Skip to content

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

Function: parsePolice() ​

parsePolice(text): { camera: boolean; claw?: { presses: number; seconds: number; }; drone: boolean; hack?: number; k9?: "scent" | "lost"; lasers: object[]; light: boolean; lockdown?: { budget: number; contractors: boolean; extraction?: { name: string; seconds?: number; x: number; z: number; }; legends: number; news?: { kind: "stars" | "tow" | "extraction" | "lockdown" | "unicorn" | "unitDown" | "overrun" | "restored"; n: number; place?: string; stars?: number; }; overrun: boolean; ring?: { r: number; sealed: boolean; x: number; z: number; }; safehouse?: "inside" | "raid" | "rented"; }; marks: object[]; radio: object[]; scanner: boolean; talk?: { car: boolean; seconds: number; state: "ringing" | "talking"; time: boolean; }; tech?: { backdoor: boolean; battery: number; cruiser: number; fried: boolean; hacking: number; jammer: boolean; jamming: boolean; lawyer: number; loop: number; scout: number; smoked: boolean; tipped: boolean; traffic: number; }; tracked: boolean; type: "police"; } | undefined

Defined in: packages/protocol/src/police.ts:294

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

Parameters ​

text ​

string

Returns ​

Type Literal ​

{ camera: boolean; claw?: { presses: number; seconds: number; }; drone: boolean; hack?: number; k9?: "scent" | "lost"; lasers: object[]; light: boolean; lockdown?: { budget: number; contractors: boolean; extraction?: { name: string; seconds?: number; x: number; z: number; }; legends: number; news?: { kind: "stars" | "tow" | "extraction" | "lockdown" | "unicorn" | "unitDown" | "overrun" | "restored"; n: number; place?: string; stars?: number; }; overrun: boolean; ring?: { r: number; sealed: boolean; x: number; z: number; }; safehouse?: "inside" | "raid" | "rented"; }; marks: object[]; radio: object[]; scanner: boolean; talk?: { car: boolean; seconds: number; state: "ringing" | "talking"; time: boolean; }; tech?: { backdoor: boolean; battery: number; cruiser: number; fried: boolean; hacking: number; jammer: boolean; jamming: boolean; lawyer: number; loop: number; scout: number; smoked: boolean; tipped: boolean; traffic: number; }; tracked: boolean; type: "police"; }

camera ​

camera: boolean

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

claw? ​

optional claw?: object

In a ComplianceBot's claw: the seconds before the arrest, and the presses of the interaction key still to struggle free.

claw.presses ​

presses: number

claw.seconds ​

seconds: number

drone ​

drone: boolean

The police drone has the player in sight now.

hack? ​

optional hack?: number

The seconds left of the kill switch's countdown on the player's car (eight stars), while it counts down.

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.

lockdown? ​

optional lockdown?: object

The endgame (six to ten stars): see LockdownTells.

lockdown.budget ​

budget: number

lockdown.contractors ​

contractors: boolean

lockdown.extraction? ​

optional extraction?: object

lockdown.extraction.name ​

name: string

lockdown.extraction.seconds? ​

optional seconds?: number

lockdown.extraction.x ​

x: number

lockdown.extraction.z ​

z: number

lockdown.legends ​

legends: number

lockdown.news? ​

optional news?: object

lockdown.news.kind ​

kind: "stars" | "tow" | "extraction" | "lockdown" | "unicorn" | "unitDown" | "overrun" | "restored"

lockdown.news.n ​

n: number

lockdown.news.place? ​

optional place?: string

lockdown.news.stars? ​

optional stars?: number

lockdown.overrun ​

overrun: boolean

lockdown.ring? ​

optional ring?: object

lockdown.ring.r ​

r: number

lockdown.ring.sealed ​

sealed: boolean

lockdown.ring.x ​

x: number

lockdown.ring.z ​

z: number

lockdown.safehouse? ​

optional safehouse?: "inside" | "raid" | "rented"

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

tech? ​

optional tech?: object

The player's own tech, for the phone's apps.

tech.backdoor ​

backdoor: boolean

tech.battery ​

battery: number

tech.cruiser ​

cruiser: number

tech.fried ​

fried: boolean

tech.hacking ​

hacking: number

tech.jammer ​

jammer: boolean

tech.jamming ​

jamming: boolean

tech.lawyer ​

lawyer: number

tech.loop ​

loop: number

tech.scout ​

scout: number

tech.smoked ​

smoked: boolean

tech.tipped ​

tipped: boolean

tech.traffic ​

traffic: number

tracked ​

tracked: boolean

The car the player sits in carries a GPS tag.

type ​

type: "police"


undefined