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five-on-it / packages/sim/src/holds

packages/sim/src/holds ​

The timed hold (GAME_DESIGN §7.2): what is done by holding the interaction key rather than pressing it (hold-kinds.ts). While the key is held at the same thing for the same work (what interactionOf offers), the character stands still at it and the hold counts up, a tick at a time, to the work's time; then the work is done: a car's lock picked (it is unlocked and the character's: a pick event, which the police count when somebody sees it), a device worked (devices.ts), a car repaired, somebody held up restrained or a restrained one freed (captives.ts), a body taken hold of or hidden in a dumpster (drag.ts). A body's hold is short: let go before it is done (a tap of the key), it searches the body's pockets instead, as a press always did. Letting go, another thing nearer, or the thing gone starts it over. The snapshots carry how far along it is (holdProgress, the prompt's bar) and what the hands do (the act, acts.ts); all of it is components, hashed with the rest.

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