Files
RingBRP/tools/check-rules.mjs
T
slaguru666andClaude Opus 5 ddc4f99ff4 Hit locations reach ordinary combat, and creatures get a body
THE DEFECT. locationFor had ONE caller in the engine, hitLocationRoll, and
hitLocationRoll was called from fall, burn, detonate and burstAttack. Falling,
fire, explosions and automatic fire. Nothing else. rollWeaponDamage rolled dice,
printed a number and returned it, so the chat Damage button, the character
sheet's damage button and the item sheet's all stopped there.

A grenade knew which arm it took off. A sword did not.

Every individual piece was already correct - the tables, per-location armour and
coverage, disable and destroy thresholds, Major Wound, dying, death, the figure
on the sheet. They simply were not joined up, which is why this reads as a wiring
change rather than a new subsystem.

- rollWeaponDamage now carries through to hitLocationRoll: it rolls the location,
  applies that location's armour, applies the wound, and handles the rest through
  the machinery that already owned it. Nothing here re-implements any of that
- locationModeFor picks the melee or ranged column from the weapon's class. The
  two columns have always differed and nothing was choosing between them
- with no target it does exactly what it did before and SAYS SO on a card, rather
  than failing quietly
- burstAttack opts out with locate:false - it rolls its own location per round,
  and letting both fire would have applied every round of a burst twice

BODY PLANS. Two new tables: quadruped (four legs, fore/hindquarters, neck, a head
that is hard to reach) and winged (that, plus wings). Forequarters are the vital.
DISABLE EITHER WING AND IT CANNOT FLY, which is the fight a party can win.
Barghest, Kelpie and Church grim were all species "baseline" - a black dog, a
horse and a grave-hound, each hit-located with two arms and a chest. Fixed. Added
"The supporter", a winged heraldic beast, so the new table is exercised by real
content instead of existing unused.

Body plan is a NEW FIELD, not a species. A bear is not a playable people with
characteristic dice and talents, so creature specs take bodyPlan and the playable
species list is untouched.

THE NPC SHEET had no hit locations at all - 102 lines against the character
sheet's 627 - while every NPC in the game had them derived and wired to
consequences. It now carries the body-plan selector, the figure, the per-location
table, the condition and a GROUNDED flag. The sheet class already extended the
character sheet, so it already HAD the context; the template never used it.

FOUND IN PASSING, by the new guard: kind "body" - the abdomen, the trunk, the
hindquarters - did nothing whatever. Its printed effect has always promised "-30%
to all Physical actions and bleeding 1 hit point per round until First Aid" and
the code delivered none of it, on every body plan including the humanoid default.
It now bleeds 1, or 2 destroyed, exactly as bodyX says.

NEW GUARD: check-anatomy. Every body plan must cover 1-20 exactly once in BOTH
modes, every location must be drawn and every drawn shape must be a location, and
every kind must be one locationEffectsFor acts on, has effect text for, and has a
destruction outcome. Verified it fails on a d20 gap, a shapeless limb and an
unhandled kind before wiring it in. Ninth guard.

VERIFIED IN A RUNNING FOUNDRY, not just unit-tested: melee bar reads the Melee
column and the rifle reads Ranged on the same creature; forequarters graded as a
vital hit; a maxed wing set flightLost and the sheet said GROUNDED; the real chat
Damage button rolled 1D20 15, found the right foreleg, applied 12 through armour,
disabled the leg and took the dog from 16 to 4; and with nothing targeted nothing
was touched.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-12 15:46:11 +01:00

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/**
* Guard against the single most persistent defect in this project: a rule
* implemented in two places and changed in one. Five separate bugs came from it,
* the worst being packs built with double hit points because the builder kept its
* own drifted copy of the formula.
*
* Three properties, each closing a different escape route:
* 1. NO file in the system except rules.mjs may define a canonical rule. Scanned
* by discovery, not by a hardcoded file list, so a new file cannot slip past.
* 2. Every re-export or alias of a canonical name must BE that function, not a
* same-named copy. Aliases are discovered from the source, not hand-listed.
* 3. Every function rules.mjs exports must be exercised by at least one check, so
* adding a rule cannot silently arrive with zero coverage.
*
* Run before building packs; build-packs.mjs refuses to build if this fails.
*/
import { readFile, readdir } from "node:fs/promises";
import * as RULES from "../rules.mjs";
import * as CONTENT from "./content.mjs";
const canonical = Object.keys(RULES).filter(k => typeof RULES[k] === "function");
let failures = 0;
const fail = m => { console.error(" FAIL " + m); failures++; };
/* 1. discover every source file, and let none of them re-define a rule ------- */
const root = new URL("../", import.meta.url);
const files = [];
for (const dir of ["", "tools/"]) {
for (const name of await readdir(new URL(dir, root))) {
if (!name.endsWith(".mjs")) continue;
const rel = dir + name;
if (rel === "rules.mjs" || rel === "tools/check-rules.mjs") continue;
files.push(rel);
}
}
for (const rel of files) {
const src = await readFile(new URL(rel, root), "utf8");
for (const name of canonical) {
const defined = new RegExp(`^\\s*(?:export\\s+)?(?:async\\s+)?function ${name}\\s*\\(`, "m").test(src)
|| new RegExp(`^\\s*(?:export\\s+)?(?:const|let|var) ${name}\\s*=\\s*(?:\\(|function|async)`, "m").test(src);
if (defined) fail(`${rel} defines ${name}() — it belongs to rules.mjs alone`);
}
}
/* 2. aliases must be identity-equal ---------------------------------------- *
* REQUIRED is authoritative and hand-held on purpose. Discovery alone is not
* enough: the original bug replaced an alias with an arrow function, which a
* discovery regex simply stops matching — the guard then skips it and reports
* OK. Absence must fail loudly, so every required alias is asserted by name and
* discovery may only ADD to the set, never shrink it. */
const REQUIRED = { hitPoints: "hitPointsFor", majorWound: "majorWoundFor", damageModifier: "damageModifierFor" };
const contentSrc = await readFile(new URL("tools/content.mjs", root), "utf8");
const discovered = Object.fromEntries(
[...contentSrc.matchAll(/^export const (\w+)\s*=\s*(\w+);/gm)]
.filter(([, , target]) => canonical.includes(target))
.map(([, alias, target]) => [alias, target]));
const pairs = { ...discovered, ...REQUIRED };
for (const [alias, target] of Object.entries(pairs)) {
if (!(alias in CONTENT)) fail(`content.${alias} is missing — it must re-export rules.${target}`);
else if (CONTENT[alias] !== RULES[target]) fail(`content.${alias} is not the same function as rules.${target}`);
}
/* 2b. constants are rules too ----------------------------------------------- *
* Functions were guarded from the start; the REACTION constants were not, and a
* second object literal for them survived in ringbrp.mjs with its own copy of the
* divisors. Any non-function export of rules.mjs is now held to the same standard:
* no other file may write an object literal containing its keys. */
const constants = Object.keys(RULES).filter(k => typeof RULES[k] === "object" && RULES[k]);
for (const name of constants) {
const keys = Object.keys(RULES[name]);
if (keys.length < 2) continue;
for (const rel of files) {
const src = await readFile(new URL(rel, root), "utf8");
// An object literal that carries the canonical keys is a copy. "Two or more"
// alone was too blunt: FIRE_MODE has `slow` and `fast`, and so does the entirely
// unrelated speedBands vocabulary, so an honest table was reported as a copy of
// a rule it has nothing to do with. A real drift bug duplicates the WHOLE table
// — every instance this guard has ever caught did — so require a majority of the
// rule's keys as well. Partial overlaps are still printed, because a half-copy
// is worth a human look even when it is not worth failing the build.
for (const m of src.matchAll(/=\s*\{([^{}]*)\}/g)) {
const hits = keys.filter(k => new RegExp(`\\b${k}\\s*:`).test(m[1]));
if (hits.length < 2) continue;
if (hits.length * 2 >= keys.length) {
fail(`${rel} re-declares ${name} keys (${hits.join(", ")}) — assign rules.${name} itself`);
} else {
console.log(` note ${rel} shares ${hits.length}/${keys.length} key names with `
+ `${name} (${hits.join(", ")}) — read as coincidence, not a copy`);
}
}
}
}
/* 2c. content sanity: species profiles must exist ---------------------------- *
* Every pregen shipped with speciesProfile "hominid" — a name left over from the
* Ringworld setting that is not a key in locationTables. It only ever worked
* because the sheet falls back to baseline, so three of four agents were quietly
* drawn and hit-located as something the game does not define. */
{
// 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"],
["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`);