Files
RingBRP/tools/build-packs.mjs
T
slaguru666andClaude Opus 5 26ad00174f Add the same ten before the department found them
Ten civilian counterparts, one per roster agent: same person, same
characteristics, same face, no induction and nothing ever issued to them. A
player can hold the two sheets side by side and read exactly what the job did.

Keyed off ROSTER rather than written out again, so the pair cannot drift apart.
The five who joined straight into a posting get the trade they came out of, and
between them the ten now cover all ten trades exactly once — which makes this
set a demonstration of the whole trade half of character creation as well as a
set of characters.

expandFromRegister grows a `civilian` mode: no induction skills, no standing
issue, no tier issue, no trade cant, and nothing anomalous or Coherence-costing.

Three things the build guard caught, each of which would have shipped:

  - Holloway was "carrying issued kit: notebook". Wrong: an interpreter owned a
    notebook long before anyone issued her one. The rule is now kit that could
    ONLY have come from the department.
  - Same again for skills — the linguist's core list contains trade cant,
    because it is a language and she is a linguist.
  - Wren Finch was carrying the black mirror, which is era "anomalous", from a
    transposed tradition, and costs Coherence to look into twice. That is
    something you acquire after the night the department notices you, not
    before. It is the only anomalous item in any trade kit.

The guard runs over the built objects rather than trusting the flag that made
them, because the flag is three call-frames away from the result.

Verified in Foundry: 24 pregens, the before sheets show the civilian job in
place of rank, no armour, nothing readied but fists, and the right face.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-12 16:19:50 +01:00

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/**
* Builds the RingBRP LevelDB compendium packs from tools/content.mjs.
* Run: node tools/build-packs.mjs
*
* IDs are derived deterministically from a key string, so rebuilding a pack
* keeps stable references and does not duplicate documents in existing worlds.
*/
import { ClassicLevel } from "classic-level";
import { createHash } from "node:crypto";
import { ICON_MAP, SKILL_ICON } from "./icons.mjs";
import { rm, mkdir } from "node:fs/promises";
import { existsSync } from "node:fs";
import path from "node:path";
import { fileURLToPath } from "node:url";
import {
SKILL_CATALOGUE, WEAPONS, ARMOURS, GEAR, VEHICLES, PREGENS, NPCS, DEVICES, TALENTS,
SITE_TABLE, HAZARD_TABLE, hitPoints, majorWound, damageModifier, styleFor
} from "./content.mjs";
import { SHIELD } from "../rules.mjs";
const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), "..");
const PACKS = path.join(ROOT, "packs");
const ALPHABET = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789";
function idFor(key) {
const h = createHash("sha256").update(`ringbrp:${key}`).digest();
let out = "";
for (let i = 0; i < 16; i++) out += ALPHABET[h[i] % ALPHABET.length];
return out;
}
const BASE = () => ({ folder: null, sort: 0, flags: {}, ownership: { default: 0 } });
const IC = k => ICON_MAP[k] ? `systems/ringbrp/icons/${k}.svg` : null;
const ICON = {
skill: IC("skill_mental"),
weapon: IC("pistol_med"),
melee: IC("dagger"),
armour: IC("stab_vest"),
gear: IC("pack") ?? IC("medkit"),
device: IC("crossing_regulator"),
actor: IC("actor_pc"),
table: IC("table"),
journal: IC("journal"),
talent: IC("talent_generic"),
npc: IC("actor_npc"),
caseFile: IC("actor_case")
};
/* ---------------- item factories ---------------- */
function skillItem({ fam, spec, cat, base, name, extra = {} }) {
return {
_id: idFor(`skill:${fam}:${spec}`),
name, type: "skill", img: IC(SKILL_ICON[cat]) ?? ICON.skill,
system: {
description: "",
familyId: fam, specialisationId: spec, categoryId: cat,
base: { mode: "flat", value: base, formula: "" },
value: base,
trainingCap: null, transferGroup: "",
experienceTicked: false, experienceEligible: true, canBeTaught: true,
...extra
},
effects: [], ...BASE()
};
}
function weaponItem(w) {
const isMelee = w.cls === "melee";
return {
_id: idFor(`weapon:${w.key}`),
name: w.name, type: "weapon", img: IC(w.key) ?? (isMelee ? ICON.melee : ICON.weapon),
system: {
description: "", massKg: w.mass ?? 0, quantity: 1, equipped: false, carried: true,
traditionIds: [w.trad ?? "tradition_local"],
weaponClass: w.cls,
skillFamilyId: w.fam, skillSpecialisationId: w.spec,
damage: w.byBand
? { mode: "byBand", formula: "", short: w.byBand.short, medium: w.byBand.medium, long: w.byBand.long }
: { mode: "single", formula: w.dmg, short: "", medium: "", long: "" },
appliesDamageModifier: !!w.mod,
woundType: w.wound,
monofilament: !!w.mono,
fireMode: w.fire ?? "",
ranges: { short: w.ranges[0], medium: w.ranges[1], long: w.ranges[2] },
ammo: { capacity: w.cap ?? 0, loaded: w.cap ?? 0, reserve: 0, reloadRounds: w.fire === "slow" ? 2 : 1 },
energyPerShot: w.energy ?? 0,
damageTags: w.mono ? ["monofilament"] : (w.cls === "energy" ? ["energy"] : ["kinetic"]),
coherenceCost: w.coherence ?? 0
},
effects: [], ...BASE(),
flags: { ringbrp: { key: w.key, era: w.era ?? "modern" } }
};
}
function armourItem(a) {
return {
_id: idFor(`armour:${a.key}`),
name: a.name, type: "armour", img: IC(a.key) ?? ICON.armour,
system: {
coherenceCost: a.coherence ?? 0,
description: "", massKg: a.mass, quantity: 1, equipped: false, carried: true,
traditionIds: [a.trad ?? "tradition_local"],
points: a.points, coverage: a.covers ?? (a.shield ? SHIELD.coverage : "all"),
shield: !!a.shield, raised: false,
ignoredBy: [], degradation: { current: 0, max: a.tough ?? 4 }
},
effects: [], ...BASE(),
flags: { ringbrp: { key: a.key, era: a.era ?? "modern" } }
};
}
function gearItem(g) {
return {
_id: idFor(`gear:${g.key}`),
name: g.name, type: "gear", img: IC(g.key) ?? ICON.gear,
system: {
description: g.desc ? `<p>${g.desc}</p>` : "",
massKg: g.mass, quantity: 1, equipped: false, carried: true,
traditionIds: [g.trad ?? "tradition_home"],
powerDraw: 0, skillBonus: { skillFamilyId: g.bonus?.fam ?? "", value: g.bonus?.value ?? 0 },
researchFacility: g.facility ?? "",
coherenceCost: g.coherence ?? 0,
// A sight applies itself off the range band, and a lamp off the dark. Both are
// facts about what is in the pack rather than choices made at the trigger.
optic: { kind: g.optic ?? "", fits: g.fits ?? "any" },
lightSource: !!g.lit,
lightReachM: g.lit ? (g.reach ?? 10) : 0,
isAnchor: /anchor/i.test(g.name)
},
effects: [], ...BASE(),
flags: { ringbrp: { key: g.key, era: g.era ?? "modern" } }
};
}
function vehicleItem(v) {
return {
_id: idFor(`vehicle:${v.key}`),
name: v.name, type: "vehicle", img: IC(v.key) ?? ICON.gear,
system: {
description: v.desc ? `<p>${v.desc}</p>` : "",
// A vehicle is carried by nobody: massKg is what it weighs, not what it costs
// an agent to have. `carried` false keeps it out of the encumbrance sum.
massKg: v.mass ?? 0, quantity: 1, equipped: false, carried: false,
traditionIds: [v.trad ?? "tradition_home"],
skillFamilyId: v.fam ?? "pilot", skillSpecialisationId: v.spec ?? "ground_car",
crew: v.crew ?? 1, seats: v.seats ?? 0, cargoKg: v.cargo ?? 0,
speedBand: v.speed ?? "road", rangeKm: v.range ?? 0,
hull: { value: v.hull ?? 0, max: v.hull ?? 0 },
hullMax: v.hullMax ?? v.hull ?? 0,
spacecraft: !!v.spacecraft, heat: 0, signature: 0, band: "close", stations: [],
armourPoints: v.armour ?? 0, terrain: v.terrain ?? [],
powerDraw: 0, coherenceCost: v.coherence ?? 0,
era: v.era ?? "modern", notes: ""
},
effects: [], ...BASE(),
flags: { ringbrp: { key: v.key, era: v.era ?? "modern" } }
};
}
function deviceItem(d) {
return {
_id: idFor(`device:${d.key}`),
name: d.name, type: "device", img: ICON.device,
system: {
description: d.desc ?? "", massKg: d.mass, quantity: 1, equipped: false, carried: true,
traditionIds: d.traditions,
documentId: d.documentId, materialId: "standard",
integrity: d.integrity, functions: d.functions
},
effects: [], ...BASE()
};
}
/* ---------------- register expansion ---------------- */
/**
* A posting or trade expanded into the shape buildActor wants.
*
* Shared by the starter scenario and the duty roster, because two copies of this is
* two places for the induction rule to drift. Ratings are FIXED at the middle of each
* band rather than rolled: a pregen that varies between installs is not a pregen.
*
* `civilian` builds the person BEFORE the department found them: their trade and the
* tools of it, and nothing the agency ever handed them. No induction skills, no
* standing issue, no tier issue, no trade cant — that last one matters, because trade
* cant is the department's own argot and a civilian has never heard it spoken.
*/
const REG = await import("../postings.mjs");
const midBand = b => Math.round((b[0] + b[1]) / 2);
function expandFromRegister(spec, { where = "roster", civilian = false } = {}) {
const { ROLES, TRADES, INDUCTION, TRADE_BANDS, STANDING_ISSUE, TIER_ISSUE, TIERS } = REG;
const isTrade = !!spec.trade;
const R = isTrade ? TRADES[spec.trade] : ROLES[spec.role];
if (!R) throw new Error(`${where}: no ${isTrade ? "trade" : "role"} "${spec.trade ?? spec.role}"`);
const tierKey = { "Probationary": "probationary", "Field Officer": "officer",
"Senior Field Officer": "senior", "Case Officer": "veteran" }[spec.rank]
?? "officer";
const T = TIERS[tierKey];
const coreV = isTrade ? midBand(TRADE_BANDS.core) : midBand(T.core);
const supportV = isTrade ? midBand(TRADE_BANDS.support) : midBand(T.support);
const inducV = midBand(INDUCTION.bandByTier[tierKey] ?? INDUCTION.band);
const skills = [];
const seen = new Set();
const addSkill = (id, val) => {
if (seen.has(id)) return; // induction never demotes a trade
seen.add(id);
const [fam, sp = ""] = id.split(":");
skills.push({ fam, spec: sp, val });
};
for (const k of R.core) addSkill(k, coreV);
for (const k of R.support) addSkill(k, supportV);
if (isTrade && !civilian) for (const k of INDUCTION.skills) addSkill(k, inducV);
if (!civilian) addSkill("language:trade_cant", 55);
// Floors only ever RAISE a rating, so a posting already better stays better.
for (const [id, floor] of Object.entries(spec.floors ?? {})) {
const [fam, sp = ""] = id.split(":");
const found = skills.find(x => x.fam === fam && x.spec === sp);
if (found) found.val = Math.max(found.val, floor);
else { skills.push({ fam, spec: sp, val: floor }); seen.add(id); }
}
// A civilian has never been near a crossing, so nothing anomalous and nothing that
// costs Coherence to use — the criminal's trade kit contains a black mirror, which is
// exactly the sort of thing you acquire AFTER the night the department noticed you.
const isAnomalous = k => {
const it = GEAR_LOOKUP.get(k) ?? WEAPON_LOOKUP.get(k) ?? ARMOUR_LOOKUP.get(k);
return !!it && (it.era === "anomalous" || !!it.coherence);
};
const kitKeys = civilian
? [...R.kit, ...(spec.extraWeapons ?? []), ...(spec.extraGear ?? [])].filter(k => !isAnomalous(k))
: [...STANDING_ISSUE, ...R.kit,
...(isTrade ? INDUCTION.kit : []),
...(spec.extraWeapons ?? []), ...(spec.extraGear ?? []),
...(TIER_ISSUE[tierKey] ?? [])];
const weapons = [], armour = [], gear = [];
for (const k of new Set(kitKeys)) {
if (WEAPON_LOOKUP.has(k)) weapons.push(k);
else if (ARMOUR_LOOKUP.has(k)) armour.push(k);
else if (GEAR_LOOKUP.has(k)) gear.push(k);
else throw new Error(`${where}: ${spec.name} issued unknown item "${k}"`);
}
return { ...spec, label: R.label, blurb: R.blurb, skills, weapons, armour, gear };
}
/* ---------------- actor factory ---------------- */
const SKILL_LOOKUP = new Map(
SKILL_CATALOGUE.map(([fam, spec, cat, base, name, extra]) => [`${fam}:${spec}`, { fam, spec, cat, base, name, extra }])
);
const WEAPON_LOOKUP = new Map(WEAPONS.map(w => [w.key, w]));
const ARMOUR_LOOKUP = new Map(ARMOURS.map(a => [a.key, a]));
const GEAR_LOOKUP = new Map(GEAR.map(g => [g.key, g]));
const DEVICE_LOOKUP = new Map(DEVICES.map(d => [d.key, d]));
function buildActor(spec, type) {
const ch = spec.ch;
const hp = hitPoints(ch.con, ch.siz);
const mw = majorWound(hp);
const style = styleFor(spec.chosenStyle ?? "reflex");
const actorId = idFor(`actor:${spec.key}`);
const stableKey = spec.key;
const items = [];
const push = (doc, suffix) => {
const copy = foundryClone(doc);
copy._id = idFor(`owned:${spec.key}:${suffix}`);
items.push(copy);
};
for (const s of spec.skills ?? []) {
const meta = SKILL_LOOKUP.get(`${s.fam}:${s.spec}`);
if (!meta) throw new Error(`Unknown skill ${s.fam}:${s.spec} on ${spec.name}`);
const doc = skillItem({ ...meta, cat: meta.cat, base: meta.base, name: meta.name, extra: meta.extra ?? {} });
doc.system.value = s.val;
push(doc, `skill:${s.fam}:${s.spec}`);
}
// Every skill, so the sheet reads like a BRP sheet rather than eleven entries
// scattered over seven categories. Trained ones were pushed above; the rest
// come in at printed base.
const trained = new Set((spec.skills ?? []).map(x => `${x.fam}:${x.spec}`));
for (const [fam, sp, cat, base, name, extra] of SKILL_CATALOGUE) {
if (trained.has(`${fam}:${sp}`)) continue;
const doc = skillItem({ fam, spec: sp, cat, base, name, extra: extra ?? {} });
doc.system.value = base;
push(doc, `skill:${fam}:${sp}`);
}
for (const key of spec.talents ?? []) {
const t = TALENTS.find(x => x.key === key);
if (!t) throw new Error(`Unknown talent ${key} on ${spec.name}`);
push(talentItem(t), `talent:${key}`);
}
// Everyone has hands. "Punch / kick" was in the catalogue and issued to nobody,
// so every agent had Brawl and no item to roll damage with — an unarmed attack
// was unrollable for every character in the game.
for (const key of [...new Set(["punch", ...(spec.weapons ?? [])])]) {
const w = WEAPON_LOOKUP.get(key);
if (!w) throw new Error(`Unknown weapon ${key} on ${spec.name}`);
const doc = weaponItem(w);
doc.system.equipped = true;
push(doc, `weapon:${key}`);
}
for (const key of spec.armour ?? []) {
const a = ARMOUR_LOOKUP.get(key);
if (!a) throw new Error(`Unknown armour ${key} on ${spec.name}`);
const doc = armourItem(a);
doc.system.equipped = true;
push(doc, `armour:${key}`);
}
for (const entry of spec.gear ?? []) {
const [key, qty] = Array.isArray(entry) ? entry : [entry, 1];
const g = GEAR_LOOKUP.get(key);
if (!g) throw new Error(`Unknown gear ${key} on ${spec.name}`);
const doc = gearItem(g);
doc.system.quantity = qty;
push(doc, `gear:${key}`);
}
for (const key of spec.devices ?? []) {
const d = DEVICE_LOOKUP.get(key);
if (!d) throw new Error(`Unknown device ${key} on ${spec.name}`);
push(deviceItem(d), `device:${key}`);
}
const system = {
characteristics: Object.fromEntries(
["str", "siz", "con", "int", "pow", "dex", "cha", "edu"].map(k => [k, { value: ch[k] ?? 10 }])
),
marksmanship: { style, chosenStyle: spec.chosenStyle ?? style },
hp: { value: hp, max: hp },
majorWound: { value: mw },
wounds: [],
familiarities: {
traditions: ["tradition_home"],
environments: spec.environments ?? []
},
combat: { defencesThisRound: 0, defenceTypeLock: "", stance: "normal", secondAttackUsed: false, aiming: { active: false, targetUuid: "", bonus: 0 } },
// Written explicitly rather than left to the template default. Every packed
// actor shipped as "hominid", a name from the Ringworld setting that is not a
// species this game defines — it only ever worked because the sheet falls back
// to baseline, so most of the cast was drawn and hit-located as something the
// rules do not contain.
speciesProfile: spec.species ?? "baseline",
notes: ""
};
if (type === "character") {
system.age = spec.age ?? { chronological: 30, physiological: 30 };
if (spec.rank) system.rank = spec.rank;
system.pursuits = [];
system.biography = spec.bio ?? "";
} else {
system.role = spec.role ?? "";
system.morale = { downThreshold: 2, note: "" };
system.naturalArmour = { value: Number(spec.naturalArmour) || 0 };
system.tactics = spec.tactics ?? "";
}
// A generated portrait if the spec names one, the generic silhouette otherwise.
// The token gets the same face: a pregen you can recognise on the map is worth
// more at a convention table than a correct one you cannot tell apart.
let face = ICON.actor;
if (spec.portrait) {
const rel = `art/portraits/${spec.portrait}.webp`;
// A missing portrait is a broken image on a pregen sheet that nobody notices
// until it is on a projector at a table. Fail the build instead.
if (!existsSync(path.join(ROOT, rel))) throw new Error(`${spec.name}: no portrait at ${rel}`);
face = `systems/ringbrp/${rel}`;
}
const actorDoc = {
_id: actorId,
name: spec.name, type, img: face,
system,
items: items.map(i => i._id), // Foundry LevelDB packs store an ID LIST here
effects: [],
prototypeToken: {
name: spec.name, displayName: 20, actorLink: type === "character",
width: 1, height: 1, texture: { src: face },
sight: { enabled: true }, disposition: type === "character" ? 1 : -1,
bar1: { attribute: "hp" }, bar2: { attribute: null },
flags: {}
},
...BASE(), flags: { ringbrp: { key: stableKey } }
};
return { actorDoc, itemDocs: items };
}
function foundryClone(o) { return JSON.parse(JSON.stringify(o)); }
function talentItem(t) {
const iconKey = t.cat === "species" ? "talent_species"
: t.cat === "agency" ? "talent_agency"
: t.cat === "field" ? "talent_field" : "talent_generic";
return {
_id: idFor(`talent:${t.key}`),
name: t.name, type: "talent", img: IC(iconKey) ?? ICON.talent,
system: {
description: `<p>${t.summary}</p><p><strong>${t.rule}</strong></p>`,
talentId: t.key, category: t.cat, summary: t.summary, rule: t.rule,
skillBonus: { skillFamilyId: t.bonus?.fam ?? "", value: t.bonus?.value ?? 0 },
grantsAction: t.action ?? "", coherenceCost: t.coherence ?? 0,
usesPerCase: t.uses ?? 0, usedThisCase: 0,
speciesId: t.species ?? ""
},
effects: [], ...BASE()
};
}
/* ---------------- table + journal factories ---------------- */
function tableDoc(spec, key) {
const id = idFor(`table:${key}`);
const results = spec.results.map((text, i) => ({
_id: idFor(`table:${key}:${i}`),
type: "text",
name: `${i + 1}`,
description: `<p>${text}</p>`,
img: ICON.table,
weight: 1,
range: [i + 1, i + 1],
drawn: false,
flags: {}
}));
return {
doc: {
_id: id, name: spec.name, img: ICON.table,
description: "", formula: spec.formula, replacement: true, displayRoll: true,
results: results.map(r => r._id), ...BASE()
},
results, id
};
}
function journalDoc(name, key, pages) {
const id = idFor(`journal:${key}`);
const pageDocs = pages.map((p, i) => ({
_id: idFor(`journal:${key}:${i}`),
name: p.name, type: "text",
title: { show: true, level: 1 },
text: { format: 1, content: p.content, markdown: "" },
image: {}, video: { controls: true, volume: 0.5 }, src: null,
system: {}, sort: (i + 1) * 100, ownership: { default: -1 }, flags: {},
category: null
}));
return { doc: { _id: id, name, pages: pageDocs.map(p => p._id), categories: [], ...BASE() }, pages: pageDocs, id };
}
/* ---------------- writer ---------------- */
async function writePack(packName, entries) {
const dir = path.join(PACKS, packName);
await rm(dir, { recursive: true, force: true });
await mkdir(dir, { recursive: true });
const db = new ClassicLevel(dir, { valueEncoding: "json" });
await db.open();
const batch = db.batch();
for (const [key, value] of entries) batch.put(key, value);
await batch.write();
await db.close();
console.log(` ${packName.padEnd(10)} ${String(entries.length).padStart(4)} keys`);
}
/* ---------------- main ---------------- */
// Refuse to build if a rule has been duplicated. The packs used to be built under
// one rule and played under another; this makes that impossible to ship.
{
const { execFileSync } = await import("node:child_process");
try {
execFileSync(process.execPath, [new URL("check-rules.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
// And refuse if a posting is issued kit the catalogue cannot supply.
execFileSync(process.execPath, [new URL("check-kits.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
// And refuse if the localisation file cannot be loaded, which un-localises
// every sheet in the system and gives no error the user would connect to it.
execFileSync(process.execPath, [new URL("check-lang.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
// And refuse if a rule a play-through already found is broken again. The static
// guards cannot tell whether a rule is READ; these tests can.
execFileSync(process.execPath, [new URL("check-behaviour.mjs", import.meta.url).pathname],
{ stdio: "inherit" });
} catch { console.error("build aborted: pre-build checks failed"); process.exit(1); }
}
console.log("Custodians | building compendium packs");
// skills
{
const entries = SKILL_CATALOGUE.map(([fam, spec, cat, base, name, extra]) => {
const doc = skillItem({ fam, spec, cat, base, name, extra: extra ?? {} });
return [`!items!${doc._id}`, doc];
});
await writePack("skills", entries);
}
// talents
await writePack("talents", TALENTS.map(t => { const d = talentItem(t); return [`!items!${d._id}`, d]; }));
// weapons
await writePack("weapons", WEAPONS.map(w => {
const d = weaponItem(w); return [`!items!${d._id}`, d];
}));
// armour
await writePack("armour", ARMOURS.map(a => {
const d = armourItem(a); return [`!items!${d._id}`, d];
}));
// gear + devices
{
const entries = [];
for (const g of GEAR) { const d = gearItem(g); entries.push([`!items!${d._id}`, d]); }
for (const dv of DEVICES) { const d = deviceItem(dv); entries.push([`!items!${d._id}`, d]); }
await writePack("gear", entries);
}
// vehicles — their own pack, because a lorry is not a piece of kit
{
const entries = VEHICLES.map(v => { const d = vehicleItem(v); return [`!items!${d._id}`, d]; });
await writePack("vehicles", entries);
}
// pregens — the six hand-written originals plus the ten-agent duty roster
{
const { ROSTER, BEFORE } = await import("./roster.mjs");
const roster = ROSTER.map(spec => {
const e = expandFromRegister(spec, { where: "roster" });
return { ...e, bio: `<p><strong>${e.label}, ${spec.rank}.</strong> ${e.blurb}</p>${spec.bio}` };
});
// The same ten before the department found them. Same key stem, same face, same
// characteristics — a person's STR does not change when they sign the Act. What
// changes is everything the job gave them, which is the whole point of the pair.
const { TRADES } = REG;
const before = ROSTER.map(spec => {
const b = BEFORE[spec.key];
if (!b) throw new Error(`roster: ${spec.name} has no "before" entry`);
const civ = expandFromRegister(
{ ...spec, key: `${spec.key}_before`, name: `${spec.name} (before)`,
role: undefined, trade: b.trade, rank: b.job,
age: { chronological: b.age, physiological: b.age },
// One talent, taken from the trade's own list rather than invented, so a
// civilian never holds a knack the department taught them.
talents: TRADES[b.trade].talents.slice(0, 1) },
{ where: "roster:before", civilian: true });
return { ...civ, bio: `<p><strong>${b.job}.</strong> ${civ.blurb}</p>${b.bio}` };
});
// The whole value of this set is that it holds NOTHING the department gave them, and
// that is a property of a flag passed three call-frames away. Check it here, where
// the objects actually are, rather than trusting the flag.
const { STANDING_ISSUE, INDUCTION } = REG;
for (const c of before) {
const carried = [...c.weapons, ...c.armour, ...c.gear];
// An item the trade itself owns stays, even when the department also hands it out:
// an interpreter had a notebook long before anyone issued her one. Only kit that
// could ONLY have come from the department is a failure.
const ownKit = TRADES[c.trade].kit;
const issued = carried.filter(k => !ownKit.includes(k)
&& (STANDING_ISSUE.includes(k) || INDUCTION.kit.includes(k)));
if (issued.length) throw new Error(`${c.name} is carrying issued kit: ${issued.join(", ")}`);
const odd = carried.filter(k => {
const it = GEAR_LOOKUP.get(k) ?? WEAPON_LOOKUP.get(k) ?? ARMOUR_LOOKUP.get(k);
return !!it && (it.era === "anomalous" || !!it.coherence);
});
if (odd.length) throw new Error(`${c.name} is carrying something anomalous: ${odd.join(", ")}`);
// Same rule for skills: the linguist's core list contains trade cant, because it is
// a language and she is a linguist. Only a rating she could ONLY have been taught
// at the training centre is a failure.
const ownSkills = new Set([...TRADES[c.trade].core, ...TRADES[c.trade].support]);
const taught = c.skills.filter(s => {
const id = s.spec ? `${s.fam}:${s.spec}` : s.fam;
return !ownSkills.has(id) && (INDUCTION.skills.includes(id) || id === "language:trade_cant");
});
if (taught.length) throw new Error(`${c.name} knows induction skills: ${taught.map(s => s.spec ? `${s.fam}:${s.spec}` : s.fam).join(", ")}`);
}
const entries = [];
for (const p of [...PREGENS, ...roster, ...before]) {
const { actorDoc, itemDocs } = buildActor(p, "character");
entries.push([`!actors!${actorDoc._id}`, actorDoc]);
for (const it of itemDocs) entries.push([`!actors.items!${actorDoc._id}.${it._id}`, it]);
}
await writePack("pregens", entries);
}
// npcs
{
const entries = [];
for (const n of NPCS) {
const { actorDoc, itemDocs } = buildActor(n, "npc");
entries.push([`!actors!${actorDoc._id}`, actorDoc]);
for (const it of itemDocs) entries.push([`!actors.items!${actorDoc._id}.${it._id}`, it]);
}
await writePack("npcs", entries);
}
// tables
{
const entries = [];
for (const [spec, key] of [[SITE_TABLE, "sites"], [HAZARD_TABLE, "hazards"]]) {
const t = tableDoc(spec, key);
entries.push([`!tables!${t.id}`, t.doc]);
for (const r of t.results) entries.push([`!tables.results!${t.id}.${r._id}`, r]);
}
await writePack("tables", entries);
}
// PAPER WINDOW — the starter scenario, shipped as an Adventure so the whole thing
// imports in one click rather than as nine loose documents a GM has to assemble.
{
const S = await import("./scenario-starter.mjs");
// Expanded by the shared helper; the starter adds its own biography on top.
const expand = spec => {
const e = expandFromRegister(spec, { where: "starter" });
return { ...e,
bio: `<p><strong>${e.label}, ${spec.rank}.</strong> ${e.blurb}</p>`
+ `<p><strong>Your job in this case.</strong> ${spec.spotlight}</p>`
+ (spec.complication ? `<p><strong>Your complication.</strong> ${spec.complication}</p>` : "")
+ `<p class="rb-gm-note"><em>${spec.note}</em></p>` };
};
const actorDocs = [], itemDocsFor = new Map();
for (const spec of S.STARTER_TEAM) {
const { actorDoc, itemDocs } = buildActor(expand(spec), "character");
actorDoc.items = itemDocs; // Adventures embed full documents
actorDocs.push(actorDoc);
}
for (const spec of S.STARTER_CAST) {
const { actorDoc, itemDocs } = buildActor(spec, "npc");
actorDoc.items = itemDocs;
actorDocs.push(actorDoc);
}
// A case may carry no credential at all — BLACK PLATFORM's station is already shut
// to the public, so there is nobody to be somebody else in front of.
const A = S.STARTER_AUTHORITY;
const authId = A ? idFor(`item:${A.key}`) : null;
const authority = A ? {
_id: authId, name: A.name, type: "authority", img: IC("cover_id") ?? ICON.gear,
system: {
description: A.description,
holderName: A.holderName, holderRole: A.holderRole, issuer: A.issuer,
scope: A.scope, scopeNote: A.scopeNote,
trust: { value: A.trust, max: 4 },
expires: "", redFlags: A.redFlags, dossier: [],
establishesRemit: false, timesWidened: 0, mergeSteps: 0,
burned: false, suspect: false, aiPosture: "", notes: ""
},
effects: [], ...BASE(), flags: { ringbrp: { key: A.key } }
} : null;
// The case file, already at the scenario's opening state.
const C = S.STARTER_CASE;
const caseId = idFor(`actor:${C.key}`);
// Group ITEMS from the scenario data. resolveContact looks these up and returns null
// without one, so a standing with no group silently switches off READ/SIGNAL/OFFER.
const groupDocs = S.STARTER_GROUPS.map(g => ({
_id: idFor(`owned:${C.key}:group_${g.groupId}`),
name: g.name, type: "group", img: ICON.actor,
system: {
description: g.description,
groupId: g.groupId, speciesId: "baseline", population: g.population,
npcTemplateId: g.npcTemplateId,
taboos: g.taboos, desires: g.desires,
correctOfferForm: g.correctOfferForm,
rewardsByStanding: g.rewardsByStanding,
standing: 0, impression: 0
},
effects: [], ...BASE()
}));
const caseDoc = {
_id: caseId, name: C.name, type: "expedition", img: ICON.caseFile ?? ICON.actor,
system: {
integrityMode: "abstract",
integrity: { value: C.containment, max: 10 },
supply: { value: C.resources, max: 10 },
power: { value: C.clearance, max: 10 },
assets: [], members: S.STARTER_TEAM.map(t => t.key),
journey: {
destinationId: "rookery_heath", destinationName: C.destination,
destinationKnowledge: "briefed", currentLeg: 0, elapsedDays: 0,
siteTableId: "sites", hazardTableId: "hazards", returnClock: 0,
legs: C.legs.map((l, i) => ({
// `kind`, not `kindId` — resolveLegDialog reads leg.kind and falls back to a
// regex on the terrain text. Writing the wrong field worked only because
// "Extraction — closing the register" happens to start with the word.
index: i, terrain: l.label, mode: "foot", kind: l.kindId,
difficulty: l.difficulty, modifier: l.mod, days: 0,
explored: true, resolved: false, forcedEncounterId: "",
costSupply: 1, costPower: 0
}))
},
standings: C.standings.map(id => ({ groupId: id, value: 0, impression: 0, encounters: 0,
knownTaboos: [], knownDesires: [], pidginEstablished: false, obligations: [] })),
across: false, crossingModifier: 0, salvageEra: "modern",
notes: C.notes
},
items: groupDocs, effects: [],
prototypeToken: { name: C.name, displayName: 20, actorLink: true, width: 1, height: 1,
texture: { src: ICON.actor }, sight: { enabled: false }, disposition: 1,
bar1: { attribute: "integrity" }, bar2: { attribute: "supply" }, flags: {} },
...BASE()
};
actorDocs.push(caseDoc);
const gmJournal = journalDoc("PAPER WINDOW — Run the case", "starter_gm", S.STARTER_PAGES);
const handouts = journalDoc("PAPER WINDOW — Player handouts", "starter_handouts", S.STARTER_HANDOUTS);
// Handouts are for handing out. A GM who has to change ownership on seven pages
// before the session starts will simply read them aloud instead.
handouts.doc.ownership = { default: 2 };
handouts.doc.flags = { ringbrp: { brand: true } };
for (const p of handouts.pages) p.ownership = { default: 2 };
const advId = idFor("adventure:black_platform");
const adventure = {
_id: advId,
name: "BLACK PLATFORM — The 00:17 Service",
img: IC("actor_case") ?? ICON.caseFile ?? ICON.actor,
caption: "A six-player action starter. Three to four hours.",
description:
"<p><em>A train is running through a station whose rails were taken out in 1976. "
+ "Two engineers boarded it and have not come back. It returns every eleven minutes, "
+ "and every time it comes back there are more people on it.</em></p>"
+ "<p>Go down, take the platform, get aboard, find the engineers, fight forward along "
+ "a moving train, and stop it before it reaches a terminus that does not exist in "
+ "this world.</p>"
+ "<p>The complete starter: GM scenario, player handouts, six pregenerated agents who "
+ "can all fight, the ticket inspectors, the Conductor, the two casualties, and the "
+ "case file already set to Containment 9, Resources 8, Clearance 5 with its four "
+ "phases loaded.</p>",
actors: actorDocs,
items: authority ? [authority] : [],
journal: [
{ ...gmJournal.doc, pages: gmJournal.pages },
{ ...handouts.doc, pages: handouts.pages }
],
scenes: [], combats: [], tables: [], macros: [], cards: [], playlists: [], folders: [],
sort: 0, ...BASE()
};
await writePack("starter", [[`!adventures!${advId}`, adventure]]);
console.log(` starter BLACK PLATFORM — ${actorDocs.length} actors, `
+ `${S.STARTER_PAGES.length} GM pages, ${S.STARTER_HANDOUTS.length} handouts`);
}
// The player primer. Its own pack, OBSERVER by default, because it is the one thing
// in the system written to be handed to players before anybody has read a rule.
{
const { PRIMER_PAGES } = await import("./primer-text.mjs");
const j = journalDoc("The Custodians — Read this first", "primer", PRIMER_PAGES);
j.doc.ownership = { default: 2 };
j.doc.flags = { ringbrp: { brand: true } };
for (const pg of j.pages) pg.ownership = { default: 2 };
const entries = [[`!journal!${j.id}`, j.doc]];
for (const pg of j.pages) entries.push([`!journal.pages!${j.id}.${pg._id}`, pg]);
await writePack("primer", entries);
console.log(` primer ${PRIMER_PAGES.length} pages, player-visible`);
}
// the slice journal
{
const { SLICE_PAGES } = await import("./slice-text.mjs");
const j = journalDoc("The Ilfracombe Crossing", "slice", SLICE_PAGES);
j.doc.flags = { ringbrp: { brand: true } };
const entries = [[`!journal!${j.id}`, j.doc]];
for (const p of j.pages) entries.push([`!journal.pages!${j.id}.${p._id}`, p]);
await writePack("slice", entries);
}
// The Quiet Arts. Their own pack, because they are not gear and not talents.
{
const { POWERS } = await import("./content.mjs");
const { powerCostFor } = await import("../rules.mjs");
const entries = POWERS.map(a => {
const id = idFor(`power:${a.key}`);
return [`!items!${id}`, {
_id: id, name: a.name, type: "power", img: IC(`power_${a.art}`) ?? ICON.talent,
system: {
description: `<p><em>${a.summary}</em></p><p>${a.rule}</p><p><strong>Pushed.</strong> ${a.push}</p>`,
artId: a.art, summary: a.summary, rule: a.rule, pushRule: a.push,
value: 0,
coherenceCost: powerCostFor(a.art),
pushCost: powerCostFor(a.art, { pushed: true }),
origin: "", experienceTicked: false
},
effects: [], ...BASE(),
flags: { ringbrp: { key: a.key } }
}];
});
await writePack("powers", entries);
console.log(` powers ${entries.length} Arts`);
}
// The rules, generated from rules.mjs so the book cannot drift from the engine.
{
const { RULES_PAGES } = await import("./rules-text.mjs");
const j = journalDoc("The Custodians — Rules", "rules", RULES_PAGES);
j.doc.flags = { ringbrp: { brand: true } };
const entries = [[`!journal!${j.id}`, j.doc]];
for (const p of j.pages) entries.push([`!journal.pages!${j.id}.${p._id}`, p]);
await writePack("rules", entries);
console.log(` rules ${RULES_PAGES.length} pages`);
}
// the configured expedition, with its project, discovery and contact group
{
const expId = idFor("actor:ilfracombe_case");
const projId = idFor("owned:expedition:project");
const discId = idFor("owned:expedition:discovery");
const grpId = idFor("owned:expedition:group_hanging");
const project = {
_id: projId, name: "Permeability field initiation", type: "project", img: ICON.skill,
system: {
description: "<p>The question the whole expedition turns on.</p>",
projectId: "regulator_operation_project",
question: "How is a threshold held open past its window?",
status: "active", maxResearchers: 3, currentStep: 0,
yieldsDiscoveryId: "regulator_operation",
steps: [
{ stepType: "field", objective: "Recover an intact regulator control plate from the abandoned vehicle.",
skillFamilyId: "engineering", skillSpecialisationId: "field_systems",
difficulty: "average", resolveInPlay: true, hours: null, hoursRemaining: null,
facility: null, state: "pending", isSetback: false },
{ stepType: "laboratory", objective: null,
skillFamilyId: "engineering", skillSpecialisationId: "field_systems",
difficulty: "difficult", resolveInPlay: false, hours: 200, hoursRemaining: 200,
facility: "portable", state: "pending", isSetback: false },
{ stepType: "armchair", objective: null,
skillFamilyId: "research", skillSpecialisationId: "",
difficulty: "average", resolveInPlay: false, hours: 160, hoursRemaining: 160,
facility: null, computerAccess: true, state: "pending", isSetback: false }
],
complications: []
}, effects: [], ...BASE()
};
const discovery = {
_id: discId, name: "Initiating a permeability field", type: "discovery", img: ICON.device,
system: {
description: "<p>Not yet earned. Completing the project creates it.</p><p>It does two things: it unlocks <strong>operate</strong>, and it drops <strong>repair</strong> from Difficult-with-no-analogue to Average at −20% familiarity. Research does not merely grant permission — it makes the work possible.</p>",
discoveryId: "regulator_operation", earned: false,
question: "How is a threshold held open past its window?",
unlocks: [{ documentId: "crossing_regulator", functionId: "operate" }],
publishable: true, published: false
}, effects: [], ...BASE()
};
const group = {
_id: grpId, name: "The Quiet Neighbours", type: "group", img: ICON.actor,
system: {
description: "<p>Roughly thirty of them. They have lived beside the crossing point for four generations and have rules about it that nobody has written down.</p>",
groupId: "quiet_neighbours", speciesId: "baseline", population: 30,
npcTemplateId: "quiet_neighbours_npc",
taboos: [{ id: "ground_speech", text: "Will not converse with anyone standing on the ground. Addressing them from ground level is the offence — embarrassment, not hostility.", penaltyIfViolated: -30 }],
desires: [{ id: "medicine", text: "Antibiotics. Their own ran out two generations ago and they have watched the same three illnesses take people ever since.", offerBonusStep: "easy" }],
correctOfferForm: "A sealed course of antibiotics, handed over by someone standing above ground level — a stair, a vehicle roof, a low wall.",
/* Structured so the engine can actually apply them. `text` is what the GM
reads out; `effect` is what the phase resolver acts on. */
rewardsByStanding: {
"1": [
{ id: "r1_guide_in", text: "They walk you to the beacon by a path that avoids the road.",
effect: { type: "cancelModifier", phase: 2 } },
{ id: "r1_shelter", text: "You may shelter with them. The next phase costs nothing.",
effect: { type: "waiveCost", phase: 2 } }
],
"2": [
{ id: "r2_guide", text: "Ambaro walks the cliff path with you and knows where it gives way.",
effect: { type: "skillBonus", skillFamilyId: "navigate", value: 20, phases: [2, 3] } },
{ id: "r2_cliff", text: "The cliff path is walked in daylight, on their timing.",
effect: { type: "cancelModifier", phase: 3 } }
],
"3": [
{ id: "r3_supplies", text: "They give what they can spare, which is more than they can spare.",
effect: { type: "track", track: "supply", delta: 2 } },
{ id: "r3_truth", text: "They tell you what happened to the first team.",
effect: { type: "reveal", note: "The first team went down to the shore on the fourth night and did not come back up. Two of them were carrying something between them." } }
]
}
}, effects: [], ...BASE()
};
const exp = {
_id: expId, name: "Case File: ILFRACOMBE", type: "expedition", img: ICON.actor,
system: {
integrityMode: "abstract",
supply: { value: 8, max: 10 }, power: { value: 6, max: 10 }, integrity: { value: 10, max: 10 },
// The case file ships with its team. Bare ids, which is the shape the phase
// resolver reads; an empty members list made the case file unusable on import.
assets: [], members: PREGENS.map(g => g.key), // stable keys: raw ids do not survive import
journey: {
destinationId: "ilfracombe", destinationName: "Ilfracombe",
destinationKnowledge: "rumoured", currentLeg: 0, elapsedDays: 0,
siteTableId: "sites", hazardTableId: "hazards",
legs: [
{ index:0, terrain:"Silted river flats", mode:"foot", difficulty:"difficult", modifier:0, days:4, explored:true, resolved:false, forcedEncounterId:"", costSupply:1, costPower:0 },
{ index:1, terrain:"Disused railway cutting", mode:"foot", difficulty:"difficult", modifier:10, days:3, explored:true, resolved:false, forcedEncounterId:"The Quiet Neighbours — contact at the END of this phase", costSupply:1, costPower:0 },
{ index:2, terrain:"Overgrown allotments", mode:"foot", difficulty:"difficult", modifier:-10, days:5, explored:false, resolved:false, forcedEncounterId:"", costSupply:1, costPower:0 },
{ index:3, terrain:"Cliff path above the cove", mode:"foot", difficulty:"difficult", modifier:-20, days:6, explored:false, resolved:false, forcedEncounterId:"Cleaners at the midpoint", costSupply:1, costPower:0 }
]
},
standings: [{ groupId:"quiet_neighbours", value:0, impression:0, encounters:0,
knownTaboos:[], knownDesires:[], pidginEstablished:false, obligations:[] }],
notes: "<p>Critical-path invariant: the eye-storm never takes the brone, and Power can never be exhausted to a dead end — the rim-wall site is a Power-recovery installation.</p>"
},
items: [projId, discId, grpId], effects: [],
prototypeToken: { name: "Case File: ILFRACOMBE", displayName: 20, actorLink: true,
width: 1, height: 1, texture: { src: ICON.actor }, sight: { enabled: false },
disposition: 1, bar1: { attribute: "supply" }, bar2: { attribute: "power" }, flags: {} },
...BASE()
};
const entries = [[`!actors!${expId}`, exp]];
for (const it of [project, discovery, group]) entries.push([`!actors.items!${expId}.${it._id}`, it]);
await writePack("expedition", entries);
}
console.log("RingBRP | packs built");