@almadar/core 6.0.0 → 7.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/builders.d.ts +3 -2
- package/dist/builders.js +23 -5
- package/dist/builders.js.map +1 -1
- package/dist/{compose-behaviors-BLX6CbU3.d.ts → compose-behaviors-DPPX5a_s.d.ts} +1 -1
- package/dist/domain-language/index.d.ts +2 -1
- package/dist/domain-language/index.js +23 -5
- package/dist/domain-language/index.js.map +1 -1
- package/dist/expression-eBO9-SQM.d.ts +221 -0
- package/dist/index.d.ts +4 -3
- package/dist/index.js +37 -12
- package/dist/index.js.map +1 -1
- package/dist/{schema-DnLtWO4e.d.ts → schema-OhIbVaYu.d.ts} +434 -562
- package/dist/state-machine/index.d.ts +17 -1
- package/dist/state-machine/index.js +7 -2
- package/dist/state-machine/index.js.map +1 -1
- package/dist/types/index.d.ts +8 -6
- package/dist/types/index.js +27 -9
- package/dist/types/index.js.map +1 -1
- package/package.json +1 -1
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@@ -1,3 +1,6 @@
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1
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+
import { S as SExpr } from '../expression-eBO9-SQM.js';
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import 'zod';
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3
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+
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/**
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* State Machine Graph Algorithm Types
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*
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@@ -6,6 +9,7 @@
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*
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* @packageDocumentation
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*/
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+
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/** An edge in the state graph adjacency list */
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interface StateEdge {
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event: string;
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@@ -66,7 +70,19 @@ interface GraphTransition {
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*/
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interface EdgeWalkTransition extends GraphTransition {
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hasGuard: boolean;
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-
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/**
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* Guard expression (when present). Mirrors `@almadar/core`'s `SExpr`
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* union — a string atom (e.g. `"@payload.row"` for bare-binding
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* existence guards declared by std-confirmation) OR an array
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* (`["or", ...]`, `["=", ...]`). Pre-fix, the type was `unknown[]`
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* which rejected the string form and `toEdgeWalkTransition`
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* silently dropped it; downstream `buildGuardPayloads` then saw no
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* guard and synthesized `{}` for the verifier's pass-case bus
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* replay, leaving the modal closed and the portal observer
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* reporting "slot not mounted" for every single-binding-guarded
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* event.
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*/
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guard?: SExpr;
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/** Event payload field declarations (e.g., [{ name: "id", type: "string", mockValue: "mock-products-1" }]).
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* Used to generate mock payloads for events that require data (VIEW, EDIT).
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* Callers should set mockValue for id fields using their entity context. */
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@@ -60,6 +60,10 @@ function extractPayloadFieldRef(ref) {
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return match ? match[1] : null;
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}
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function buildGuardPayloads(guard) {
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if (typeof guard === "string") {
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const field = extractPayloadFieldRef(guard);
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if (field) return { pass: { [field]: { id: "mock-test-id", name: "mock-test-name" } }, fail: { [field]: null } };
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}
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if (!Array.isArray(guard) || guard.length === 0) {
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return { pass: {}, fail: {} };
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}
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@@ -118,11 +122,12 @@ function buildGuardPayloads(guard) {
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if (subs.length === 1) return buildGuardPayloads(subs[0]);
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}
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if (op === "or") {
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-
const subs = guard.slice(1)
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const subs = guard.slice(1);
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if (subs.length >= 2) {
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const s1 = buildGuardPayloads(subs[0]);
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const s2 = buildGuardPayloads(subs[1]);
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-
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const combinedPass = Object.keys(s1.pass).length > 0 ? s1.pass : s2.pass;
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return { pass: combinedPass, fail: { ...s1.fail, ...s2.fail } };
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}
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if (subs.length === 1) return buildGuardPayloads(subs[0]);
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}
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@@ -1 +1 @@
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1
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-
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* State Graph Construction\n *\n * Build an adjacency list from state machine transitions.\n * Extracted from orbital-verify-unified/src/analyze.ts.\n *\n * @packageDocumentation\n */\n\nimport type { GraphTransition, StateEdge } from './types.js';\n\n/**\n * Builds an adjacency list from state machine transitions.\n * \n * Constructs a state transition graph where each state maps to an array\n * of outgoing edges (events and target states). Wildcard transitions\n * (from === '*') are excluded since they don't represent fixed edges.\n * Used as the foundation for state machine analysis, traversal, and verification.\n * \n * @param {GraphTransition[]} transitions - Array of state transitions\n * @returns {Map<string, StateEdge[]>} State transition graph\n * \n * @example\n * const graph = buildStateGraph(transitions);\n * const edgesFromInitial = graph.get('initial'); // Array of outgoing edges\n * console.log(`Initial state has ${edgesFromInitial?.length} transitions`);\n */\nexport function buildStateGraph(\n transitions: GraphTransition[]\n): Map<string, StateEdge[]> {\n const graph = new Map<string, StateEdge[]>();\n for (const t of transitions) {\n if (t.from === '*') continue;\n if (!graph.has(t.from)) graph.set(t.from, []);\n graph.get(t.from)!.push({ event: t.event, to: t.to });\n }\n return graph;\n}\n","/**\n * BFS Reachability Algorithms\n *\n * Breadth-first search over state machine graphs.\n * Extracted from orbital-verify-unified/src/analyze.ts and phase3-server.ts.\n *\n * @packageDocumentation\n */\n\nimport type { BFSNode, StateEdge } from './types.js';\nimport { buildStateGraph } from './graph.js';\nimport type { GraphTransition } from './types.js';\n\n/**\n * Collects all reachable states from an initial state using breadth-first search.\n * \n * Performs BFS traversal of the state machine to find all states reachable\n * from the initial state, up to the specified maximum depth. Used for\n * state machine analysis, verification, and test coverage assessment.\n * \n * @param {GraphTransition[]} transitions - Array of state transitions\n * @param {string} initialState - Starting state name\n * @param {number} [maxDepth=5] - Maximum search depth\n * @returns {Set<string>} Set of reachable state names\n * \n * @example\n * const reachable = collectReachableStates(transitions, 'initial', 10);\n * console.log('Reachable states:', Array.from(reachable));\n */\nexport function collectReachableStates(\n transitions: GraphTransition[],\n initialState: string,\n maxDepth = 5\n): Set<string> {\n const graph = buildStateGraph(transitions);\n const visited = new Set<string>([initialState]);\n const queue: BFSNode[] = [{ state: initialState, depth: 0 }];\n\n while (queue.length > 0) {\n const current = queue.shift()!;\n if (current.depth >= maxDepth) continue;\n\n const edges = graph.get(current.state) ?? [];\n for (const edge of edges) {\n if (!visited.has(edge.to)) {\n visited.add(edge.to);\n queue.push({ state: edge.to, depth: current.depth + 1 });\n }\n }\n }\n\n return visited;\n}\n\n/**\n * Walks all reachable (state, event) pairs using BFS and invokes callback for each.\n * \n * Traverses the state machine using breadth-first search and calls the visitor\n * function for each (state, edge) pair encountered. Used by server verification\n * to test transitions by POSTing to endpoints and checking responses.\n * \n * @param {GraphTransition[]} transitions - Array of state transitions\n * @param {string} initialState - Starting state name\n * @param {number} maxDepth - Maximum BFS depth\n * @param {(state: string, edge: StateEdge, depth: number) => Promise<boolean>} visitor - Callback for each pair\n * @returns {Promise<{ visitedPairs: Set<string>; walkedEdges: number }>} Traversal statistics\n * \n * @example\n * const result = await walkStatePairs(transitions, 'initial', 5, async (state, edge) => {\n * console.log(`Transition: ${state} --${edge.event}--> ${edge.to}`);\n * return true; // Continue exploration\n * });\n * console.log(`Visited ${result.visitedPairs.size} state-event pairs`);\n */\nexport async function walkStatePairs(\n transitions: GraphTransition[],\n initialState: string,\n maxDepth: number,\n visitor: (state: string, edge: StateEdge, depth: number) => Promise<boolean>\n): Promise<{ visitedPairs: Set<string>; walkedEdges: number }> {\n const graph = buildStateGraph(transitions);\n const visitedPairs = new Set<string>();\n const queue: BFSNode[] = [{ state: initialState, depth: 0 }];\n let walkedEdges = 0;\n\n while (queue.length > 0) {\n const current = queue.shift()!;\n if (current.depth >= maxDepth) continue;\n\n const edges = graph.get(current.state) ?? [];\n for (const edge of edges) {\n const pairKey = `${current.state}:${edge.event}`;\n if (visitedPairs.has(pairKey)) continue;\n visitedPairs.add(pairKey);\n\n const shouldEnqueue = await visitor(current.state, edge, current.depth);\n walkedEdges++;\n\n if (shouldEnqueue) {\n const stateVisited = [...visitedPairs].some((k) => k.startsWith(`${edge.to}:`));\n if (!stateVisited) {\n queue.push({ state: edge.to, depth: current.depth + 1 });\n }\n }\n }\n }\n\n return { visitedPairs, walkedEdges };\n}\n","/**\n * Guard Payload Builder\n *\n * Derive pass and fail payloads from guard s-expressions.\n * Extracted from orbital-verify-unified/src/analyze.ts.\n *\n * @packageDocumentation\n */\n\nimport type { GuardPayload } from './types.js';\n\n/**\n * Extracts the first segment of a payload field reference.\n * \n * Parses binding references in the format \"@payload.field\" and extracts\n * the first field name segment. Used for identifying payload fields in\n * guard conditions for test data generation.\n * \n * @param {unknown} ref - Binding reference to extract from\n * @returns {string | null} First field segment or null for non-payload references\n * \n * @example\n * extractPayloadFieldRef('@payload.item'); // returns 'item'\n * extractPayloadFieldRef('@payload.data.weight'); // returns 'data'\n * extractPayloadFieldRef('@entity.id'); // returns null\n * extractPayloadFieldRef('@user.name'); // returns null\n */\nexport function extractPayloadFieldRef(ref: unknown): string | null {\n if (typeof ref !== 'string') return null;\n const match = ref.match(/^@payload\\.([A-Za-z0-9_]+)/);\n return match ? match[1] : null;\n}\n\n/**\n * Builds test payloads that satisfy or violate guard conditions.\n * \n * Generates pass/fail test data for guard s-expressions used in state machine\n * transitions. Pass payloads satisfy the guard condition (allowing transition),\n * fail payloads violate it (blocking transition). Used for automated testing\n * and validation of state machine behavior.\n * \n * Supports operators: not-nil, nil, eq, not-eq, gt, gte, lt, lte, and, or, not\n * \n * @param {unknown} guard - Guard s-expression to analyze\n * @returns {GuardPayload} Object with pass and fail payloads\n * \n * @example\n * // Guard: ['not-nil', '@payload.completed']\n * buildGuardPayloads(['not-nil', '@payload.completed']);\n * // Returns: { pass: { completed: 'mock-test-value' }, fail: { completed: null } }\n * \n * @example\n * // Guard: ['eq', '@payload.status', 'active']\n * buildGuardPayloads(['eq', '@payload.status', 'active']);\n * // Returns: { pass: { status: 'active' }, fail: { status: 'not-active' } }\n * \n * @example\n * // Guard: ['and', ['not-nil', '@payload.id'], ['eq', '@payload.status', 'ready']]\n * buildGuardPayloads(['and', ['not-nil', '@payload.id'], ['eq', '@payload.status', 'ready']]);\n * // Returns: { pass: { id: 'mock-test-value', status: 'ready' }, fail: { id: null } }\n */\nexport function buildGuardPayloads(guard: unknown): GuardPayload {\n if (!Array.isArray(guard) || guard.length === 0) {\n return { pass: {}, fail: {} };\n }\n\n const op = String(guard[0]);\n\n if (op === 'not-nil' || op === 'not_nil') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: { [field]: 'mock-test-value' }, fail: { [field]: null } };\n }\n\n if (op === 'nil') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: {}, fail: { [field]: 'mock-test-value' } };\n }\n\n if (op === 'eq' || op === '==' || op === '=') {\n const field = extractPayloadFieldRef(guard[1]);\n const val = guard[2];\n if (field && val !== undefined) {\n const failVal =\n typeof val === 'number' ? val + 1\n : typeof val === 'string' ? `not-${val}`\n : null;\n return { pass: { [field]: val }, fail: { [field]: failVal } };\n }\n }\n\n if (op === 'not-eq' || op === '!=' || op === 'neq') {\n const field = extractPayloadFieldRef(guard[1]);\n const val = guard[2];\n if (field && val !== undefined) {\n const passVal =\n typeof val === 'number' ? val + 1\n : typeof val === 'string' ? `not-${val}`\n : 'other';\n return { pass: { [field]: passVal }, fail: { [field]: val } };\n }\n }\n\n if (op === 'gt' || op === '>') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n + 1 }, fail: { [field]: n - 1 } };\n }\n\n if (op === 'gte' || op === '>=') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n }, fail: { [field]: n - 1 } };\n }\n\n if (op === 'lt' || op === '<') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n - 1 }, fail: { [field]: n + 1 } };\n }\n\n if (op === 'lte' || op === '<=') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n }, fail: { [field]: n + 1 } };\n }\n\n if (op === 'and') {\n const subs = (guard.slice(1) as unknown[]).filter(Array.isArray);\n if (subs.length >= 2) {\n const s1 = buildGuardPayloads(subs[0]);\n const s2 = buildGuardPayloads(subs[1]);\n return { pass: { ...s1.pass, ...s2.pass }, fail: s1.fail };\n }\n if (subs.length === 1) return buildGuardPayloads(subs[0]);\n }\n\n if (op === 'or') {\n const subs = (guard.slice(1) as unknown[]).filter(Array.isArray);\n if (subs.length >= 2) {\n const s1 = buildGuardPayloads(subs[0]);\n const s2 = buildGuardPayloads(subs[1]);\n return { pass: s1.pass, fail: { ...s1.fail, ...s2.fail } };\n }\n if (subs.length === 1) return buildGuardPayloads(subs[0]);\n }\n\n if (op === 'not') {\n const inner = buildGuardPayloads(guard[1]);\n return { pass: inner.fail, fail: inner.pass };\n }\n\n // Agent pure operators used in guards\n if (op === 'agent/is-pinned') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: { [field]: 'mem_test_unpinned' }, fail: { [field]: 'mem_test_pinned' } };\n }\n\n if (op === 'agent/memory-strength') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: { [field]: 'mem_test_id' }, fail: { [field]: 'mem_nonexistent' } };\n }\n\n // Agent operators in comparison contexts (e.g., [\">=\", [\"agent/context-usage\"], 0.85])\n // These don't use @payload, they query agent state directly. Return empty payloads\n // since the guard result depends on agent context, not event payload.\n if (op.startsWith('agent/')) {\n return { pass: {}, fail: {} };\n }\n\n return { pass: {}, fail: {} };\n}\n","/**\n * Replay Path Builder\n *\n * Compute the shortest path (replay steps) from an initial state\n * to every reachable state in a state machine. Used by browser\n * verification to navigate through states before running assertions.\n *\n * Extracted from orbital-verify-unified/src/analyze.ts (collectDataMutationTests).\n *\n * @packageDocumentation\n */\n\nimport type { GraphTransition, ReplayStep, PayloadFieldSchema } from './types.js';\n\n/** Entity-data sentinel payload fields: presence means transition needs a selected row */\nconst ENTITY_PAYLOAD_FIELDS = new Set(['data', 'row', 'item', 'id']);\n\n/**\n * Extended transition with render and payload info needed for replay path building.\n * Compatible with orbital-verify's UnifiedTransition.\n */\nexport interface ReplayTransition extends GraphTransition {\n hasGuard: boolean;\n guard?: unknown[];\n payloadFields: string[];\n payloadSchema: PayloadFieldSchema[];\n renderEffects: Array<{\n slot: string;\n patternType: string | null;\n }>;\n}\n\n/**\n * Builds the shortest replay paths from initial state to all reachable states.\n * \n * Computes step-by-step navigation paths for state machine testing and verification.\n * Uses breadth-first search to find shortest paths up to specified depth limit.\n * Each path contains replay steps with event, state, and payload information\n * needed to reproduce state transitions in tests.\n * \n * @param {ReplayTransition[]} transitions - Transitions with render/payload information\n * @param {string} initialState - Starting state name\n * @param {number} [maxDepth=3] - Maximum path length (default: 3)\n * @returns {Map<string, ReplayStep[]>} Map of state names to replay step arrays\n * \n * @example\n * // Build paths from 'initial' state\n * const paths = buildReplayPaths(transitions, 'initial', 5);\n * \n * // Get steps to reach 'completed' state\n * const stepsToComplete = paths.get('completed');\n * \n * // Execute replay steps\n * for (const step of stepsToComplete) {\n * await dispatchEvent(step.event, step.payload);\n * }\n */\nexport function buildReplayPaths(\n transitions: ReplayTransition[],\n initialState: string,\n maxDepth = 3\n): Map<string, ReplayStep[]> {\n type QueueNode = { state: string; path: ReplayStep[] };\n\n const queue: QueueNode[] = [{ state: initialState, path: [] }];\n const replayPaths = new Map<string, ReplayStep[]>();\n replayPaths.set(initialState, []);\n\n while (queue.length > 0) {\n const { state, path } = queue.shift()!;\n if (path.length >= maxDepth) continue;\n\n const fromHere = transitions.filter(\n (t) => t.from === state && t.event !== 'INIT',\n );\n\n for (const transition of fromHere) {\n if (replayPaths.has(transition.to)) continue;\n\n const renderEffect = transition.renderEffects.find((re) => re.patternType !== null);\n const stepNeedsEntityData =\n transition.hasGuard ||\n transition.payloadFields.some((f) => ENTITY_PAYLOAD_FIELDS.has(f));\n\n const step: ReplayStep = {\n event: transition.event,\n fromState: state,\n toState: transition.to,\n slot: renderEffect?.slot ?? 'main',\n expectedPattern: renderEffect?.patternType ?? undefined,\n needsEntityData: stepNeedsEntityData,\n payloadSchema: transition.payloadSchema.length > 0 ? transition.payloadSchema : undefined,\n };\n\n const newPath = [...path, step];\n replayPaths.set(transition.to, newPath);\n queue.push({ state: transition.to, path: newPath });\n }\n }\n\n return replayPaths;\n}\n","/**\n * Edge-Covering Walk Algorithm\n *\n * Computes an ordered sequence of events (WalkStep[]) that covers every\n * transition (edge) in a state machine graph at least once. This guarantees\n * 100% transition coverage regardless of graph topology.\n *\n * Algorithm:\n * 1. Build adjacency list and edge universe (guarded transitions produce two edges)\n * 2. Precompute BFS shortest paths between all state pairs (for repositioning)\n * 3. Greedy DFS: at each state, prefer uncovered outgoing edges\n * 4. When stuck, insert repositioning steps to nearest state with uncovered edges\n * 5. Guard-fail steps don't advance state (guard blocks transition)\n *\n * Used by StateWalkEngine in @almadar-io/verify. Both orbital-verify and\n * runtime-verify share this algorithm for consistent coverage.\n *\n * @packageDocumentation\n */\n\nimport type { EdgeWalkTransition, WalkStep, StateEdge } from './types.js';\nimport { buildGuardPayloads } from './guard-payloads.js';\n\n/**\n * Build an ordered walk that covers every edge in the state machine.\n *\n * @param transitions - All transitions in the state machine\n * @param initialState - Starting state\n * @returns Ordered walk steps covering every edge\n */\nexport function buildEdgeCoveringWalk(\n transitions: EdgeWalkTransition[],\n initialState: string,\n): WalkStep[] {\n // 1. Build adjacency list. Skip wildcards (pseudostates) and skip the\n // boot INIT (the runtime auto-fires INIT from the initial state on\n // mount, so the walker doesn't need to fire it). User-triggered INITs\n // from non-initial states (refresh, retry) ARE walkable edges and\n // stay in the graph so coverage can reach them.\n const filtered = transitions.filter(\n (t) => t.from !== '*' && !(t.event === 'INIT' && t.from === initialState),\n );\n\n const graph = new Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>();\n const allStates = new Set<string>();\n\n for (const t of filtered) {\n allStates.add(t.from);\n allStates.add(t.to);\n if (!graph.has(t.from)) graph.set(t.from, []);\n graph.get(t.from)!.push({ event: t.event, to: t.to, transition: t });\n }\n\n // Ensure initial state is in the set\n allStates.add(initialState);\n\n // 2. Build edge universe. Guarded transitions produce pass + fail edges.\n const uncovered = new Set<string>();\n const edgeMeta = new Map<string, { transition: EdgeWalkTransition; guardCase: 'pass' | 'fail' | null }>();\n\n for (const t of filtered) {\n if (t.hasGuard) {\n const keyPass = `${t.from}+${t.event}->${t.to}[pass]`;\n const keyFail = `${t.from}+${t.event}->${t.to}[fail]`;\n uncovered.add(keyPass);\n uncovered.add(keyFail);\n edgeMeta.set(keyPass, { transition: t, guardCase: 'pass' });\n edgeMeta.set(keyFail, { transition: t, guardCase: 'fail' });\n } else {\n const key = `${t.from}+${t.event}->${t.to}`;\n uncovered.add(key);\n edgeMeta.set(key, { transition: t, guardCase: null });\n }\n }\n\n if (uncovered.size === 0) return [];\n\n // 3. Precompute BFS shortest paths between all state pairs\n const shortestPaths = new Map<string, Map<string, Array<{ event: string; to: string }>>>();\n for (const state of allStates) {\n shortestPaths.set(state, bfsShortestPaths(state, graph));\n }\n\n // 4. Greedy walk\n const walk: WalkStep[] = [];\n let currentState = initialState;\n const maxIterations = uncovered.size * allStates.size * 2; // safety bound\n let iterations = 0;\n\n while (uncovered.size > 0 && iterations < maxIterations) {\n iterations++;\n\n // Find uncovered edges from currentState\n const outgoing = findUncoveredEdges(currentState, graph, uncovered);\n\n if (outgoing.length > 0) {\n // Pick first uncovered edge\n const pick = outgoing[0];\n const payload = buildPayloadForEdge(pick.transition, pick.guardCase);\n\n walk.push({\n from: currentState,\n event: pick.transition.event,\n to: pick.transition.to,\n guardCase: pick.guardCase,\n payload,\n isRepositioning: false,\n });\n\n uncovered.delete(pick.key);\n\n // Guard-fail doesn't advance state\n if (pick.guardCase !== 'fail') {\n currentState = pick.transition.to;\n }\n } else {\n // Stuck: find nearest state with uncovered edges\n const target = findNearestUncoveredState(currentState, graph, uncovered, shortestPaths);\n\n if (!target) {\n // No reachable state with uncovered edges. Remaining edges are unreachable.\n break;\n }\n\n // Insert repositioning steps\n const repoPath = shortestPaths.get(currentState)?.get(target);\n if (!repoPath || repoPath.length === 0) break;\n\n for (const step of repoPath) {\n walk.push({\n from: currentState,\n event: step.event,\n to: step.to,\n guardCase: null,\n payload: {},\n isRepositioning: true,\n });\n currentState = step.to;\n }\n }\n }\n\n return walk;\n}\n\n// ---------------------------------------------------------------------------\n// Internal helpers\n// ---------------------------------------------------------------------------\n\n/**\n * BFS from a source state, returning shortest paths to all reachable states.\n * Each path is an array of {event, to} steps.\n */\nfunction bfsShortestPaths(\n source: string,\n graph: Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>,\n): Map<string, Array<{ event: string; to: string }>> {\n const paths = new Map<string, Array<{ event: string; to: string }>>();\n const visited = new Set<string>([source]);\n const queue: Array<{ state: string; path: Array<{ event: string; to: string }> }> = [\n { state: source, path: [] },\n ];\n\n while (queue.length > 0) {\n const { state, path } = queue.shift()!;\n const edges = graph.get(state) ?? [];\n\n for (const edge of edges) {\n if (visited.has(edge.to)) continue;\n visited.add(edge.to);\n const newPath = [...path, { event: edge.event, to: edge.to }];\n paths.set(edge.to, newPath);\n queue.push({ state: edge.to, path: newPath });\n }\n }\n\n return paths;\n}\n\n/**\n * Find uncovered edges from a given state.\n */\nfunction findUncoveredEdges(\n state: string,\n graph: Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>,\n uncovered: Set<string>,\n): Array<{ key: string; transition: EdgeWalkTransition; guardCase: 'pass' | 'fail' | null }> {\n const edges = graph.get(state) ?? [];\n const result: Array<{ key: string; transition: EdgeWalkTransition; guardCase: 'pass' | 'fail' | null }> = [];\n\n for (const edge of edges) {\n if (edge.transition.hasGuard) {\n const keyPass = `${state}+${edge.event}->${edge.to}[pass]`;\n const keyFail = `${state}+${edge.event}->${edge.to}[fail]`;\n // Prefer pass first (advances state), then fail\n if (uncovered.has(keyPass)) {\n result.push({ key: keyPass, transition: edge.transition, guardCase: 'pass' });\n }\n if (uncovered.has(keyFail)) {\n result.push({ key: keyFail, transition: edge.transition, guardCase: 'fail' });\n }\n } else {\n const key = `${state}+${edge.event}->${edge.to}`;\n if (uncovered.has(key)) {\n result.push({ key, transition: edge.transition, guardCase: null });\n }\n }\n }\n\n return result;\n}\n\n/**\n * Find the nearest state (from currentState) that has uncovered outgoing edges.\n */\nfunction findNearestUncoveredState(\n currentState: string,\n graph: Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>,\n uncovered: Set<string>,\n shortestPaths: Map<string, Map<string, Array<{ event: string; to: string }>>>,\n): string | null {\n // Collect states that have uncovered edges\n const statesWithUncovered = new Set<string>();\n for (const key of uncovered) {\n // Key format: \"state+EVENT->target\" or \"state+EVENT->target[pass]\"\n const fromState = key.split('+')[0];\n statesWithUncovered.add(fromState);\n }\n\n // If current state has uncovered edges, return it (shouldn't happen, but handle it)\n if (statesWithUncovered.has(currentState)) return currentState;\n\n // Find nearest reachable state with uncovered edges\n const paths = shortestPaths.get(currentState);\n if (!paths) return null;\n\n let nearestState: string | null = null;\n let nearestDist = Infinity;\n\n for (const target of statesWithUncovered) {\n const path = paths.get(target);\n if (path && path.length < nearestDist) {\n nearestDist = path.length;\n nearestState = target;\n }\n }\n\n return nearestState;\n}\n\n/**\n * Build a payload for a given edge based on its guard case and payload schema.\n * For guarded transitions, uses guard expressions to generate pass/fail payloads.\n * For unguarded transitions with payload schemas (e.g., EDIT/VIEW with { id }),\n * generates mock values so fetch-by-ID effects can resolve entity data.\n */\nfunction buildPayloadForEdge(\n transition: EdgeWalkTransition,\n guardCase: 'pass' | 'fail' | null,\n// eslint-disable-next-line almadar/no-record-string-unknown -- Payloads are dynamically typed per event schema\n): Record<string, unknown> {\n // Guard-based payload generation (existing behavior)\n if (transition.hasGuard && transition.guard && guardCase) {\n const payloads = buildGuardPayloads(transition.guard);\n return guardCase === 'pass' ? payloads.pass : payloads.fail;\n }\n\n // Schema-based payload generation for events that declare required fields\n // (e.g., EDIT/VIEW declare { name: \"id\", type: \"string\", required: true })\n if (transition.payloadSchema && transition.payloadSchema.length > 0) {\n // eslint-disable-next-line almadar/no-record-string-unknown -- Mock payloads are dynamically typed per event schema\n const payload: Record<string, unknown> = {};\n for (const field of transition.payloadSchema) {\n // Use caller-provided mockValue if available (set from entity context)\n if (field.mockValue !== undefined) {\n payload[field.name] = field.mockValue;\n } else if (field.type === 'string') {\n payload[field.name] = `mock-${field.name}`;\n } else if (field.type === 'number') {\n payload[field.name] = 1;\n } else if (field.type === 'boolean') {\n payload[field.name] = true;\n } else if (field.type === 'object' || field.type === 'any') {\n // `mock-<name>` is a plain string; persisting that for an object\n // field (e.g. SAVE's `data: object` carrying a form row) spreads\n // the string's characters across numeric keys server-side and\n // the downstream grid renders blank cards. An empty object is a\n // safer default — callers that need entity-shaped mocks should\n // set `mockValue` at the call site (see orbital-verify-unified's\n // phase4-browser TraitWalkConfig builder).\n payload[field.name] = {};\n } else {\n payload[field.name] = `mock-${field.name}`;\n }\n }\n return payload;\n }\n\n return {};\n}\n"]}
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+
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* State Graph Construction\n *\n * Build an adjacency list from state machine transitions.\n * Extracted from orbital-verify-unified/src/analyze.ts.\n *\n * @packageDocumentation\n */\n\nimport type { GraphTransition, StateEdge } from './types.js';\n\n/**\n * Builds an adjacency list from state machine transitions.\n * \n * Constructs a state transition graph where each state maps to an array\n * of outgoing edges (events and target states). Wildcard transitions\n * (from === '*') are excluded since they don't represent fixed edges.\n * Used as the foundation for state machine analysis, traversal, and verification.\n * \n * @param {GraphTransition[]} transitions - Array of state transitions\n * @returns {Map<string, StateEdge[]>} State transition graph\n * \n * @example\n * const graph = buildStateGraph(transitions);\n * const edgesFromInitial = graph.get('initial'); // Array of outgoing edges\n * console.log(`Initial state has ${edgesFromInitial?.length} transitions`);\n */\nexport function buildStateGraph(\n transitions: GraphTransition[]\n): Map<string, StateEdge[]> {\n const graph = new Map<string, StateEdge[]>();\n for (const t of transitions) {\n if (t.from === '*') continue;\n if (!graph.has(t.from)) graph.set(t.from, []);\n graph.get(t.from)!.push({ event: t.event, to: t.to });\n }\n return graph;\n}\n","/**\n * BFS Reachability Algorithms\n *\n * Breadth-first search over state machine graphs.\n * Extracted from orbital-verify-unified/src/analyze.ts and phase3-server.ts.\n *\n * @packageDocumentation\n */\n\nimport type { BFSNode, StateEdge } from './types.js';\nimport { buildStateGraph } from './graph.js';\nimport type { GraphTransition } from './types.js';\n\n/**\n * Collects all reachable states from an initial state using breadth-first search.\n * \n * Performs BFS traversal of the state machine to find all states reachable\n * from the initial state, up to the specified maximum depth. Used for\n * state machine analysis, verification, and test coverage assessment.\n * \n * @param {GraphTransition[]} transitions - Array of state transitions\n * @param {string} initialState - Starting state name\n * @param {number} [maxDepth=5] - Maximum search depth\n * @returns {Set<string>} Set of reachable state names\n * \n * @example\n * const reachable = collectReachableStates(transitions, 'initial', 10);\n * console.log('Reachable states:', Array.from(reachable));\n */\nexport function collectReachableStates(\n transitions: GraphTransition[],\n initialState: string,\n maxDepth = 5\n): Set<string> {\n const graph = buildStateGraph(transitions);\n const visited = new Set<string>([initialState]);\n const queue: BFSNode[] = [{ state: initialState, depth: 0 }];\n\n while (queue.length > 0) {\n const current = queue.shift()!;\n if (current.depth >= maxDepth) continue;\n\n const edges = graph.get(current.state) ?? [];\n for (const edge of edges) {\n if (!visited.has(edge.to)) {\n visited.add(edge.to);\n queue.push({ state: edge.to, depth: current.depth + 1 });\n }\n }\n }\n\n return visited;\n}\n\n/**\n * Walks all reachable (state, event) pairs using BFS and invokes callback for each.\n * \n * Traverses the state machine using breadth-first search and calls the visitor\n * function for each (state, edge) pair encountered. Used by server verification\n * to test transitions by POSTing to endpoints and checking responses.\n * \n * @param {GraphTransition[]} transitions - Array of state transitions\n * @param {string} initialState - Starting state name\n * @param {number} maxDepth - Maximum BFS depth\n * @param {(state: string, edge: StateEdge, depth: number) => Promise<boolean>} visitor - Callback for each pair\n * @returns {Promise<{ visitedPairs: Set<string>; walkedEdges: number }>} Traversal statistics\n * \n * @example\n * const result = await walkStatePairs(transitions, 'initial', 5, async (state, edge) => {\n * console.log(`Transition: ${state} --${edge.event}--> ${edge.to}`);\n * return true; // Continue exploration\n * });\n * console.log(`Visited ${result.visitedPairs.size} state-event pairs`);\n */\nexport async function walkStatePairs(\n transitions: GraphTransition[],\n initialState: string,\n maxDepth: number,\n visitor: (state: string, edge: StateEdge, depth: number) => Promise<boolean>\n): Promise<{ visitedPairs: Set<string>; walkedEdges: number }> {\n const graph = buildStateGraph(transitions);\n const visitedPairs = new Set<string>();\n const queue: BFSNode[] = [{ state: initialState, depth: 0 }];\n let walkedEdges = 0;\n\n while (queue.length > 0) {\n const current = queue.shift()!;\n if (current.depth >= maxDepth) continue;\n\n const edges = graph.get(current.state) ?? [];\n for (const edge of edges) {\n const pairKey = `${current.state}:${edge.event}`;\n if (visitedPairs.has(pairKey)) continue;\n visitedPairs.add(pairKey);\n\n const shouldEnqueue = await visitor(current.state, edge, current.depth);\n walkedEdges++;\n\n if (shouldEnqueue) {\n const stateVisited = [...visitedPairs].some((k) => k.startsWith(`${edge.to}:`));\n if (!stateVisited) {\n queue.push({ state: edge.to, depth: current.depth + 1 });\n }\n }\n }\n }\n\n return { visitedPairs, walkedEdges };\n}\n","/**\n * Guard Payload Builder\n *\n * Derive pass and fail payloads from guard s-expressions.\n * Extracted from orbital-verify-unified/src/analyze.ts.\n *\n * @packageDocumentation\n */\n\nimport type { GuardPayload } from './types.js';\n\n/**\n * Extracts the first segment of a payload field reference.\n * \n * Parses binding references in the format \"@payload.field\" and extracts\n * the first field name segment. Used for identifying payload fields in\n * guard conditions for test data generation.\n * \n * @param {unknown} ref - Binding reference to extract from\n * @returns {string | null} First field segment or null for non-payload references\n * \n * @example\n * extractPayloadFieldRef('@payload.item'); // returns 'item'\n * extractPayloadFieldRef('@payload.data.weight'); // returns 'data'\n * extractPayloadFieldRef('@entity.id'); // returns null\n * extractPayloadFieldRef('@user.name'); // returns null\n */\nexport function extractPayloadFieldRef(ref: unknown): string | null {\n if (typeof ref !== 'string') return null;\n const match = ref.match(/^@payload\\.([A-Za-z0-9_]+)/);\n return match ? match[1] : null;\n}\n\n/**\n * Builds test payloads that satisfy or violate guard conditions.\n * \n * Generates pass/fail test data for guard s-expressions used in state machine\n * transitions. Pass payloads satisfy the guard condition (allowing transition),\n * fail payloads violate it (blocking transition). Used for automated testing\n * and validation of state machine behavior.\n * \n * Supports operators: not-nil, nil, eq, not-eq, gt, gte, lt, lte, and, or, not\n * \n * @param {unknown} guard - Guard s-expression to analyze\n * @returns {GuardPayload} Object with pass and fail payloads\n * \n * @example\n * // Guard: ['not-nil', '@payload.completed']\n * buildGuardPayloads(['not-nil', '@payload.completed']);\n * // Returns: { pass: { completed: 'mock-test-value' }, fail: { completed: null } }\n * \n * @example\n * // Guard: ['eq', '@payload.status', 'active']\n * buildGuardPayloads(['eq', '@payload.status', 'active']);\n * // Returns: { pass: { status: 'active' }, fail: { status: 'not-active' } }\n * \n * @example\n * // Guard: ['and', ['not-nil', '@payload.id'], ['eq', '@payload.status', 'ready']]\n * buildGuardPayloads(['and', ['not-nil', '@payload.id'], ['eq', '@payload.status', 'ready']]);\n * // Returns: { pass: { id: 'mock-test-value', status: 'ready' }, fail: { id: null } }\n */\nexport function buildGuardPayloads(guard: unknown): GuardPayload {\n // Bare-binding existence guard: e.g. `when @payload.row` lowers to\n // the string `\"@payload.row\"`. The transition fires iff that field is\n // truthy. Synthesize pass with a truthy mock and fail with null so\n // the verifier can drive both branches. Without this, std-confirmation\n // and std-modal's existence guards (REQUEST/EDIT requiring @payload.row)\n // get empty payloads in both cases — the pass case then fails the\n // server-side guard and the portal observer flags \"slot not mounted\".\n if (typeof guard === 'string') {\n const field = extractPayloadFieldRef(guard);\n if (field) return { pass: { [field]: { id: 'mock-test-id', name: 'mock-test-name' } }, fail: { [field]: null } };\n }\n\n if (!Array.isArray(guard) || guard.length === 0) {\n return { pass: {}, fail: {} };\n }\n\n const op = String(guard[0]);\n\n if (op === 'not-nil' || op === 'not_nil') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: { [field]: 'mock-test-value' }, fail: { [field]: null } };\n }\n\n if (op === 'nil') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: {}, fail: { [field]: 'mock-test-value' } };\n }\n\n if (op === 'eq' || op === '==' || op === '=') {\n const field = extractPayloadFieldRef(guard[1]);\n const val = guard[2];\n if (field && val !== undefined) {\n const failVal =\n typeof val === 'number' ? val + 1\n : typeof val === 'string' ? `not-${val}`\n : null;\n return { pass: { [field]: val }, fail: { [field]: failVal } };\n }\n }\n\n if (op === 'not-eq' || op === '!=' || op === 'neq') {\n const field = extractPayloadFieldRef(guard[1]);\n const val = guard[2];\n if (field && val !== undefined) {\n const passVal =\n typeof val === 'number' ? val + 1\n : typeof val === 'string' ? `not-${val}`\n : 'other';\n return { pass: { [field]: passVal }, fail: { [field]: val } };\n }\n }\n\n if (op === 'gt' || op === '>') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n + 1 }, fail: { [field]: n - 1 } };\n }\n\n if (op === 'gte' || op === '>=') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n }, fail: { [field]: n - 1 } };\n }\n\n if (op === 'lt' || op === '<') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n - 1 }, fail: { [field]: n + 1 } };\n }\n\n if (op === 'lte' || op === '<=') {\n const field = extractPayloadFieldRef(guard[1]);\n const n = typeof guard[2] === 'number' ? guard[2] : 0;\n if (field) return { pass: { [field]: n }, fail: { [field]: n + 1 } };\n }\n\n if (op === 'and') {\n const subs = (guard.slice(1) as unknown[]).filter(Array.isArray);\n if (subs.length >= 2) {\n const s1 = buildGuardPayloads(subs[0]);\n const s2 = buildGuardPayloads(subs[1]);\n return { pass: { ...s1.pass, ...s2.pass }, fail: s1.fail };\n }\n if (subs.length === 1) return buildGuardPayloads(subs[0]);\n }\n\n if (op === 'or') {\n // Accept BOTH array sub-guards and bare-binding string sub-guards\n // (post-substitution mode-aware guards like\n // `(or (= \"edit\" \"create\") \"@payload.row\")` mix array + string children).\n const subs = guard.slice(1) as unknown[];\n if (subs.length >= 2) {\n const s1 = buildGuardPayloads(subs[0]);\n const s2 = buildGuardPayloads(subs[1]);\n // For OR: pass if EITHER branch passes. Prefer the second branch's\n // pass payload if the first yields nothing useful — the literal-fold\n // case `(= \"edit\" \"create\") || @payload.row` has the first branch\n // return `{}` and the row-payload comes from the second.\n const combinedPass = Object.keys(s1.pass).length > 0 ? s1.pass : s2.pass;\n return { pass: combinedPass, fail: { ...s1.fail, ...s2.fail } };\n }\n if (subs.length === 1) return buildGuardPayloads(subs[0]);\n }\n\n if (op === 'not') {\n const inner = buildGuardPayloads(guard[1]);\n return { pass: inner.fail, fail: inner.pass };\n }\n\n // Agent pure operators used in guards\n if (op === 'agent/is-pinned') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: { [field]: 'mem_test_unpinned' }, fail: { [field]: 'mem_test_pinned' } };\n }\n\n if (op === 'agent/memory-strength') {\n const field = extractPayloadFieldRef(guard[1]);\n if (field) return { pass: { [field]: 'mem_test_id' }, fail: { [field]: 'mem_nonexistent' } };\n }\n\n // Agent operators in comparison contexts (e.g., [\">=\", [\"agent/context-usage\"], 0.85])\n // These don't use @payload, they query agent state directly. Return empty payloads\n // since the guard result depends on agent context, not event payload.\n if (op.startsWith('agent/')) {\n return { pass: {}, fail: {} };\n }\n\n return { pass: {}, fail: {} };\n}\n","/**\n * Replay Path Builder\n *\n * Compute the shortest path (replay steps) from an initial state\n * to every reachable state in a state machine. Used by browser\n * verification to navigate through states before running assertions.\n *\n * Extracted from orbital-verify-unified/src/analyze.ts (collectDataMutationTests).\n *\n * @packageDocumentation\n */\n\nimport type { GraphTransition, ReplayStep, PayloadFieldSchema } from './types.js';\n\n/** Entity-data sentinel payload fields: presence means transition needs a selected row */\nconst ENTITY_PAYLOAD_FIELDS = new Set(['data', 'row', 'item', 'id']);\n\n/**\n * Extended transition with render and payload info needed for replay path building.\n * Compatible with orbital-verify's UnifiedTransition.\n */\nexport interface ReplayTransition extends GraphTransition {\n hasGuard: boolean;\n guard?: unknown[];\n payloadFields: string[];\n payloadSchema: PayloadFieldSchema[];\n renderEffects: Array<{\n slot: string;\n patternType: string | null;\n }>;\n}\n\n/**\n * Builds the shortest replay paths from initial state to all reachable states.\n * \n * Computes step-by-step navigation paths for state machine testing and verification.\n * Uses breadth-first search to find shortest paths up to specified depth limit.\n * Each path contains replay steps with event, state, and payload information\n * needed to reproduce state transitions in tests.\n * \n * @param {ReplayTransition[]} transitions - Transitions with render/payload information\n * @param {string} initialState - Starting state name\n * @param {number} [maxDepth=3] - Maximum path length (default: 3)\n * @returns {Map<string, ReplayStep[]>} Map of state names to replay step arrays\n * \n * @example\n * // Build paths from 'initial' state\n * const paths = buildReplayPaths(transitions, 'initial', 5);\n * \n * // Get steps to reach 'completed' state\n * const stepsToComplete = paths.get('completed');\n * \n * // Execute replay steps\n * for (const step of stepsToComplete) {\n * await dispatchEvent(step.event, step.payload);\n * }\n */\nexport function buildReplayPaths(\n transitions: ReplayTransition[],\n initialState: string,\n maxDepth = 3\n): Map<string, ReplayStep[]> {\n type QueueNode = { state: string; path: ReplayStep[] };\n\n const queue: QueueNode[] = [{ state: initialState, path: [] }];\n const replayPaths = new Map<string, ReplayStep[]>();\n replayPaths.set(initialState, []);\n\n while (queue.length > 0) {\n const { state, path } = queue.shift()!;\n if (path.length >= maxDepth) continue;\n\n const fromHere = transitions.filter(\n (t) => t.from === state && t.event !== 'INIT',\n );\n\n for (const transition of fromHere) {\n if (replayPaths.has(transition.to)) continue;\n\n const renderEffect = transition.renderEffects.find((re) => re.patternType !== null);\n const stepNeedsEntityData =\n transition.hasGuard ||\n transition.payloadFields.some((f) => ENTITY_PAYLOAD_FIELDS.has(f));\n\n const step: ReplayStep = {\n event: transition.event,\n fromState: state,\n toState: transition.to,\n slot: renderEffect?.slot ?? 'main',\n expectedPattern: renderEffect?.patternType ?? undefined,\n needsEntityData: stepNeedsEntityData,\n payloadSchema: transition.payloadSchema.length > 0 ? transition.payloadSchema : undefined,\n };\n\n const newPath = [...path, step];\n replayPaths.set(transition.to, newPath);\n queue.push({ state: transition.to, path: newPath });\n }\n }\n\n return replayPaths;\n}\n","/**\n * Edge-Covering Walk Algorithm\n *\n * Computes an ordered sequence of events (WalkStep[]) that covers every\n * transition (edge) in a state machine graph at least once. This guarantees\n * 100% transition coverage regardless of graph topology.\n *\n * Algorithm:\n * 1. Build adjacency list and edge universe (guarded transitions produce two edges)\n * 2. Precompute BFS shortest paths between all state pairs (for repositioning)\n * 3. Greedy DFS: at each state, prefer uncovered outgoing edges\n * 4. When stuck, insert repositioning steps to nearest state with uncovered edges\n * 5. Guard-fail steps don't advance state (guard blocks transition)\n *\n * Used by StateWalkEngine in @almadar-io/verify. Both orbital-verify and\n * runtime-verify share this algorithm for consistent coverage.\n *\n * @packageDocumentation\n */\n\nimport type { EdgeWalkTransition, WalkStep, StateEdge } from './types.js';\nimport { buildGuardPayloads } from './guard-payloads.js';\n\n/**\n * Build an ordered walk that covers every edge in the state machine.\n *\n * @param transitions - All transitions in the state machine\n * @param initialState - Starting state\n * @returns Ordered walk steps covering every edge\n */\nexport function buildEdgeCoveringWalk(\n transitions: EdgeWalkTransition[],\n initialState: string,\n): WalkStep[] {\n // 1. Build adjacency list. Skip wildcards (pseudostates) and skip the\n // boot INIT (the runtime auto-fires INIT from the initial state on\n // mount, so the walker doesn't need to fire it). User-triggered INITs\n // from non-initial states (refresh, retry) ARE walkable edges and\n // stay in the graph so coverage can reach them.\n const filtered = transitions.filter(\n (t) => t.from !== '*' && !(t.event === 'INIT' && t.from === initialState),\n );\n\n const graph = new Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>();\n const allStates = new Set<string>();\n\n for (const t of filtered) {\n allStates.add(t.from);\n allStates.add(t.to);\n if (!graph.has(t.from)) graph.set(t.from, []);\n graph.get(t.from)!.push({ event: t.event, to: t.to, transition: t });\n }\n\n // Ensure initial state is in the set\n allStates.add(initialState);\n\n // 2. Build edge universe. Guarded transitions produce pass + fail edges.\n const uncovered = new Set<string>();\n const edgeMeta = new Map<string, { transition: EdgeWalkTransition; guardCase: 'pass' | 'fail' | null }>();\n\n for (const t of filtered) {\n if (t.hasGuard) {\n const keyPass = `${t.from}+${t.event}->${t.to}[pass]`;\n const keyFail = `${t.from}+${t.event}->${t.to}[fail]`;\n uncovered.add(keyPass);\n uncovered.add(keyFail);\n edgeMeta.set(keyPass, { transition: t, guardCase: 'pass' });\n edgeMeta.set(keyFail, { transition: t, guardCase: 'fail' });\n } else {\n const key = `${t.from}+${t.event}->${t.to}`;\n uncovered.add(key);\n edgeMeta.set(key, { transition: t, guardCase: null });\n }\n }\n\n if (uncovered.size === 0) return [];\n\n // 3. Precompute BFS shortest paths between all state pairs\n const shortestPaths = new Map<string, Map<string, Array<{ event: string; to: string }>>>();\n for (const state of allStates) {\n shortestPaths.set(state, bfsShortestPaths(state, graph));\n }\n\n // 4. Greedy walk\n const walk: WalkStep[] = [];\n let currentState = initialState;\n const maxIterations = uncovered.size * allStates.size * 2; // safety bound\n let iterations = 0;\n\n while (uncovered.size > 0 && iterations < maxIterations) {\n iterations++;\n\n // Find uncovered edges from currentState\n const outgoing = findUncoveredEdges(currentState, graph, uncovered);\n\n if (outgoing.length > 0) {\n // Pick first uncovered edge\n const pick = outgoing[0];\n const payload = buildPayloadForEdge(pick.transition, pick.guardCase);\n\n walk.push({\n from: currentState,\n event: pick.transition.event,\n to: pick.transition.to,\n guardCase: pick.guardCase,\n payload,\n isRepositioning: false,\n });\n\n uncovered.delete(pick.key);\n\n // Guard-fail doesn't advance state\n if (pick.guardCase !== 'fail') {\n currentState = pick.transition.to;\n }\n } else {\n // Stuck: find nearest state with uncovered edges\n const target = findNearestUncoveredState(currentState, graph, uncovered, shortestPaths);\n\n if (!target) {\n // No reachable state with uncovered edges. Remaining edges are unreachable.\n break;\n }\n\n // Insert repositioning steps\n const repoPath = shortestPaths.get(currentState)?.get(target);\n if (!repoPath || repoPath.length === 0) break;\n\n for (const step of repoPath) {\n walk.push({\n from: currentState,\n event: step.event,\n to: step.to,\n guardCase: null,\n payload: {},\n isRepositioning: true,\n });\n currentState = step.to;\n }\n }\n }\n\n return walk;\n}\n\n// ---------------------------------------------------------------------------\n// Internal helpers\n// ---------------------------------------------------------------------------\n\n/**\n * BFS from a source state, returning shortest paths to all reachable states.\n * Each path is an array of {event, to} steps.\n */\nfunction bfsShortestPaths(\n source: string,\n graph: Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>,\n): Map<string, Array<{ event: string; to: string }>> {\n const paths = new Map<string, Array<{ event: string; to: string }>>();\n const visited = new Set<string>([source]);\n const queue: Array<{ state: string; path: Array<{ event: string; to: string }> }> = [\n { state: source, path: [] },\n ];\n\n while (queue.length > 0) {\n const { state, path } = queue.shift()!;\n const edges = graph.get(state) ?? [];\n\n for (const edge of edges) {\n if (visited.has(edge.to)) continue;\n visited.add(edge.to);\n const newPath = [...path, { event: edge.event, to: edge.to }];\n paths.set(edge.to, newPath);\n queue.push({ state: edge.to, path: newPath });\n }\n }\n\n return paths;\n}\n\n/**\n * Find uncovered edges from a given state.\n */\nfunction findUncoveredEdges(\n state: string,\n graph: Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>,\n uncovered: Set<string>,\n): Array<{ key: string; transition: EdgeWalkTransition; guardCase: 'pass' | 'fail' | null }> {\n const edges = graph.get(state) ?? [];\n const result: Array<{ key: string; transition: EdgeWalkTransition; guardCase: 'pass' | 'fail' | null }> = [];\n\n for (const edge of edges) {\n if (edge.transition.hasGuard) {\n const keyPass = `${state}+${edge.event}->${edge.to}[pass]`;\n const keyFail = `${state}+${edge.event}->${edge.to}[fail]`;\n // Prefer pass first (advances state), then fail\n if (uncovered.has(keyPass)) {\n result.push({ key: keyPass, transition: edge.transition, guardCase: 'pass' });\n }\n if (uncovered.has(keyFail)) {\n result.push({ key: keyFail, transition: edge.transition, guardCase: 'fail' });\n }\n } else {\n const key = `${state}+${edge.event}->${edge.to}`;\n if (uncovered.has(key)) {\n result.push({ key, transition: edge.transition, guardCase: null });\n }\n }\n }\n\n return result;\n}\n\n/**\n * Find the nearest state (from currentState) that has uncovered outgoing edges.\n */\nfunction findNearestUncoveredState(\n currentState: string,\n graph: Map<string, Array<{ event: string; to: string; transition: EdgeWalkTransition }>>,\n uncovered: Set<string>,\n shortestPaths: Map<string, Map<string, Array<{ event: string; to: string }>>>,\n): string | null {\n // Collect states that have uncovered edges\n const statesWithUncovered = new Set<string>();\n for (const key of uncovered) {\n // Key format: \"state+EVENT->target\" or \"state+EVENT->target[pass]\"\n const fromState = key.split('+')[0];\n statesWithUncovered.add(fromState);\n }\n\n // If current state has uncovered edges, return it (shouldn't happen, but handle it)\n if (statesWithUncovered.has(currentState)) return currentState;\n\n // Find nearest reachable state with uncovered edges\n const paths = shortestPaths.get(currentState);\n if (!paths) return null;\n\n let nearestState: string | null = null;\n let nearestDist = Infinity;\n\n for (const target of statesWithUncovered) {\n const path = paths.get(target);\n if (path && path.length < nearestDist) {\n nearestDist = path.length;\n nearestState = target;\n }\n }\n\n return nearestState;\n}\n\n/**\n * Build a payload for a given edge based on its guard case and payload schema.\n * For guarded transitions, uses guard expressions to generate pass/fail payloads.\n * For unguarded transitions with payload schemas (e.g., EDIT/VIEW with { id }),\n * generates mock values so fetch-by-ID effects can resolve entity data.\n */\nfunction buildPayloadForEdge(\n transition: EdgeWalkTransition,\n guardCase: 'pass' | 'fail' | null,\n// eslint-disable-next-line almadar/no-record-string-unknown -- Payloads are dynamically typed per event schema\n): Record<string, unknown> {\n // Guard-based payload generation (existing behavior)\n if (transition.hasGuard && transition.guard && guardCase) {\n const payloads = buildGuardPayloads(transition.guard);\n return guardCase === 'pass' ? payloads.pass : payloads.fail;\n }\n\n // Schema-based payload generation for events that declare required fields\n // (e.g., EDIT/VIEW declare { name: \"id\", type: \"string\", required: true })\n if (transition.payloadSchema && transition.payloadSchema.length > 0) {\n // eslint-disable-next-line almadar/no-record-string-unknown -- Mock payloads are dynamically typed per event schema\n const payload: Record<string, unknown> = {};\n for (const field of transition.payloadSchema) {\n // Use caller-provided mockValue if available (set from entity context)\n if (field.mockValue !== undefined) {\n payload[field.name] = field.mockValue;\n } else if (field.type === 'string') {\n payload[field.name] = `mock-${field.name}`;\n } else if (field.type === 'number') {\n payload[field.name] = 1;\n } else if (field.type === 'boolean') {\n payload[field.name] = true;\n } else if (field.type === 'object' || field.type === 'any') {\n // `mock-<name>` is a plain string; persisting that for an object\n // field (e.g. SAVE's `data: object` carrying a form row) spreads\n // the string's characters across numeric keys server-side and\n // the downstream grid renders blank cards. An empty object is a\n // safer default — callers that need entity-shaped mocks should\n // set `mockValue` at the call site (see orbital-verify-unified's\n // phase4-browser TraitWalkConfig builder).\n payload[field.name] = {};\n } else {\n payload[field.name] = `mock-${field.name}`;\n }\n }\n return payload;\n }\n\n return {};\n}\n"]}
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import { e as EntityRow,
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export { A as AGENT_DOMAIN_CATEGORIES,
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import { e as EntityRow, aL as FieldValue, b as TraitConfig } from '../schema-OhIbVaYu.js';
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export { A as AGENT_DOMAIN_CATEGORIES, m as ALLOWED_CUSTOM_COMPONENTS, n as AgentDomainCategory, o as AgentDomainCategorySchema, p as AgentEffect, q as AllowedCustomComponent, r as AnimationDef, s as AnimationDefInput, t as AnimationDefSchema, h as AppSchema, u as AssetMap, v as AssetMapInput, w as AssetMapSchema, x as AssetMapping, y as AssetMappingInput, z as AssetMappingSchema, B as AtomicEffect, C as CallServiceConfig, D as CallServiceEffect, F as ComputedEventContract, G as ComputedEventContractSchema, H as ComputedEventListener, I as ComputedEventListenerSchema, J as CustomPatternDefinition, K as CustomPatternDefinitionInput, L as CustomPatternDefinitionSchema, M as CustomPatternMap, N as CustomPatternMapInput, Q as CustomPatternMapSchema, R as DerefEffect, V as DesignPreferences, W as DesignPreferencesInput, X as DesignPreferencesSchema, Y as DesignTokens, Z as DesignTokensInput, _ as DesignTokensSchema, $ as DespawnEffect, a0 as DoEffect, a1 as DomainCategory, a2 as DomainCategorySchema, a3 as DomainContext, a4 as DomainContextInput, a5 as DomainContextSchema, a6 as DomainVocabulary, a7 as DomainVocabularySchema, a8 as ENTITY_ROLES, a9 as Effect, aa as EffectInput, ab as EffectSchema, ac as EmitConfig, ad as EmitEffect, E as Entity, ae as EntityCall, af as EntityCallSchema, ag as EntityData, c as EntityField, ah as EntityFieldInput, ai as EntityFieldSchema, d as EntityPersistence, aj as EntityPersistenceSchema, f as EntityRef, ak as EntityRefSchema, al as EntityRefStringSchema, am as EntityRole, an as EntityRoleSchema, ao as EntitySchema, ap as EntitySemanticRole, aq as EntitySemanticRoleSchema, ar as Event, as as EventInput, at as EventListener, au as EventListenerSchema, av as EventPayloadField, aw as EventPayloadFieldSchema, ax as EventSchema, ay as EventScope, az as EventScopeSchema, aA as EventSemanticRole, aB as EventSemanticRoleSchema, aC as EventSource, aD as EventSourceSchema, aE as FetchEffect, aF as Field, aG as FieldFormat, aH as FieldFormatSchema, aI as FieldSchema, aJ as FieldType, aK as FieldTypeSchema, aM as FullOrbitalUnit, aN as GAME_TYPES, aO as GameSubCategory, aP as GameSubCategorySchema, aQ as GameType, aR as GameTypeSchema, aS as Guard, aT as GuardInput, aU as GuardSchema, aV as ListenSource, aW as ListenSourceSchema, aX as LogEffect, aY as McpServiceDef, aZ as McpServiceDefSchema, a_ as NavigateEffect, a$ as NodeClassification, b0 as NodeClassificationSchema, b1 as NotifyEffect, aM as Orbital, b2 as OrbitalConfig, b3 as OrbitalConfigInput, b4 as OrbitalConfigSchema, O as OrbitalDefinition, b5 as OrbitalDefinitionSchema, b6 as OrbitalEntity, b7 as OrbitalEntityInput, b8 as OrbitalEntitySchema, b9 as OrbitalInput, ba as OrbitalPage, bb as OrbitalPageInput, bc as OrbitalPageSchema, bd as OrbitalPageStrictInput, be as OrbitalPageStrictSchema, h as OrbitalSchema, bf as OrbitalSchemaInput, bg as OrbitalSchemaSchema, bh as OrbitalTraitRef, bi as OrbitalTraitRefSchema, bj as OrbitalUnit, bk as OrbitalUnitSchema, bl as OrbitalZodSchema, j as Page, P as PageRef, k as PageRefObject, bm as PageRefObjectSchema, bn as PageRefSchema, bo as PageRefStringSchema, bp as PageSchema, bq as PageTraitRef, br as PageTraitRefSchema, bs as PayloadField, bt as PayloadFieldSchema, bu as PersistEffect, bv as PresentationType, bw as RefEffect, bx as RelatedLink, by as RelatedLinkSchema, bz as RelationConfig, bA as RelationConfigSchema, bB as RenderItemLambda, bC as RenderUIConfig, bD as RenderUIEffect, bE as RenderUINode, bF as RequiredField, bG as RequiredFieldSchema, bH as ResolvedAsset, bI as ResolvedAssetInput, bJ as ResolvedAssetSchema, bK as ResolvedPatternProps, bL as RestAuthConfig, bM as RestAuthConfigSchema, bN as RestServiceDef, bO as RestServiceDefSchema, bP as SERVICE_TYPES, bQ as SemanticAssetRef, bR as SemanticAssetRefInput, bS as SemanticAssetRefSchema, bT as ServiceDefinition, bU as ServiceDefinitionSchema, bV as ServiceParams, bW as ServiceRef, bX as ServiceRefObject, bY as ServiceRefObjectSchema, bZ as ServiceRefSchema, b_ as ServiceRefStringSchema, b$ as ServiceType, c0 as ServiceTypeSchema, c1 as SetEffect, c2 as SocketEvents, c3 as SocketEventsSchema, c4 as SocketServiceDef, c5 as SocketServiceDefSchema, c6 as SpawnEffect, S as State, c7 as StateInput, c8 as StateMachine, c9 as StateMachineInput, ca as StateMachineSchema, cb as StateSchema, cc as StateSemanticRole, cd as StateSemanticRoleSchema, ce as SuggestedGuard, cf as SuggestedGuardSchema, cg as SwapEffect, ch as ThemeDefinition, ci as ThemeDefinitionSchema, cj as ThemeRef, ck as ThemeRefSchema, cl as ThemeRefStringSchema, cm as ThemeTokens, cn as ThemeTokensSchema, co as ThemeVariant, cp as ThemeVariantSchema, i as Trait, cq as TraitCategory, cr as TraitCategorySchema, cs as TraitConfigObject, ct as TraitConfigSchema, cu as TraitConfigValue, cv as TraitConfigValueSchema, cw as TraitDataEntity, cx as TraitDataEntitySchema, cy as TraitEntityField, cz as TraitEntityFieldSchema, T as TraitEventContract, cA as TraitEventContractSchema, a as TraitEventListener, cB as TraitEventListenerSchema, cC as TraitInput, g as TraitRef, cD as TraitRefSchema, l as TraitReference, cE as TraitReferenceInput, cF as TraitReferenceSchema, cG as TraitSchema, cH as TraitTick, cI as TraitTickSchema, cJ as TraitUIBinding, cK as Transition, cL as TransitionInput, cM as TransitionSchema, cN as TypedEffect, cO as UISlot, cP as UISlotSchema, cQ as UI_SLOTS, cR as UXHints, cS as UXHintsSchema, U as UseDeclaration, cT as UseDeclarationSchema, cU as UserPersona, cV as UserPersonaInput, cW as UserPersonaSchema, cX as VISUAL_STYLES, cY as ViewType, cZ as ViewTypeSchema, c_ as VisualStyle, c$ as VisualStyleSchema, d0 as WatchEffect, d1 as WatchOptions, d2 as atomic, d3 as callService, d4 as createAssetKey, d5 as deref, d6 as deriveCollection, d7 as despawn, d8 as doEffects, d9 as emit, da as findService, db as getDefaultAnimationsForRole, dc as getServiceNames, dd as getTraitConfig, de as getTraitName, df as hasService, dg as isCircuitEvent, dh as isEffect, di as isEntityCall, dj as isEntityReference, dk as isEntityReferenceAny, dl as isImportedTraitRef, dm as isInlineTrait, dn as isMcpService, dp as isOrbitalDefinition, dq as isPageReference, dr as isPageReferenceObject, ds as isPageReferenceString, dt as isRestService, du as isRuntimeEntity, dv as isSExprEffect, dw as isServiceReference, dx as isServiceReferenceObject, dy as isSingletonEntity, dz as isSocketService, dA as isThemeReference, dB as navigate, dC as normalizeTraitRef, dD as notify, dE as parseAssetKey, dF as parseEntityRef, dG as parseImportedTraitRef, dH as parseOrbitalSchema, dI as parsePageRef, dJ as parseServiceRef, dK as persist, dL as ref, dM as renderUI, dN as safeParseOrbitalSchema, dO as set, dP as spawn, dQ as swap, dR as validateAssetAnimations, dS as watch } from '../schema-OhIbVaYu.js';
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3
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import { S as SExpr, b as EventPayload } from '../expression-eBO9-SQM.js';
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export { C as CORE_BINDINGS, a as CoreBinding, E as EvalContext, c as EventPayloadValue, d as Expression, e as ExpressionInput, f as ExpressionSchema, L as LogMeta, P as ParsedBinding, g as SExprAtom, h as SExprAtomSchema, i as SExprInput, j as SExprSchema, k as collectBindings, l as getArgs, m as getOperator, n as isBinding, o as isSExpr, p as isSExprAtom, q as isSExprCall, r as isValidBinding, s as parseBinding, t as sexpr, w as walkSExpr } from '../expression-eBO9-SQM.js';
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import { z } from 'zod';
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export { PATTERN_TYPES, PatternConfig, PatternType, isValidPatternType } from '@almadar/patterns';
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@@ -73,16 +75,16 @@ declare const BINDING_DOCS: {
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*/
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declare const BINDING_CONTEXT_RULES: {
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readonly guard: {
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readonly allowed: readonly ["entity", "payload", "state", "now"];
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readonly description: "Guards can access entity fields, event payload, current state, and time";
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readonly allowed: readonly ["entity", "payload", "state", "now", "config"];
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readonly description: "Guards can access entity fields, event payload, current state, time, and the call-site trait config (@config.X). Config access lets atoms write mode-aware guards — e.g. std-modal's OPEN can require @payload.row only when @config.mode equals \"edit\", letting create-mode legitimately fire OPEN with no row. Like effects, @config.X is substituted at molecule/organism inline time with the literal call-site value; at atom-scope validate, @config is allowed-but-unresolved.";
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};
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readonly effect: {
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readonly allowed: readonly ["entity", "payload", "state", "now", "trait", "config"];
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readonly description: "Effects can access and modify entity fields, use payload data, embed another trait's live frame via @trait.X inside render-ui children, and read trait config values (@config.X) for atoms parameterized by their call-site. At molecule/organism inline time, @config.X is substituted with the literal value from the call-site config block; at atom-scope validate, @config is allowed-but-unresolved.";
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};
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readonly tick: {
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readonly allowed: readonly ["entity", "state", "now"];
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readonly description: "Ticks can access entity fields, current state, and
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readonly allowed: readonly ["entity", "state", "now", "config"];
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readonly description: "Ticks can access entity fields, current state, time, and trait config (@config.X) for parameterized atoms. Same substitution semantics as guards/effects.";
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};
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};
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type BindingContext = keyof typeof BINDING_CONTEXT_RULES;
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package/dist/types/index.js
CHANGED
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@@ -67,7 +67,7 @@ var EntityFieldSchema = z.lazy(
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67
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return input;
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},
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z.object({
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name: z.string().min(1, "Field name is required"),
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name: z.string().min(1, "Field name is required").optional(),
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type: FieldTypeSchema,
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required: z.boolean().optional(),
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default: z.unknown().optional(),
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@@ -429,7 +429,7 @@ var StateSchema = z.object({
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});
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var PayloadFieldSchema = z.object({
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name: z.string().min(1),
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type: z.
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type: z.string().min(1),
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required: z.boolean().optional()
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});
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var EventSchema = z.object({
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@@ -533,15 +533,32 @@ var TraitTickSchema = z.object({
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var EventScopeSchema = z.enum(["internal", "external"]);
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var EventPayloadFieldSchema = z.object({
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name: z.string().min(1),
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-
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/**
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* Field type. Mirrors the Rust validator's acceptance: any non-empty
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* string. Primitives ('string' | 'number' | 'boolean' | 'object' |
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* 'array') are the canonical values; entity-name references like
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* 'ModalRecord' and array-of-entity references like '[ModalRecord]'
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* are also valid because the Rust IR's PayloadField.field_type is
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* just a String. Only enforced narrowly at the call site (e.g.
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* emit-literal type-mismatch warnings in
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* orbital-compiler/phases/validation/emit_payload.rs) — not here.
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*/
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type: z.string().min(1),
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required: z.boolean().optional(),
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description: z.string().optional(),
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entityType: z.string().optional()
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});
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var TraitEventContractSchema = z.object({
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/**
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* Event name. Mirrors the Rust validator's `is_valid_event_identifier`:
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* starts with a letter, then any letters / digits / underscores. Both
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* UPPER_SNAKE_CASE and PascalCase shapes are valid identifiers in the
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* post-Phase 2.5 nominal-event type system (events declared via
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* `type X = Event<T>`).
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*/
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event: z.string().min(1).regex(
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/^[A-
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"Event name must
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/^[A-Za-z][A-Za-z0-9_]*$/,
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"Event name must start with a letter and contain only letters, digits, and underscores"
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),
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description: z.string().optional(),
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payloadSchema: z.array(EventPayloadFieldSchema).optional(),
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@@ -1016,6 +1033,7 @@ var EntityCallSchema = z.object({
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if (!call.fields) return true;
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const seen = /* @__PURE__ */ new Set();
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for (const field of call.fields) {
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if (field.name === void 0) continue;
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if (seen.has(field.name)) return false;
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seen.add(field.name);
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}
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@@ -1209,16 +1227,16 @@ var BINDING_DOCS = {
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};
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var BINDING_CONTEXT_RULES = {
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guard: {
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allowed: ["entity", "payload", "state", "now"],
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description:
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allowed: ["entity", "payload", "state", "now", "config"],
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+
description: `Guards can access entity fields, event payload, current state, time, and the call-site trait config (@config.X). Config access lets atoms write mode-aware guards \u2014 e.g. std-modal's OPEN can require @payload.row only when @config.mode equals "edit", letting create-mode legitimately fire OPEN with no row. Like effects, @config.X is substituted at molecule/organism inline time with the literal call-site value; at atom-scope validate, @config is allowed-but-unresolved.`
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},
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effect: {
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allowed: ["entity", "payload", "state", "now", "trait", "config"],
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1217
1235
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description: "Effects can access and modify entity fields, use payload data, embed another trait's live frame via @trait.X inside render-ui children, and read trait config values (@config.X) for atoms parameterized by their call-site. At molecule/organism inline time, @config.X is substituted with the literal value from the call-site config block; at atom-scope validate, @config is allowed-but-unresolved."
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},
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tick: {
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allowed: ["entity", "state", "now"],
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description: "Ticks can access entity fields, current state, and
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|
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|
+
allowed: ["entity", "state", "now", "config"],
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|
1239
|
+
description: "Ticks can access entity fields, current state, time, and trait config (@config.X) for parameterized atoms. Same substitution semantics as guards/effects."
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1222
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}
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};
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1224
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|
function validateBindingInContext(binding, context) {
|