Files
RingBRP/tools/check-rules.mjs
T
slaguru666andClaude Opus 5 77465baa30 A flyer with a hole in a wing is a quadruped (R-95)
The supporter's tactics have said this since it was written: "It is a
flyer, and a flyer with a hole in a wing is a quadruped: disable either
wing and it is on the ground for the rest of the scene, which is the
fight the agents can actually win."

Playing a full combat against it showed the sentence was decoration.
`flightLost` was computed, printed on the NPC sheet as GROUNDED, and
read by nothing. Both wings disabled cost 20% off PHYSICAL rolls, and
Brawl is a MELEE category, so woundPenaltyFrom returned 0 and a grounded
supporter attacked at exactly the 75% and exactly the 1d6+1+2d6 it had
in the air. In the played fight it was grounded from round five and went
on to kill one agent, knock out a second and leave a third dying.

Losing a wing now changes the animal. A plan declares what it becomes —
winged says `grounded: "quadruped"` — and hitLocationRoll drops the
creature onto that plan the moment a wing is disabled or destroyed. The
wings leave its hit chart and the six ranged faces they covered go back
to the body: vital hits rise from 3 faces in 20 to 5. Every other wound
moves across on the R-94 remap with its severity intact.

The wing's own damage is deliberately dropped rather than carried, and
cleared in its own update so the remap never sees it. A ruined wing must
not arrive as a ruined foreleg — the creature is not lamed, it is
earthbound, and the injury has already been paid out as the change of
shape.

check-anatomy gains a fifth property: a declared landing must exist,
must have no wings of its own, must not itself be a flyer, must have
room for every wound the flyer was carrying without two collapsing onto
one location, and must not heal a disabled location on the way down.
Three induced failures confirm it fires; the third — landing somewhere
with too few locations — passed at first because I had not stated the
capacity property, and the guard was sharpened until it caught it.

Measured, and reported honestly: this does NOT deliver the fight the
tactics text promises. Over 4,000 simulated fights the win rate moves
12.7% -> 12.1% on borough ground and 85.8% -> 86.3% off it, because
grounding only happens in 9% of fights there and arrives late. What
actually decides this encounter is ARGENT AND GULES: 11.4% win on
borough ground against 85.4% off it. The wing rule is now real and
mechanical, but the creature's advice still points the GM at the wrong
lever.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 22:02:30 +01:00

607 lines
50 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
/**
* 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. */
{
// Imported rather than scraped out of the engine source. The tables moved to
// anatomy.mjs so node-side tools could read them, and this guard — which matched them
// with a regex against ringbrp.mjs — went blind the moment they did. A guard that
// parses source text fails silently-shaped when the source is refactored; one that
// imports the value cannot.
const { LOCATION_TABLES } = await import("../anatomy.mjs");
const profiles = Object.keys(LOCATION_TABLES);
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"],
// Hit locations. Moved out of ringbrp.mjs so the harness can locate damage; these are
// the spot-checks they never had while the engine held the only copy. A species that
// has no head must not be able to return one, which is the whole point of the tables.
["locationFor(20, baseline, melee) is the head", RULES.locationFor(20, "baseline", "melee").id, "head"],
["locationFor(20, baseline, ranged) is the head", RULES.locationFor(20, "baseline", "ranged").id, "head"],
["locationFor(1, baseline, melee) is a leg", RULES.locationFor(1, "baseline", "melee").kind, "leg"],
// melee finds limbs, ranged finds centre of mass — the same roll, two answers
["locationFor(11, baseline, melee) is abdomen", RULES.locationFor(11, "baseline", "melee").id, "abdomen"],
["locationFor(11, baseline, ranged) is chest", RULES.locationFor(11, "baseline", "ranged").id, "chest"],
// a vesh has no head at any roll; its vital is the ridge
["locationFor(20, vesh, melee) is the ridge", RULES.locationFor(20, "vesh", "melee").id, "ridge"],
["locationFor(20, vesh, ranged) is the ridge", RULES.locationFor(20, "vesh", "ranged").id, "ridge"],
// a cadence is bodies all the way down — no head, no vital, whatever you roll
["locationFor(20, cadence, melee) is a unit", RULES.locationFor(20, "cadence", "melee").kind, "unit"],
["locationFor(1, cadence, ranged) is a unit", RULES.locationFor(1, "cadence", "ranged").kind, "unit"],
["locationFor(20, quadruped, melee) is the head", RULES.locationFor(20, "quadruped", "melee").id, "head"],
["locationFor(19, quadruped, melee) is the neck", RULES.locationFor(19, "quadruped", "melee").id, "neck"],
["locationFor(11, quadruped, ranged) forequarters",RULES.locationFor(11, "quadruped", "ranged").id, "foreQtr"],
["quadruped forequarters are the vital", RULES.locationFor(11, "quadruped", "ranged").kind,"vital"],
["locationFor(1, quadruped, melee) is a leg", RULES.locationFor(1, "quadruped", "melee").kind, "leg"],
["locationFor(13, winged, ranged) is a wing", RULES.locationFor(13, "winged", "ranged").kind, "wing"],
["a winged melee 17 is a wing too", RULES.locationFor(17, "winged", "melee").kind, "wing"],
["a destroyed neck is death", RULES.destructionOutcomeFor("neck", true), "dead"],
["a destroyed wing is not", RULES.destructionOutcomeFor("wing", true), "none"],
// A change of body plan must not strand a wound, and must not change what it meant.
// Slots make the pairing explicit, so right stays right across every crossing.
["remapLocationDamage(legR) becomes a hind leg",
RULES.remapLocationDamage({ legR: 5 }, "baseline", "quadruped", 16).damage.hindLegR, 5],
["remapLocationDamage(chest) becomes the forequarters",
RULES.remapLocationDamage({ chest: 7 }, "baseline", "quadruped", 16).damage.foreQtr, 7],
["remapLocationDamage(armR) becomes the RIGHT foreleg",
Object.keys(RULES.remapLocationDamage({ armR: 4 }, "baseline", "quadruped", 16).damage)[0], "foreLegR"],
["remapLocationDamage(foreLegR) becomes the RIGHT arm",
Object.keys(RULES.remapLocationDamage({ foreLegR: 4 }, "quadruped", "baseline", 16).damage)[0], "armR"],
["remapLocationDamage(wingL) becomes the left arm",
Object.keys(RULES.remapLocationDamage({ wingL: 3 }, "winged", "baseline", 16).damage)[0], "armL"],
["remapLocationDamage(head) becomes the vesh ridge",
Object.keys(RULES.remapLocationDamage({ head: 4 }, "baseline", "vesh", 16).damage)[0], "ridge"],
// Severity is the invariant, not the point count: an arm is 0.35 of the body and a
// foreleg 0.42, so a destroyed arm must arrive destroyed rather than merely disabled.
["remapLocationDamage(destroyed arm) arrives destroyed",
RULES.remapLocationDamage({ armR: 12 }, "baseline", "quadruped", 16).damage.foreLegR, 14],
["remapLocationDamage(disabled arm) arrives disabled, not destroyed",
RULES.remapLocationDamage({ armR: 6 }, "baseline", "quadruped", 16).damage.foreLegR, 7],
["remapLocationDamage(hurt arm) arrives still merely hurt",
RULES.remapLocationDamage({ armR: 5 }, "baseline", "quadruped", 16).damage.foreLegR, 6],
["remapLocationDamage(two disabled limbs sharing one) takes the worse, not the sum",
RULES.remapLocationDamage({ armR: 6, armL: 6 }, "baseline", "vesh", 16).damage.limbGrasp, 6],
["remapLocationDamage(unchanged plan) is identity",
RULES.remapLocationDamage({ chest: 4 }, "baseline", "baseline", 16).damage.chest, 4],
["remapLocationDamage(rescaled) says how many it had to rescale",
RULES.remapLocationDamage({ armR: 6 }, "baseline", "quadruped", 16).rescaled, 1],
// A flyer with a hole in a wing is a quadruped — the creature's own written rule,
// which was decoration until losing a wing actually changed the plan.
["groundedPlanFor(winged) is the quadruped", RULES.groundedPlanFor("winged"), "quadruped"],
["groundedPlanFor(quadruped) is nothing", RULES.groundedPlanFor("quadruped"), ""],
["groundedPlanFor(baseline) is nothing", RULES.groundedPlanFor("baseline"), ""],
["groundedPlanFor(unknown) is nothing", RULES.groundedPlanFor("nonesuch"), ""],
// A deletion and an assignment of the same key do not both apply: the deletion wins.
// quadruped and winged share every location but the wings, so this is where a wound
// was silently thrown away instead of carried.
["locationDamageReplacement(overlapping id) keeps the value",
RULES.locationDamageReplacement({ hindLegR: 5 }, { hindLegR: 5 }).hindLegR, 5],
["locationDamageReplacement(overlapping id) does not also delete it",
"-=hindLegR" in RULES.locationDamageReplacement({ hindLegR: 5 }, { hindLegR: 5 }), false],
["locationDamageReplacement(dropped id) deletes it",
RULES.locationDamageReplacement({ legR: 5 }, { hindLegR: 5 })["-=legR"], null],
["one lost wing grounds it",
RULES.locationEffectsFor([{ kind: "wing", disabled: true }]).flightLost, true],
["an opened body cavity bleeds, as its text says",
RULES.locationEffectsFor([{ kind: "body", disabled: true }]).bleed, 1],
["and destroyed it bleeds double",
RULES.locationEffectsFor([{ kind: "body", disabled: true, destroyed: true }]).bleed, 2],
["locationsFor(baseline) has 7", RULES.locationsFor("baseline").length, 7],
["locationsFor(vesh) has 6", RULES.locationsFor("vesh").length, 6],
["locationsFor(cadence) has 5", RULES.locationsFor("cadence").length, 5],
["locationsFor(unknown) falls back to baseline", RULES.locationsFor("nonesuch").length, 7],
// meeting the maximum disables; twice it destroys; and both are CUMULATIVE
["resolveLocationHit(4 of 5) holds", RULES.resolveLocationHit({damage:4,locationMax:5}).disabled, false],
["resolveLocationHit(5 of 5) disables", RULES.resolveLocationHit({damage:5,locationMax:5}).disabled, true],
["resolveLocationHit(10 of 5) destroys", RULES.resolveLocationHit({damage:10,locationMax:5}).destroyed, true],
["resolveLocationHit(3 onto 2 of 5) disables", RULES.resolveLocationHit({damage:3,locationMax:5,locationTaken:2}).disabled, true],
["resolveLocationHit(3 onto 7 of 5) destroys", RULES.resolveLocationHit({damage:3,locationMax:5,locationTaken:7}).destroyed, true],
// the wound-penalty mapping: all hits everything, manipulation stops you fighting,
// physical stops you dodging
["woundPenaltyFrom(all -10, melee)", RULES.woundPenaltyFrom({all:-10}, "melee"), -10],
["woundPenaltyFrom(manip -30, melee)", RULES.woundPenaltyFrom({manipulation:-30}, "melee"), -30],
["woundPenaltyFrom(manip -30, ranged)", RULES.woundPenaltyFrom({manipulation:-30}, "ranged"), -30],
["woundPenaltyFrom(manip -30, phys)", RULES.woundPenaltyFrom({manipulation:-30}, "phys"), 0],
["woundPenaltyFrom(phys -30, phys)", RULES.woundPenaltyFrom({physical:-30}, "phys"), -30],
["woundPenaltyFrom(percep -30, percep)", RULES.woundPenaltyFrom({perception:-30}, "percep"), -30],
["woundPenaltyFrom(nothing)", RULES.woundPenaltyFrom(null, "melee"), 0],
// 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`);