@maka/maka-cli 5.137.0 → 5.138.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bundle/typescript/package.json +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/game.js +15 -4
- package/bundle/typescript/src/commands/game/sideQuest/headless.js +17 -2
- package/bundle/typescript/src/commands/game/sideQuest/utilities/condition-report.js +40 -14
- package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +31 -0
- package/package.json +1 -1
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@@ -1,6 +1,6 @@
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{
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"name": "@maka/maka-cli",
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"version": "5.
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"version": "5.138.0",
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"type": "module",
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"summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
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"description": "A command line tool for scaffolding Meteor 3.x applications using React.",
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@@ -2341,7 +2341,17 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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static HOME_DIRECTION_PRIORITY = [
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Direction.DOWN, Direction.UP, Direction.SOUTH, Direction.NORTH, Direction.EAST, Direction.WEST,
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];
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-
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/**
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* IN-PROCESS CONDITION REPORTING (2026-09-07): a site-hosted headless
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* session hands this in so `onConditionChanged` below can skip HubLink
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* entirely -- see condition-report.ts's `ConditionSink` doc comment for
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* why this lives on the instance rather than as module state. Absent
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* for the interactive CLI, which keeps today's HubLink/DDP behavior
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* unchanged.
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*/
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_conditionSink;
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constructor(player, sceneSeed, conditionSink) {
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this._conditionSink = conditionSink;
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this.player = player;
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this.sceneSeed = sceneSeed;
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this.initialized = false;
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@@ -2356,11 +2366,12 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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return;
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// Checked HERE too, before the import -- a dynamic import after a
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// Jest file's teardown is itself the failure, so the gate cannot
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// live only on the far side of one.
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// live only on the far side of one. Irrelevant when a conditionSink
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// is wired (no DDP hop for that path to silence).
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if (!this._conditionSink && process.env.MAKA_NO_DDP === '1')
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return;
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void import('./utilities/condition-report.js')
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.then(m => m.reportConditionSoon(this.player))
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.then(m => m.reportConditionSoon(this.player, this._conditionSink))
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.catch(() => undefined);
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};
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// A ROOM CHANGE IS A SAVE BEAT (player request 2026-09-02): where you
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@@ -18,6 +18,7 @@ import { currentSession, runInSession } from './utilities/session-context.js';
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import { restorePlayer, serializePlayer } from './utilities/persistence.js';
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import { renderMapViewport, mapCaption } from './utilities/map-view.js';
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import { renderRoomLayoutCompact, crewOfTable, roomCaption } from './utilities/room-view.js';
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import { serializeRoomGrid } from './utilities/room-grid.js';
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import { entrySpotFor, spotOf } from './utilities/spots.js';
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import { equipIntoEmptySlots } from './archetypes.js';
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/**
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@@ -191,7 +192,7 @@ export async function createHeadlessSession(opts) {
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const ctx = { sessionId: opts.sessionId, logger };
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return runInSession(ctx, async () => {
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const primary = buildPlayerFromSave(opts.players[0]);
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const game = new Game(primary, opts.seed);
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const game = new Game(primary, opts.seed, opts.conditionSink);
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// The run's tier, stated rather than defaulted -- see
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// HeadlessOptions.tier and Game.tier.
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if (typeof opts.tier === 'number')
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@@ -325,7 +326,21 @@ export async function createHeadlessSession(opts) {
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if (roomLines.length > 0) {
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roomLines.push(mapCaption(roomCaption(here, p)));
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}
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-
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// STRUCTURED ROOM GEOMETRY, ADDITIVE (2026-09-07): the ASCII
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// above stays the log-adjacent text every consumer already
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// reads; a browser client wanting the site's real SVG DotMap
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// instead reads `data.grid` off this SAME event -- no new
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// event kind, no publication change (GameEvent.data already
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// round-trips end to end). ensureGrid() always synthesizes now
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// ("EVERY ROOM IS MATRIXED", room.ts:357-370, the 2026-08-25
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// ruling that retired the spotless-room compat gap) -- the
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// `undefined` in its return type is a vestige, kept guarded
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// here anyway rather than asserted, since a decoration must
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// never take down the room push (same reasoning as the
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// try/catch this sits inside).
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const grid = here.ensureGrid();
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const data = grid ? { grid: serializeRoomGrid(grid, here.name) } : undefined;
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logger.system(roomLines.join('\n'), { actor: p.name }, 'room', data);
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}
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catch (err) {
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logger.write(`Room overlay render failed for ${p.name} in ${here.name}: ${err instanceof Error ? err.stack ?? err.message : String(err)}`);
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@@ -18,7 +18,24 @@ import { hostLabel } from './grid-names.js';
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* storm into a single report of where the monitors LANDED.
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*/
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const COALESCE_MS = 250;
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/**
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* KEYED PER PLAYER, NOT A SINGLE SLOT (fixed 2026-09-07 alongside the
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* ConditionSink work above). A lone real terminal process only ever
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* calls this for its own primary, so a single `pending` variable never
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* showed a problem: every arm captured the SAME player object, and
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* reading its state at fire time was always correct regardless of which
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* call armed the timer. That stops being true the moment more than one
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* `Game` can be reporting condition in the same process -- exactly what
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* ConditionSink exists for. With one shared slot, a second session's
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* mutation arriving while the first session's beat is still gathering
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* hit `if (pending) return` and vanished silently: not delayed, not
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* coalesced into the wrong report -- simply never sent, for that
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* session, for that beat. Keying the map on the Player instance gives
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* each session (each primary Player is a distinct object) its own
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* independent 250ms coalescing window, with no change to the
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* single-session behavior this always had.
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*/
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const pendingByPlayer = new WeakMap();
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/** The method name is the server's -- co-owned; do not rename alone. */
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export const REPORT_METHOD = 'characterSheet.reportCondition';
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/**
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catch { /* no session */ }
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}
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}
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export function reportConditionSoon(player) {
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export function reportConditionSoon(player, sink) {
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// Before the TIMER, not just before the call: a scheduled beat firing
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// after a Jest file finished lazy-imported into a torn-down
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// environment and failed CI with every test green (2026-09-01). Under
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// MAKA_NO_DDP nothing is armed at all -- the same switch the whole
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// live layer honors.
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// live layer honors. Irrelevant to a caller-supplied sink: there is no
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// DDP hop to silence when reporting stays in-process.
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if (!sink && process.env.MAKA_NO_DDP === '1')
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return;
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if (
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return; // a beat is already gathering
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if (pendingByPlayer.has(player))
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return; // a beat is already gathering for THIS player
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const timer = setTimeout(() => {
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pendingByPlayer.delete(player);
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void (async () => {
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const [{
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import('./shared-run.js'),
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const [{ saveSlug }, { arSightUp }] = await Promise.all([
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import('./persistence.js'),
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import('./ar.js'),
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]);
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// beat fires next. All read at FIRE time, like position.
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const report = buildConditionReport(player, { saveSlug, arSightUp });
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noteRoster(report);
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if (sink) {
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// IN-PROCESS: no HubLink, no MAKA_NO_DDP gate, no version-skew
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// retry -- the engine module and its caller are always the same
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// deployed version here (see ConditionSink's doc comment).
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await sink(report);
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return;
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}
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const { HubLink } = await import('./shared-run.js');
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try {
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await HubLink.call(REPORT_METHOD, report);
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}
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noteRefusal(err instanceof Error ? err.message : String(err));
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});
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}, COALESCE_MS);
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pendingByPlayer.set(player, timer);
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timer.unref?.();
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}
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/** Test seam: is a beat currently gathering? */
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export function conditionReportPending() {
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return
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/** Test seam: is a beat currently gathering for this player? */
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export function conditionReportPending(player) {
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return pendingByPlayer.has(player);
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}
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//# sourceMappingURL=condition-report.js.map
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// the module doc); Room.ensureGrid queries this cell by that same
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// string. A rename on either side must update both.
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export const OPEN_FLOOR_NAME = 'open floor';
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/** Flattens a live IRoomGrid's Maps into ISerializedRoomGrid. Spots ship
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* UNFILTERED (the caller resolves actor positions against the full
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* list, open floor included -- see room-view.ts's seatingIn); only the
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* DRAWN footprints skip the open-floor anchor, matching the site's own
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* filter. */
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export function serializeRoomGrid(grid, roomName) {
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const spots = [...grid.spotCells.entries()].map(([name, c]) => ({
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name, x: c.x, y: c.y, z: c.z,
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}));
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const doors = [...grid.exitCells.entries()].map(([dir, c]) => ({
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dir: String(dir), x: c.x, y: c.y, z: c.z,
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}));
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const footprints = [...grid.spotFootprints.entries()]
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.filter(([name]) => name !== OPEN_FLOOR_NAME)
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.map(([name, cells]) => ({
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name,
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cells: cells.map(c => ({ x: c.x, y: c.y, z: c.z })),
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}));
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const vertical = [...grid.vertical.entries()].map(([cellKey, link]) => {
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const [x, y, z] = cellKey.split(',').map(Number);
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return { kind: link.kind, x, y, z };
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});
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return {
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name: roomName,
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dims: { x: grid.dims.x, y: grid.dims.y, z: grid.dims.z },
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spots,
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doors,
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footprints,
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vertical,
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};
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}
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function clamp(n, lo, hi) { return Math.max(lo, Math.min(hi, n)); }
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function jitter(rng) { return Math.floor(rng() * 3) - 1; }
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function chebyshev(a, b) { return Math.max(Math.abs(a.x - b.x), Math.abs(a.y - b.y)); }
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package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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{
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"name": "@maka/maka-cli",
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"version": "5.
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"version": "5.138.0",
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"type": "module",
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"summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
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"description": "A command line tool for scaffolding Meteor 3.x applications using React.",
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