@bitmagic/cli 0.1.61 → 0.1.62-dev.1
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/README.md +27 -3
- package/assets/unity-import/README.md +13 -0
- package/assets/unity-import/blender_build.py +462 -0
- package/assets/unity-import/build_parts.py +263 -0
- package/assets/unity-import/convert_assets.py +193 -0
- package/assets/unity-import/fbx_ascii.py +156 -0
- package/assets/unity-import/fbx_axis.py +174 -0
- package/assets/unity-import/fbx_bounds.py +202 -0
- package/assets/unity-import/import_config.py +86 -0
- package/assets/unity-import/level_patches.example.json +23 -0
- package/assets/unity-import/mesh_walls.py +78 -0
- package/assets/unity-import/render_topdown.py +33 -0
- package/assets/unity-import/unity-import.example.json +27 -0
- package/assets/unity-import/unity_assets.py +114 -0
- package/assets/unity-import/unity_colliders2d.py +127 -0
- package/assets/unity-import/unity_extract.py +774 -0
- package/assets/unity-import/unity_markers.py +249 -0
- package/assets/unity-import/unity_renderers.py +279 -0
- package/assets/unity-import/write_arena_data.py +198 -0
- package/dist/cli.d.ts +12 -0
- package/dist/commands/check.js +2 -2
- package/dist/commands/check.js.map +1 -1
- package/dist/commands/dev.js +4 -4
- package/dist/commands/dev.js.map +1 -1
- package/dist/commands/forge.js +4 -3
- package/dist/commands/forge.js.map +1 -1
- package/dist/commands/import.d.ts +4 -0
- package/dist/commands/import.js +5 -0
- package/dist/commands/import.js.map +1 -1
- package/dist/commands/init.d.ts +4 -0
- package/dist/commands/init.js +20 -0
- package/dist/commands/init.js.map +1 -1
- package/dist/commands/upgrade.d.ts +4 -0
- package/dist/commands/upgrade.js +31 -5
- package/dist/commands/upgrade.js.map +1 -1
- package/dist/commands/verify.js +5 -4
- package/dist/commands/verify.js.map +1 -1
- package/dist/editor/server.js +3 -3
- package/dist/editor/shell-page.js +16 -1
- package/dist/editor/shell-page.js.map +1 -1
- package/dist/editor/watch.d.ts +1 -1
- package/dist/editor/watch.js +2 -21
- package/dist/editor/watch.js.map +1 -1
- package/dist/forge/voxelize-session.d.ts +1 -1
- package/dist/forge/voxelize-session.js +4 -32
- package/dist/forge/voxelize-session.js.map +1 -1
- package/dist/project/context.d.ts +14 -1
- package/dist/project/context.js +17 -4
- package/dist/project/context.js.map +1 -1
- package/dist/project/package-manager.js +2 -2
- package/dist/project/package-manager.js.map +1 -1
- package/dist/project/spawn-bin.d.ts +69 -0
- package/dist/project/spawn-bin.js +96 -0
- package/dist/project/spawn-bin.js.map +1 -0
- package/dist/publish/bundle.js +3 -3
- package/dist/publish/bundle.js.map +1 -1
- package/dist/scaffold/agent-targets.d.ts +126 -0
- package/dist/scaffold/agent-targets.js +180 -0
- package/dist/scaffold/agent-targets.js.map +1 -0
- package/dist/scaffold/agents-md.d.ts +4 -1
- package/dist/scaffold/agents-md.js +6 -2
- package/dist/scaffold/agents-md.js.map +1 -1
- package/dist/scaffold/project-files.d.ts +40 -5
- package/dist/scaffold/project-files.js +67 -25
- package/dist/scaffold/project-files.js.map +1 -1
- package/dist/scaffold/project.d.ts +42 -15
- package/dist/scaffold/project.js +100 -38
- package/dist/scaffold/project.js.map +1 -1
- package/dist/scaffold/reference-guidance.d.ts +1 -1
- package/dist/scaffold/reference-guidance.js +2 -1
- package/dist/scaffold/reference-guidance.js.map +1 -1
- package/dist/scaffold/scaffold-run.js +2 -2
- package/dist/scaffold/scaffold-run.js.map +1 -1
- package/dist/scaffold/skill-files.d.ts +32 -9
- package/dist/scaffold/skill-files.js +71 -15
- package/dist/scaffold/skill-files.js.map +1 -1
- package/dist/scaffold/unity-skill-files.d.ts +30 -0
- package/dist/scaffold/unity-skill-files.js +474 -0
- package/dist/scaffold/unity-skill-files.js.map +1 -0
- package/dist/scaffold/upgrade-project.d.ts +31 -11
- package/dist/scaffold/upgrade-project.js +35 -23
- package/dist/scaffold/upgrade-project.js.map +1 -1
- package/dist/verify/iterate.js +2 -1
- package/dist/verify/iterate.js.map +1 -1
- package/package.json +4 -4
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import { type ProjectMetadata } from './project-files.js';
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import { type ProjectMetadata, type SkillRenderer } from './project-files.js';
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import { type AgentId } from './agent-targets.js';
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export interface TemplateEntry {
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id: string;
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genre: string;
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* there as soon as the project moves to a version that ships it. See docs/engine-license.md.
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export declare const OPTIONAL_VENDORED_FILES: string[];
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/**
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* Throws unless the extracted tree carries every VENDORED_DIRS entry.
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*
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* Shared by `vendorEngine` and `upgradeProject` so the two cannot come to disagree on what counts
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* as a complete tarball, or word the same failure two ways. Both run it as a pass of its own,
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* BEFORE anything is written: for `upgradeProject` that ordering is load-bearing — it clears a
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* live project's engine/ before copying, so validating inside the copy loop would demolish the
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* tree and then fail partway through repopulating it — and for a brand new project it costs
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* nothing.
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export declare function assertEngineBundleComplete(extractedEngineDir: string): void;
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* Copies every OPTIONAL_VENDORED_DIRS / OPTIONAL_VENDORED_FILES entry the extracted tree happens
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* to carry into the project's `engine/`, and silently skips the ones it does not.
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* Writes one file into a project, creating its parent directories first.
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* The mkdir is load-bearing for the nested entries —
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* The mkdir is load-bearing for the nested entries — `<skills dir>/<name>/SKILL.md` — in a
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* project that predates them: without it `writeFileSync` ENOENTs, and in `upgradeProject` it does
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* so AFTER `engine/` has been replaced, leaving the project half-upgraded. mkdir on an existing
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* directory is a no-op, so the top-level entries pay nothing for it.
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export declare function writeProjectFile(root: string, relativePath: string, contents: string): void;
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/**
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*
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* from these renderers with no creator content ever entering them. `bitmagic upgrade` overwrites
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* exactly this list (plus bitmagic.json, handled separately since only its engineVersion field is
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* platform-owned, and engine/ + sw-cache-buster.js, handled separately since they are copied, not
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* rendered).
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* Every skill this CLI deploys, ONCE, as a path relative to a skills directory.
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* **Every skill this CLI deploys belongs here.** A skill documents what the CLI can do — not the
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* creator's game — so a project stuck on the version that shipped with its scaffold is a project
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* commands was written once at init and never revisited. Whatever we add next would repeat it.
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* Add a new skill to this list and existing projects receive it on their next `bitmagic upgrade`.
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* Relative rather than rooted because a project holds more than one copy: agents do not agree on
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* where project skills live, and `agent-targets.ts` argues why every one of them gets a real copy
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* rather than a symlink or a single directory nobody all reads. The bodies are agent-independent —
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* only `renderSkillsReadme` differs per directory, which is why the renderer signature takes the
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* directory rather than each renderer being written twice.
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*/
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export declare const SHIPPED_SKILLS: Array<[string, SkillRenderer]>;
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/**
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* The platform-generated files that are not skills, and so sit at one fixed path whatever agents
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* the project is set up for.
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*/
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export declare const PLATFORM_CONFIG_FILES: Array<[string, () => string]>;
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/**
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* The generated files that are pure platform output: regenerated byte-for-byte from these
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* renderers with no creator content ever entering them. `bitmagic upgrade` overwrites exactly this
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* list (plus bitmagic.json, handled separately since only its engineVersion field is
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* platform-owned, and engine/ + sw-cache-buster.js, handled separately since they are copied, not
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* rendered).
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*
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* Only the paths named here are rewritten; anything else under a skills directory — a skill the
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* creator wrote themselves — is never opened. The trade is deliberate and one-directional: an edit
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* to one of OUR skill files is lost on upgrade, which is the price of those files staying current.
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* Deliberately excludes package.json (creators add dependencies to it), AGENTS.md/CLAUDE.md and
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* GAME-DESIGN.md (the creator's own guidance and design — ours to seed once, theirs to own), and
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* .gitignore (same reasoning) — those are generated once by `scaffoldProject` but are creator-owned
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* from that point on.
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* that can drift — the exact failure that motivated
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* to init's inline list with no equivalent path for
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* `upgrade` didn't exist yet.
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* A function rather than a constant so `scaffoldProject` and `upgradeProject` still share one
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* definition instead of two lists that can drift — the exact failure that motivated the constant it
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* replaced: `vite.publish.config.js` was added to init's inline list with no equivalent path for
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* existing projects to ever receive it, because `upgrade` didn't exist yet.
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export declare
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export declare function platformGeneratedFiles(agents?: readonly AgentId[]): Array<[string, () => string]>;
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* Every template the downloaded bundle carries, in index order.
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*
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package/dist/scaffold/project.js
CHANGED
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import { CliError } from '../errors.js';
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import { aliasSourceDir } from './aliases.js';
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import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderVitePublishConfig, renderVitePublishStandaloneConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderGameDesignMd, renderClaudeMd, renderJudgeSkill, renderThemingSkill, renderGenerateSkill, renderPlanningSkill, renderEngineApiSkill, renderUsageSkill, } from './project-files.js';
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import { renderCreatorCollaborationSkill, renderPublishingSkill, renderSkillsReadme, renderTrailerSkill, } from './skill-files.js';
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import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, } from './skill-files.js';
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import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
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import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
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import { hashAgentsMd } from './agents-md.js';
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import { CLAUDE_SETTINGS_FILE, renderClaudeSettings } from './claude-settings.js';
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export const OPTIONAL_VENDORED_FILES = ['LICENSE.md', 'THIRD-PARTY-NOTICES.md'];
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* live project's engine/ before copying, so validating inside the copy loop would demolish the
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* tree and then fail partway through repopulating it — and for a brand new project it costs
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export function assertEngineBundleComplete(extractedEngineDir) {
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const source = path.join(extractedEngineDir, dir);
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}
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export const SHIPPED_SKILLS = [
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['README.md', renderSkillsReadme],
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['generating-assets/SKILL.md', renderGenerateSkill],
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['planning-a-game/SKILL.md', renderPlanningSkill],
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['finding-engine-apis/SKILL.md', renderEngineApiSkill],
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['checking-usage/SKILL.md', renderUsageSkill],
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['judging-quality/SKILL.md', renderJudgeSkill],
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['theming-the-hud/SKILL.md', renderThemingSkill],
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['making-a-trailer/SKILL.md', renderTrailerSkill],
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['publishing-a-game/SKILL.md', renderPublishingSkill],
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['working-with-the-creator/SKILL.md', renderCreatorCollaborationSkill],
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['converting-unity-levels/SKILL.md', renderUnityLevelsSkill],
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['converting-unity-levels/references/unity-scene-traps.md', renderUnityLevelsTrapsReference],
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['converting-unity-levels/references/fbx-conversion.md', renderUnityLevelsFbxReference],
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['converting-unity-levels/references/physics-and-shadows.md', renderUnityLevelsPhysicsReference],
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['converting-unity-levels/references/verification.md', renderUnityLevelsVerificationReference],
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];
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* Claude Code's two extras — `CLAUDE.md` and `.claude/settings.json` — are deliberately NOT here:
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* one is creator-owned after seeding and the other is merged rather than overwritten, so both are
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* handled by `writeProjectFiles` and `upgradeProject` directly. This table is for extras that are
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const AGENT_EXTRA_FILES = {
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kiro: [['.kiro/steering/bitmagic.md', renderKiroSteering]],
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};
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/**
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* The platform-generated files that are not skills, and so sit at one fixed path whatever agents
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* the project is set up for.
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*/
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export const PLATFORM_CONFIG_FILES = [
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['tsconfig.json', renderTsconfig],
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['vite.config.js', renderViteConfig],
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['vite.publish.config.js', renderVitePublishConfig],
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['vite.publish-standalone.config.js', renderVitePublishStandaloneConfig],
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['index.html', renderIndexHtml],
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['.claude/skills/README.md', renderSkillsReadme],
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['.claude/skills/generating-assets/SKILL.md', renderGenerateSkill],
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['.claude/skills/planning-a-game/SKILL.md', renderPlanningSkill],
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['.claude/skills/finding-engine-apis/SKILL.md', renderEngineApiSkill],
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['.claude/skills/checking-usage/SKILL.md', renderUsageSkill],
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['.claude/skills/judging-quality/SKILL.md', renderJudgeSkill],
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['.claude/skills/theming-the-hud/SKILL.md', renderThemingSkill],
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['.claude/skills/making-a-trailer/SKILL.md', renderTrailerSkill],
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['.claude/skills/publishing-a-game/SKILL.md', renderPublishingSkill],
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['.claude/skills/working-with-the-creator/SKILL.md', renderCreatorCollaborationSkill],
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];
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/**
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* The generated files that are pure platform output: regenerated byte-for-byte from these
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* renderers with no creator content ever entering them. `bitmagic upgrade` overwrites exactly this
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* list (plus bitmagic.json, handled separately since only its engineVersion field is
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* platform-owned, and engine/ + sw-cache-buster.js, handled separately since they are copied, not
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* rendered).
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*
|
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* Only the paths named here are rewritten; anything else under a skills directory — a skill the
|
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* creator wrote themselves — is never opened. The trade is deliberate and one-directional: an edit
|
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* to one of OUR skill files is lost on upgrade, which is the price of those files staying current.
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*
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* Deliberately excludes package.json (creators add dependencies to it), AGENTS.md/CLAUDE.md and
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* GAME-DESIGN.md (the creator's own guidance and design — ours to seed once, theirs to own), and
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* .gitignore (same reasoning) — those are generated once by `scaffoldProject` but are creator-owned
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* from that point on.
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*
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* A function rather than a constant so `scaffoldProject` and `upgradeProject` still share one
|
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* definition instead of two lists that can drift — the exact failure that motivated the constant it
|
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|
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* replaced: `vite.publish.config.js` was added to init's inline list with no equivalent path for
|
|
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|
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* existing projects to ever receive it, because `upgrade` didn't exist yet.
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*/
|
|
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|
+
export function platformGeneratedFiles(agents = ALWAYS_AGENTS) {
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|
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const skillDirs = skillDirsFor(agents);
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return [
|
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|
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...PLATFORM_CONFIG_FILES,
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|
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...dedupeAgents([...ALWAYS_AGENTS, ...agents]).flatMap((id) => AGENT_EXTRA_FILES[id] ?? []),
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...skillDirs.flatMap((dir) => SHIPPED_SKILLS.map(([relativePath, render]) => [
|
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|
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`${dir}/${relativePath}`,
|
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|
+
() => render({ skillsDir: dir, skillDirs }),
|
|
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|
+
])),
|
|
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|
+
];
|
|
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|
+
}
|
|
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|
/**
|
|
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234
|
* Every template the downloaded bundle carries, in index order.
|
|
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235
|
*
|
|
@@ -223,14 +285,11 @@ function copyContents(source, dest) {
|
|
|
223
285
|
* second place for that distinction to be got wrong.
|
|
224
286
|
*/
|
|
225
287
|
export function vendorEngine(extractedEngineDir, targetDir) {
|
|
288
|
+
assertEngineBundleComplete(extractedEngineDir);
|
|
226
289
|
const engineDir = path.join(targetDir, 'engine');
|
|
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290
|
fs.mkdirSync(engineDir, { recursive: true });
|
|
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291
|
for (const dir of VENDORED_DIRS) {
|
|
229
|
-
|
|
230
|
-
if (!fs.existsSync(source)) {
|
|
231
|
-
throw new CliError(`The engine bundle has no "${dir}" directory at ${source}. The tarball is incomplete or corrupt.`);
|
|
232
|
-
}
|
|
233
|
-
fs.cpSync(source, path.join(engineDir, dir), { recursive: true });
|
|
292
|
+
fs.cpSync(path.join(extractedEngineDir, dir), path.join(engineDir, dir), { recursive: true });
|
|
234
293
|
}
|
|
235
294
|
copyOptionalEngineEntries(extractedEngineDir, engineDir);
|
|
236
295
|
copyServiceWorker(extractedEngineDir, targetDir);
|
|
@@ -245,14 +304,17 @@ export function vendorEngine(extractedEngineDir, targetDir) {
|
|
|
245
304
|
*/
|
|
246
305
|
export function writeProjectFiles(options) {
|
|
247
306
|
const { targetDir, metadata, projectName, idea, gameDesign = 'render' } = options;
|
|
307
|
+
// The project's own declaration, so `bitmagic.json` and the file set on disk cannot disagree.
|
|
308
|
+
const agents = metadata.agents ?? ALWAYS_AGENTS;
|
|
248
309
|
// Stamped as it is written, so a later `bitmagic upgrade` can tell whether the creator has
|
|
249
310
|
// edited it since — see scaffold/agents-md.ts for what that decides. The pin goes in because the
|
|
250
311
|
// file tells the agent which npm line this project's CLI comes from, and that is the environment's
|
|
251
|
-
// answer, not a choice to put to the creator.
|
|
252
|
-
|
|
312
|
+
// answer, not a choice to put to the creator. The directory list goes in for the same reason: the
|
|
313
|
+
// file has to name the paths this project actually holds, not the ones the default would.
|
|
314
|
+
const agentsMd = renderAgentsMd(metadata.environment, skillDirsFor(agents));
|
|
253
315
|
const files = [
|
|
254
316
|
['package.json', renderPackageJson(projectName)],
|
|
255
|
-
...
|
|
317
|
+
...platformGeneratedFiles(agents).map(([name, render]) => [name, render()]),
|
|
256
318
|
['bitmagic.json', renderBitmagicJson({ ...metadata, agentsMdHash: hashAgentsMd(agentsMd) })],
|
|
257
319
|
['AGENTS.md', agentsMd],
|
|
258
320
|
// Creator-owned from here on (see PLATFORM_GENERATED_FILES): the agent rewrites it as the
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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/** The `## Reference image` section of the scaffolded AGENTS.md, placed before the cover section. */
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export declare const AGENTS_MD_REFERENCE_SECTION = "## Reference image \u2014 offer it when the idea has a strong setting\n\nWhen the idea names a **place or a look** \u2014 a tropical island, a neon city \u2014 offer to make a\nconcept image of the world before generating anything else:\n\n```\nbitmagic reference make # a candidate lands in .bitmagic/reference/\nbitmagic reference make --from <id> --prompt \"same island, but at dusk\"\nbitmagic reference accept <id> # the human's call, never yours\n```\n\nShow the human each image file and let THEM iterate and accept. Once accepted, it is the default\nstyle reference for `generate skybox|background|block-type|image`, `bitmagic cover` and\n`bitmagic forge` (whose designer literally sees the picture) \u2014 one look across the whole game;\n`--no-reference` exempts a call, and a picture the human hands you for ONE request rides that\ncall as `--reference-image <file>` instead. Accepting prints a durable URL: paste it into\n`GAME-DESIGN.md`'s world/look section, since `.bitmagic/` is not committed and\n`bitmagic reference accept <url>` is how a fresh clone gets it back. Details are in\n`.
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export declare const AGENTS_MD_REFERENCE_SECTION = "## Reference image \u2014 offer it when the idea has a strong setting\n\nWhen the idea names a **place or a look** \u2014 a tropical island, a neon city \u2014 offer to make a\nconcept image of the world before generating anything else:\n\n```\nbitmagic reference make # a candidate lands in .bitmagic/reference/\nbitmagic reference make --from <id> --prompt \"same island, but at dusk\"\nbitmagic reference accept <id> # the human's call, never yours\n```\n\nShow the human each image file and let THEM iterate and accept. Once accepted, it is the default\nstyle reference for `generate skybox|background|block-type|image`, `bitmagic cover` and\n`bitmagic forge` (whose designer literally sees the picture) \u2014 one look across the whole game;\n`--no-reference` exempts a call, and a picture the human hands you for ONE request rides that\ncall as `--reference-image <file>` instead. Accepting prints a durable URL: paste it into\n`GAME-DESIGN.md`'s world/look section, since `.bitmagic/` is not committed and\n`bitmagic reference accept <url>` is how a fresh clone gets it back. Details are in\n`.agents/skills/generating-assets/SKILL.md`; skip the offer when the idea has no visual identity\nyet.\n\n";
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/** The planning skill's step-1 paragraph on offering a reference image. */
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export declare const PLANNING_SKILL_REFERENCE_STEP1 = "If the idea describes a **place** \u2014 an island, a city, a specific look \u2014 offer a reference image\nbefore anything else is generated: `bitmagic reference make`, show the human the file it prints,\niterate with `--from <id>`, and run `accept` only when they choose one. Every skybox, block,\ncover and forge after that inherits the accepted image, so it is worth settling first \u2014 and worth\nskipping when the idea has no visual identity yet.\n\n";
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/** The planning skill's step-4 list entry (rendered between the design-doc and cover steps). */
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import { PRIMARY_SKILLS_DIR } from './agent-targets.js';
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/** The `## Reference image` section of the scaffolded AGENTS.md, placed before the cover section. */
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{"version":3,"file":"reference-guidance.js","sourceRoot":"","sources":["../../src/scaffold/reference-guidance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,qGAAqG;AACrG,MAAM,CAAC,MAAM,2BAA2B,GAAG
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{"version":3,"file":"reference-guidance.js","sourceRoot":"","sources":["../../src/scaffold/reference-guidance.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,kBAAkB,EAAE,MAAM,oBAAoB,CAAC;AAExD,qGAAqG;AACrG,MAAM,CAAC,MAAM,2BAA2B,GAAG;;;;;;;;;;;;;;;;;;IAkBvC,kBAAkB;;;CAGrB,CAAC;AAEF,2EAA2E;AAC3E,MAAM,CAAC,MAAM,8BAA8B,GAAG;;;;;;CAM7C,CAAC;AAEF,gGAAgG;AAChG,MAAM,CAAC,MAAM,8BAA8B,GAAG;;CAE7C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,gCAAgC,GAAG;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8B/C,CAAC;AAEF,4EAA4E;AAC5E,MAAM,CAAC,MAAM,0BAA0B,GACrC,6HAA6H,CAAC"}
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{"version":3,"file":"scaffold-run.js","sourceRoot":"","sources":["../../src/scaffold/scaffold-run.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AACH,OAAO,KAAK,EAAE,MAAM,IAAI,CAAC;AACzB,OAAO,EAAE,
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{"version":3,"file":"scaffold-run.js","sourceRoot":"","sources":["../../src/scaffold/scaffold-run.ts"],"names":[],"mappings":"AAAA;;;;;;;;GAQG;AACH,OAAO,KAAK,EAAE,MAAM,IAAI,CAAC;AACzB,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AAExC,OAAO,EAAE,iBAAiB,EAAuB,MAAM,+BAA+B,CAAC;AACvF,OAAO,EAAE,oBAAoB,EAAE,MAAM,yBAAyB,CAAC;AAE/D,oGAAoG;AACpG,MAAM,UAAU,kBAAkB,CAAC,GAAW,EAAE,KAAc;IAC5D,IAAI,KAAK;QAAE,OAAO;IAClB,IAAI,OAAiB,CAAC;IACtB,IAAI,CAAC;QACH,OAAO,GAAG,EAAE,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC;IAChC,CAAC;IAAC,OAAO,GAAG,EAAE,CAAC;QACb,MAAM,IAAI,GAAI,GAAyB,CAAC,IAAI,CAAC;QAC7C,IAAI,IAAI,KAAK,QAAQ,EAAE,CAAC;YACtB,2DAA2D;YAC3D,OAAO;QACT,CAAC;QACD,MAAM,IAAI,QAAQ,CAAC,yBAAyB,GAAG,KAAK,IAAI,IAAI,MAAM,CAAC,GAAG,CAAC,EAAE,CAAC,CAAC;IAC7E,CAAC;IACD,IAAI,OAAO,CAAC,MAAM,GAAG,CAAC,EAAE,CAAC;QACvB,MAAM,IAAI,QAAQ,CAChB,GAAG,GAAG,4EAA4E,CACnF,CAAC;IACJ,CAAC;AACH,CAAC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,UAAU,mBAAmB,CAAC,MAAc,EAAE,GAAW,EAAE,OAAuB;IACtF,MAAM,CAAC,IAAI,CAAC,gCAAgC,OAAO,GAAG,CAAC,CAAC;IACxD,MAAM,MAAM,GAAG,oBAAoB,CAAC,OAAO,EAAE,CAAC,SAAS,CAAC,EAAE,EAAE,GAAG,EAAE,GAAG,EAAE,KAAK,EAAE,SAAS,EAAE,CAAC,CAAC;IAC1F,IAAI,MAAM,CAAC,KAAK,IAAI,MAAM,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;QACxC,MAAM,OAAO,GAAG,iBAAiB,CAAC,OAAO,CAAC,CAAC;QAC3C,MAAM,CAAC,IAAI,CACT,cAAc,OAAO,gEAAgE;YACnF,qCAAqC,GAAG,cAAc,OAAO,cAAc,CAC9E,CAAC;QACF,OAAO,KAAK,CAAC;IACf,CAAC;IACD,OAAO,IAAI,CAAC;AACd,CAAC"}
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* those were 116 lines of loud facts riding in every request's context).
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* refreshes it — the only path by which an existing project learns about a new capability.
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/**
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* convention is `.kiro/steering/*.md`, markdown loaded into context by an `inclusion` mode declared
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* in YAML front matter that must start at byte zero (`inclusion: always` loads it into every
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* interaction, and a file with no front matter at all is treated as always). That much is
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* documented; what Kiro does with a root `AGENTS.md` is not, which is exactly why this file is a
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*
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/**
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export declare function renderSkillsReadme({ skillsDir, skillDirs }: SkillRenderContext): string;
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/**
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*
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|
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*
|
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|
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* their running game, and one editor action (`hq.requested`) is a job handed to the agent. Reading
|
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@@ -6,23 +6,78 @@
|
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6
6
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* those were 116 lines of loud facts riding in every request's context).
|
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7
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*
|
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* Same contract as the renderers there: each is a pure function returning the file's contents,
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-
* registered in `
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-
*
|
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-
*
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*
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*
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* registered in `SHIPPED_SKILLS` (project.ts) so `bitmagic init` writes it and `bitmagic upgrade`
|
|
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|
+
* refreshes it — the only path by which an existing project learns about a new capability.
|
|
11
|
+
* `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
|
|
12
|
+
* every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
|
|
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|
+
* so every one inside is escaped as \` and the test checks the rendered output.
|
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*/
|
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|
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import { describeSkillsDir } from './agent-targets.js';
|
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|
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/**
|
|
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|
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* `.kiro/steering/bitmagic.md` — Kiro's startup instructions, and the only per-agent extra file
|
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|
+
* this scaffold writes besides Claude Code's.
|
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|
+
*
|
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|
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* Kiro is the one supported agent that does not read the root `AGENTS.md` on its own: its
|
|
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|
+
* convention is `.kiro/steering/*.md`, markdown loaded into context by an `inclusion` mode declared
|
|
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|
+
* in YAML front matter that must start at byte zero (`inclusion: always` loads it into every
|
|
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|
+
* interaction, and a file with no front matter at all is treated as always). That much is
|
|
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+
* documented; what Kiro does with a root `AGENTS.md` is not, which is exactly why this file is a
|
|
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|
+
* POINTER and not a second copy of the guidance. A copy would be another thing to keep current, and
|
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+
* `agent-targets.ts` explains why nothing here may depend on an unverified integration point:
|
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+
* worst case, Kiro ignores this file and its creator is no worse off than before it existed.
|
|
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+
*
|
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+
* The two commands are repeated rather than left to AGENTS.md because they are what a cold start
|
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* gets wrong — an agent that has not yet opened AGENTS.md still needs `bitmagic dev` running and
|
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* still needs to reload when it stops.
|
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*/
|
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export function renderKiroSteering() {
|
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return `---
|
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+
inclusion: always
|
|
36
|
+
---
|
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37
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|
|
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|
+
# Bitmagic
|
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|
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project root for the guidance an agent should read before editing this game.
|
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This is a Bitmagic game project.
|
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|
|
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+
**Read \`AGENTS.md\` at the project root before editing anything here.** It describes this engine
|
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43
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+
and this version of the GDK, \`bitmagic upgrade\` keeps it current, and it outranks anything you
|
|
44
|
+
remember about Bitmagic. Your own copy of the skills it names is in \`.kiro/skills/\`.
|
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45
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+
|
|
46
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+
Two things it will tell you that are worth having before you have read it:
|
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+
|
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+
- **Start \`bitmagic dev\` in the background and leave it running**, before you build anything. It
|
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+
serves the game and the editor so the person you are building for can watch and steer.
|
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- **Run \`bitmagic reload\` when you finish a turn**, so their browser shows the finished work
|
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rather than a frame from the middle of it. It exits 0 and does nothing when no dev server is up.
|
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+
`;
|
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}
|
|
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|
+
/**
|
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|
+
* The one shipped skill whose text is directory-specific, and so the one that reads its render
|
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|
+
* context: it names the directory it is sitting in, and the sibling copies it is not.
|
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|
+
*/
|
|
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|
+
export function renderSkillsReadme({ skillsDir, skillDirs }) {
|
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|
+
// Built outside the literal because nesting a template literal inside `${}` of a file that
|
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|
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// escapes every backtick is the one place that escaping reliably goes wrong.
|
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|
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const siblings = skillDirs.filter((dir) => dir !== skillsDir).map((dir) => '`' + dir + '/`');
|
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// A bullet list rather than a sentence: the directory names are substituted, so any sentence
|
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+
// long enough to hold two of them wraps at a width this file cannot know.
|
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|
+
const alsoWritten = siblings.length === 0
|
|
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|
+
? ''
|
|
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|
+
: '\nAgents do not agree on where project skills live, so the shipped set below is written into' +
|
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|
+
"\nevery directory this project's agents read — this one, and:\n\n" +
|
|
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|
+
siblings.map((dir) => `- ${dir}`).join('\n') +
|
|
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|
+
'\n\nThey hold the same guidance, and `bitmagic upgrade` refreshes every copy.\n';
|
|
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|
+
return `# Agent skills for this Bitmagic game
|
|
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|
+
|
|
72
|
+
This directory is \`${skillsDir}/\` — ${describeSkillsDir(skillsDir)}.
|
|
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|
+
|
|
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|
+
See \`AGENTS.md\` at the project root for the guidance an agent should read before editing this game.
|
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|
+
${alsoWritten}
|
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|
## Which of these are yours
|
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|
|
|
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|
\`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`checking-usage/\`,
|
|
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|
\`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`, \`publishing-a-game/\`,
|
|
25
|
-
\`working-with-the-creator/\` — and
|
|
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|
+
\`working-with-the-creator/\`, \`converting-unity-levels/\` — and
|
|
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|
this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
|
|
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|
describe what the CLI and the engine can do, so they have to stay current with both; edits to them
|
|
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|
are lost on the next upgrade.
|
|
@@ -38,14 +93,15 @@ are lost on the next upgrade.
|
|
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|
| \`making-a-trailer/\` | asked for a trailer, a highlight reel, a gameplay video, or to record gameplay — \`bitmagic trailer\` from recording to a CDN link, and how to tune the cut from prompts |
|
|
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|
| \`publishing-a-game/\` | shipping the game to bitmagic.ai — the verify gate, public vs private, thumbnails, category tags, and every way \`bitmagic publish\` can refuse |
|
|
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95
|
| \`working-with-the-creator/\` | they are editing alongside you — gizmo drags into \`world.json\`, a pasted frame from their game, \`.bitmagic/edit/events.jsonl\`, their phone |
|
|
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|
+
| \`converting-unity-levels/\` | a creator wants a Unity scene or game ported, replicated or "brought over" — reusing its prefabs, FBX models and colliders — or a converted level has pieces rotated, mis-scaled, walls that do not collide, an empty corner |
|
|
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97
|
|
|
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|
Every other directory here is yours. \`upgrade\` never opens a skill it does not ship, and never
|
|
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|
-
deletes anything under
|
|
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|
-
\`AGENTS.md\` — both are left alone.
|
|
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|
+
deletes anything under a skills directory. Put project-specific guidance in a skill of your own, or
|
|
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|
+
in \`AGENTS.md\` — both are left alone.
|
|
45
101
|
`;
|
|
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|
}
|
|
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103
|
/**
|
|
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|
-
*
|
|
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|
+
* `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
|
|
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105
|
* cut watchable.
|
|
50
106
|
*
|
|
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107
|
* Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
|
|
@@ -208,7 +264,7 @@ from the changed region, compare with the previous \`-rN\`, deliver the URL.
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|
`;
|
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|
}
|
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|
/**
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|
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*
|
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|
+
* `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
|
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|
*
|
|
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269
|
* This is the largest block that came out of AGENTS.md, and it is the clearest case for the split:
|
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|
* an agent about to publish KNOWS it is publishing, and an agent staring at a non-zero exit code
|
|
@@ -332,7 +388,7 @@ blocked at the moment you ship.
|
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`;
|
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|
}
|
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|
/**
|
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|
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*
|
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|
+
* `<skills dir>/working-with-the-creator/SKILL.md` — the dev view as a two-way channel.
|
|
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|
*
|
|
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393
|
* The creator is not only watching: they drag gizmos into `world.json`, they paste frames from
|
|
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394
|
* their running game, and one editor action (`hq.requested`) is a job handed to the agent. Reading
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,MAAM,UAAU,kBAAkB;IAChC,OAAO
|
|
1
|
+
{"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;GAaG;AAEH,OAAO,EAAE,iBAAiB,EAAE,MAAM,oBAAoB,CAAC;AAGvD;;;;;;;;;;;;;;;;GAgBG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;CAkBR,CAAC;AACF,CAAC;AAED;;;GAGG;AACH,MAAM,UAAU,kBAAkB,CAAC,EAAE,SAAS,EAAE,SAAS,EAAsB;IAC7E,2FAA2F;IAC3F,6EAA6E;IAC7E,MAAM,QAAQ,GAAG,SAAS,CAAC,MAAM,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,KAAK,SAAS,CAAC,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,GAAG,GAAG,GAAG,GAAG,IAAI,CAAC,CAAC;IAC7F,6FAA6F;IAC7F,0EAA0E;IAC1E,MAAM,WAAW,GACf,QAAQ,CAAC,MAAM,KAAK,CAAC;QACnB,CAAC,CAAC,EAAE;QACJ,CAAC,CAAC,8FAA8F;YAC9F,mEAAmE;YACnE,QAAQ,CAAC,GAAG,CAAC,CAAC,GAAG,EAAE,EAAE,CAAC,KAAK,GAAG,EAAE,CAAC,CAAC,IAAI,CAAC,IAAI,CAAC;YAC5C,iFAAiF,CAAC;IAExF,OAAO;;sBAEa,SAAS,SAAS,iBAAiB,CAAC,SAAS,CAAC;;;EAGlE,WAAW;;;;;;;;;;;;;;;;;;;;;;;;;;CA0BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAsJR,CAAC;AACF,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8GR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
|