Files
RingBRP/tools/check-rules.mjs
T
slaguru666andClaude Opus 5 2c547efe72 simulate: a lethality harness that uses the real rules
THROUGH TRAIN publishes "MEASURED, 400 runs each" and a 24% wipe rate; the starter
publishes its own table. Nothing in this repository could produce either number, so both
were claims rather than results and neither could be re-checked after a rule moved.

The harness knows no rules of its own. Everything comes out of rules.mjs, because a
harness with its own copy of the combat loop measures a game nobody is playing and
drifts silently the first time a rule changes. Two things had to move for that to be
possible:

  applyDifficulty, resolveBands and gradeRoll -> rules.mjs. The whole of d100 resolution
  lived in ringbrp.mjs, which node cannot import. All three are pure, so they moved and
  the engine re-exports them; no caller changes. check-rules then refused them for having
  no spot-check, so they now have fifteen, covering the 1% floor, the 96-99 rule and
  00-always-fumbles. They had none in their entire life inside the engine.

  expandFromRegister -> tools/expand-spec.mjs. A roster agent is written as a job and a
  rank and carries no skills or kit; everything it can do is derived at build time by a
  function locked inside build-packs.mjs, which cannot be imported because importing it
  runs the build. A simulated agent expanded by a second copy of that logic is not the
  agent that gets packed. Moved verbatim; both sides import one copy.

Deterministic throughout: same creature, party and seed, same numbers, which is what
lets a published table be verified rather than remembered.

What it finds: for the Act Three standoff the seed barely matters (0.5-2.8% wipe across
five seeds, eight rounds throughout) and party composition dominates everything. Four
support agents against the six miners wipe 92.8% of the time; swap in the heavy and the
warden and it is 0.3%. The published 24% is not a property of the encounter, and no
single figure can be.

Models Reaction re-rolled each round, banding, graded defences, the stacking defence
penalty, damage by band, major wounds and the dying clock. Does NOT yet model hit
locations, bleeding, panic, cover, range bands or fire modes, all of which make a losing
fight worse. Read the output as a floor, never a ceiling.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-30 21:10:05 +01:00

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/**
* Guard against the single most persistent defect in this project: a rule
* implemented in two places and changed in one. Five separate bugs came from it,
* the worst being packs built with double hit points because the builder kept its
* own drifted copy of the formula.
*
* Three properties, each closing a different escape route:
* 1. NO file in the system except rules.mjs may define a canonical rule. Scanned
* by discovery, not by a hardcoded file list, so a new file cannot slip past.
* 2. Every re-export or alias of a canonical name must BE that function, not a
* same-named copy. Aliases are discovered from the source, not hand-listed.
* 3. Every function rules.mjs exports must be exercised by at least one check, so
* adding a rule cannot silently arrive with zero coverage.
*
* Run before building packs; build-packs.mjs refuses to build if this fails.
*/
import { readFile, readdir } from "node:fs/promises";
import * as RULES from "../rules.mjs";
import * as CONTENT from "./content.mjs";
const canonical = Object.keys(RULES).filter(k => typeof RULES[k] === "function");
let failures = 0;
const fail = m => { console.error(" FAIL " + m); failures++; };
/* 1. discover every source file, and let none of them re-define a rule ------- */
const root = new URL("../", import.meta.url);
const files = [];
for (const dir of ["", "tools/"]) {
for (const name of await readdir(new URL(dir, root))) {
if (!name.endsWith(".mjs")) continue;
const rel = dir + name;
if (rel === "rules.mjs" || rel === "tools/check-rules.mjs") continue;
files.push(rel);
}
}
for (const rel of files) {
const src = await readFile(new URL(rel, root), "utf8");
for (const name of canonical) {
const defined = new RegExp(`^\\s*(?:export\\s+)?(?:async\\s+)?function ${name}\\s*\\(`, "m").test(src)
|| new RegExp(`^\\s*(?:export\\s+)?(?:const|let|var) ${name}\\s*=\\s*(?:\\(|function|async)`, "m").test(src);
if (defined) fail(`${rel} defines ${name}() — it belongs to rules.mjs alone`);
}
}
/* 2. aliases must be identity-equal ---------------------------------------- *
* REQUIRED is authoritative and hand-held on purpose. Discovery alone is not
* enough: the original bug replaced an alias with an arrow function, which a
* discovery regex simply stops matching — the guard then skips it and reports
* OK. Absence must fail loudly, so every required alias is asserted by name and
* discovery may only ADD to the set, never shrink it. */
const REQUIRED = { hitPoints: "hitPointsFor", majorWound: "majorWoundFor", damageModifier: "damageModifierFor" };
const contentSrc = await readFile(new URL("tools/content.mjs", root), "utf8");
const discovered = Object.fromEntries(
[...contentSrc.matchAll(/^export const (\w+)\s*=\s*(\w+);/gm)]
.filter(([, , target]) => canonical.includes(target))
.map(([, alias, target]) => [alias, target]));
const pairs = { ...discovered, ...REQUIRED };
for (const [alias, target] of Object.entries(pairs)) {
if (!(alias in CONTENT)) fail(`content.${alias} is missing — it must re-export rules.${target}`);
else if (CONTENT[alias] !== RULES[target]) fail(`content.${alias} is not the same function as rules.${target}`);
}
/* 2b. constants are rules too ----------------------------------------------- *
* Functions were guarded from the start; the REACTION constants were not, and a
* second object literal for them survived in ringbrp.mjs with its own copy of the
* divisors. Any non-function export of rules.mjs is now held to the same standard:
* no other file may write an object literal containing its keys. */
const constants = Object.keys(RULES).filter(k => typeof RULES[k] === "object" && RULES[k]);
for (const name of constants) {
const keys = Object.keys(RULES[name]);
if (keys.length < 2) continue;
for (const rel of files) {
const src = await readFile(new URL(rel, root), "utf8");
// An object literal that carries the canonical keys is a copy. "Two or more"
// alone was too blunt: FIRE_MODE has `slow` and `fast`, and so does the entirely
// unrelated speedBands vocabulary, so an honest table was reported as a copy of
// a rule it has nothing to do with. A real drift bug duplicates the WHOLE table
// — every instance this guard has ever caught did — so require a majority of the
// rule's keys as well. Partial overlaps are still printed, because a half-copy
// is worth a human look even when it is not worth failing the build.
for (const m of src.matchAll(/=\s*\{([^{}]*)\}/g)) {
const hits = keys.filter(k => new RegExp(`\\b${k}\\s*:`).test(m[1]));
if (hits.length < 2) continue;
if (hits.length * 2 >= keys.length) {
fail(`${rel} re-declares ${name} keys (${hits.join(", ")}) — assign rules.${name} itself`);
} else {
console.log(` note ${rel} shares ${hits.length}/${keys.length} key names with `
+ `${name} (${hits.join(", ")}) — read as coincidence, not a copy`);
}
}
}
}
/* 2c. content sanity: species profiles must exist ---------------------------- *
* Every pregen shipped with speciesProfile "hominid" — a name left over from the
* Ringworld setting that is not a key in locationTables. It only ever worked
* because the sheet falls back to baseline, so three of four agents were quietly
* drawn and hit-located as something the game does not define. */
{
const engineSrc = await readFile(new URL("ringbrp.mjs", root), "utf8");
const tablesBlock = engineSrc.match(/^RINGBRP\.locationTables = \{([\s\S]*?)^\};/m);
const profiles = tablesBlock
? [...tablesBlock[1].matchAll(/^ {2}(\w+):\s*\{/gm)].map(x => x[1]) : [];
const tpl = JSON.parse(await readFile(new URL("template.json", root), "utf8"));
const found = [];
(function walk(o) {
if (Array.isArray(o)) return o.forEach(walk);
if (o && typeof o === "object") for (const [k, v] of Object.entries(o)) {
if (k === "speciesProfile") found.push(v); else walk(v);
}
})(tpl);
if (!profiles.length) fail("could not read locationTables — the species check is not running");
for (const v of found) {
if (!profiles.includes(v)) fail(`template.json speciesProfile "${v}" is not a species (have: ${profiles.join(", ")})`);
}
}
/* 3. behaviour, with mandatory coverage of every exported rule ---------------- */
const checks = [
["hitPointsFor(13,10)", RULES.hitPointsFor(13, 10), 12],
["hitPointsFor(10,19)", RULES.hitPointsFor(10, 19), 15],
["hitPointsFor(0,0)", RULES.hitPointsFor(0, 0), 1],
["majorWoundFor(12)", RULES.majorWoundFor(12), 6],
["majorWoundFor(15)", RULES.majorWoundFor(15), 8],
["reactionBaseFrom(18,34)", RULES.reactionBaseFrom(18, 34), 18],
["reactionBaseFrom(10,71)", RULES.reactionBaseFrom(10, 71), 24],
["reflexRating(18)", RULES.reflexRating(18), 6],
["awarenessRating(71)", RULES.awarenessRating(71), 8],
["damageModifierFor(37)", RULES.damageModifierFor(37), "+1d6"],
["damageModifierFor(5)", RULES.damageModifierFor(5), "-1d6"],
["damageModifierFor(13)", RULES.damageModifierFor(13), "-1d3"],
["damageModifierFor(80)", RULES.damageModifierFor(80), "+5d6"],
["locationMaxHp(12,0.42)", RULES.locationMaxHp(12, 0.42), 6],
["styleFor('aware')", RULES.styleFor("aware"), "aware"],
["ceil(1.1)", RULES.ceil(1.1), 2],
// every point over free carry costs, not just whole steps
["encumbranceFrom(30,20).over", RULES.encumbranceFrom(30, 20).over, 10],
["encumbranceFrom(30,20).srLoad", RULES.encumbranceFrom(30, 20).srLoad, 1],
["encumbranceFrom(10,20).over", RULES.encumbranceFrom(10, 20).over, 0],
["encumbranceFrom(10,20).skillPenalty", RULES.encumbranceFrom(10, 20).skillPenalty, 0],
// load is exact, not banded: 3.4 kg over costs 0.3, not a whole point
["reactionLoadFrom(0.34)", RULES.reactionLoadFrom(0.34), 0.4],
["reactionLoadFrom(2)", RULES.reactionLoadFrom(2), 2],
["reactionLoadFrom(0)", RULES.reactionLoadFrom(0), 0],
["reactionPrintedFrom(24,0.34)", RULES.reactionPrintedFrom(24, 0.34), 23.6],
// the smallest excess still costs: 100 g over is 0.1, never 0
["reactionLoadFrom(0.01)", RULES.reactionLoadFrom(0.01), 0.1],
["reactionPrintedFrom(15,2)", RULES.reactionPrintedFrom(15, 2), 13],
// R-56: no load may reduce an agent below 1 — last, never never
["reactionPrintedFrom(15,30)", RULES.reactionPrintedFrom(15, 30), 1],
// Major Wounds are penalties, not prose. Concussion hits every category via `all`.
["woundEffectsFor([concussed]).all", RULES.woundEffectsFor([{key:"concussed"}]).all, -20],
["woundEffectsFor(x2 concussed).all", RULES.woundEffectsFor([{key:"concussed"},{key:"concussed"}]).all, -40],
["woundEffectsFor([mobility]).movFactor", RULES.woundEffectsFor([{key:"mobility"}]).movFactor, 0.5],
["woundEffectsFor([manipulation])", RULES.woundEffectsFor([{key:"manipulation"}]).manipulation, -30],
["woundEffectsFor([deepBleeding])", RULES.woundEffectsFor([{key:"deepBleeding"}]).bleed, 2],
["woundEffectsFor([crippling])", RULES.woundEffectsFor([{key:"crippling"}]).defenceOnly, true],
// a missing variant must not quietly cost nothing
["woundEffectsFor([sensory no variant])", RULES.woundEffectsFor([{key:"sensory"}]).perception, -40],
["woundEffectsFor([]).all", RULES.woundEffectsFor([]).all, 0],
// bleeding: the rate and the way to stop it are one authority
["bleedRateFor([bleeding])", RULES.bleedRateFor([{key:"bleeding"}]), 1],
["bleedRateFor([deep,bleeding])", RULES.bleedRateFor([{key:"deepBleeding"},{key:"bleeding"}]), 3],
["bleedRateFor([]) ", RULES.bleedRateFor([]), 0],
["rate agrees with woundEffectsFor", RULES.bleedRateFor([{key:"deepBleeding"}]) === RULES.woundEffectsFor([{key:"deepBleeding"}]).bleed, true],
["bleedStoppedBy(bleeding, firstaid)", RULES.bleedStoppedBy("bleeding",{family:"first_aid"}), true],
["bleedStoppedBy(deep, average firstaid)", RULES.bleedStoppedBy("deepBleeding",{family:"first_aid",difficulty:"average"}), false],
["bleedStoppedBy(deep, difficult firstaid)",RULES.bleedStoppedBy("deepBleeding",{family:"first_aid",difficulty:"difficult"}), true],
["bleedStoppedBy(deep, medicine)", RULES.bleedStoppedBy("deepBleeding",{family:"medicine"}), true],
["bleedStoppedBy(deep, athletics)", RULES.bleedStoppedBy("deepBleeding",{family:"athletics"}), false],
// range ladder and coherence bands, now shared with the rules journal
["rangeBandFrom(5).mod", RULES.rangeBandFrom(5, {short:10,medium:30,long:90}).mod, 0],
["rangeBandFrom(25).mod", RULES.rangeBandFrom(25, {short:10,medium:30,long:90}).mod, -10],
["rangeBandFrom(60).mod", RULES.rangeBandFrom(60, {short:10,medium:30,long:90}).mod, -30],
["rangeBandFrom(150).mod", RULES.rangeBandFrom(150, {short:10,medium:30,long:90}).mod, -50],
["rangeBandFrom(400).mod", RULES.rangeBandFrom(400, {short:10,medium:30,long:90}).mod, null],
["coherenceBandFrom(10).id", RULES.coherenceBandFrom(10).id, "anchored"],
["coherenceBandFrom(6).id", RULES.coherenceBandFrom(6).id, "loose"],
["coherenceBandFrom(4).id", RULES.coherenceBandFrom(4).id, "adrift"],
["coherenceBandFrom(1).id", RULES.coherenceBandFrom(1).id, "unmoored"],
["coherenceBandFrom(0).id", RULES.coherenceBandFrom(0).id, "displaced"],
// Panic. The free first point is deliberate, so 1 must cost nothing.
["panicBandFrom(0).id", RULES.panicBandFrom(0).id, "steady"],
["panicBandFrom(1).id", RULES.panicBandFrom(1).id, "rattled"],
["panicBandFrom(3).id", RULES.panicBandFrom(3).id, "losing"],
["panicBandFrom(5).id", RULES.panicBandFrom(5).id, "broken"],
["panicPenaltyFor(1)", RULES.panicPenaltyFor(1), 0],
["panicPenaltyFor(2)", RULES.panicPenaltyFor(2), -5],
["panicPenaltyFor(4)", RULES.panicPenaltyFor(4), -20],
["panicBreaksAt(4)", RULES.panicBreaksAt(4), false],
["panicBreaksAt(5)", RULES.panicBreaksAt(5), true],
["panicAfter(4,1)", RULES.panicAfter(4, 1), 5],
["panicAfter(5,1)", RULES.panicAfter(5, 1), 5],
["panicAfter(0,-1)", RULES.panicAfter(0, -1), 0],
["panicReliefFor('success')", RULES.panicReliefFor("success"), 1],
["panicReliefFor('special')", RULES.panicReliefFor("special"), 2],
["panicReliefFor('failure')", RULES.panicReliefFor("failure"), 0],
["panicReliefFor('fumble')", RULES.panicReliefFor("fumble"), -1],
// Development is REVERSED from the usual: failure marks the skill, not success.
["developmentMarksOn('failure')", RULES.developmentMarksOn("failure"), true],
["developmentMarksOn('fumble')", RULES.developmentMarksOn("fumble"), true],
["developmentMarksOn('success')", RULES.developmentMarksOn("success"), false],
["developmentMarksOn('special')", RULES.developmentMarksOn("special"), false],
["developmentMarksOn('critical')",RULES.developmentMarksOn("critical"), false],
["developmentImproves(72,45)", RULES.developmentImproves(72, 45), true],
["developmentImproves(30,45)", RULES.developmentImproves(30, 45), false],
["developmentImproves(45,45)", RULES.developmentImproves(45, 45), false],
["developmentCeiling(null)", RULES.developmentCeiling(null), 100],
["developmentCeiling(75)", RULES.developmentCeiling(75), 75],
["developmentCeiling(140)", RULES.developmentCeiling(140), 100],
["developmentGainFor(45,6,null)", RULES.developmentGainFor(45, 6, null), 6],
["developmentGainFor(97,6,null)", RULES.developmentGainFor(97, 6, null), 3],
["developmentGainFor(73,6,75)", RULES.developmentGainFor(73, 6, 75), 2],
["developmentGainFor(75,6,75)", RULES.developmentGainFor(75, 6, 75), 0],
// a lost location must cost something, for every kind the species tables use
["locationEffectsFor([]) is inert", RULES.locationEffectsFor([]).all, 0],
["leg disabled → physical", RULES.locationEffectsFor([{kind:"leg",disabled:true}]).physical, -30],
["leg destroyed → MOV floor", RULES.locationEffectsFor([{kind:"leg",disabled:true,destroyed:true}]).movFactor, 0.1],
["arm disabled → hands", RULES.locationEffectsFor([{kind:"arm",disabled:true}]).manipulation, -30],
["head disabled → unconscious", RULES.locationEffectsFor([{kind:"head",disabled:true}]).unconscious, true],
["vesh ridge → perception", RULES.locationEffectsFor([{kind:"ridge",disabled:true}]).perception, -30],
["vesh grasp → hands", RULES.locationEffectsFor([{kind:"grasp",disabled:true}]).manipulation, -30],
// the Cadence rule: each body lost costs the WHOLE person
["cadence 1 body lost", RULES.locationEffectsFor([{kind:"unit",disabled:true}]).all, -10],
["cadence 3 bodies lost", RULES.locationEffectsFor(Array.from({length:3},()=>({kind:"unit",disabled:true}))).all, -30],
// encumbrance reaches physical skills and leaves the mind alone
["encumbrancePenaltyFor(10,'phys')", RULES.encumbrancePenaltyFor(10,"phys"), -10],
["encumbrancePenaltyFor(10,'ranged')", RULES.encumbrancePenaltyFor(10,"ranged"), -10],
["encumbrancePenaltyFor(10,'manip')", RULES.encumbrancePenaltyFor(10,"manip"), -10],
["encumbrancePenaltyFor(10,'mental')", RULES.encumbrancePenaltyFor(10,"mental"), 0],
["encumbrancePenaltyFor(10,'comm')", RULES.encumbrancePenaltyFor(10,"comm"), 0],
["encumbrancePenaltyFor(0,'phys')", RULES.encumbrancePenaltyFor(0,"phys"), 0],
// free carry counts strength AND mass, not strength alone
["freeCarryFor(18,19)", RULES.freeCarryFor(18,19), 37],
["freeCarryFor(12,13)", RULES.freeCarryFor(12,13), 25],
["freeCarryFor(0,0)", RULES.freeCarryFor(0,0), 1],
// defending: the first is free, each one after is harder
["defencePenaltyFor(0)", RULES.defencePenaltyFor(0), 0],
["defencePenaltyFor(1)", RULES.defencePenaltyFor(1), -30],
["defencePenaltyFor(3)", RULES.defencePenaltyFor(3), -90],
["defenceTypeAllowed('dodge','parry')", RULES.defenceTypeAllowed("dodge","parry"), "dodge"],
["defenceTypeAllowed('','parry')", RULES.defenceTypeAllowed("","parry"), "parry"],
// defences are graded: a defence stops its own quality or worse, and only
// shaves a better blow by as many steps as it was outclassed by
// the extraction spends the way home, not anybody's hit points
["returnPenaltyFor(0)", RULES.returnPenaltyFor(0), 0],
["returnPenaltyFor(2)", RULES.returnPenaltyFor(2), -20],
["returnPenaltyFor(9) is capped", RULES.returnPenaltyFor(9), -30],
["returnIsDifficult(1)", RULES.returnIsDifficult(1), false],
["returnIsDifficult(2)", RULES.returnIsDifficult(2), true],
["extractionCostFor(success)", RULES.extractionCostFor("success").clock, 0],
["extractionCostFor(failure) narrows", RULES.extractionCostFor("failure").clock, 1],
["extractionCostFor(failure) still out",RULES.extractionCostFor("failure").completes, true],
["extractionCostFor(fumble) strands", RULES.extractionCostFor("fumble").completes, false],
["extractionCostFor(critical) buys back",RULES.extractionCostFor("critical").clock, -1],
// space combat: every station is a skill somebody already has
["spaceBandRank(close)", RULES.spaceBandRank("close"), 2],
["spaceBandRank(unknown) is close", RULES.spaceBandRank("nonesuch"), 2],
["spaceBandAfter(close, +1)", RULES.spaceBandAfter("close",1), "standoff"],
["spaceBandAfter(docked, -1) floors", RULES.spaceBandAfter("docked",-1), "docked"],
["spaceRangeModFor(knife)", RULES.spaceRangeModFor("knife"), 20],
["spaceRangeModFor(distant)", RULES.spaceRangeModFor("distant"), -30],
["spaceHitFor(special)", RULES.spaceHitFor("special"), 2],
["spaceHitFor(special, marked)", RULES.spaceHitFor("special",{marked:true}), 3],
["spaceHitFor(failure)", RULES.spaceHitFor("failure"), 0],
["heatEffectsFor(7) blinds", RULES.heatEffectsFor(7).blind, true],
["heatEffectsFor(3) is clear", RULES.heatEffectsFor(3).penalty, 0],
["heatEffectsFor(9) is slow", RULES.heatEffectsFor(9).slow, true],
["craftConditionFor(quarter hull)", RULES.craftConditionFor({hull:5,hullMax:20}).state, "failing"],
["craftConditionFor(gone)", RULES.craftConditionFor({hull:0,hullMax:20}).state, "lost"],
// the ways the world kills you
["fallDamageFor(6)", RULES.fallDamageFor(6).formula, "2d6"],
["fallDamageFor(30)", RULES.fallDamageFor(30).formula, "10d6"],
["fall halving does not stack", RULES.fallDamageFor(30,{soft:true,controlled:true}).formula, "5d6"],
["fallDamageFor ignores armour", RULES.fallDamageFor(6).ignoresArmour, true],
["breathRoundsFor(12)", RULES.breathRoundsFor(12), 12],
["breathRoundsFor(12) caught out", RULES.breathRoundsFor(12,{prepared:false}), 6],
["fireBandFor(engulf)", RULES.fireBandFor("engulf").damage, "3d6"],
["fireBandFor(unknown) is clothes", RULES.fireBandFor("nonesuch").id, "clothes"],
["blastBandFor(2, r6)", RULES.blastBandFor(2,6).id, "contact"],
["blastBandFor(11, r6)", RULES.blastBandFor(11,6).id, "far"],
["blastBandFor(40, r6) is outside", RULES.blastBandFor(40,6), null],
["blastShareFor(20, far)", RULES.blastShareFor(20,RULES.blastBandFor(11,6)), 5],
["blastShareFor(20, far, solid)", RULES.blastShareFor(20,RULES.blastBandFor(11,6),"solid"), 1],
["blastAfterCover(20, solid)", RULES.blastAfterCover(20,"solid"), 5],
["blastAfterCover(20, sealed)", RULES.blastAfterCover(20,"sealed"), 0],
// automatic fire: one roll, the band says how much arrived
["burstHitsFor(critical, full) capped", RULES.burstHitsFor("critical","full"), 7],
["burstHitsFor(success, short)", RULES.burstHitsFor("success","short"), 1],
["burstHitsFor(failure, long)", RULES.burstHitsFor("failure","long"), 0],
["burstRoundsSpent(long, 4 loaded)", RULES.burstRoundsSpent("long",4), 4],
// The mode is the gate. A musket may not rip a burst however the API is called.
["burstSizesFor(slow) is empty", RULES.burstSizesFor("slow").length, 0],
["burstSizesFor(rapid)", RULES.burstSizesFor("rapid").join(","), "short,long,full"],
["fireModeFor(fast) is a real mode", RULES.fireModeFor("fast").id, "fast"],
["fireModeFor(blank) falls to single", RULES.fireModeFor("").id, "single"],
["fireModeAttackFor(slow)", RULES.fireModeAttackFor("slow"), 10],
["fireModeAttackFor(beam)", RULES.fireModeAttackFor("beam"), 5],
["fireModeAttackFor(rapid)", RULES.fireModeAttackFor("rapid"), 0],
// A second shot costs BOTH shots, and only a fast action offers one at all.
["secondShotPenaltyFor(fast)", RULES.secondShotPenaltyFor("fast"), -20],
["secondShotPenaltyFor(slow) is none", RULES.secondShotPenaltyFor("slow"), null],
// A beam buys damage, not hits — the one firing choice that adds dice.
["sustainFor(lock).mod", RULES.sustainFor("lock").mod, -25],
["sustainDamageFor(hold)", RULES.sustainDamageFor("hold"), "1d6"],
["sustainDamageFor(tap) is none", RULES.sustainDamageFor("tap"), ""],
// Counted in SHOTS, so a 20-shot cell affords three locked beams — not zero.
["sustainChargeFor(lock) in shots", RULES.sustainChargeFor("lock"), 6],
["sustainChargeFor(hold) in shots", RULES.sustainChargeFor("hold"), 3],
["sustainChargeFor(tap) is one shot", RULES.sustainChargeFor("tap"), 1],
// A scope is a LIABILITY up close. That is the trade that makes sights a choice.
["sightBonusFor(telescopic, short)", RULES.sightBonusFor("telescopic","short"), -10],
["sightBonusFor(telescopic, extreme)", RULES.sightBonusFor("telescopic","extreme"), 20],
["sightBonusFor(reflex, short)", RULES.sightBonusFor("reflex","short"), 10],
["sightBonusFor(reflex, extreme)", RULES.sightBonusFor("reflex","extreme"), -10],
["sightBonusFor(none, long)", RULES.sightBonusFor("none","long"), 0],
["sightFor(nonsense) is none", RULES.sightFor("wat").id, "none"],
["sightSeesInDark(thermal)", RULES.sightSeesInDark("thermal"), true],
["sightSeesInDark(telescopic)", RULES.sightSeesInDark("telescopic"), false],
// R-246. A fumbled greeting cost nothing for the life of the social pillar.
["impressionDeltaFor(signal, fumble)", RULES.impressionDeltaFor("signal","fumble"), -1],
["impressionDeltaFor(offer, fumble)", RULES.impressionDeltaFor("offer","fumble"), -2],
["impressionDeltaFor(signal, success)", RULES.impressionDeltaFor("signal","success"), 0],
// A READ earns FACTS, not standing — paying impression for it rewards research.
["impressionDeltaFor(read, success)", RULES.impressionDeltaFor("read","success"), 0],
["impressionDeltaFor(read, critical)", RULES.impressionDeltaFor("read","critical"), 0],
["impressionDeltaFor(offer, success)", RULES.impressionDeltaFor("offer","success"), 2],
["contactDeltaFor(read, critical)", RULES.contactDeltaFor("read","critical"), 2],
["contactDeltaFor(nonsense)", RULES.contactDeltaFor("read","wat"), 0],
// A shield is armour with a switch, and the switch is the whole rule.
["shieldArmourFor(raised)", RULES.shieldArmourFor(3,{raised:true}), 3],
["shieldArmourFor(lowered)", RULES.shieldArmourFor(3,{raised:false}), 0],
["shieldArmourFor(broken)", RULES.shieldArmourFor(3,{raised:true,broken:true}),0],
["shieldArmourFor(default down)", RULES.shieldArmourFor(3), 0],
["shieldRangedPenaltyFor(raised)", RULES.shieldRangedPenaltyFor(true), -20],
["shieldRangedPenaltyFor(lowered)", RULES.shieldRangedPenaltyFor(false), 0],
// An ordinary blow turned aside costs the shield nothing; a critical costs it two.
["shieldWearFor(critical)", RULES.shieldWearFor("critical"), 2],
["shieldWearFor(special)", RULES.shieldWearFor("special"), 1],
["shieldWearFor(success)", RULES.shieldWearFor("success"), 0],
["shieldWearFor(nonsense)", RULES.shieldWearFor("wat"), 0],
["shieldWearFor(fumble)", RULES.shieldWearFor("fumble"), 0],
["shieldBroken(4,4)", RULES.shieldBroken(4,4), true],
["shieldBroken(3,4)", RULES.shieldBroken(3,4), false],
["shieldBroken(0,0) never breaks", RULES.shieldBroken(0,0), false],
// A helmet does not protect your legs. Coverage, and what it adds up to.
["armourCoversKind(head, head)", RULES.armourCoversKind("head","head"), true],
["armourCoversKind(head, leg)", RULES.armourCoversKind("head","leg"), false],
["armourCoversKind(torso, vital)", RULES.armourCoversKind("torso","vital"), true],
["armourCoversKind(torso, arm)", RULES.armourCoversKind("torso","arm"), false],
["armourCoversKind(torsoArms, arm)", RULES.armourCoversKind("torsoArms","arm"), true],
["armourCoversKind(torsoArms, leg)", RULES.armourCoversKind("torsoArms","leg"), false],
["armourCoversKind(torsoLimbs, leg)", RULES.armourCoversKind("torsoLimbs","leg"), true],
["armourCoversKind(torsoLimbs, head)", RULES.armourCoversKind("torsoLimbs","head"), false],
// Unstated coverage is ALL — a piece that says nothing behaves as it always did.
["armourCoversKind(all, leg)", RULES.armourCoversKind("all","leg"), true],
["armourCoversKind(undefined, head)", RULES.armourCoversKind(undefined,"head"), true],
// A torso piece protects a vesh trunk and its ridge without either knowing of the other.
["armourCoversKind(torso, ridge)", RULES.armourCoversKind("torso","ridge"), true],
["coverageFor(nonsense) is all", RULES.coverageFor("wat").id, "all"],
// Helmet 5 + cuirass 6 + natural 1: the head gets 6, the chest 7, a leg only 1.
["locationArmourFor(head)", RULES.locationArmourFor(1,
[{points:5,coverage:"head"},{points:6,coverage:"torso"}], "head"), 6],
["locationArmourFor(chest)", RULES.locationArmourFor(1,
[{points:5,coverage:"head"},{points:6,coverage:"torso"}], "vital"), 7],
["locationArmourFor(leg)", RULES.locationArmourFor(1,
[{points:5,coverage:"head"},{points:6,coverage:"torso"}], "leg"), 1],
["locationArmourFor(none)", RULES.locationArmourFor(2, [], "arm"), 2],
// A lamp lights the people NEXT to you, not only the one holding it.
["lampReachFor(default)", RULES.lampReachFor(), 10],
["lampReachFor(30) searchlight", RULES.lampReachFor(30), 30],
["lampReachFor(0) falls to default", RULES.lampReachFor(0), 10],
["lampCovers(4, reach 6)", RULES.lampCovers(4, 6), true],
["lampCovers(9, reach 6)", RULES.lampCovers(9, 6), false],
["lampCovers(10, reach 10) inclusive", RULES.lampCovers(10, 10), true],
["lampCovers(unknown distance)", RULES.lampCovers(null, 10), false],
// A lamp buys the dark back to dim, never to daylight, and it shows you.
["lightingFor(pitch).mod", RULES.lightingFor("pitch").mod, -50],
["lightingModFor(pitch, no lamp)", RULES.lightingModFor("pitch").mod, -50],
["lightingModFor(pitch, lamp)", RULES.lightingModFor("pitch",{lightSource:true}).mod, -10],
["lightingModFor(pitch, lamp) reveals", RULES.lightingModFor("pitch",{lightSource:true}).revealed, true],
// A lamp in a lit room is not a penalty and does not reveal anything new.
["lightingModFor(lit, lamp)", RULES.lightingModFor("lit",{lightSource:true}).mod, 0],
["lightingModFor(lit, lamp) quiet", RULES.lightingModFor("lit",{lightSource:true}).revealed, false],
// Thermal beats a lamp: it removes the dark AND does not announce you.
["lightingModFor(dark, thermal)", RULES.lightingModFor("dark",{seesInDark:true}).mod, 0],
["lightingModFor(dark, thermal) quiet", RULES.lightingModFor("dark",{seesInDark:true}).revealed, false],
// two weapons
["twoWeaponPenaltyFor() off hand", RULES.twoWeaponPenaltyFor().off, -40],
["twoWeaponPenaltyFor(trained) main", RULES.twoWeaponPenaltyFor({trained:true}).main, -20],
["canPairWeapons(1.2, 0.4)", RULES.canPairWeapons(1.2,0.4), true],
["canPairWeapons(3, 3) refuses", RULES.canPairWeapons(3,3), false],
// destroying something they cannot live without
["destructionOutcomeFor(head, destroyed)", RULES.destructionOutcomeFor("head",true), "dead"],
["destructionOutcomeFor(head, disabled)", RULES.destructionOutcomeFor("head",false), "none"],
["destructionOutcomeFor(vital, destroyed)", RULES.destructionOutcomeFor("vital",true), "dying"],
["destructionOutcomeFor(leg, destroyed)", RULES.destructionOutcomeFor("leg",true), "none"],
// zero is a clock, not a state: dying, then dead, and the record decides the rest
["dyingLimitFor(6)", RULES.dyingLimitFor(6), 6],
["dyingLimitFor(1) has a floor", RULES.dyingLimitFor(1), 2],
["conditionFor(hp 8)", RULES.conditionFor({hp:8}), "up"],
["conditionFor(hp 2) is down", RULES.conditionFor({hp:2}), "down"],
["conditionFor(hp 0) is dying", RULES.conditionFor({hp:0,majorWound:6}), "dying"],
["conditionFor(count met) is dead", RULES.conditionFor({hp:0,dyingRounds:6,majorWound:6}), "dead"],
["stabilised never reaches dead", RULES.conditionFor({hp:0,dyingRounds:9,majorWound:6,stabilised:true}), "dying"],
["lastEntryFor(10)", RULES.lastEntryFor(10).id, "recorded"],
["lastEntryFor(3)", RULES.lastEntryFor(3).id, "unclosed"],
["lastEntryFor(0)", RULES.lastEntryFor(0).id, "transferred"],
// the case ramp: attrition accumulates and stops; only Containment is Difficult
["phaseRampFor(0) is the way in", RULES.phaseRampFor(0,"approach").difficulty, "average"],
["phaseRampFor(0) modifier", RULES.phaseRampFor(0,"approach").modifier, 0],
["phaseRampFor(2) modifier", RULES.phaseRampFor(2,"search").modifier, -10],
["phaseRampFor(9) is capped", RULES.phaseRampFor(9,"search").modifier, -15],
["containment is Difficult", RULES.phaseRampFor(3,"containment").difficulty, "difficult"],
["containment does NOT also ramp", RULES.phaseRampFor(3,"containment").modifier, 0],
// access is a record: scope is a hard ceiling, not a difficulty
["scopeRank('routine')", RULES.scopeRank("routine"), 2],
["scopeRank(unknown)", RULES.scopeRank("nonesuch"), 0],
["scopeStanceFor(routine, routine)", RULES.scopeStanceFor("routine","routine"), "in-scope"],
["scopeStanceFor(routine, privileged)", RULES.scopeStanceFor("routine","privileged"), "stretch"],
["scopeStanceFor(routine, administrative)", RULES.scopeStanceFor("routine","administrative"), "impossible"],
["scrutinyFor(2 flags)", RULES.scrutinyFor(2), -40],
["authorityOutcomeFor(special)", RULES.authorityOutcomeFor("special").trustDelta, 0],
["authorityOutcomeFor(success)", RULES.authorityOutcomeFor("success").trustDelta, -1],
["authorityOutcomeFor(fumble) burns", RULES.authorityOutcomeFor("fumble").burned, true],
["trustAfter(1, -1) floors at nothing", RULES.trustAfter(1,-1), 0],
["trustAfter(4, +1) is capped", RULES.trustAfter(4,1), 4],
["dossierTrustFor(3)", RULES.dossierTrustFor(3), 4],
["dossierTrustFor(0)", RULES.dossierTrustFor(0), 1],
["dossierScopeFor(2, remit)", RULES.dossierScopeFor(2,true), "routine"],
["dossierScopeFor(3, no remit)", RULES.dossierScopeFor(3,false), "read"],
["widenScopeCostFor(0)", RULES.widenScopeCostFor(0), 1],
["widenScopeCostFor(3)", RULES.widenScopeCostFor(3), 4],
["mergeStageFor(4) is terminal", RULES.mergeStageFor(4).terminal, true],
["mergeStageFor(0)", RULES.mergeStageFor(0).step, 0],
// fists are a fallback, never a peer of the weapon in hand
["brawlFallbackFor(50)", RULES.brawlFallbackFor(50), 30],
["brawlFallbackFor(75)", RULES.brawlFallbackFor(75), 45],
["brawlFallbackFor(30) hits the floor", RULES.brawlFallbackFor(30), 25],
["brawlFallbackFor(0) hits the floor", RULES.brawlFallbackFor(0), 25],
// Dodge's base is DEX x 2, and it is a floor rather than a replacement
["skillBaseFrom('dex*2', DEX 13)", RULES.skillBaseFrom("dex*2",{dex:{value:13}}), 26],
["skillBaseFrom('dex', DEX 13)", RULES.skillBaseFrom("dex",{dex:{value:13}}), 13],
["skillBaseFrom('dex*2+5', DEX 13)", RULES.skillBaseFrom("dex*2+5",{dex:{value:13}}),31],
["skillBaseFrom('' , anything)", RULES.skillBaseFrom("",{dex:{value:13}}), 0],
["skillBaseFrom(junk) is refused", RULES.skillBaseFrom("dex*2; drop",{dex:{value:13}}), 0],
["levelRank('critical')", RULES.levelRank("critical"), 4],
["levelRank(unknown reads as failure)", RULES.levelRank("nonesuch"), 1],
// d100 resolution. Moved out of ringbrp.mjs so node can reach it; these are the
// spot-checks it never had while it lived in the engine.
["applyDifficulty(65, average)", RULES.applyDifficulty(65, "average"), 65],
["applyDifficulty(65, easy) doubles", RULES.applyDifficulty(65, "easy"), 130],
["applyDifficulty(65, difficult) halves", RULES.applyDifficulty(65, "difficult"), 32],
["resolveBands(65).critical", RULES.resolveBands(65).critical, 4],
["resolveBands(65).special", RULES.resolveBands(65).special, 13],
["resolveBands(65).fumbleStart", RULES.resolveBands(65).fumbleStart, 99],
// the 1% floor: a skill beaten below zero still has a chance, and it is not zero
["resolveBands(0) floors the band at 1", RULES.resolveBands(0).band, 1],
["resolveBands(-40) floors too", RULES.resolveBands(-40).band, 1],
["resolveBands caps the band at 100", RULES.resolveBands(140).band, 100],
["gradeRoll(1 of 65) is critical", RULES.gradeRoll(1, RULES.resolveBands(65)), "critical"],
["gradeRoll(13 of 65) is special", RULES.gradeRoll(13, RULES.resolveBands(65)), "special"],
["gradeRoll(65 of 65) is success", RULES.gradeRoll(65, RULES.resolveBands(65)), "success"],
["gradeRoll(66 of 65) is failure", RULES.gradeRoll(66, RULES.resolveBands(65)), "failure"],
// 96–99 never succeed, however good the rating
["gradeRoll(97 of 98) still fails", RULES.gradeRoll(97, RULES.resolveBands(98)), "failure"],
// and 00 always fumbles
["gradeRoll(100 of 98) fumbles", RULES.gradeRoll(100, RULES.resolveBands(98)), "fumble"],
["defenceOutcomeFor(crit, crit)", RULES.defenceOutcomeFor("critical","critical").turnedAside, true],
["defenceOutcomeFor(crit, special)", RULES.defenceOutcomeFor("critical","special").landsAt, "success"],
["defenceOutcomeFor(crit, success)", RULES.defenceOutcomeFor("critical","success").landsAt, "special"],
["defenceOutcomeFor(crit, failure)", RULES.defenceOutcomeFor("critical","failure").landsAt, "critical"],
["defenceOutcomeFor(special, success)", RULES.defenceOutcomeFor("special","success").landsAt, "success"],
["defenceOutcomeFor(special, special)", RULES.defenceOutcomeFor("special","special").turnedAside, true],
["defenceOutcomeFor(success, success)", RULES.defenceOutcomeFor("success","success").turnedAside, true],
["defenceOutcomeFor(success, fumble)", RULES.defenceOutcomeFor("success","fumble").landsAt, "success"],
// the Quiet Arts cost Coherence, and Unmake costs more than the rest
["powerCostFor('thread')", RULES.powerCostFor("thread"), 1],
["powerCostFor('thread', pushed)", RULES.powerCostFor("thread",{pushed:true}), 2],
["powerCostFor('unmake')", RULES.powerCostFor("unmake"), 2],
["powerCostFor('unmake', pushed)", RULES.powerCostFor("unmake",{pushed:true}), 4],
["powerCostFor(unknown art)", RULES.powerCostFor("nonesuch"), 1],
["powerStartingRating(13)", RULES.powerStartingRating(13), 26],
["powerStartingRating(30) is capped", RULES.powerStartingRating(30), 45],
["powerStartingRating(0) has a floor", RULES.powerStartingRating(0), 5],
// an Art arrives only from a crossing that went wrong
["crossingGrantsArt(success, 10)", RULES.crossingGrantsArt("success", 10), false],
["crossingGrantsArt(failure, 10)", RULES.crossingGrantsArt("failure", 10), false],
["crossingGrantsArt(failure, 2)", RULES.crossingGrantsArt("failure", 2), true],
["crossingGrantsArt(fumble, 10)", RULES.crossingGrantsArt("fumble", 10), true],
["crossingCostFor(fumble)", RULES.crossingCostFor("fumble"), 2],
["crossingCostFor(success)", RULES.crossingCostFor("success"), 0],
// the pool darkens as the agent comes apart
["crossingArtPoolFor(10)", RULES.crossingArtPoolFor(10).join(","), "thread,echo,witness"],
["crossingArtPoolFor(4)", RULES.crossingArtPoolFor(4).join(","), "hollow,thread,echo"],
["crossingArtPoolFor(1)", RULES.crossingArtPoolFor(1).join(","), "unmake,ledger,hollow"]
];
for (const [label, got, want] of checks) {
if (got !== want) fail(`${label} = ${JSON.stringify(got)}, expected ${JSON.stringify(want)}`);
}
const covered = new Set(checks.map(([label]) => label.slice(0, label.indexOf("("))));
for (const name of canonical) {
if (!covered.has(name)) fail(`rules.${name}() has no spot-check — every exported rule must be exercised`);
}
if (failures) { console.error(`\ncheck-rules: ${failures} failure(s)`); process.exit(1); }
console.log(`check-rules: OK — ${canonical.length} rules, ${files.length} files scanned, `
+ `${Object.keys(pairs).length} aliases + ${constants.length} constant sets checked, ${checks.length} formulas verified`);