@bitmagic/cli 0.1.65-dev.23 → 0.1.65-dev.3
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 +14 -137
- package/dist/assets/materials.d.ts +0 -9
- package/dist/assets/materials.js +2 -10
- package/dist/assets/materials.js.map +1 -1
- package/dist/cli.d.ts +0 -9
- package/dist/cli.js +0 -2
- package/dist/cli.js.map +1 -1
- package/dist/commands/forge.d.ts +0 -15
- package/dist/commands/forge.js +38 -143
- package/dist/commands/forge.js.map +1 -1
- package/dist/commands/generate.d.ts +13 -31
- package/dist/commands/generate.js +56 -48
- package/dist/commands/generate.js.map +1 -1
- package/dist/commands/trailer.js +1 -1
- package/dist/commands/trailer.js.map +1 -1
- package/dist/editor/animation-preview-page.js +1 -88
- package/dist/editor/animation-preview-page.js.map +1 -1
- package/dist/editor/asset-detail-panel.d.ts +2 -2
- package/dist/editor/asset-detail-panel.js +0 -21
- package/dist/editor/asset-detail-panel.js.map +1 -1
- package/dist/editor/asset-viewer.js +8 -31
- package/dist/editor/asset-viewer.js.map +1 -1
- package/dist/editor/shell-page.js +1 -63
- package/dist/editor/shell-page.js.map +1 -1
- package/dist/forge/run-pipeline.js +1 -5
- package/dist/forge/run-pipeline.js.map +1 -1
- package/dist/forge/stream.d.ts +1 -5
- package/dist/forge/stream.js +0 -4
- package/dist/forge/stream.js.map +1 -1
- package/dist/mobile/asset-hosts.d.ts +9 -7
- package/dist/mobile/asset-hosts.js +16 -7
- package/dist/mobile/asset-hosts.js.map +1 -1
- package/dist/scaffold/blender-level-skill-files.js +2 -3
- package/dist/scaffold/blender-level-skill-files.js.map +1 -1
- package/dist/scaffold/claude-settings.js +0 -4
- package/dist/scaffold/claude-settings.js.map +1 -1
- package/dist/scaffold/project-files.js +12 -18
- package/dist/scaffold/project-files.js.map +1 -1
- package/dist/scaffold/project.js +1 -4
- package/dist/scaffold/project.js.map +1 -1
- package/dist/scaffold/skill-files.d.ts +5 -32
- package/dist/scaffold/skill-files.js +63 -102
- package/dist/scaffold/skill-files.js.map +1 -1
- package/dist/telemetry/creator-prompt.d.ts +2 -18
- package/dist/telemetry/creator-prompt.js +3 -24
- package/dist/telemetry/creator-prompt.js.map +1 -1
- package/dist/telemetry/report.js +16 -31
- package/dist/telemetry/report.js.map +1 -1
- package/package.json +4 -4
- package/assets/skills/trailer-craft.md +0 -180
- package/dist/commands/character.d.ts +0 -18
- package/dist/commands/character.js +0 -268
- package/dist/commands/character.js.map +0 -1
- package/dist/forge/edit-target.d.ts +0 -30
- package/dist/forge/edit-target.js +0 -88
- package/dist/forge/edit-target.js.map +0 -1
- package/dist/forge/prune-store.d.ts +0 -46
- package/dist/forge/prune-store.js +0 -86
- package/dist/forge/prune-store.js.map +0 -1
- package/dist/forge/remote-store.d.ts +0 -36
- package/dist/forge/remote-store.js +0 -113
- package/dist/forge/remote-store.js.map +0 -1
- package/dist/generate/character-body.d.ts +0 -79
- package/dist/generate/character-body.js +0 -100
- package/dist/generate/character-body.js.map +0 -1
- package/dist/project/character-search.d.ts +0 -30
- package/dist/project/character-search.js +0 -82
- package/dist/project/character-search.js.map +0 -1
- package/dist/scaffold/asset-pipeline-skill-files.d.ts +0 -42
- package/dist/scaffold/asset-pipeline-skill-files.js +0 -207
- package/dist/scaffold/asset-pipeline-skill-files.js.map +0 -1
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they stay current with it. Every one is plain markdown at
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\`${PRIMARY_SKILLS_DIR}/<name>/SKILL.md\`, readable whether or not your harness loads skills by
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itself: \`planning-a-game/\` (what to build first), \`finding-engine-apis/\` (engine docs),
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\`generating-assets/\`, \`
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\`
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\`
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\`generating-assets/\`, \`working-with-the-creator/\`, \`theming-the-hud/\`,
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\`publishing-a-game/\`, \`judging-quality/\`, \`checking-usage/\`, \`making-a-trailer/\`,
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\`converting-unity-levels/\`, \`building-levels-in-blender/\`.${mirrorClause}
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\`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
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@@ -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 character
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bitmagic generate character --name guard --prompt "..." [--apply-to-player] [--no-library]
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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]
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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.
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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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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.
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make. \`${PRIMARY_SKILLS_DIR}/generating-assets/SKILL.md\` has the flags, the reference-image rules, what
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to do after a generation, and every way one refuses.
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## Forging a whole level
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terrain, props, spawn points — into \`src/work/world.json\`. \`bitmagic levels list | add | rename
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| set-start | remove\` manages them afterwards (free, local; \`set-start\` picks the boot level). Add
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\`--city\`, \`--dungeon\`, \`--platformer\`, \`--freeform\` or \`--vessel\` (a ship as the level) — at most
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one — for a different kind of place; omit them all for natural terrain. A place designed part by
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whose first section says when that path is yours (a frontier model, Blender installable).
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one — for a different kind of place; omit them all for natural terrain. A place designed part by part — an interior, a station, a stylised set — can
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instead be built in Blender from a script: \`${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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**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\`
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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\`,
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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\` |
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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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| \`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 character
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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 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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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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\`--help\` on any subcommand lists its full flags.
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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
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|
package/dist/scaffold/project.js
CHANGED
|
@@ -3,8 +3,7 @@ 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,
|
|
7
|
-
import { renderAssetPipelinesSkill } from './asset-pipeline-skill-files.js';
|
|
6
|
+
import { renderCreatorCollaborationSkill, renderPublishingSkill, renderKiroSteering, renderSkillsReadme, renderTrailerSkill, } from './skill-files.js';
|
|
8
7
|
import { renderUnityLevelsSkill, renderUnityLevelsTrapsReference, renderUnityLevelsFbxReference, renderUnityLevelsPhysicsReference, renderUnityLevelsVerificationReference, } from './unity-skill-files.js';
|
|
9
8
|
import { renderBlenderLevelsSkill, renderBlenderConventionsReference, renderBlenderAuditsReference, renderBlenderPassesReference, renderBlenderEngineHandoffReference, } from './blender-level-skill-files.js';
|
|
10
9
|
import { ALWAYS_AGENTS, dedupeAgents, skillDirsFor } from './agent-targets.js';
|
|
@@ -164,14 +163,12 @@ export function writeProjectFile(root, relativePath, contents) {
|
|
|
164
163
|
export const SHIPPED_SKILLS = [
|
|
165
164
|
['README.md', renderSkillsReadme],
|
|
166
165
|
['generating-assets/SKILL.md', renderGenerateSkill],
|
|
167
|
-
['choosing-asset-pipelines/SKILL.md', renderAssetPipelinesSkill],
|
|
168
166
|
['planning-a-game/SKILL.md', renderPlanningSkill],
|
|
169
167
|
['finding-engine-apis/SKILL.md', renderEngineApiSkill],
|
|
170
168
|
['checking-usage/SKILL.md', renderUsageSkill],
|
|
171
169
|
['judging-quality/SKILL.md', renderJudgeSkill],
|
|
172
170
|
['theming-the-hud/SKILL.md', renderThemingSkill],
|
|
173
171
|
['making-a-trailer/SKILL.md', renderTrailerSkill],
|
|
174
|
-
['making-a-trailer/references/trailer-craft.md', renderTrailerCraftReference],
|
|
175
172
|
['publishing-a-game/SKILL.md', renderPublishingSkill],
|
|
176
173
|
['working-with-the-creator/SKILL.md', renderCreatorCollaborationSkill],
|
|
177
174
|
['converting-unity-levels/SKILL.md', renderUnityLevelsSkill],
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"project.js","sourceRoot":"","sources":["../../src/scaffold/project.ts"],"names":[],"mappings":"AAAA,OAAO,KAAK,EAAE,MAAM,IAAI,CAAC;AACzB,OAAO,KAAK,IAAI,MAAM,MAAM,CAAC;AAE7B,OAAO,EAAE,QAAQ,EAAE,MAAM,cAAc,CAAC;AACxC,OAAO,EAAE,cAAc,EAAE,MAAM,cAAc,CAAC;AAC9C,OAAO,EACL,iBAAiB,EACjB,cAAc,EACd,eAAe,EACf,gBAAgB,EAChB,uBAAuB,EACvB,iCAAiC,EACjC,eAAe,EACf,kBAAkB,EAClB,cAAc,EACd,kBAAkB,EAClB,cAAc,EACd,gBAAgB,EAChB,kBAAkB,EAClB,mBAAmB,EACnB,mBAAmB,EACnB,oBAAoB,EACpB,gBAAgB,GAGjB,MAAM,oBAAoB,CAAC;AAC5B,OAAO,EACL,+BAA+B,EAC/B,qBAAqB,EACrB,kBAAkB,EAClB,kBAAkB,EAClB,kBAAkB,
|
|
1
|
+
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@@ -11,14 +11,6 @@
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11
11
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* `project-files.test.ts` enforces the frontmatter (name == directory) and that AGENTS.md names
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12
12
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* every shipped skill. The same template-literal rule applies: the markdown is full of backticks,
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13
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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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15
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* One renderer here breaks the template-literal rule on purpose: `renderTrailerCraftReference`
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* reads `assets/skills/trailer-craft.md`, because that file is the SOURCE OF TRUTH for trailer
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* craft in two places at once — the skill scaffolded into a creator's project, and the monorepo's
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18
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* own `make-trailer` skill, which symlinks to the same file. Craft is the half of trailer guidance
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* that is not about commands, so both readers need all of it and neither owns it; a second copy
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20
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* would drift the moment either was edited, and the drift is silent (both files still look like
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21
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* guidance). A shipped asset is the only shape that lets a symlink do the sharing.
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22
14
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*/
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15
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import type { SkillRenderContext } from './project-files.js';
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16
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/**
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@@ -48,32 +40,13 @@ export declare function renderSkillsReadme({ skillsDir, skillDirs }: SkillRender
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48
40
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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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49
41
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* cut watchable.
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50
42
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*
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51
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-
* Two kinds of knowledge live here on purpose
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*
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-
*
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54
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-
*
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55
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-
*
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56
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-
* (\`renderTrailerCraftReference\`) because it is longer than the flow and read once per trailer
|
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57
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* rather than once per command. The tuning table at the end is the part the creator actually
|
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58
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-
* experiences: a prompt in, a shots.json edit out, one command to see it.
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43
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+
* Two kinds of knowledge live here on purpose. The FLOW (record → make → look → publish) is plain
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44
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+
* command routing an agent could read off \`--help\`. The CRAFT — ordering, pacing, the five variety
|
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45
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+
* axes, the selection rules the repo's own trailer reviews paid for — is not derivable from any
|
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46
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+
* command, and without it the agent's "tuning" is random. The tuning table at the end is the part
|
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47
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+
* the creator actually experiences: a prompt in, a shots.json edit out, one command to see it.
|
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59
48
|
*/
|
|
60
49
|
export declare function renderTrailerSkill(): string;
|
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61
|
-
/**
|
|
62
|
-
* `<skills dir>/making-a-trailer/references/trailer-craft.md` — the only shipped skill file that is
|
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63
|
-
* read from disk rather than written as a template literal.
|
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64
|
-
*
|
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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
|
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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
|
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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.
|
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71
|
-
*
|
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72
|
-
* Resolved from this module's own location the way `defaultTitleFont` resolves the bundled font:
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73
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## Craft — read before touching the cut
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**Order: Genre → Hook → Anchors → Content.** The first 1–2 shots must say what kind of game this
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anchors people expect from the genre; breadth (levels, modes) comes last.
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**Pacing.** Shots run 1.5–3 s for arcade action, with a few longer holds where one continuous
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action is the payoff. Vary lengths (2, 3, 4, 6 beats); do not cut on every beat — let a musical
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again. 30–45 s total. More cutting is not better editing: if one take shows the whole stunt,
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keep the take.
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**Variety, five axes** — audit the labels in shots.json top to bottom, repetition shows in text
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(camera distance and framing), energy (intense vs quiet), pacing (section tempo), shot length.
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**Text.** End card only, unless the footage cannot say it. ≤ 6 words, evocative verbs, sounds
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## Selection rules this project already paid for
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- **Never slow motion.** On gameplay footage it reads as a low framerate. \`speed\` is 1.0.
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- **Numbers are not interest.** A high \`impactSpeed\` is often a car dead against a wall — the
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- **Low speed can BE the drama.** Wheelspin recoveries, plowing back onto the track, being
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overtaken while struggling — often the best clips, and they score near zero.
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- **"Some shots of X" means a few.** One standing start is an opener; five is a broken trailer.
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| "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 |
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| "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 |
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| "I can't play right now", "you do it", nobody available | \`record --flythrough\` — it clicks Play itself and needs no one |
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| "different music", "more epic / chill" | \`--music-prompt\` with the new direction (spends sparks), or \`--music <file>\`; shots keep their beat counts and re-snap |
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| "the HUD stutters" / "smoother HUD" | raise \`--ui-keyframe-rate\` on \`make\` or \`render\` (default 30/s; 0 = every change) |
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from the changed region, compare with the previous \`-rN\`, deliver the URL.
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`;
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/**
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* read from disk rather than written as a template literal.
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* It is a shipped asset (`assets/skills/`, listed in package.json's `files`) because two skills
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* need the same bytes: this one, and the monorepo's own `.claude/skills/make-trailer/`, whose copy
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* is a SYMLINK to the asset. Trailer craft is editing knowledge — it says nothing about the CLI, so
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* neither reader owns it and neither can be given an abridgement without going stale against the
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* other. The same reasoning as the repo's `.agents/skills -> ../.claude/skills` link: a link is not
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*/
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export function renderTrailerCraftReference() {
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const source = fileURLToPath(new URL('../../assets/skills/trailer-craft.md', import.meta.url));
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return fs.readFileSync(source, 'utf-8');
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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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|
|
|
1
|
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{"version":3,"file":"skill-files.js","sourceRoot":"","sources":["../../src/scaffold/skill-files.ts"],"names":[],"mappings":"AAAA
|
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{"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;;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BZ,CAAC;AACF,CAAC;AAED;;;;;;;;;GASG;AACH,MAAM,UAAU,kBAAkB;IAChC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAuJR,CAAC;AACF,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"}
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@@ -40,9 +40,8 @@ export declare function creatorPromptField(override?: unknown): {
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/** `body` plus the creator's own words, when the flag was given and telemetry is on. */
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export declare function withParent(body: Record<string, unknown>): Record<string, unknown>;
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/**
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* The creator's ask as an opaque, stable dedupe key — what
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*
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* words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
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* The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
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* api-server can count "prompts this game was built with" without ever being told the text.
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*
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* The CLI is the ONLY producer of this value. api-server stores it and compares it to other
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* values from this same function; it never recomputes one from text, so the two sides cannot
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@@ -57,18 +56,3 @@ export declare function withParent(body: Record<string, unknown>): Record<string
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* `--original-prompt` produces — the count is a floor, never an overcount.
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*/
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export declare function creatorAskDigest(override?: unknown): string | undefined;
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/**
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* The creator's ask as TEXT, bounded for a wire that has a body limit.
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*
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* The beacon carries this so the live-prompts Slack channel can show what an
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* agent is being asked for on the commands that send no prompt anywhere else —
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* `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
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* building a GDK project consists of. api-server posts it and never stores it:
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* the count still runs on {@link creatorAskDigest}, and no prompt text reaches
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* Postgres.
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*
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* Capped by the same rule the digest hashes under, so the two always describe
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* the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
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* every other field here.
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*/
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export declare function creatorAskText(override?: unknown): string | undefined;
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@@ -52,9 +52,8 @@ export function withParent(body) {
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return 'creatorPrompt' in field ? { ...body, ...field } : body;
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}
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/**
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* The creator's ask as an opaque, stable dedupe key — what
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*
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* words themselves in {@link creatorAskText}, for a channel that shows them and stores nothing.)
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* The creator's ask as an opaque, stable dedupe key — what the command beacon sends so
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56
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* api-server can count "prompts this game was built with" without ever being told the text.
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*
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* The CLI is the ONLY producer of this value. api-server stores it and compares it to other
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* values from this same function; it never recomputes one from text, so the two sides cannot
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@@ -69,29 +68,9 @@ export function withParent(body) {
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* `--original-prompt` produces — the count is a floor, never an overcount.
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*/
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export function creatorAskDigest(override) {
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const text = creatorAskText(override);
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if (text === undefined)
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return undefined;
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return createHash('sha256').update(text).digest('hex').slice(0, 16);
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}
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/**
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* The creator's ask as TEXT, bounded for a wire that has a body limit.
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*
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* The beacon carries this so the live-prompts Slack channel can show what an
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* agent is being asked for on the commands that send no prompt anywhere else —
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* `build`, `verify`, `dev`, `reload`, `publish` — which are most of what
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83
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* building a GDK project consists of. api-server posts it and never stores it:
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* the count still runs on {@link creatorAskDigest}, and no prompt text reaches
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* Postgres.
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*
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* Capped by the same rule the digest hashes under, so the two always describe
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* the same words. `DO_NOT_TRACK` drops it upstream in `beginCommand`, like
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* every other field here.
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*/
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export function creatorAskText(override) {
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const field = creatorPromptField(override);
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if (!('creatorPrompt' in field))
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return undefined;
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return field.creatorPrompt.slice(0, MAX_ASK_CHARS);
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return createHash('sha256').update(field.creatorPrompt.slice(0, MAX_ASK_CHARS)).digest('hex').slice(0, 16);
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}
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//# sourceMappingURL=creator-prompt.js.map
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