@bitmagic/cli 0.1.65-dev.2 → 0.1.65-dev.21

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Files changed (69) hide show
  1. package/README.md +137 -14
  2. package/assets/skills/trailer-craft.md +180 -0
  3. package/dist/assets/materials.d.ts +9 -0
  4. package/dist/assets/materials.js +10 -2
  5. package/dist/assets/materials.js.map +1 -1
  6. package/dist/cli.d.ts +9 -0
  7. package/dist/cli.js +2 -0
  8. package/dist/cli.js.map +1 -1
  9. package/dist/commands/character.d.ts +18 -0
  10. package/dist/commands/character.js +268 -0
  11. package/dist/commands/character.js.map +1 -0
  12. package/dist/commands/forge.d.ts +15 -0
  13. package/dist/commands/forge.js +143 -38
  14. package/dist/commands/forge.js.map +1 -1
  15. package/dist/commands/generate.d.ts +31 -13
  16. package/dist/commands/generate.js +48 -56
  17. package/dist/commands/generate.js.map +1 -1
  18. package/dist/commands/trailer.js +1 -1
  19. package/dist/commands/trailer.js.map +1 -1
  20. package/dist/editor/animation-preview-page.js +88 -1
  21. package/dist/editor/animation-preview-page.js.map +1 -1
  22. package/dist/editor/asset-detail-panel.d.ts +2 -2
  23. package/dist/editor/asset-detail-panel.js +21 -0
  24. package/dist/editor/asset-detail-panel.js.map +1 -1
  25. package/dist/editor/asset-viewer.js +31 -8
  26. package/dist/editor/asset-viewer.js.map +1 -1
  27. package/dist/editor/shell-page.js +63 -1
  28. package/dist/editor/shell-page.js.map +1 -1
  29. package/dist/forge/edit-target.d.ts +30 -0
  30. package/dist/forge/edit-target.js +88 -0
  31. package/dist/forge/edit-target.js.map +1 -0
  32. package/dist/forge/prune-store.d.ts +46 -0
  33. package/dist/forge/prune-store.js +86 -0
  34. package/dist/forge/prune-store.js.map +1 -0
  35. package/dist/forge/remote-store.d.ts +36 -0
  36. package/dist/forge/remote-store.js +113 -0
  37. package/dist/forge/remote-store.js.map +1 -0
  38. package/dist/forge/run-pipeline.js +5 -1
  39. package/dist/forge/run-pipeline.js.map +1 -1
  40. package/dist/forge/stream.d.ts +5 -1
  41. package/dist/forge/stream.js +4 -0
  42. package/dist/forge/stream.js.map +1 -1
  43. package/dist/generate/character-body.d.ts +79 -0
  44. package/dist/generate/character-body.js +100 -0
  45. package/dist/generate/character-body.js.map +1 -0
  46. package/dist/mobile/asset-hosts.d.ts +7 -9
  47. package/dist/mobile/asset-hosts.js +7 -16
  48. package/dist/mobile/asset-hosts.js.map +1 -1
  49. package/dist/project/character-search.d.ts +30 -0
  50. package/dist/project/character-search.js +82 -0
  51. package/dist/project/character-search.js.map +1 -0
  52. package/dist/scaffold/asset-pipeline-skill-files.d.ts +38 -0
  53. package/dist/scaffold/asset-pipeline-skill-files.js +202 -0
  54. package/dist/scaffold/asset-pipeline-skill-files.js.map +1 -0
  55. package/dist/scaffold/blender-level-skill-files.js +3 -2
  56. package/dist/scaffold/blender-level-skill-files.js.map +1 -1
  57. package/dist/scaffold/project-files.js +18 -12
  58. package/dist/scaffold/project-files.js.map +1 -1
  59. package/dist/scaffold/project.js +4 -1
  60. package/dist/scaffold/project.js.map +1 -1
  61. package/dist/scaffold/skill-files.d.ts +32 -5
  62. package/dist/scaffold/skill-files.js +102 -63
  63. package/dist/scaffold/skill-files.js.map +1 -1
  64. package/dist/telemetry/creator-prompt.d.ts +18 -2
  65. package/dist/telemetry/creator-prompt.js +24 -3
  66. package/dist/telemetry/creator-prompt.js.map +1 -1
  67. package/dist/telemetry/report.js +31 -16
  68. package/dist/telemetry/report.js.map +1 -1
  69. package/package.json +4 -4
@@ -813,9 +813,9 @@ If you are unsure whether one is already running, \`bitmagic reload\` says so an
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  they stay current with it. Every one is plain markdown at
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  \`${PRIMARY_SKILLS_DIR}/<name>/SKILL.md\`, readable whether or not your harness loads skills by
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  itself: \`planning-a-game/\` (what to build first), \`finding-engine-apis/\` (engine docs),
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- \`generating-assets/\`, \`working-with-the-creator/\`, \`theming-the-hud/\`,
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- \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`, \`making-a-trailer/\`,
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- \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
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+ \`generating-assets/\`, \`choosing-asset-pipelines/\`, \`working-with-the-creator/\`,
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+ \`theming-the-hud/\`, \`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`,
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+ \`making-a-trailer/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
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  \`upgrade\` rewrites every copy, so edits to them are lost; skills you add yourself are never
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  touched.
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  - \`.claude/settings.json\` — **Claude Code only, and yours**: seeded with one Stop hook that runs
@@ -1079,7 +1079,7 @@ bitmagic generate block-type --name mossy_brick --description "damp green moss o
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  bitmagic generate sound --prompt "heavy wooden door slamming" [--duration 3] [--loop]
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  bitmagic generate music --prompt "driving synthwave, no vocals" [--duration 30] [--instrumental] [--out bed.mp3 --no-world]
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  bitmagic generate image --name hero-portrait --prompt "..." [--width 512] [--height 512]
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- bitmagic generate character --name guard --prompt "..." [--apply-to-player] [--no-library]
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+ bitmagic character generate --name guard --prompt "..." [--apply-to-player] [--fresh] # or FREE off the shelf: character search --prompt "..." then character add --name guard --id <sid>
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  bitmagic generate animation --family gait --name LimpStride --based-on walk [--dial limpSide=right]
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  bitmagic generate animation --spec clip.json # melee and oneShot clips: a spec file
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  bitmagic generate video --prompt "the castle gates swing open" [--duration 5] [--image cover.png]
@@ -1087,7 +1087,7 @@ bitmagic generate model --prompt "a mossy stone arch" [--height 3]
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  bitmagic generate vehicle --prompt "a rusty orange pickup" | --preset VAN
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  \`\`\`
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- Run \`bitmagic generate <type> --help\` for the full flags of any one.
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+ Run \`bitmagic generate <type> --help\` for the full flags of any one, or \`bitmagic character <verb> --help\` — characters are their own group, where \`generate\` costs sparks and \`search\`/\`add\` are free because they use the ready-made library instead of forging.
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  **Always add \`--original-prompt "<creator's request, verbatim>"\`** — to EVERY \`bitmagic\` command, \`build\`/\`verify\`/\`dev\`/\`reload\`/\`publish\` included. Never affects output; it is what counts the prompts shown on the game's public page.
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@@ -1103,8 +1103,8 @@ Two things before you use them:
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  Three lanes make a 3D object, and the wrong one wastes a generation: \`generate model\` mints a NEW
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  asset, \`generate prop --asset <id>\` UPGRADES a placeholder, \`assets add <file>\` uploads your own.
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  Splats, video and \`.vox\`/\`.fbx\` still need the web editor; never reference an asset you did not
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- make. \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\` has the flags, the reference-image rules, what
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- to do after a generation, and every way one refuses.
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+ make. Which lane fits which NEED — rough sparks and minutes, and when to ask first — is
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+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`; flags, reference-image rules and refusals, \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\`.
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  ## Forging a whole level
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@@ -1116,9 +1116,9 @@ This designs a scene, builds its geometry, bakes it to voxels and writes the fin
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  terrain, props, spawn points — into \`src/work/world.json\`. \`bitmagic levels list | add | rename
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  | set-start | remove\` manages them afterwards (free, local; \`set-start\` picks the boot level). Add
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  \`--city\`, \`--dungeon\`, \`--platformer\`, \`--freeform\` or \`--vessel\` (a ship as the level) — at most
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- one — for a different kind of place; omit them all for natural terrain. A place designed part by part — an interior, a station, a stylised set — can
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- instead be built in Blender from a script: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
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- whose first section says when that path is yours (a frontier model, Blender installable).
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+ one — for a different kind of place; omit them all for natural terrain. A place designed part by
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+ part — an interior, a station, a stylised set — can instead be scripted in Blender: \`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`,
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+ whose first section says when that path is yours (a frontier model, Blender installable). All the level lanes side by side, with costs: \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
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  **Art style is a declared switch.** \`"artStyle": "low-poly"\` in \`src/work/game.json\` (or
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  \`bitmagic init --art-style low-poly\`) makes a Blender level a low-poly GAME: \`cover\`/\`reference\`
@@ -1190,6 +1190,7 @@ ${PLANNING_SKILL_REFERENCE_STEP1}If the idea names a genre, read its recipe **be
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  | soccer, football, kick a ball, penalty shootout, free kick | \`engine/agent-docs/mechanic-soccer.md\` |
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  | ski, skiing, snowboard, downhill, slope, piste, slalom, carve | \`engine/agent-docs/mechanic-skiing.md\` |
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  | boat race, jet ski, wave race, speedboat, powerboat, watercraft, regatta | \`engine/agent-docs/mechanic-boat-racing.md\` |
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+ | galleon, pirate ship, sailing ship, longship, voyage, at the helm, steer the ship | \`engine/agent-docs/mechanic-sailing.md\` |
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  For the shape of the PLACE the game happens in, also read the matching
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  \`engine/agent-docs/archetype-*.md\` — \`arena\`, \`castle\`, \`city\`, \`dungeon\`, \`racetrack\`,
@@ -1227,6 +1228,7 @@ the engine, already wired** — and hand-building a worse version of it is the m
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  | Mining, chopping, digging | \`PlayerToolSystem\` + auto-wired block mining | \`voxel-mining.md\` |
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  | Skiing or snowboarding | A full descent motor, enabled by one world.json flag | \`mechanic-skiing.md\` |
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  | Boat racing on open water | An animated stylized ocean, a hull that rides it, AI rivals and buoy gates | \`mechanic-boat-racing.md\` |
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+ | A ship that sails while the player walks its deck | \`engine/sailing/\`: a moving sea, wake, swell, a heavy-ship helm and a horizon that swings with it — the forged hull never moves | \`mechanic-sailing.md\` |
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  | Save points, checkpoints, persistence | Persistence system | \`persistence-system.md\` |
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  | Multiple levels or arenas | \`levels[]\` registry + \`engine.loadLevel()\` | \`level-system.md\` |
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  | Voice input, speaking to NPCs | \`engine.enablePushToTalk()\` | \`voice-input.md\` |
@@ -1316,6 +1318,8 @@ forge is backlog item 1, run once the loop is proven. A designed place — an in
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  stylised set the creator has a picture of — has a second route, building it in Blender from a
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  script (\`${PRIMARY_SKILLS_DIR}/building-levels-in-blender/SKILL.md\`, gated on the model and on
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  Blender being available). That route is a low-poly game: set \`artStyle: "low-poly"\` in game.json first.
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+ The level lanes and every other asset lane side by side, with costs and when to ask the creator:
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+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
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  ## Step 5 — hand it back
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@@ -1535,13 +1539,15 @@ The \`bitmagic\` CLI generates content directly into this project. Eleven types
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  | \`bitmagic generate sound --prompt "..."\` | a sound effect | \`assets[]\` |
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  | \`bitmagic generate music --prompt "..." [--duration 30]\` | a music track (loops by default; billed per second) | \`assets[]\` (or a file with \`--out <mp3> --no-world\`) |
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  | \`bitmagic generate image --name <id> --prompt "..."\` | a 2D image | \`assets[]\` |
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- | \`bitmagic generate character --name <id> --prompt "..."\` | a rigged character (a close-enough ready-made one when the library has it, in seconds; \`--no-library\` always makes a new one) | \`assets[]\` |
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+ | \`bitmagic character generate --name <id> --prompt "..."\` | a rigged character; substitutes a close-enough ready-made one when the library has it (\`--fresh\` always forges). \`character search --prompt "..."\` then \`character add --name <id> --id <sid>\` instead is **free** and never forges — prefer it when any plausible body will do | \`assets[]\` |
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  | \`bitmagic generate animation --family gait ...\` or \`--spec <file>\` | an animation clip | \`assets[]\` |
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  | \`bitmagic generate video --prompt "..." [--duration 5] [--image <png>]\` | a short 720p clip for a cutscene (billed per second) | \`assets[]\`, played with \`engine.playVideo("<id>")\` |
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  | \`bitmagic generate model --prompt "..."\` | a new 3D model | \`assets[]\` |
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  | \`bitmagic generate vehicle --prompt "..."\` | a drivable vehicle | \`assets[]\` |
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- \`--help\` on any subcommand lists its full flags.
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+ \`--help\` on any subcommand lists its full flags. Which of these — or a forge, a Blender build, a
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+ built-in, or a file of the creator's own — fits a given need, with rough sparks and minutes:
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+ \`${PRIMARY_SKILLS_DIR}/choosing-asset-pipelines/SKILL.md\`.
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  **Every \`bitmagic\` command takes \`--original-prompt "<the creator's request, verbatim>"\` —
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  always pass it**, on the everyday loop (\`build\`, \`verify\`, \`dev\`, \`reload\`, \`publish\`) as much as
@@ -1 +1 @@
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- 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@@ -3,7 +3,8 @@ import * as path from 'path';
3
3
  import { CliError } from '../errors.js';
4
4
  import { aliasSourceDir } from './aliases.js';
5
5
  import { renderPackageJson, renderTsconfig, renderIndexHtml, renderViteConfig, renderVitePublishConfig, renderVitePublishStandaloneConfig, renderGitignore, renderBitmagicJson, renderAgentsMd, renderGameDesignMd, renderClaudeMd, renderJudgeSkill, renderThemingSkill, renderGenerateSkill, renderPlanningSkill, renderEngineApiSkill, renderUsageSkill, } from './project-files.js';
6
- import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, } from './skill-files.js';
6
+ import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, renderTrailerCraftReference, } from './skill-files.js';
7
+ import { renderAssetPipelinesSkill } from './asset-pipeline-skill-files.js';
7
8
  import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
8
9
  import { renderBlenderLevelsSkill, renderBlenderConventionsReference, renderBlenderAuditsReference, renderBlenderPassesReference, renderBlenderEngineHandoffReference, } from './blender-level-skill-files.js';
9
10
  import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
@@ -163,12 +164,14 @@ export function writeProjectFile(root, relativePath, contents) {
163
164
  export const SHIPPED_SKILLS = [
164
165
  ['README.md', renderSkillsReadme],
165
166
  ['generating-assets/SKILL.md', renderGenerateSkill],
167
+ ['choosing-asset-pipelines/SKILL.md', renderAssetPipelinesSkill],
166
168
  ['planning-a-game/SKILL.md', renderPlanningSkill],
167
169
  ['finding-engine-apis/SKILL.md', renderEngineApiSkill],
168
170
  ['checking-usage/SKILL.md', renderUsageSkill],
169
171
  ['judging-quality/SKILL.md', renderJudgeSkill],
170
172
  ['theming-the-hud/SKILL.md', renderThemingSkill],
171
173
  ['making-a-trailer/SKILL.md', renderTrailerSkill],
174
+ ['making-a-trailer/references/trailer-craft.md', renderTrailerCraftReference],
172
175
  ['publishing-a-game/SKILL.md', renderPublishingSkill],
173
176
  ['working-with-the-creator/SKILL.md', renderCreatorCollaborationSkill],
174
177
  ['converting-unity-levels/SKILL.md', renderUnityLevelsSkill],
@@ -1 +1 @@
1
- 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@@ -11,6 +11,14 @@
11
11
  * `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
12
12
  * every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
13
13
  * so every one inside is escaped as \` and the test checks the rendered output.
14
+ *
15
+ * One renderer here breaks the template-literal rule on purpose: `renderTrailerCraftReference`
16
+ * reads `assets/skills/trailer-craft.md`, because that file is the SOURCE OF TRUTH for trailer
17
+ * craft in two places at once — the skill scaffolded into a creator's project, and the monorepo's
18
+ * own `make-trailer` skill, which symlinks to the same file. Craft is the half of trailer guidance
19
+ * that is not about commands, so both readers need all of it and neither owns it; a second copy
20
+ * would drift the moment either was edited, and the drift is silent (both files still look like
21
+ * guidance). A shipped asset is the only shape that lets a symlink do the sharing.
14
22
  */
15
23
  import type { SkillRenderContext } from './project-files.js';
16
24
  /**
@@ -40,13 +48,32 @@ export declare function renderSkillsReadme({ skillsDir, skillDirs }: SkillRender
40
48
  * `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
41
49
  * cut watchable.
42
50
  *
43
- * Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
44
- * command routing an agent could read off \`--help\`. The CRAFT — ordering, pacing, the five variety
45
- * axes, the selection rules the repo's own trailer reviews paid for — is not derivable from any
46
- * command, and without it the agent's "tuning" is random. The tuning table at the end is the part
47
- * the creator actually experiences: a prompt in, a shots.json edit out, one command to see it.
51
+ * Two kinds of knowledge live here on purpose, and they are split across two files. The FLOW
52
+ * (record → make → look → publish) is plain command routing an agent could read off \`--help\`,
53
+ * and it is what SKILL.md carries. The CRAFT — ordering, pacing, the five variety axes, the
54
+ * selection rules earlier trailer reviews paid for — is not derivable from any command, and
55
+ * without it the agent's "tuning" is random; it lives in \`references/trailer-craft.md\`
56
+ * (\`renderTrailerCraftReference\`) because it is longer than the flow and read once per trailer
57
+ * rather than once per command. The tuning table at the end is the part the creator actually
58
+ * experiences: a prompt in, a shots.json edit out, one command to see it.
48
59
  */
49
60
  export declare function renderTrailerSkill(): string;
61
+ /**
62
+ * `<skills dir>/making-a-trailer/references/trailer-craft.md` — the only shipped skill file that is
63
+ * read from disk rather than written as a template literal.
64
+ *
65
+ * It is a shipped asset (`assets/skills/`, listed in package.json's `files`) because two skills
66
+ * need the same bytes: this one, and the monorepo's own `.claude/skills/make-trailer/`, whose copy
67
+ * is a SYMLINK to the asset. Trailer craft is editing knowledge — it says nothing about the CLI, so
68
+ * neither reader owns it and neither can be given an abridgement without going stale against the
69
+ * other. The same reasoning as the repo's `.agents/skills -> ../.claude/skills` link: a link is not
70
+ * a copy, so there is nothing to keep in step and no check to forget to run.
71
+ *
72
+ * Resolved from this module's own location the way `defaultTitleFont` resolves the bundled font:
73
+ * `../../assets/` is the same hop from `src/scaffold/` and from `dist/scaffold/`, so it works run
74
+ * from source and from an installed package alike.
75
+ */
76
+ export declare function renderTrailerCraftReference(): string;
50
77
  /**
51
78
  * `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
52
79
  *
@@ -11,7 +11,17 @@
11
11
  * `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
12
12
  * every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
13
13
  * so every one inside is escaped as \` and the test checks the rendered output.
14
+ *
15
+ * One renderer here breaks the template-literal rule on purpose: `renderTrailerCraftReference`
16
+ * reads `assets/skills/trailer-craft.md`, because that file is the SOURCE OF TRUTH for trailer
17
+ * craft in two places at once — the skill scaffolded into a creator's project, and the monorepo's
18
+ * own `make-trailer` skill, which symlinks to the same file. Craft is the half of trailer guidance
19
+ * that is not about commands, so both readers need all of it and neither owns it; a second copy
20
+ * would drift the moment either was edited, and the drift is silent (both files still look like
21
+ * guidance). A shipped asset is the only shape that lets a symlink do the sharing.
14
22
  */
23
+ import fs from 'node:fs';
24
+ import { fileURLToPath } from 'node:url';
15
25
  import { describeSkillsDir } from './agent-targets.js';
16
26
  /**
17
27
  * `.kiro/steering/bitmagic.md` — Kiro's startup instructions, and the only per-agent extra file
@@ -75,10 +85,10 @@ See \`AGENTS.md\` at the project root for the guidance an agent should read befo
75
85
  ${alsoWritten}
76
86
  ## Which of these are yours
77
87
 
78
- \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`checking-usage/\`,
79
- \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`, \`publishing-a-game/\`,
80
- \`working-with-the-creator/\`, \`converting-unity-levels/\`, \`building-levels-in-blender/\` — and
81
- this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
88
+ \`planning-a-game/\`, \`finding-engine-apis/\`, \`generating-assets/\`, \`choosing-asset-pipelines/\`,
89
+ \`checking-usage/\`, \`judging-quality/\`, \`theming-the-hud/\`, \`making-a-trailer/\`,
90
+ \`publishing-a-game/\`, \`working-with-the-creator/\`, \`converting-unity-levels/\`,
91
+ \`building-levels-in-blender/\` — and this README — are shipped by the Bitmagic CLI and **re-rendered by \`bitmagic upgrade\`**. They
82
92
  describe what the CLI and the engine can do, so they have to stay current with both; edits to them
83
93
  are lost on the next upgrade.
84
94
 
@@ -87,6 +97,7 @@ are lost on the next upgrade.
87
97
  | \`planning-a-game/\` | starting a game, a genre, or anything touching more than one gameplay feature — scoping the first playable slice and writing \`mechanics-plan.md\` |
88
98
  | \`finding-engine-apis/\` | you need an engine API and do not know its name or signature, or \`bitmagic check\` cannot resolve a symbol |
89
99
  | \`generating-assets/\` | the game needs a skybox, a background, a custom block type, sound, music, image, character, animation or vehicle |
100
+ | \`choosing-asset-pipelines/\` | deciding HOW to make something — which command, skill, file or free built-in fits a level, character, prop, vehicle, weapon, sky, block, image, animation, audio or cutscene need, roughly what it costs in sparks and minutes, and when to ask the creator before an expensive one |
90
101
  | \`checking-usage/\` | asked what sparks were spent on, how much Pro allowance is left, or whether there is enough left to keep generating |
91
102
  | \`judging-quality/\` | a milestone is done and the game deserves an independent quality verdict — \`bitmagic judge\` |
92
103
  | \`theming-the-hud/\` | any ask about the game's LOOK — colors, fonts, rounder/sharper, outlines, glow, glossy, mobile-button styling |
@@ -105,11 +116,14 @@ in \`AGENTS.md\` — both are left alone.
105
116
  * `<skills dir>/making-a-trailer/SKILL.md` — the whole trailer flow, and the craft that makes a
106
117
  * cut watchable.
107
118
  *
108
- * Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
109
- * command routing an agent could read off \`--help\`. The CRAFT — ordering, pacing, the five variety
110
- * axes, the selection rules the repo's own trailer reviews paid for — is not derivable from any
111
- * command, and without it the agent's "tuning" is random. The tuning table at the end is the part
112
- * the creator actually experiences: a prompt in, a shots.json edit out, one command to see it.
119
+ * Two kinds of knowledge live here on purpose, and they are split across two files. The FLOW
120
+ * (record → make → look → publish) is plain command routing an agent could read off \`--help\`,
121
+ * and it is what SKILL.md carries. The CRAFT — ordering, pacing, the five variety axes, the
122
+ * selection rules earlier trailer reviews paid for — is not derivable from any command, and
123
+ * without it the agent's "tuning" is random; it lives in \`references/trailer-craft.md\`
124
+ * (\`renderTrailerCraftReference\`) because it is longer than the flow and read once per trailer
125
+ * rather than once per command. The tuning table at the end is the part the creator actually
126
+ * experiences: a prompt in, a shots.json edit out, one command to see it.
113
127
  */
114
128
  export function renderTrailerSkill() {
115
129
  return `---
@@ -128,19 +142,43 @@ and running one command again.
128
142
 
129
143
  1. **Have \`bitmagic dev\` running** (it is the sink the recorder streams frames to, and the HUD
130
144
  replay for \`--ui\`). ffmpeg and Google Chrome must be installed; the commands say so if not.
131
- 2. **Record.** \`bitmagic trailer record --seconds 60\` opens Chrome on the dev view, waits for the
132
- creator to press Play, starts the recorder for them, stops after 60 s (or when they press F9),
133
- and prints the recording directory. Ask the creator to PLAY WELL — the trailer is only as good
134
- as the footage: overtakes, jumps, kills, close calls, a finish. \`--seconds\` is wall-clock; the
135
- recording counts FRAMES at 60 fps, and the game runs as fast as the machine encodes them — on a
136
- machine capturing at 30 fps, 60 s of play becomes 30 s of footage (the command reports both).
137
- After stop the frames are extracted from the capture; the command waits for that. Aim for
138
- footage of about 3x the trailer length: a 30 s trailer wants
139
- 90 s of footage, so \`--seconds 120\` or two sittings. Two sittings?
140
- \`bitmagic trailer merge <dirA> <dirB> --out <dir>\`.
141
- No human available: author \`trailer/flythrough.json\` (below) and
142
- \`bitmagic trailer record --flythrough trailer/flythrough.json\` records a camera path with
143
- nobody playing — scenery trailers, world reveals.
145
+ 2. **Record — played footage, a fly-through, or both.** Decide this BEFORE you ask anyone to play:
146
+
147
+ \`\`\`
148
+ bitmagic trailer record --seconds 60 # they play
149
+ bitmagic trailer record --flythrough trailer/flythrough.json # nobody plays
150
+ \`\`\`
151
+
152
+ **Played footage** is the bulk of any trailer — it is the only thing that shows what the game
153
+ does. \`record\` opens Chrome on the dev view, waits for the creator to press Play, starts the
154
+ recorder for them, stops after 60 s (or when they press F9), and prints the recording directory.
155
+ Ask them to PLAY WELL — the trailer is only as good as the footage: overtakes, jumps, kills,
156
+ close calls, a finish. \`--seconds\` is wall-clock; the recording counts FRAMES at 60 fps, and the
157
+ game runs as fast as the machine encodes them — on a machine capturing at 30 fps, 60 s of play
158
+ becomes 30 s of footage (the command reports both). After stop the frames are extracted from the
159
+ capture; the command waits for that. Aim for about 3x the trailer length: a 30 s trailer wants
160
+ 90 s of footage, so \`--seconds 120\` or two sittings.
161
+
162
+ **A fly-through needs nobody.** \`--flythrough\` clicks through the menu and Play itself, then
163
+ glides the camera along an authored path WHILE THE GAME RUNS — traffic drives, animations play,
164
+ physics ticks — and stops at the last marker. It is the whole trailer flow with no human in it,
165
+ so reach for it when the creator is not around, when you are working on your own, or when they
166
+ would rather not be filmed playing badly.
167
+
168
+ **Offer it even when there IS gameplay.** A chase camera almost never gives you the two shots
169
+ the craft doc asks for by name — a composed cold open and one calm wide breath before the end —
170
+ and a fly-through costs the creator nothing. Record a short one as well and join the two:
171
+
172
+ \`\`\`
173
+ bitmagic trailer merge <gameplay-dir> <flythrough-dir> --out <dir>
174
+ \`\`\`
175
+
176
+ \`merge\` is how two sittings become one cuttable recording, and it does not care how the
177
+ footage was made — only that the runs share a resolution and post-processing state. So the cut
178
+ can pull an establishing shot from the fly-through and everything else from play.
179
+ Tell the creator the offer in one line ("I can also fly a camera through the level for the
180
+ opening shot — you don't have to do anything"), and write the path yourself from the level you
181
+ built: \`world.json\` has the coordinates.
144
182
  3. **Make.** \`bitmagic trailer make --music-prompt "<style that fits the game>" --title "<name>"\`
145
183
  analyzes the recording, generates a music bed (sparks — say so to the creator; \`--music <file>\`
146
184
  uses their own track, \`--no-music\` skips it), writes a first cut to \`trailer/shots.json\`,
@@ -163,7 +201,7 @@ cut before delivering.
163
201
  | File | What it is |
164
202
  |---|---|
165
203
  | \`trailer/shots.json\` | **The cut.** Committed. Your edits live here; \`make\` re-cuts from it every run. |
166
- | \`trailer/flythrough.json\` | Optional camera path for a no-human recording. |
204
+ | \`trailer/flythrough.json\` | A camera path you author. Committed. Records with nobody playing — the whole trailer, or just the opening shot. |
167
205
  | \`.bitmagic/trailer/recordings/<name>/\` | A recording: \`<name>_%06d.png\` at 60 fps + \`timeline.json\` (events, sounds, HUD). |
168
206
  | \`.bitmagic/trailer/<name>/analysis.json\` | Scored highlight windows: \`startFrame\`, \`endFrame\`, \`score\`, event digests (\`"f3121 explosion i0.9"\`), \`sheet\`. |
169
207
  | \`.bitmagic/trailer/<name>/sheets/\` | Contact sheets, one per window — read these. |
@@ -200,46 +238,26 @@ seconds or \`"last-clip"\` for the end card. \`bitmagic trailer cut\` turns this
200
238
 
201
239
  Positions are world units (\`engine/agent-docs/coordinate-system.md\`); \`timestamp\` is seconds,
202
240
  ascending from 0; \`lookAt\` (or an Euler \`rotation\`) per marker. The camera glides through the
203
- markers and the recording stops at the last one.
204
-
205
- ## Craft — read before touching the cut
206
-
207
- **Order: Genre → Hook → Anchors → Content.** The first 1–2 shots must say what kind of game this
208
- is. The hook — the thing only this game has — lands inside the first third. The middle holds the
209
- anchors people expect from the genre; breadth (levels, modes) comes last.
210
-
211
- **Skeleton first, footage last.** Cold open → introduction → escalation → climax → one breath →
212
- end card. Reserve the end card (2–3 s, one card) before anything else, then find the ONE clip
213
- that proves each beat — not "fifteen great clips", which drifts toward sameness.
214
-
215
- **Pacing.** Shots run 1.5–3 s for arcade action, with a few longer holds where one continuous
216
- action is the payoff. Vary lengths (2, 3, 4, 6 beats); do not cut on every beat — let a musical
217
- hit land on an in-clip impact sometimes. Build to a peak, then a calmer wider shot, then build
218
- again. 30–45 s total. More cutting is not better editing: if one take shows the whole stunt,
219
- keep the take.
220
-
221
- **Variety, five axes** — audit the labels in shots.json top to bottom, repetition shows in text
222
- before you ever re-watch: content (different actions, escalate rather than repeat), composition
223
- (camera distance and framing), energy (intense vs quiet), pacing (section tempo), shot length.
224
- **Rule of three**: never more than three similar things in a row, and max three of any shot
225
- type in the whole cut.
226
-
227
- **Text.** End card only, unless the footage cannot say it. ≤ 6 words, evocative verbs, sounds
228
- like this game and no other. Banned: quantities ("5 unique levels"), genre stacks, verb lists
229
- ("Race! Drift! Win!"), stock phrases ("Get ready…", "…like never before"). Cards get their own
230
- beat — never over action.
231
-
232
- ## Selection rules this project already paid for
233
-
234
- - **Never slow motion.** On gameplay footage it reads as a low framerate. \`speed\` is 1.0.
235
- - **Numbers are not interest.** A high \`impactSpeed\` is often a car dead against a wall — the
236
- worst clip. A crash earns its slot only if things visibly break and motion continues.
237
- - **Low speed can BE the drama.** Wheelspin recoveries, plowing back onto the track, being
238
- overtaken while struggling — often the best clips, and they score near zero.
239
- - **"Some shots of X" means a few.** One standing start is an opener; five is a broken trailer.
240
- - **Menu and selection screens need \`"ui": false\`** — the HUD replay paints the race HUD over them.
241
- - **Verify on pixels.** Sheets and stills, every candidate. Then render — iterating is minutes and
242
- revisions are kept, so render rather than debate.
241
+ markers and the recording stops at the last one (600 s is the ceiling).
242
+
243
+ You write this file — take the coordinates from the level you built, in \`world.json\`. Aim the
244
+ first marker at whatever makes the game recognisable, keep the camera moving slowly and in one
245
+ direction per leg (a drifting push or a slow arc reads as deliberate; a whip-pan reads as a
246
+ mistake), and give each leg several seconds. Six markers over 20 s is plenty for the two or three
247
+ shots a cut will actually use — you are recording candidate footage, not the trailer.
248
+
249
+ ## Craft — read \`references/trailer-craft.md\` before touching the cut
250
+
251
+ Everything about WHICH moments and in what order lives in
252
+ \`references/trailer-craft.md\`, next to this file: the Genre → Hook → Anchors → Content ordering,
253
+ laying the timeline out as a skeleton before hunting footage, pacing and shot length, the five
254
+ variety axes, the rules for on-screen text, a section-by-section structure template, and the
255
+ selection rules earlier trailers already paid for (never slow motion; a high \`impactSpeed\` is
256
+ usually a car dead against a wall; low speed can BE the drama; menus need \`"ui": false\`).
257
+
258
+ Read it in full the first time you cut a trailer for this game. The tool finds candidate windows
259
+ and snaps cuts to the beat — it has no opinion about any of the above, so without that file your
260
+ "tuning" is random.
243
261
 
244
262
  ## Tuning from prompts
245
263
 
@@ -254,6 +272,8 @@ The creator talks; you edit \`trailer/shots.json\`, run \`bitmagic trailer make\
254
272
  | "show the menu / the map / the start" | add ONE shot from the recording's opening with \`"ui": false\` |
255
273
  | "put the title at the end" / "change the tagline" | \`titles: [{ "at": "last-clip", "text": "…", "sub": "…", "style": "card" }]\` |
256
274
  | "add a title at the start" | a \`title\`-style cue at \`at: 0\` for ~2.5 s, and make the first shot calm enough to read over |
275
+ | "show more of the world / the level", "a wider shot", "an establishing shot" | record a fly-through, \`merge\` it with the gameplay recording, and take the cold open (and the breath) from it |
276
+ | "I can't play right now", "you do it", nobody available | \`record --flythrough\` — it clicks Play itself and needs no one |
257
277
  | "different music", "more epic / chill" | \`--music-prompt\` with the new direction (spends sparks), or \`--music <file>\`; shots keep their beat counts and re-snap |
258
278
  | "no HUD" / "show the HUD" | drop or add \`--ui\` (per shot: \`"ui": false\`) |
259
279
  | "the HUD stutters" / "smoother HUD" | raise \`--ui-keyframe-rate\` on \`make\` or \`render\` (default 30/s; 0 = every change) |
@@ -265,6 +285,25 @@ Then: **quota check** the labels (rule of three, one standing start), render, ex
265
285
  from the changed region, compare with the previous \`-rN\`, deliver the URL.
266
286
  `;
267
287
  }
288
+ /**
289
+ * `<skills dir>/making-a-trailer/references/trailer-craft.md` — the only shipped skill file that is
290
+ * read from disk rather than written as a template literal.
291
+ *
292
+ * It is a shipped asset (`assets/skills/`, listed in package.json's `files`) because two skills
293
+ * need the same bytes: this one, and the monorepo's own `.claude/skills/make-trailer/`, whose copy
294
+ * is a SYMLINK to the asset. Trailer craft is editing knowledge — it says nothing about the CLI, so
295
+ * neither reader owns it and neither can be given an abridgement without going stale against the
296
+ * other. The same reasoning as the repo's `.agents/skills -> ../.claude/skills` link: a link is not
297
+ * a copy, so there is nothing to keep in step and no check to forget to run.
298
+ *
299
+ * Resolved from this module's own location the way `defaultTitleFont` resolves the bundled font:
300
+ * `../../assets/` is the same hop from `src/scaffold/` and from `dist/scaffold/`, so it works run
301
+ * from source and from an installed package alike.
302
+ */
303
+ export function renderTrailerCraftReference() {
304
+ const source = fileURLToPath(new URL('../../assets/skills/trailer-craft.md', import.meta.url));
305
+ return fs.readFileSync(source, 'utf-8');
306
+ }
268
307
  /**
269
308
  * `<skills dir>/publishing-a-game/SKILL.md` — the whole ship-it path, and every way it refuses.
270
309
  *
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;GAqBG;AAEH,OAAO,EAAE,MAAM,SAAS,CAAC;AACzB,OAAO,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAEzC,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;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA4BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;GAYG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6JR,CAAC;AACF,CAAC;AAED;;;;;;;;;;;;;;GAcG;AACH,MAAM,UAAU,2BAA2B;IACzC,MAAM,MAAM,GAAG,aAAa,CAAC,IAAI,GAAG,CAAC,sCAAsC,EAAE,MAAM,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IAC/F,OAAO,EAAE,CAAC,YAAY,CAAC,MAAM,EAAE,OAAO,CAAC,CAAC;AAC1C,CAAC;AAED;;;;;;;;;;GAUG;AACH,MAAM,UAAU,qBAAqB;IACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+HR,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,+BAA+B;IAC7C,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAkER,CAAC;AACF,CAAC"}
@@ -40,8 +40,9 @@ export declare function creatorPromptField(override?: unknown): {
40
40
  /** `body` plus the creator's own words, when the flag was given and telemetry is on. */
41
41
  export declare function withParent(body: Record<string, unknown>): Record<string, unknown>;
42
42
  /**
43
- * The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
44
- * api-server can count "prompts this game was built with" without ever being told the text.
43
+ * The creator's ask as an opaque, stable dedupe key — what a game's "Built with N prompts" is
44
+ * counted on, so the COUNT never depends on storing anybody's words. (The beacon also carries the
45
+ * words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
45
46
  *
46
47
  * The CLI is the ONLY producer of this value. api-server stores it and compares it to other
47
48
  * values from this same function; it never recomputes one from text, so the two sides cannot
@@ -56,3 +57,18 @@ export declare function withParent(body: Record<string, unknown>): Record<string
56
57
  * `--original-prompt` produces — the count is a floor, never an overcount.
57
58
  */
58
59
  export declare function creatorAskDigest(override?: unknown): string | undefined;
60
+ /**
61
+ * The creator's ask as TEXT, bounded for a wire that has a body limit.
62
+ *
63
+ * The beacon carries this so the live-prompts Slack channel can show what an
64
+ * agent is being asked for on the commands that send no prompt anywhere else —
65
+ * `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
66
+ * building a GDK project consists of. api-server posts it and never stores it:
67
+ * the count still runs on {@link creatorAskDigest}, and no prompt text reaches
68
+ * Postgres.
69
+ *
70
+ * Capped by the same rule the digest hashes under, so the two always describe
71
+ * the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
72
+ * every other field here.
73
+ */
74
+ export declare function creatorAskText(override?: unknown): string | undefined;
@@ -52,8 +52,9 @@ export function withParent(body) {
52
52
  return 'creatorPrompt' in field ? { ...body, ...field } : body;
53
53
  }
54
54
  /**
55
- * The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
56
- * api-server can count "prompts this game was built with" without ever being told the text.
55
+ * The creator's ask as an opaque, stable dedupe key — what a game's "Built with N prompts" is
56
+ * counted on, so the COUNT never depends on storing anybody's words. (The beacon also carries the
57
+ * words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
57
58
  *
58
59
  * The CLI is the ONLY producer of this value. api-server stores it and compares it to other
59
60
  * values from this same function; it never recomputes one from text, so the two sides cannot
@@ -68,9 +69,29 @@ export function withParent(body) {
68
69
  * `--original-prompt` produces — the count is a floor, never an overcount.
69
70
  */
70
71
  export function creatorAskDigest(override) {
72
+ const text = creatorAskText(override);
73
+ if (text === undefined)
74
+ return undefined;
75
+ return createHash('sha256').update(text).digest('hex').slice(0, 16);
76
+ }
77
+ /**
78
+ * The creator's ask as TEXT, bounded for a wire that has a body limit.
79
+ *
80
+ * The beacon carries this so the live-prompts Slack channel can show what an
81
+ * agent is being asked for on the commands that send no prompt anywhere else —
82
+ * `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
83
+ * building a GDK project consists of. api-server posts it and never stores it:
84
+ * the count still runs on {@link creatorAskDigest}, and no prompt text reaches
85
+ * Postgres.
86
+ *
87
+ * Capped by the same rule the digest hashes under, so the two always describe
88
+ * the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
89
+ * every other field here.
90
+ */
91
+ export function creatorAskText(override) {
71
92
  const field = creatorPromptField(override);
72
93
  if (!('creatorPrompt' in field))
73
94
  return undefined;
74
- return createHash('sha256').update(field.creatorPrompt.slice(0, MAX_ASK_CHARS)).digest('hex').slice(0, 16);
95
+ return field.creatorPrompt.slice(0, MAX_ASK_CHARS);
75
96
  }
76
97
  //# sourceMappingURL=creator-prompt.js.map