDate | undefined): FiredEvents;
47
+ /**
48
+ * The events that fire between the world before a command and the world after it (EVT-4): planned after it, set off after it and not before, and not due before it.
49
+ * Each with what set it off and the date to write on it: the present one, when the game has one and the event has none that has come. An event whose name two pages
50
+ * share never fires, since no write could pick it. An event given a date still to come by this very command waits for it: those are `held`.
51
+ */
52
+ export declare function eventsToFire(before: World, after: World, now: GameDate | undefined): {
53
+ fired: {
54
+ event: PlannedEvent;
55
+ cause: string;
56
+ date?: string;
57
+ }[];
58
+ held: PlannedEvent[];
59
+ };
60
+ /** "Now due: …", with how to play them; empty when nothing came due. */
61
+ export declare function nowDueNote(due: FiredEvents["due"]): string;
62
+ /** The events set off that wait for the date this command gave them (EVT-4); empty when there are none. */
63
+ export declare function heldNote(held: string[]): string;
64
+ /**
65
+ * What a write changed that matters to the story (D-117, EVT-7): a page's status as the tools read it, or something leaving a container, but a living member of the party
66
+ * moving, which is the game itself (D-146). The planned events and the planned or open quests that link to the page or to what left, as a note for the master to judge;
67
+ * `skipped` are the events already said due.
68
+ */
69
+ export declare function consequencesNotes(world: World, before: Page | undefined, after: Page, skipped: string[], now: GameDate | undefined): string[];
70
+ /**
71
+ * For each page, the planned events and the planned or open quests linked to it, as a note for the master to judge (D-117, EVT-7, CON-5); `skipped` are the events
72
+ * already said due.
73
+ */
74
+ export declare function linkedStoryNotes(world: World, pages: Page[], skipped: string[], now: GameDate | undefined): string[];
75
+ /** The clocks of the planned events not due yet, with who carries them (EVT-8, D-135): "La marcia della Confraternita 2/4 (Fratello Odo)". */
76
+ export declare function clocksToMove(world: World, now: GameDate | undefined, facts?: TriggerFacts): string[];
77
+ /** Why the date of a planned event cannot be used: a planned event comes due at its date, so the engine must read it (D-100). Undefined for anything else. */
78
+ export declare function plannedEventDateProblem(type: PageType | undefined, fields: Record<string, unknown>): string | undefined;
79
+ /** What is wrong with an event's clock or conditions, among the fields a write changed (EVT-10); undefined when they read. Statuses are checked on the pages that exist. */
80
+ export declare function eventFieldsProblem(world: World, fields: Record<string, unknown>, changed: string[]): string | undefined;
81
+ /** Conditions on pages that do not exist yet: they cannot hold until a page has that name, which may be an alias of another (EVT-10). */
82
+ export declare function conditionNotes(world: World, when: unknown): string[];
83
+ /** The problems of the planned events (D-100, EVT-10, D-117): dates the engine cannot read, clocks and conditions that do not read, events made to happen by the dead. */
84
+ export declare function eventProblems(world: World): Problem[];