Trying to steady somebody and making it worse is the most familiar thing on that list, and until now it was the only outcome that cost nothing. Done as a NEGATIVE relief rather than a second code path: panicReliefFor returns -1 on a fumble, and easePanic already subtracts what it is given, so subtracting a negative raises the track. One number, one direction, no branch that could drift from the other. The clamp still holds — fumbling at 5 stays at 5. The chat card had to be told, because otherwise it prints the word "Psychology" over a number that has just gone UP and the table reads that as a bug rather than as the rule. It now leads with a red FUMBLED tag. Guarded three ways: a spot-check in check-rules for the -1 itself, and two behaviour tests — one that the sign survives easePanic's subtraction and actually raises the track, one that it cannot push past the top. A test on the constant alone would have passed even if easePanic had healed on a fumble. Verified live: 2 → fumble → 3 → success → 2 → special → 0, and a fumble at 5 staying at 5, with the cards reading correctly. Version 1.1.2. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
475 lines
38 KiB
JavaScript
475 lines
38 KiB
JavaScript
/**
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* Guard against the single most persistent defect in this project: a rule
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* implemented in two places and changed in one. Five separate bugs came from it,
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* the worst being packs built with double hit points because the builder kept its
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* own drifted copy of the formula.
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*
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* Three properties, each closing a different escape route:
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* 1. NO file in the system except rules.mjs may define a canonical rule. Scanned
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* by discovery, not by a hardcoded file list, so a new file cannot slip past.
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* 2. Every re-export or alias of a canonical name must BE that function, not a
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* same-named copy. Aliases are discovered from the source, not hand-listed.
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* 3. Every function rules.mjs exports must be exercised by at least one check, so
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* adding a rule cannot silently arrive with zero coverage.
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*
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* Run before building packs; build-packs.mjs refuses to build if this fails.
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*/
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import { readFile, readdir } from "node:fs/promises";
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import * as RULES from "../rules.mjs";
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import * as CONTENT from "./content.mjs";
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const canonical = Object.keys(RULES).filter(k => typeof RULES[k] === "function");
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let failures = 0;
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const fail = m => { console.error(" FAIL " + m); failures++; };
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/* 1. discover every source file, and let none of them re-define a rule ------- */
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const root = new URL("../", import.meta.url);
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const files = [];
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for (const dir of ["", "tools/"]) {
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for (const name of await readdir(new URL(dir, root))) {
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if (!name.endsWith(".mjs")) continue;
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const rel = dir + name;
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if (rel === "rules.mjs" || rel === "tools/check-rules.mjs") continue;
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files.push(rel);
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}
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}
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for (const rel of files) {
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const src = await readFile(new URL(rel, root), "utf8");
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for (const name of canonical) {
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const defined = new RegExp(`^\\s*(?:export\\s+)?(?:async\\s+)?function ${name}\\s*\\(`, "m").test(src)
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|| new RegExp(`^\\s*(?:export\\s+)?(?:const|let|var) ${name}\\s*=\\s*(?:\\(|function|async)`, "m").test(src);
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if (defined) fail(`${rel} defines ${name}() — it belongs to rules.mjs alone`);
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}
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}
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/* 2. aliases must be identity-equal ---------------------------------------- *
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* REQUIRED is authoritative and hand-held on purpose. Discovery alone is not
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* enough: the original bug replaced an alias with an arrow function, which a
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* discovery regex simply stops matching — the guard then skips it and reports
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* OK. Absence must fail loudly, so every required alias is asserted by name and
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* discovery may only ADD to the set, never shrink it. */
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const REQUIRED = { hitPoints: "hitPointsFor", majorWound: "majorWoundFor", damageModifier: "damageModifierFor" };
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const contentSrc = await readFile(new URL("tools/content.mjs", root), "utf8");
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const discovered = Object.fromEntries(
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[...contentSrc.matchAll(/^export const (\w+)\s*=\s*(\w+);/gm)]
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.filter(([, , target]) => canonical.includes(target))
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.map(([, alias, target]) => [alias, target]));
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const pairs = { ...discovered, ...REQUIRED };
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for (const [alias, target] of Object.entries(pairs)) {
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if (!(alias in CONTENT)) fail(`content.${alias} is missing — it must re-export rules.${target}`);
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else if (CONTENT[alias] !== RULES[target]) fail(`content.${alias} is not the same function as rules.${target}`);
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}
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/* 2b. constants are rules too ----------------------------------------------- *
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* Functions were guarded from the start; the REACTION constants were not, and a
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* second object literal for them survived in ringbrp.mjs with its own copy of the
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* divisors. Any non-function export of rules.mjs is now held to the same standard:
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* no other file may write an object literal containing its keys. */
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const constants = Object.keys(RULES).filter(k => typeof RULES[k] === "object" && RULES[k]);
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for (const name of constants) {
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const keys = Object.keys(RULES[name]);
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if (keys.length < 2) continue;
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for (const rel of files) {
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const src = await readFile(new URL(rel, root), "utf8");
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// An object literal that carries the canonical keys is a copy. "Two or more"
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// alone was too blunt: FIRE_MODE has `slow` and `fast`, and so does the entirely
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// unrelated speedBands vocabulary, so an honest table was reported as a copy of
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// a rule it has nothing to do with. A real drift bug duplicates the WHOLE table
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// — every instance this guard has ever caught did — so require a majority of the
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// rule's keys as well. Partial overlaps are still printed, because a half-copy
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// is worth a human look even when it is not worth failing the build.
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for (const m of src.matchAll(/=\s*\{([^{}]*)\}/g)) {
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const hits = keys.filter(k => new RegExp(`\\b${k}\\s*:`).test(m[1]));
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if (hits.length < 2) continue;
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if (hits.length * 2 >= keys.length) {
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fail(`${rel} re-declares ${name} keys (${hits.join(", ")}) — assign rules.${name} itself`);
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} else {
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console.log(` note ${rel} shares ${hits.length}/${keys.length} key names with `
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+ `${name} (${hits.join(", ")}) — read as coincidence, not a copy`);
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}
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}
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}
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}
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/* 2c. content sanity: species profiles must exist ---------------------------- *
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* Every pregen shipped with speciesProfile "hominid" — a name left over from the
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* Ringworld setting that is not a key in locationTables. It only ever worked
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* because the sheet falls back to baseline, so three of four agents were quietly
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* drawn and hit-located as something the game does not define. */
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{
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const engineSrc = await readFile(new URL("ringbrp.mjs", root), "utf8");
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const tablesBlock = engineSrc.match(/^RINGBRP\.locationTables = \{([\s\S]*?)^\};/m);
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const profiles = tablesBlock
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? [...tablesBlock[1].matchAll(/^ {2}(\w+):\s*\{/gm)].map(x => x[1]) : [];
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const tpl = JSON.parse(await readFile(new URL("template.json", root), "utf8"));
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const found = [];
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(function walk(o) {
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if (Array.isArray(o)) return o.forEach(walk);
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if (o && typeof o === "object") for (const [k, v] of Object.entries(o)) {
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if (k === "speciesProfile") found.push(v); else walk(v);
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}
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})(tpl);
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if (!profiles.length) fail("could not read locationTables — the species check is not running");
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for (const v of found) {
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if (!profiles.includes(v)) fail(`template.json speciesProfile "${v}" is not a species (have: ${profiles.join(", ")})`);
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}
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}
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/* 3. behaviour, with mandatory coverage of every exported rule ---------------- */
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const checks = [
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["hitPointsFor(13,10)", RULES.hitPointsFor(13, 10), 12],
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["hitPointsFor(10,19)", RULES.hitPointsFor(10, 19), 15],
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["hitPointsFor(0,0)", RULES.hitPointsFor(0, 0), 1],
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["majorWoundFor(12)", RULES.majorWoundFor(12), 6],
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["majorWoundFor(15)", RULES.majorWoundFor(15), 8],
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["reactionBaseFrom(18,34)", RULES.reactionBaseFrom(18, 34), 18],
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["reactionBaseFrom(10,71)", RULES.reactionBaseFrom(10, 71), 24],
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["reflexRating(18)", RULES.reflexRating(18), 6],
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["awarenessRating(71)", RULES.awarenessRating(71), 8],
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["damageModifierFor(37)", RULES.damageModifierFor(37), "+1d6"],
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["damageModifierFor(5)", RULES.damageModifierFor(5), "-1d6"],
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["damageModifierFor(13)", RULES.damageModifierFor(13), "-1d3"],
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["damageModifierFor(80)", RULES.damageModifierFor(80), "+5d6"],
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["locationMaxHp(12,0.42)", RULES.locationMaxHp(12, 0.42), 6],
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["styleFor('aware')", RULES.styleFor("aware"), "aware"],
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["ceil(1.1)", RULES.ceil(1.1), 2],
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// every point over free carry costs, not just whole steps
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["encumbranceFrom(30,20).over", RULES.encumbranceFrom(30, 20).over, 10],
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["encumbranceFrom(30,20).srLoad", RULES.encumbranceFrom(30, 20).srLoad, 1],
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["encumbranceFrom(10,20).over", RULES.encumbranceFrom(10, 20).over, 0],
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["encumbranceFrom(10,20).skillPenalty", RULES.encumbranceFrom(10, 20).skillPenalty, 0],
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// load is exact, not banded: 3.4 kg over costs 0.3, not a whole point
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["reactionLoadFrom(0.34)", RULES.reactionLoadFrom(0.34), 0.4],
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["reactionLoadFrom(2)", RULES.reactionLoadFrom(2), 2],
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["reactionLoadFrom(0)", RULES.reactionLoadFrom(0), 0],
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["reactionPrintedFrom(24,0.34)", RULES.reactionPrintedFrom(24, 0.34), 23.6],
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// the smallest excess still costs: 100 g over is 0.1, never 0
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["reactionLoadFrom(0.01)", RULES.reactionLoadFrom(0.01), 0.1],
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["reactionPrintedFrom(15,2)", RULES.reactionPrintedFrom(15, 2), 13],
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// R-56: no load may reduce an agent below 1 — last, never never
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["reactionPrintedFrom(15,30)", RULES.reactionPrintedFrom(15, 30), 1],
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// Major Wounds are penalties, not prose. Concussion hits every category via `all`.
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["woundEffectsFor([concussed]).all", RULES.woundEffectsFor([{key:"concussed"}]).all, -20],
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["woundEffectsFor(x2 concussed).all", RULES.woundEffectsFor([{key:"concussed"},{key:"concussed"}]).all, -40],
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["woundEffectsFor([mobility]).movFactor", RULES.woundEffectsFor([{key:"mobility"}]).movFactor, 0.5],
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["woundEffectsFor([manipulation])", RULES.woundEffectsFor([{key:"manipulation"}]).manipulation, -30],
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["woundEffectsFor([deepBleeding])", RULES.woundEffectsFor([{key:"deepBleeding"}]).bleed, 2],
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["woundEffectsFor([crippling])", RULES.woundEffectsFor([{key:"crippling"}]).defenceOnly, true],
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// a missing variant must not quietly cost nothing
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["woundEffectsFor([sensory no variant])", RULES.woundEffectsFor([{key:"sensory"}]).perception, -40],
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["woundEffectsFor([]).all", RULES.woundEffectsFor([]).all, 0],
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// bleeding: the rate and the way to stop it are one authority
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["bleedRateFor([bleeding])", RULES.bleedRateFor([{key:"bleeding"}]), 1],
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["bleedRateFor([deep,bleeding])", RULES.bleedRateFor([{key:"deepBleeding"},{key:"bleeding"}]), 3],
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["bleedRateFor([]) ", RULES.bleedRateFor([]), 0],
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["rate agrees with woundEffectsFor", RULES.bleedRateFor([{key:"deepBleeding"}]) === RULES.woundEffectsFor([{key:"deepBleeding"}]).bleed, true],
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["bleedStoppedBy(bleeding, firstaid)", RULES.bleedStoppedBy("bleeding",{family:"first_aid"}), true],
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["bleedStoppedBy(deep, average firstaid)", RULES.bleedStoppedBy("deepBleeding",{family:"first_aid",difficulty:"average"}), false],
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["bleedStoppedBy(deep, difficult firstaid)",RULES.bleedStoppedBy("deepBleeding",{family:"first_aid",difficulty:"difficult"}), true],
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["bleedStoppedBy(deep, medicine)", RULES.bleedStoppedBy("deepBleeding",{family:"medicine"}), true],
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["bleedStoppedBy(deep, athletics)", RULES.bleedStoppedBy("deepBleeding",{family:"athletics"}), false],
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// range ladder and coherence bands, now shared with the rules journal
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["rangeBandFrom(5).mod", RULES.rangeBandFrom(5, {short:10,medium:30,long:90}).mod, 0],
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["rangeBandFrom(25).mod", RULES.rangeBandFrom(25, {short:10,medium:30,long:90}).mod, -10],
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["rangeBandFrom(60).mod", RULES.rangeBandFrom(60, {short:10,medium:30,long:90}).mod, -30],
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["rangeBandFrom(150).mod", RULES.rangeBandFrom(150, {short:10,medium:30,long:90}).mod, -50],
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["rangeBandFrom(400).mod", RULES.rangeBandFrom(400, {short:10,medium:30,long:90}).mod, null],
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["coherenceBandFrom(10).id", RULES.coherenceBandFrom(10).id, "anchored"],
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["coherenceBandFrom(6).id", RULES.coherenceBandFrom(6).id, "loose"],
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["coherenceBandFrom(4).id", RULES.coherenceBandFrom(4).id, "adrift"],
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["coherenceBandFrom(1).id", RULES.coherenceBandFrom(1).id, "unmoored"],
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["coherenceBandFrom(0).id", RULES.coherenceBandFrom(0).id, "displaced"],
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// Panic. The free first point is deliberate, so 1 must cost nothing.
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["panicBandFrom(0).id", RULES.panicBandFrom(0).id, "steady"],
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["panicBandFrom(1).id", RULES.panicBandFrom(1).id, "rattled"],
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["panicBandFrom(3).id", RULES.panicBandFrom(3).id, "losing"],
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["panicBandFrom(5).id", RULES.panicBandFrom(5).id, "broken"],
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["panicPenaltyFor(1)", RULES.panicPenaltyFor(1), 0],
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["panicPenaltyFor(2)", RULES.panicPenaltyFor(2), -5],
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["panicPenaltyFor(4)", RULES.panicPenaltyFor(4), -20],
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["panicBreaksAt(4)", RULES.panicBreaksAt(4), false],
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["panicBreaksAt(5)", RULES.panicBreaksAt(5), true],
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["panicAfter(4,1)", RULES.panicAfter(4, 1), 5],
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["panicAfter(5,1)", RULES.panicAfter(5, 1), 5],
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["panicAfter(0,-1)", RULES.panicAfter(0, -1), 0],
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["panicReliefFor('success')", RULES.panicReliefFor("success"), 1],
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["panicReliefFor('special')", RULES.panicReliefFor("special"), 2],
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["panicReliefFor('failure')", RULES.panicReliefFor("failure"), 0],
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["panicReliefFor('fumble')", RULES.panicReliefFor("fumble"), -1],
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// a lost location must cost something, for every kind the species tables use
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["locationEffectsFor([]) is inert", RULES.locationEffectsFor([]).all, 0],
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["leg disabled → physical", RULES.locationEffectsFor([{kind:"leg",disabled:true}]).physical, -30],
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["leg destroyed → MOV floor", RULES.locationEffectsFor([{kind:"leg",disabled:true,destroyed:true}]).movFactor, 0.1],
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["arm disabled → hands", RULES.locationEffectsFor([{kind:"arm",disabled:true}]).manipulation, -30],
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["head disabled → unconscious", RULES.locationEffectsFor([{kind:"head",disabled:true}]).unconscious, true],
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["vesh ridge → perception", RULES.locationEffectsFor([{kind:"ridge",disabled:true}]).perception, -30],
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["vesh grasp → hands", RULES.locationEffectsFor([{kind:"grasp",disabled:true}]).manipulation, -30],
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// the Cadence rule: each body lost costs the WHOLE person
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["cadence 1 body lost", RULES.locationEffectsFor([{kind:"unit",disabled:true}]).all, -10],
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["cadence 3 bodies lost", RULES.locationEffectsFor(Array.from({length:3},()=>({kind:"unit",disabled:true}))).all, -30],
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// encumbrance reaches physical skills and leaves the mind alone
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["encumbrancePenaltyFor(10,'phys')", RULES.encumbrancePenaltyFor(10,"phys"), -10],
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["encumbrancePenaltyFor(10,'ranged')", RULES.encumbrancePenaltyFor(10,"ranged"), -10],
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["encumbrancePenaltyFor(10,'manip')", RULES.encumbrancePenaltyFor(10,"manip"), -10],
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["encumbrancePenaltyFor(10,'mental')", RULES.encumbrancePenaltyFor(10,"mental"), 0],
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["encumbrancePenaltyFor(10,'comm')", RULES.encumbrancePenaltyFor(10,"comm"), 0],
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["encumbrancePenaltyFor(0,'phys')", RULES.encumbrancePenaltyFor(0,"phys"), 0],
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// free carry counts strength AND mass, not strength alone
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["freeCarryFor(18,19)", RULES.freeCarryFor(18,19), 37],
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["freeCarryFor(12,13)", RULES.freeCarryFor(12,13), 25],
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["freeCarryFor(0,0)", RULES.freeCarryFor(0,0), 1],
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// defending: the first is free, each one after is harder
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["defencePenaltyFor(0)", RULES.defencePenaltyFor(0), 0],
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["defencePenaltyFor(1)", RULES.defencePenaltyFor(1), -30],
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["defencePenaltyFor(3)", RULES.defencePenaltyFor(3), -90],
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["defenceTypeAllowed('dodge','parry')", RULES.defenceTypeAllowed("dodge","parry"), "dodge"],
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["defenceTypeAllowed('','parry')", RULES.defenceTypeAllowed("","parry"), "parry"],
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// defences are graded: a defence stops its own quality or worse, and only
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// shaves a better blow by as many steps as it was outclassed by
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// the extraction spends the way home, not anybody's hit points
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["returnPenaltyFor(0)", RULES.returnPenaltyFor(0), 0],
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["returnPenaltyFor(2)", RULES.returnPenaltyFor(2), -20],
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["returnPenaltyFor(9) is capped", RULES.returnPenaltyFor(9), -30],
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["returnIsDifficult(1)", RULES.returnIsDifficult(1), false],
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["returnIsDifficult(2)", RULES.returnIsDifficult(2), true],
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["extractionCostFor(success)", RULES.extractionCostFor("success").clock, 0],
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["extractionCostFor(failure) narrows", RULES.extractionCostFor("failure").clock, 1],
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["extractionCostFor(failure) still out",RULES.extractionCostFor("failure").completes, true],
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["extractionCostFor(fumble) strands", RULES.extractionCostFor("fumble").completes, false],
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["extractionCostFor(critical) buys back",RULES.extractionCostFor("critical").clock, -1],
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// space combat: every station is a skill somebody already has
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["spaceBandRank(close)", RULES.spaceBandRank("close"), 2],
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["spaceBandRank(unknown) is close", RULES.spaceBandRank("nonesuch"), 2],
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["spaceBandAfter(close, +1)", RULES.spaceBandAfter("close",1), "standoff"],
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["spaceBandAfter(docked, -1) floors", RULES.spaceBandAfter("docked",-1), "docked"],
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["spaceRangeModFor(knife)", RULES.spaceRangeModFor("knife"), 20],
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["spaceRangeModFor(distant)", RULES.spaceRangeModFor("distant"), -30],
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["spaceHitFor(special)", RULES.spaceHitFor("special"), 2],
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["spaceHitFor(special, marked)", RULES.spaceHitFor("special",{marked:true}), 3],
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["spaceHitFor(failure)", RULES.spaceHitFor("failure"), 0],
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["heatEffectsFor(7) blinds", RULES.heatEffectsFor(7).blind, true],
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["heatEffectsFor(3) is clear", RULES.heatEffectsFor(3).penalty, 0],
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["heatEffectsFor(9) is slow", RULES.heatEffectsFor(9).slow, true],
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["craftConditionFor(quarter hull)", RULES.craftConditionFor({hull:5,hullMax:20}).state, "failing"],
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["craftConditionFor(gone)", RULES.craftConditionFor({hull:0,hullMax:20}).state, "lost"],
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// the ways the world kills you
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["fallDamageFor(6)", RULES.fallDamageFor(6).formula, "2d6"],
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["fallDamageFor(30)", RULES.fallDamageFor(30).formula, "10d6"],
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["fall halving does not stack", RULES.fallDamageFor(30,{soft:true,controlled:true}).formula, "5d6"],
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["fallDamageFor ignores armour", RULES.fallDamageFor(6).ignoresArmour, true],
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["breathRoundsFor(12)", RULES.breathRoundsFor(12), 12],
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["breathRoundsFor(12) caught out", RULES.breathRoundsFor(12,{prepared:false}), 6],
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["fireBandFor(engulf)", RULES.fireBandFor("engulf").damage, "3d6"],
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["fireBandFor(unknown) is clothes", RULES.fireBandFor("nonesuch").id, "clothes"],
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["blastBandFor(2, r6)", RULES.blastBandFor(2,6).id, "contact"],
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["blastBandFor(11, r6)", RULES.blastBandFor(11,6).id, "far"],
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["blastBandFor(40, r6) is outside", RULES.blastBandFor(40,6), null],
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["blastShareFor(20, far)", RULES.blastShareFor(20,RULES.blastBandFor(11,6)), 5],
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["blastShareFor(20, far, solid)", RULES.blastShareFor(20,RULES.blastBandFor(11,6),"solid"), 1],
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["blastAfterCover(20, solid)", RULES.blastAfterCover(20,"solid"), 5],
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["blastAfterCover(20, sealed)", RULES.blastAfterCover(20,"sealed"), 0],
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// automatic fire: one roll, the band says how much arrived
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["burstHitsFor(critical, full) capped", RULES.burstHitsFor("critical","full"), 7],
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["burstHitsFor(success, short)", RULES.burstHitsFor("success","short"), 1],
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["burstHitsFor(failure, long)", RULES.burstHitsFor("failure","long"), 0],
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["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],
|
|
["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`);
|