@bitmagic/cli 0.1.52-dev.3 → 0.1.52-dev.5

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.
@@ -1 +1 @@
1
- {"version":3,"file":"client.js","sourceRoot":"","sources":["../../src/publish/client.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AAExC,OAAO,EAAE,gBAAgB,EAAE,MAAM,iCAAiC,CAAC;AACnE,OAAO,EAAE,YAAY,IAAI,kBAAkB,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAW/F;;;GAGG;AACH,MAAM,wBAAwB,GAAG,CAAC,CAAC;AAEnC,SAAS,YAAY,CACnB,GAAW,EACX,IAAyB,EACzB,OAA+B,EAC/B,IAAa;IAEb,OAAO,kBAAkB,CAAC,GAAG,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,EAAE,QAAQ,EAAE,wBAAwB,EAAE,CAAC,CAAC;AAC9F,CAAC;AAED,SAAS,QAAQ,CAAC,KAAc;IAC9B,OAAO,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;AAC9E,CAAC;AAED,SAAS,WAAW,CAAC,KAAc;IACjC,OAAO,OAAO,KAAK,KAAK,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC;AACvD,CAAC;AAED,KAAK,UAAU,YAAY,CAAC,QAAuB;IACjD,IAAI,CAAC;QACH,MAAM,MAAM,GAAY,MAAM,QAAQ,CAAC,IAAI,EAAE,CAAC;QAC9C,OAAO,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC;IACxC,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,EAAE,CAAC;IACZ,CAAC;AACH,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,eAAe,CAAC,MAAc,EAAE,IAAuB;IACrE,IAAI,MAAM,KAAK,GAAG;QAAE,OAAO,CAAC,CAAC;IAC7B,IAAI,MAAM,KAAK,GAAG;QAAE,OAAO,CAAC,CAAC;IAC7B,IAAI,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,IAAI,KAAK,oBAAoB;QAAE,OAAO,CAAC,CAAC;IACnE,6FAA6F;IAC7F,gGAAgG;IAChG,+FAA+F;IAC/F,6FAA6F;IAC7F,IAAI,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,IAAI,KAAK,qBAAqB;QAAE,OAAO,CAAC,CAAC;IACpE,OAAO,CAAC,CAAC;AACX,CAAC;AAED;;;;GAIG;AACH,KAAK,UAAU,QAAQ,CACrB,GAAW,EACX,WAAmB,EACnB,IAAa,EACb,IAAa;IAEb,IAAI,QAAuB,CAAC;IAC5B,IAAI,CAAC;QACH,QAAQ,GAAG,MAAM,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE;YAC/B,MAAM,EAAE,MAAM;YACd,OAAO,EAAE;gBACP,GAAG,gBAAgB,EAAE;gBACrB,aAAa,EAAE,UAAU,WAAW,EAAE;gBACtC,MAAM,EAAE,kBAAkB;gBAC1B,cAAc,EAAE,kBAAkB;aACnC;YACD,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC;SAC3B,CAAC,CAAC;IACL,CAAC;IAAC,MAAM,CAAC;QACP,gFAAgF;QAChF,MAAM,IAAI,QAAQ,CAAC,8BAA8B,GAAG,GAAG,EAAE,CAAC,EAAE,aAAa,CAAC,CAAC;IAC7E,CAAC;IAED,4FAA4F;IAC5F,+FAA+F;IAC/F,4FAA4F;IAC5F,8FAA8F;IAC9F,6FAA6F;IAC7F,iCAAiC;IACjC,IAAI,QAAQ,CAAC,EAAE,EAAE,CAAC;QAChB,IAAI,MAAe,CAAC;QACpB,IAAI,CAAC;YACH,MAAM,GAAG,MAAM,QAAQ,CAAC,IAAI,EAAE,CAAC;QACjC,CAAC;QAAC,MAAM,CAAC;YACP,MAAM,IAAI,QAAQ,CAChB,yBAAyB,QAAQ,CAAC,MAAM,SAAS,GAAG,sCAAsC,EAC1F,CAAC,CACF,CAAC;QACJ,CAAC;QACD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC;YACtB,MAAM,IAAI,QAAQ,CAAC,yDAAyD,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC;QACzF,CAAC;QACD,OAAO,MAAW,CAAC;IACrB,CAAC;IAED,yFAAyF;IACzF,iFAAiF;IACjF,MAAM,WAAW,GAAG,MAAM,YAAY,CAAC,QAAQ,CAAC,CAAC;IACjD,MAAM,IAAI,GAAG,WAAW,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;IAC3C,MAAM,OAAO,GAAG,WAAW,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,4BAA4B,QAAQ,CAAC,MAAM,QAAQ,GAAG,GAAG,CAAC;IAC5G,MAAM,IAAI,QAAQ,CAAC,OAAO,EAAE,eAAe,CAAC,QAAQ,CAAC,MAAM,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;AAC1E,CAAC;AA2ED,MAAM,CAAC,KAAK,UAAU,YAAY,CAChC,WAAwB,EACxB,WAAmB,EACnB,IAAyB,EACzB,IAAa;IAEb,OAAO,QAAQ,CACb,GAAG,WAAW,CAAC,MAAM,2BAA2B,EAChD,WAAW,EACX,IAAI,EACJ,IAAI,CACL,CAAC;AACJ,CAAC;AAsED,MAAM,CAAC,KAAK,UAAU,eAAe,CACnC,WAAwB,EACxB,WAAmB,EACnB,IAA4B,EAC5B,IAAa;IAEb,OAAO,QAAQ,CACb,GAAG,WAAW,CAAC,MAAM,8BAA8B,EACnD,WAAW,EACX,IAAI,EACJ,IAAI,CACL,CAAC;AACJ,CAAC;AAED;;;;GAIG;AACH,MAAM,CAAC,MAAM,2BAA2B,GAAG,WAAW,CAAC;AAEvD,uFAAuF;AACvF,MAAM,CAAC,KAAK,UAAU,SAAS,CAC7B,SAAiB,EACjB,IAAY,EACZ,YAAoB,EACpB,IAAa;IAEb,MAAM,YAAY,CAChB,SAAS,EACT,IAAI,EACJ,EAAE,cAAc,EAAE,2BAA2B,EAAE,eAAe,EAAE,YAAY,EAAE,EAC9E,IAAI,CACL,CAAC;AACJ,CAAC;AAED;;;;GAIG;AACH,MAAM,CAAC,MAAM,2BAA2B,GAAG,iBAAiB,CAAC;AAE7D,+DAA+D;AAC/D,MAAM,CAAC,KAAK,UAAU,gBAAgB,CACpC,SAAiB,EACjB,IAAgB,EAChB,YAAoB,EACpB,IAAa;IAEb,MAAM,YAAY,CAChB,SAAS,EACT,IAAI,EACJ,EAAE,cAAc,EAAE,2BAA2B,EAAE,eAAe,EAAE,YAAY,EAAE,EAC9E,IAAI,CACL,CAAC;AACJ,CAAC;AAoBD,MAAM,CAAC,KAAK,UAAU,yBAAyB,CAC7C,WAAwB,EACxB,WAAmB,EACnB,IAA4B,EAC5B,IAAa;IAEb,OAAO,QAAQ,CACb,GAAG,WAAW,CAAC,MAAM,gCAAgC,EACrD,WAAW,EACX,IAAI,EACJ,IAAI,CACL,CAAC;AACJ,CAAC;AAED;;;;;;GAMG;AACH,MAAM,CAAC,KAAK,UAAU,YAAY,CAChC,MAA0B,EAC1B,KAAiB,EACjB,WAAmB,EACnB,IAAa;IAEb,MAAM,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,EAAE,QAAQ,EAAE,wBAAwB,EAAE,CAAC,CAAC;AAClG,CAAC"}
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+ {"version":3,"file":"client.js","sourceRoot":"","sources":["../../src/publish/client.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AACH,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AAExC,OAAO,EAAE,gBAAgB,EAAE,MAAM,iCAAiC,CAAC;AACnE,OAAO,EAAE,YAAY,IAAI,kBAAkB,EAAE,eAAe,EAAE,MAAM,0BAA0B,CAAC;AAW/F;;;GAGG;AACH,MAAM,wBAAwB,GAAG,CAAC,CAAC;AAEnC,SAAS,YAAY,CACnB,GAAW,EACX,IAAyB,EACzB,OAA+B,EAC/B,IAAa;IAEb,OAAO,kBAAkB,CAAC,GAAG,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,EAAE,EAAE,QAAQ,EAAE,wBAAwB,EAAE,CAAC,CAAC;AAC9F,CAAC;AAED,SAAS,QAAQ,CAAC,KAAc;IAC9B,OAAO,OAAO,KAAK,KAAK,QAAQ,IAAI,KAAK,KAAK,IAAI,IAAI,CAAC,KAAK,CAAC,OAAO,CAAC,KAAK,CAAC,CAAC;AAC9E,CAAC;AAED,SAAS,WAAW,CAAC,KAAc;IACjC,OAAO,OAAO,KAAK,KAAK,QAAQ,CAAC,CAAC,CAAC,KAAK,CAAC,CAAC,CAAC,SAAS,CAAC;AACvD,CAAC;AAED,KAAK,UAAU,YAAY,CAAC,QAAuB;IACjD,IAAI,CAAC;QACH,MAAM,MAAM,GAAY,MAAM,QAAQ,CAAC,IAAI,EAAE,CAAC;QAC9C,OAAO,QAAQ,CAAC,MAAM,CAAC,CAAC,CAAC,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC;IACxC,CAAC;IAAC,MAAM,CAAC;QACP,OAAO,EAAE,CAAC;IACZ,CAAC;AACH,CAAC;AAED;;;;;;GAMG;AACH,MAAM,UAAU,eAAe,CAAC,MAAc,EAAE,IAAuB;IACrE,IAAI,MAAM,KAAK,GAAG;QAAE,OAAO,CAAC,CAAC;IAC7B,IAAI,MAAM,KAAK,GAAG;QAAE,OAAO,CAAC,CAAC;IAC7B,IAAI,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,IAAI,KAAK,oBAAoB;QAAE,OAAO,CAAC,CAAC;IACnE,6FAA6F;IAC7F,gGAAgG;IAChG,+FAA+F;IAC/F,6FAA6F;IAC7F,IAAI,MAAM,KAAK,GAAG,IAAI,IAAI,CAAC,IAAI,KAAK,qBAAqB;QAAE,OAAO,CAAC,CAAC;IACpE,OAAO,CAAC,CAAC;AACX,CAAC;AAED;;;;GAIG;AACH,KAAK,UAAU,QAAQ,CACrB,GAAW,EACX,WAAmB,EACnB,IAAa,EACb,IAAa;IAEb,IAAI,QAAuB,CAAC;IAC5B,IAAI,CAAC;QACH,QAAQ,GAAG,MAAM,IAAI,CAAC,KAAK,CAAC,GAAG,EAAE;YAC/B,MAAM,EAAE,MAAM;YACd,OAAO,EAAE;gBACP,GAAG,gBAAgB,EAAE;gBACrB,aAAa,EAAE,UAAU,WAAW,EAAE;gBACtC,MAAM,EAAE,kBAAkB;gBAC1B,cAAc,EAAE,kBAAkB;aACnC;YACD,IAAI,EAAE,IAAI,CAAC,SAAS,CAAC,IAAI,CAAC;SAC3B,CAAC,CAAC;IACL,CAAC;IAAC,MAAM,CAAC;QACP,gFAAgF;QAChF,MAAM,IAAI,QAAQ,CAAC,8BAA8B,GAAG,GAAG,EAAE,CAAC,EAAE,aAAa,CAAC,CAAC;IAC7E,CAAC;IAED,4FAA4F;IAC5F,+FAA+F;IAC/F,4FAA4F;IAC5F,8FAA8F;IAC9F,6FAA6F;IAC7F,iCAAiC;IACjC,IAAI,QAAQ,CAAC,EAAE,EAAE,CAAC;QAChB,IAAI,MAAe,CAAC;QACpB,IAAI,CAAC;YACH,MAAM,GAAG,MAAM,QAAQ,CAAC,IAAI,EAAE,CAAC;QACjC,CAAC;QAAC,MAAM,CAAC;YACP,MAAM,IAAI,QAAQ,CAChB,yBAAyB,QAAQ,CAAC,MAAM,SAAS,GAAG,sCAAsC,EAC1F,CAAC,CACF,CAAC;QACJ,CAAC;QACD,IAAI,CAAC,QAAQ,CAAC,MAAM,CAAC,EAAE,CAAC;YACtB,MAAM,IAAI,QAAQ,CAAC,yDAAyD,GAAG,GAAG,EAAE,CAAC,CAAC,CAAC;QACzF,CAAC;QACD,OAAO,MAAW,CAAC;IACrB,CAAC;IAED,yFAAyF;IACzF,iFAAiF;IACjF,MAAM,WAAW,GAAG,MAAM,YAAY,CAAC,QAAQ,CAAC,CAAC;IACjD,MAAM,IAAI,GAAG,WAAW,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;IAC3C,MAAM,OAAO,GAAG,WAAW,CAAC,WAAW,CAAC,KAAK,CAAC,IAAI,4BAA4B,QAAQ,CAAC,MAAM,QAAQ,GAAG,GAAG,CAAC;IAC5G,MAAM,IAAI,QAAQ,CAAC,OAAO,EAAE,eAAe,CAAC,QAAQ,CAAC,MAAM,EAAE,EAAE,IAAI,EAAE,CAAC,CAAC,CAAC;AAC1E,CAAC;AA2ED,MAAM,CAAC,KAAK,UAAU,YAAY,CAChC,WAAwB,EACxB,WAAmB,EACnB,IAAyB,EACzB,IAAa;IAEb,OAAO,QAAQ,CACb,GAAG,WAAW,CAAC,MAAM,2BAA2B,EAChD,WAAW,EACX,IAAI,EACJ,IAAI,CACL,CAAC;AACJ,CAAC;AAmFD,MAAM,CAAC,KAAK,UAAU,eAAe,CACnC,WAAwB,EACxB,WAAmB,EACnB,IAA4B,EAC5B,IAAa;IAEb,OAAO,QAAQ,CACb,GAAG,WAAW,CAAC,MAAM,8BAA8B,EACnD,WAAW,EACX,IAAI,EACJ,IAAI,CACL,CAAC;AACJ,CAAC;AAED;;;;GAIG;AACH,MAAM,CAAC,MAAM,2BAA2B,GAAG,WAAW,CAAC;AAEvD,uFAAuF;AACvF,MAAM,CAAC,KAAK,UAAU,SAAS,CAC7B,SAAiB,EACjB,IAAY,EACZ,YAAoB,EACpB,IAAa;IAEb,MAAM,YAAY,CAChB,SAAS,EACT,IAAI,EACJ,EAAE,cAAc,EAAE,2BAA2B,EAAE,eAAe,EAAE,YAAY,EAAE,EAC9E,IAAI,CACL,CAAC;AACJ,CAAC;AAED;;;;GAIG;AACH,MAAM,CAAC,MAAM,2BAA2B,GAAG,iBAAiB,CAAC;AAE7D,+DAA+D;AAC/D,MAAM,CAAC,KAAK,UAAU,gBAAgB,CACpC,SAAiB,EACjB,IAAgB,EAChB,YAAoB,EACpB,IAAa;IAEb,MAAM,YAAY,CAChB,SAAS,EACT,IAAI,EACJ,EAAE,cAAc,EAAE,2BAA2B,EAAE,eAAe,EAAE,YAAY,EAAE,EAC9E,IAAI,CACL,CAAC;AACJ,CAAC;AAoBD,MAAM,CAAC,KAAK,UAAU,yBAAyB,CAC7C,WAAwB,EACxB,WAAmB,EACnB,IAA4B,EAC5B,IAAa;IAEb,OAAO,QAAQ,CACb,GAAG,WAAW,CAAC,MAAM,gCAAgC,EACrD,WAAW,EACX,IAAI,EACJ,IAAI,CACL,CAAC;AACJ,CAAC;AAED;;;;;;GAMG;AACH,MAAM,CAAC,KAAK,UAAU,YAAY,CAChC,MAA0B,EAC1B,KAAiB,EACjB,WAAmB,EACnB,IAAa;IAEb,MAAM,eAAe,CAAC,MAAM,EAAE,KAAK,EAAE,WAAW,EAAE,IAAI,EAAE,EAAE,QAAQ,EAAE,wBAAwB,EAAE,CAAC,CAAC;AAClG,CAAC"}
@@ -0,0 +1,46 @@
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+ /** The two platform indicator columns, in the shape `publish/complete` accepts them. */
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+ export interface PlatformIndicators {
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+ primaryPlatform?: 'desktop' | 'mobile';
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+ /** `null` is meaningful: the project declares no orientation, so the stored one is cleared. */
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+ mobileOrientation?: 'portrait' | 'landscape' | null;
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+ }
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+ export interface PlatformIndicatorsResult {
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+ /** Spread straight into the `publish/complete` body. An absent key means "preserve". */
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+ fields: PlatformIndicators;
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+ /** Creator-facing lines: what was read, or why something in the project files was ignored. */
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+ notes: string[];
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+ }
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+ /**
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+ * The platform indicators a publish syncs from the project's own work copy: which platform the
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+ * game is FOR (`primaryPlatform`, top level of game.json) and, for a phone game that only makes
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+ * sense one way up, `worldProfileData.mobileOrientation`.
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+ *
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+ * The project files are the source of truth, exactly as they are in the web lane — the columns
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+ * are "indicators synced from game.json at publish, like `genre`" (migration 048). So a value
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+ * changed anywhere else is reverted by the creator's next publish, and the way to make a game
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+ * mobile is to edit `src/work/game.json`.
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+ *
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+ * Two asymmetries that are deliberate:
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+ *
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+ * - An ABSENT or unrecognised `primaryPlatform` omits the key rather than defaulting to
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+ * 'desktop'. Both columns are sticky at the `upsertGame` layer (an absent key preserves the
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+ * stored value), so "the project says nothing" and "the project says desktop" must not
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+ * collapse into the same wire message.
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+ * - A readable work copy that declares no orientation sends an explicit `null`, which CLEARS
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+ * the column. That is what makes deleting the field from world.json take effect; omitting
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+ * the key instead would make an orientation impossible to remove from here. Only a work copy
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+ * neither of whose files can be read omits the key.
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+ *
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+ * world.json wins over game.json for the orientation, matching the web lane's own resolution
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+ * (`game-storage-backend.ts`'s `getListingFieldsSync`). Note this is the OPPOSITE order to
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+ * `readFaviconOverride` in favicon.ts, which reads game.json first — the favicon override's home
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+ * is game.json, the orientation's is world.json, and neither order is a house style.
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+ *
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+ * The legacy `mainPlatform` spelling is NOT honoured: it predates the CLI lane entirely, so no
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+ * project this reads can carry it.
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+ *
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+ * Best effort throughout, like `readFaviconOverride`: a missing, unreadable or malformed file
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+ * means "the project declares nothing", never an error. A catalog indicator must not be able to
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+ * fail a publish whose bundle is already uploaded.
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+ */
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+ export declare function readPlatformIndicators(root: string): PlatformIndicatorsResult;
@@ -0,0 +1,92 @@
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+ import * as fs from 'node:fs';
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+ import * as path from 'node:path';
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+ import { aliasSourceDir } from '../scaffold/aliases.js';
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+ /**
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+ * The platform indicators a publish syncs from the project's own work copy: which platform the
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+ * game is FOR (`primaryPlatform`, top level of game.json) and, for a phone game that only makes
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+ * sense one way up, `worldProfileData.mobileOrientation`.
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+ *
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+ * The project files are the source of truth, exactly as they are in the web lane — the columns
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+ * are "indicators synced from game.json at publish, like `genre`" (migration 048). So a value
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+ * changed anywhere else is reverted by the creator's next publish, and the way to make a game
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+ * mobile is to edit `src/work/game.json`.
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+ *
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+ * Two asymmetries that are deliberate:
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+ *
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+ * - An ABSENT or unrecognised `primaryPlatform` omits the key rather than defaulting to
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+ * 'desktop'. Both columns are sticky at the `upsertGame` layer (an absent key preserves the
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+ * stored value), so "the project says nothing" and "the project says desktop" must not
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+ * collapse into the same wire message.
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+ * - A readable work copy that declares no orientation sends an explicit `null`, which CLEARS
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+ * the column. That is what makes deleting the field from world.json take effect; omitting
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+ * the key instead would make an orientation impossible to remove from here. Only a work copy
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+ * neither of whose files can be read omits the key.
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+ *
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+ * world.json wins over game.json for the orientation, matching the web lane's own resolution
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+ * (`game-storage-backend.ts`'s `getListingFieldsSync`). Note this is the OPPOSITE order to
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+ * `readFaviconOverride` in favicon.ts, which reads game.json first — the favicon override's home
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+ * is game.json, the orientation's is world.json, and neither order is a house style.
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+ *
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+ * The legacy `mainPlatform` spelling is NOT honoured: it predates the CLI lane entirely, so no
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+ * project this reads can carry it.
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+ *
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+ * Best effort throughout, like `readFaviconOverride`: a missing, unreadable or malformed file
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+ * means "the project declares nothing", never an error. A catalog indicator must not be able to
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+ * fail a publish whose bundle is already uploaded.
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+ */
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+ export function readPlatformIndicators(root) {
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+ const workDir = path.join(root, aliasSourceDir('work'));
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+ const game = readJsonObject(path.join(workDir, 'game.json'));
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+ const world = readJsonObject(path.join(workDir, 'world.json'));
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+ const fields = {};
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+ const notes = [];
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+ const declared = game?.primaryPlatform;
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+ if (declared === 'desktop' || declared === 'mobile') {
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+ fields.primaryPlatform = declared;
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+ }
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+ else if (declared !== undefined) {
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+ notes.push(`game.json primaryPlatform ${JSON.stringify(declared)} is not "desktop" or "mobile" — ` +
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+ 'leaving the stored platform alone.');
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+ }
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+ if (world !== null || game !== null) {
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+ const orientation = worldProfileValue(world, 'mobileOrientation') ?? worldProfileValue(game, 'mobileOrientation');
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+ if (orientation === 'portrait' || orientation === 'landscape') {
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+ fields.mobileOrientation = orientation;
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+ }
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+ else {
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+ if (orientation !== undefined) {
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+ notes.push(`worldProfileData.mobileOrientation ${JSON.stringify(orientation)} is not "portrait" ` +
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+ 'or "landscape" — publishing with no orientation lock.');
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+ }
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+ fields.mobileOrientation = null;
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+ }
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+ }
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+ if (fields.primaryPlatform === 'mobile') {
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+ notes.push(fields.mobileOrientation
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+ ? `Cataloged as a mobile game, locked to ${fields.mobileOrientation}.`
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+ : 'Cataloged as a mobile game.');
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+ }
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+ return { fields, notes };
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+ }
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+ /** Parse one work-copy JSON file, or null when it is missing, unreadable or not an object. */
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+ function readJsonObject(filePath) {
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+ let parsed;
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+ try {
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+ if (!fs.existsSync(filePath))
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+ return null;
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+ parsed = JSON.parse(fs.readFileSync(filePath, 'utf-8'));
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+ }
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+ catch {
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+ return null;
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+ }
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+ return typeof parsed === 'object' && parsed !== null && !Array.isArray(parsed)
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+ ? parsed
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+ : null;
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+ }
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+ function worldProfileValue(source, key) {
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+ const profile = source?.worldProfileData;
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+ if (typeof profile !== 'object' || profile === null || Array.isArray(profile))
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+ return undefined;
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+ return profile[key];
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+ }
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+ //# sourceMappingURL=platform.js.map
@@ -0,0 +1 @@
1
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@@ -633,6 +633,28 @@ from its artwork.
633
633
  Read \`engine/agent-docs/coordinate-system.md\`. Gameplay faces **+Z** while cameras face **−Z**, and
634
634
  the two yaw conventions differ. Guessing produces code that compiles and moves the wrong way.
635
635
 
636
+ ## Every control must work on a phone
637
+
638
+ Published games are played on phones whichever platform they were built for, and touch controls
639
+ are configured in **code** — there is no panel for them.
640
+
641
+ - **Bind an action once, for both platforms.** \`playerController.registerCustomAction({ action,
642
+ desktop: { keys: ['KeyR'] }, mobile: { label: 'LOAD', behavior: 'tap' } })\` binds the desktop
643
+ key AND creates the mobile button in one call, and throws if you leave \`mobile\` out. To declare
644
+ a genre's buttons up front instead, return them from \`declareMobileActions()\`. Read both flags
645
+ the same way afterwards: \`this.keys.reload\`.
646
+ - **Never** \`desktopControls.registerKeyHandler()\` or a raw \`document.addEventListener('keydown',
647
+ …)\` for a gameplay action. The first strands phone players and the engine logs a
648
+ \`[mobile-parity]\` error on game start; the raw listener strands them **silently** — the parity
649
+ check cannot see a listener that never went through the engine.
650
+ - **Say which platform the game is for.** \`"primaryPlatform": "mobile"\` at the top level of
651
+ \`src/work/game.json\` is what bitmagic.ai catalogs it as, and \`bitmagic publish\` sends it —
652
+ editing that file is the only way to set it. For a game that only works one way up, add
653
+ \`"mobileOrientation": "portrait"\` (or \`"landscape"\`) to \`worldProfileData\` in
654
+ \`src/work/world.json\`; published mobile builds lock to it.
655
+
656
+ Details — button slots, icons, the joystick, the parity check: \`engine/agent-docs/control-system.md\`.
657
+
636
658
  ## Checking your work
637
659
 
638
660
  \`\`\`
@@ -799,6 +821,7 @@ bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [-
799
821
  bitmagic generate character --name guard --prompt "..." [--apply-to-player]
800
822
  bitmagic generate animation --family gait --name LimpStride --based-on walk [--dial limpSide=right]
801
823
  bitmagic generate animation --spec clip.json # melee and oneShot clips: a spec file
824
+ bitmagic generate model --prompt "a mossy stone arch" [--height 3]
802
825
  bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
803
826
  \`\`\`
804
827
 
@@ -819,11 +842,10 @@ Four things worth knowing before you use these:
819
842
  4. **A running \`bitmagic dev\` picks the new asset up on its own.** It reloads the browser once
820
843
  the write settles; \`bitmagic reload\` forces it if you want it now.
821
844
 
822
- **Not available as \`generate\` subcommands yet:** 3D models, voxel assets and block types **from a
823
- text prompt**. What exists today: \`generate prop\` upgrades a placeholder in place, \`generate
824
- vehicle\` mints a drivable, and \`bitmagic assets add <file>\` uploads a \`.glb\`, \`.vxl\`, image,
825
- audio or \`.json\` the creator already has (\`assets list\` / \`remove <id>\` manage them). Never
826
- hand-edit \`world.json\` to point at a model you have neither generated nor added.
845
+ Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
846
+ asset from a prompt, \`generate prop --asset <id>\` UPGRADES a placeholder (every instance changes
847
+ with it), \`assets add <file>\` uploads one you already have. **Block types** are the one thing no
848
+ subcommand makes; never hand-edit \`world.json\` to point at an asset you have not made.
827
849
 
828
850
  ## Forging a whole level
829
851
 
@@ -950,6 +972,7 @@ the engine, already wired** — and hand-building a worse version of it is the m
950
972
  | Save points, checkpoints, persistence | Persistence system | \`persistence-system.md\` |
951
973
  | Multiple levels or arenas | \`levels[]\` registry + \`engine.loadLevel()\` | \`level-system.md\` |
952
974
  | Voice input, speaking to NPCs | \`engine.enablePushToTalk()\` | \`voice-input.md\` |
975
+ | A key for a new action — shoot, reload, boost, throw | \`registerCustomAction()\` / \`declareMobileActions()\` — one call binds the desktop key AND the phone button | \`control-system.md\` |
953
976
  | The default player and its animation set | Already there | — |
954
977
 
955
978
  A built-in still covers the request when the human names a style ("a katana" → the built-in katana).
@@ -977,11 +1000,16 @@ from GAME-DESIGN.md").
977
1000
  Camera mode. Is the player an embodied walking character? Terrain form. Anything the recipe fixes
978
1001
  that I would otherwise have defaulted differently.
979
1002
 
1003
+ ## Platform
1004
+ \`primaryPlatform\` in \`game.json\` — \`desktop\` or \`mobile\`. Plus \`worldProfileData.mobileOrientation\`
1005
+ in \`world.json\` when the game only works one way up.
1006
+
980
1007
  ## Slice 1 — the smallest playable thing
981
1008
  - Core verb: the ONE thing the player does
982
1009
  - Win: fires, even if the number is wrong
983
1010
  - Lose:
984
1011
  - On-screen feedback: score / timer / health
1012
+ - Controls: every action as desktop key + phone button, bound in one call
985
1013
  - Engine systems: one line each, naming the doc — \`engine/agent-docs/…\`
986
1014
  - Assets to generate: name them. A skybox and the cover usually earn their place in slice 1.
987
1015
  - Level: procedural baseline terrain, unless the terrain IS the mechanic
@@ -1027,8 +1055,9 @@ forge is backlog item 1, run once the loop is proven.
1027
1055
 
1028
1056
  Short, concrete, and honest. Three parts:
1029
1057
 
1030
- - **Playable now** — one sentence, plus the literal control. "You can drive the kart and complete a
1031
- lap. It is already reloaded in your browser — W to accelerate, A/D to steer."
1058
+ - **Playable now** — one sentence, plus the literal control on both platforms. "You can drive the
1059
+ kart and complete a lap. It is already reloaded in your browser — W to accelerate, A/D to steer,
1060
+ and the same on a phone from the joystick and the GAS button."
1032
1061
  - **Not in yet, on purpose** — three to five items from the backlog, so they know it is a choice and
1033
1062
  not a bug.
1034
1063
  - **Next I would do** — two or three, numbered, in order. Then ask which.
@@ -1177,6 +1206,25 @@ These docs are shared with Bitmagic's hosted agent, so two things read oddly her
1177
1206
 
1178
1207
  Everything else in the doc — the engine APIs, the world.json shape, the gotchas — still applies.
1179
1208
 
1209
+ ## Controls: one API, both platforms
1210
+
1211
+ The one lookup worth doing before you write any input code, because getting it wrong compiles,
1212
+ runs, and ships a control no phone can reach.
1213
+
1214
+ - \`PlayerController.registerCustomAction({ action, desktop: { keys }, mobile: { label, behavior } })\`
1215
+ — binds the desktop key and creates the mobile button atomically. **Throws** without \`mobile\`.
1216
+ - \`declareMobileActions(): MobileActionSpec[]\` on the genre's Game class — the declarative form,
1217
+ run before game systems initialize. \`MobileActionSpec\` (\`engine/MobileActionSpec.js\`):
1218
+ \`action\`, \`desktopKeys\`, \`iconKey\`, \`label\`, \`behavior: 'tap' | 'continuous'\`, \`preferredSlot\`.
1219
+ - Both write \`playerController.keys.<action>\`, so the gameplay code reads one flag either way.
1220
+ - \`playerController.verifyMobileParity()\` runs at game start and reports gaps as a
1221
+ \`[mobile-parity]\` console error. It only sees keys registered through the engine — a raw
1222
+ \`document.addEventListener('keydown', …)\` is invisible to it, which is why that pattern and
1223
+ \`desktopControls.registerKeyHandler()\` are both banned for gameplay actions.
1224
+
1225
+ Full reference, including the nine button slots and the built-in icon keys:
1226
+ \`engine/agent-docs/control-system.md\`.
1227
+
1180
1228
  ## The two rules that keep this cheap
1181
1229
 
1182
1230
  **Stop searching, start writing.** Do not pre-verify every API you plan to touch. Once you know
@@ -1209,7 +1257,7 @@ description: Use when this Bitmagic game needs a new skybox, sound effect, image
1209
1257
 
1210
1258
  # Generating game assets
1211
1259
 
1212
- The \`bitmagic\` CLI generates content directly into this project. Six types work today:
1260
+ The \`bitmagic\` CLI generates content directly into this project. Seven types work today:
1213
1261
 
1214
1262
  | Command | Makes | Lands in |
1215
1263
  |---|---|---|
@@ -1218,6 +1266,7 @@ The \`bitmagic\` CLI generates content directly into this project. Six types wor
1218
1266
  | \`bitmagic generate image --name <id> --prompt "..."\` | a 2D image | \`assets[]\` |
1219
1267
  | \`bitmagic generate character --name <id> --prompt "..."\` | a rigged character | \`assets[]\` |
1220
1268
  | \`bitmagic generate animation --family gait ...\` or \`--spec <file>\` | an animation clip | \`assets[]\` |
1269
+ | \`bitmagic generate model --prompt "..."\` | a new 3D model | \`assets[]\` |
1221
1270
  | \`bitmagic generate vehicle --prompt "..."\` | a drivable vehicle | \`assets[]\` |
1222
1271
 
1223
1272
  \`--help\` on any subcommand lists its full flags.
@@ -1227,6 +1276,13 @@ spec in one of three families — \`gait\` (the only one with a flag form), \`me
1227
1276
  (lists of key poses, so they come from a \`--spec\` file). It is also the cheapest, one spark a
1228
1277
  clip, because it is solved locally rather than generated by a model.
1229
1278
 
1279
+ \`model\` is the one to reach for when the game needs an object that does not exist yet — a new
1280
+ asset from a sentence. It needs Chrome and a free port between 3000 and 3199, because only the
1281
+ engine can voxelize. \`--height\` scales it (interiors fill solid below 6 m and stay hollow above,
1282
+ so a building is not baked as a solid block), and \`--name\` sets what game code places by. Do not
1283
+ confuse it with \`prop\`, which REPLACES an existing placeholder and changes every instance already
1284
+ placed.
1285
+
1230
1286
  \`vehicle\` is the one that needs more than a prompt to be useful. It creates a NEW asset (it does
1231
1287
  not upgrade an existing one), it needs Chrome and a free port between 3000 and 3199 because only
1232
1288
  the engine can voxelize, and \`--preset VAN\` builds a standard vehicle without calling the designer
@@ -1294,11 +1350,9 @@ assets list\` shows what is there; \`bitmagic assets remove <id>\` takes one out
1294
1350
 
1295
1351
  ## What is not available
1296
1352
 
1297
- There is no subcommand yet for creating a 3D model, voxel asset or block type **from a text
1298
- prompt** those still need the web editor. What exists instead: \`generate prop\` upgrades an
1299
- existing placeholder asset in place, \`generate vehicle\` mints a new drivable, and \`bitmagic
1300
- assets add\` (above) uploads one the creator already has. Do not hand-edit \`world.json\` to
1301
- reference a model you have neither generated nor added — the game will fail to load it.
1353
+ **Block types** are the one thing no subcommand makes those still need the web editor. Do not
1354
+ hand-edit \`world.json\` to reference an asset you have neither generated nor added; the game will
1355
+ fail to load it.
1302
1356
  `;
1303
1357
  }
1304
1358
  /**
@@ -1 +1 @@
1
- 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@bitmagic/cli",
3
- "version": "0.1.52-dev.3",
3
+ "version": "0.1.52-dev.5",
4
4
  "description": "Build Bitmagic games from your own agent tool",
5
5
  "license": "SEE LICENSE IN LICENSE.md",
6
6
  "author": "Bitmagic Oy",
@@ -23,9 +23,9 @@
23
23
  "fflate": "^0.8.2",
24
24
  "playwright-core": "^1.59.1",
25
25
  "tar": "^7.4.3",
26
- "@bitmagic/animation-forger": "0.1.7-dev.3",
27
- "@bitmagic/asset-core": "0.2.7-dev.3",
28
- "@bitmagic/world-forger": "0.1.12-dev.3"
26
+ "@bitmagic/asset-core": "0.2.7-dev.5",
27
+ "@bitmagic/animation-forger": "0.1.7-dev.5",
28
+ "@bitmagic/world-forger": "0.1.12-dev.5"
29
29
  },
30
30
  "devDependencies": {
31
31
  "@eslint/js": "^9.38.0",