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five-on-it / packages/protocol/src/police / parsePolice

Function: parsePolice() ​

parsePolice(text): { camera: boolean; drone: boolean; k9?: "scent" | "lost"; lasers: object[]; light: boolean; marks: object[]; radio: object[]; scanner: boolean; talk?: { car: boolean; seconds: number; state: "ringing" | "talking"; time: boolean; }; tracked: boolean; type: "police"; } | undefined

Defined in: packages/protocol/src/police.ts:178

Parses a text frame as a player's police tells; undefined when it is not one.

Parameters ​

text ​

string

Returns ​

Type Literal ​

{ camera: boolean; drone: boolean; k9?: "scent" | "lost"; lasers: object[]; light: boolean; marks: object[]; radio: object[]; scanner: boolean; talk?: { car: boolean; seconds: number; state: "ringing" | "talking"; time: boolean; }; tracked: boolean; type: "police"; }

camera ​

camera: boolean

A security or traffic camera has the player in sight now.

drone ​

drone: boolean

The police drone has the player in sight now.

k9? ​

optional k9?: "scent" | "lost"

A police dog after the player: on their scent, or off it (the trail broken in water).

lasers ​

lasers: object[]

The marksmen's lasers painting the player now.

light ​

light: boolean

The helicopter's searchlight has the player now.

marks ​

marks: object[]

What the minimap marks.

radio ​

radio: object[]

The radio's last lines the player hears, oldest first.

scanner ​

scanner: boolean

The player carries the police scanner (PoliceScan Pro™).

talk? ​

optional talk?: object

The negotiator's call (six stars, a captive held): ringing (seconds it rings on), the talk open (its choices still on offer: more time, once; a car, once) and the team holding (seconds of holding left).

talk.car ​

car: boolean

talk.seconds ​

seconds: number

talk.state ​

state: "ringing" | "talking"

talk.time ​

time: boolean

tracked ​

tracked: boolean

The car the player sits in carries a GPS tag.

type ​

type: "police"


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