five-on-it / packages/protocol/src/police
packages/protocol/src/police
The police's tells to one player (GAME_DESIGN §12, every police tool has a tell): a text frame sent to that player when it changes. It carries the marks the minimap draws (a roadblock ahead, flashing; a security or traffic camera that has the player, pulsing; with the police scanner app, every unit after the player, the rolling blocks forming and the drone; at seven stars the helicopter, the rooftop snipers and the police boats; the SWAT vans and the police dogs; at eight a drone of the swarm, a robot), the last few lines of the police radio the HUD's police area reads (each with its number, its kind and the place it names: the client says it in the player's language from a table of lines), whether the drone or a camera has the player in sight now, whether the player carries the scanner; at seven stars whether the helicopter's searchlight has them, the lasers of the marksmen painting them (a rooftop sniper's, the helicopter's door gunner's: the tell before every round, drawn from the marksman to the player) and whether the car they sit in carries a GPS tag. The junctions the police turn red, and those a player hacks, go to everyone with the other signals switched by hand (city.ts' SignalsMessage). From six stars it carries the negotiator's call while a talk is on (talk: ringing, talking, the team holding; the choices still on offer) and whether a police dog has their scent (k9); the player answers the call with a NegotiateCommand. At eight stars the kill switch's countdown on their car and a robot's claw on them; and their own tech for the phone's apps (the jammer, the hacks' cool-downs, LawyerUp™'s price, the scout drone: TechState). What the client asks of its tech goes the other way, a TechCommand.
Type Aliases
Variables
- HEAVY_UNIT_NAMES
- NegotiateCommand
- POLICE_MARK_KINDS
- PoliceLaser
- PoliceMark
- PoliceMessage
- RADIO_KINDS
- RadioLine
- TECH_OPS
- TechCommand
- TechState