@maka/maka-cli 5.137.0 → 5.139.0

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.
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@maka/maka-cli",
3
- "version": "5.137.0",
3
+ "version": "5.139.0",
4
4
  "type": "module",
5
5
  "summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
6
6
  "description": "A command line tool for scaffolding Meteor 3.x applications using React.",
@@ -0,0 +1,88 @@
1
+ import { Command } from './command.js';
2
+ import { hint } from '../utilities/hints.js';
3
+ import { fuzzyPickName } from '../utilities/fuzzy-match.js';
4
+ import { NUDGES_TO_SKIP } from '../utilities/combat-turn.js';
5
+ /**
6
+ * NUDGE -- the table's answer to a runner who is holding the Action
7
+ * Phase and has gone quiet (project owner, 2026-09-07: "three nudges
8
+ * skips the player being nudged").
9
+ *
10
+ * Since the Combat Turn (utilities/combat-turn.ts) a human's phase
11
+ * waits for "end turn", and since the autopilot went (v5.136.0)
12
+ * nothing plays a phase for anyone. On a shared run that leaves one
13
+ * hole: a human who walks away mid-phase stalls the whole table. There
14
+ * is deliberately no clock -- a timer skips the player who was reading
15
+ * the rules -- so the escape is the table's: every nudge tells the
16
+ * nudged runner, in their own log, that people are waiting; the third
17
+ * nudge on one phase ends it for them, whatever they had left forfeit,
18
+ * exactly as "end turn" with nothing spent (SR5 p.158-159; the book
19
+ * gives no refund). The count is the phase's (CombatEncounter.noteNudge)
20
+ * and starts over the next time they act.
21
+ *
22
+ * Off the phase, or out of a fight, a nudge is a tap on the shoulder
23
+ * only the nudged runner sees. Human-only: an NPC acts by rule on its
24
+ * own phase and must never be able to skip a human's.
25
+ */
26
+ export class NudgeCommand extends Command {
27
+ static verb = 'nudge';
28
+ static humanOnly = true;
29
+ static description = 'Prod another runner on a shared run: "nudge <name>". If they are holding the Action Phase, that tells them the table is waiting -- the third nudge on one phase ends it for them, whatever is unspent forfeit, the same as "end turn" with nothing spent. Off the phase, or out of a fight, it is a tap on the shoulder only they see. "initiative" names who is holding the phase.';
30
+ /** The scene's other humans -- the only legal targets. */
31
+ others() {
32
+ return this.scene.getPlayers().filter(p => p !== this.actor);
33
+ }
34
+ async execute(args = []) {
35
+ if (!this.scene.isHumanControlled(this.actor))
36
+ return '';
37
+ const me = this.actor;
38
+ const query = (args ?? []).join(' ').trim();
39
+ const others = this.others();
40
+ if (others.length === 0) {
41
+ return `You're running this one alone -- there's nobody to nudge.${hint(` (Seat a table with "crew hire"; "nudge" is for a shared run.)`)}`;
42
+ }
43
+ if (!query) {
44
+ return `Nudge who? ${others.map(p => p.name).join(', ')}. Usage: "nudge <runner>".`;
45
+ }
46
+ if (query.toLowerCase() === me.name.toLowerCase()) {
47
+ return `Nudging yourself moves nothing. If it's your phase, act -- or "end turn".`;
48
+ }
49
+ const picked = fuzzyPickName(query, others.map(p => p.name));
50
+ const target = picked ? others.find(p => p.name === picked) : undefined;
51
+ if (!target) {
52
+ return `No runner on this job answers to "${query}". Out here with you: ${others.map(p => p.name).join(', ')}. (An NPC acts by rule on its own phase -- nothing to nudge there.)`;
53
+ }
54
+ if (this.scene.getKnockout?.(target.name)) {
55
+ return `${target.name} is out cold -- no nudge reaches them.`;
56
+ }
57
+ const enc = this.scene.encounterFor?.(target);
58
+ const count = enc?.noteNudge(target);
59
+ if (count === undefined) {
60
+ // A TAP ON THE SHOULDER, seen by them alone -- the same per-human
61
+ // scope beginPhase uses for the cyan "your Action Phase" line.
62
+ this.logger.log(`{yellow-fg}${me.name} nudges you.{/yellow-fg}`, { actor: target.name });
63
+ this.logger.write(`${me.name} nudged ${target.name} (no phase to count against).`);
64
+ const holder = enc?.phaseActor;
65
+ const aside = enc && holder && holder !== target
66
+ ? ` It isn't ${target.name}'s Action Phase -- ${holder === me ? `it's yours` : `${holder.name} is holding it`}.`
67
+ : '';
68
+ return `You nudge ${target.name}.${aside}`;
69
+ }
70
+ const room = target.currentLocation;
71
+ if (count >= NUDGES_TO_SKIP) {
72
+ // THE SKIP. Logged, not returned: the phases that follow announce
73
+ // themselves while this command is still running (end-turn.ts has
74
+ // the same note), and a return value would land under them.
75
+ this.logger.log(`{yellow-fg}${target.name}'s Action Phase is skipped -- nudged ${NUDGES_TO_SKIP} times; whatever they had left is forfeit.{/yellow-fg}`, { room: room.name });
76
+ this.logger.write(`${me.name}'s nudge #${count} skips ${target.name}'s Action Phase.`);
77
+ await enc.endPhase(target);
78
+ return '';
79
+ }
80
+ this.logger.log(`{yellow-fg}${me.name} nudges you -- the table is waiting on your Action Phase (${count}/${NUDGES_TO_SKIP}; ${NUDGES_TO_SKIP} and it is skipped). "end turn" when you're done.{/yellow-fg}`, { actor: target.name });
81
+ this.logger.log(`${me.name} nudges ${target.name} (${count}/${NUDGES_TO_SKIP}).`, { room: room.name });
82
+ this.logger.write(`${me.name} nudged ${target.name} (${count}/${NUDGES_TO_SKIP}).`);
83
+ // The room line above already reached the nudger when they share the
84
+ // room; from elsewhere they get the summary instead.
85
+ return me.currentLocation === room ? '' : `You nudge ${target.name} (${count}/${NUDGES_TO_SKIP}).`;
86
+ }
87
+ }
88
+ //# sourceMappingURL=nudge.js.map
@@ -384,5 +384,9 @@
384
384
  // arrival. During a live encounter the ephemeral governor, open-floor
385
385
  // re-seating and doorway yielding are frozen: nobody moves off the
386
386
  // player's keystrokes. bluff/persuade wins clear the hostile flag.
387
- export const ENGINE_VERSION = '1.42.0';
387
+ // 1.43.0 (2026-09-07): NUDGE. New verb in shared scenes: "nudge <runner>"
388
+ // tells a human holding the Action Phase that the table is waiting; the
389
+ // third nudge on one phase ends it for them (forfeit, as "end turn" with
390
+ // nothing spent). Off the phase it is a private tap on the shoulder.
391
+ export const ENGINE_VERSION = '1.43.0';
388
392
  //# sourceMappingURL=engine-version.js.map
@@ -80,6 +80,7 @@ import { InitiativeCommand } from './commands/initiative.js';
80
80
  import { AimCommand } from './commands/aim.js';
81
81
  import { DefendCommand } from './commands/defend.js';
82
82
  import { DelayCommand } from './commands/delay.js';
83
+ import { NudgeCommand } from './commands/nudge.js';
83
84
  import { SpellsCommand } from './commands/spells.js';
84
85
  import { InventoryCommand } from './commands/inv.js';
85
86
  import { EquipmentCommand } from './commands/equipment.js';
@@ -2341,7 +2342,17 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
2341
2342
  static HOME_DIRECTION_PRIORITY = [
2342
2343
  Direction.DOWN, Direction.UP, Direction.SOUTH, Direction.NORTH, Direction.EAST, Direction.WEST,
2343
2344
  ];
2344
- constructor(player, sceneSeed) {
2345
+ /**
2346
+ * IN-PROCESS CONDITION REPORTING (2026-09-07): a site-hosted headless
2347
+ * session hands this in so `onConditionChanged` below can skip HubLink
2348
+ * entirely -- see condition-report.ts's `ConditionSink` doc comment for
2349
+ * why this lives on the instance rather than as module state. Absent
2350
+ * for the interactive CLI, which keeps today's HubLink/DDP behavior
2351
+ * unchanged.
2352
+ */
2353
+ _conditionSink;
2354
+ constructor(player, sceneSeed, conditionSink) {
2355
+ this._conditionSink = conditionSink;
2345
2356
  this.player = player;
2346
2357
  this.sceneSeed = sceneSeed;
2347
2358
  this.initialized = false;
@@ -2356,11 +2367,12 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
2356
2367
  return;
2357
2368
  // Checked HERE too, before the import -- a dynamic import after a
2358
2369
  // Jest file's teardown is itself the failure, so the gate cannot
2359
- // live only on the far side of one.
2360
- if (process.env.MAKA_NO_DDP === '1')
2370
+ // live only on the far side of one. Irrelevant when a conditionSink
2371
+ // is wired (no DDP hop for that path to silence).
2372
+ if (!this._conditionSink && process.env.MAKA_NO_DDP === '1')
2361
2373
  return;
2362
2374
  void import('./utilities/condition-report.js')
2363
- .then(m => m.reportConditionSoon(this.player))
2375
+ .then(m => m.reportConditionSoon(this.player, this._conditionSink))
2364
2376
  .catch(() => undefined);
2365
2377
  };
2366
2378
  // A ROOM CHANGE IS A SAVE BEAT (player request 2026-09-02): where you
@@ -2542,6 +2554,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
2542
2554
  CommandFactory.registerCommand('aim', AimCommand);
2543
2555
  CommandFactory.registerCommand('defend', DefendCommand);
2544
2556
  CommandFactory.registerCommand('delay', DelayCommand);
2557
+ CommandFactory.registerCommand('nudge', NudgeCommand);
2545
2558
  // 'train' used to alias advance; it belongs to crew instruction now
2546
2559
  // (commands/crew.ts) -- self-training is "advance".
2547
2560
  CommandFactory.registerCommand('advance', AdvanceCommand);
@@ -6029,7 +6042,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
6029
6042
  static HELP_CATEGORIES = [
6030
6043
  { title: 'moving', entries: [['look'], ['go'], ['move', 'walk', 'approach'], ['run'], ['sprint'], ['climb', 'mantle', 'scale', 'clamber'], ['descend'], ['sit', 'kneel'], ['lie', 'prone'], ['stand'], ['follow'], ['unfollow'], ['map', 'exits'], ['search'], ['sneak']] },
6031
6044
  { title: 'gear', entries: [['inv', 'inventory'], ['equipment', 'eq'], ['take'], ['loot'], ['drop'], ['give'], ['store'], ['open'], ['close'], ['put'], ['equip'], ['unequip'], ['fit'], ['unfit'], ['brandish', 'draw'], ['holster'], ['reload'], ['use'], ['read']] },
6032
- { title: 'combat', entries: [['attack'], ['kill'], ['subdue'], ['grapple', 'restrain', 'clinch'], ['struggle'], ['release'], ['cover'], ['aim'], ['defend'], ['delay'], ['end-turn', 'endturn', 'done', 'pass'], ['initiative', 'tracker', 'turn'], ['stance'], ['surrender'], ['edge'], ['rest'], ['heal', 'firstaid', 'bandage', 'patch']] },
6045
+ { title: 'combat', entries: [['attack'], ['kill'], ['subdue'], ['grapple', 'restrain', 'clinch'], ['struggle'], ['release'], ['cover'], ['aim'], ['defend'], ['delay'], ['end-turn', 'endturn', 'done', 'pass'], ['initiative', 'tracker', 'turn'], ['nudge'], ['stance'], ['surrender'], ['edge'], ['rest'], ['heal', 'firstaid', 'bandage', 'patch']] },
6033
6046
  // The party layer: everyone who walks (or flies, or manifests) at
6034
6047
  // your side answers to these.
6035
6048
  // "players" folded back under crew after playtesting ("crew
@@ -18,6 +18,7 @@ import { currentSession, runInSession } from './utilities/session-context.js';
18
18
  import { restorePlayer, serializePlayer } from './utilities/persistence.js';
19
19
  import { renderMapViewport, mapCaption } from './utilities/map-view.js';
20
20
  import { renderRoomLayoutCompact, crewOfTable, roomCaption } from './utilities/room-view.js';
21
+ import { serializeRoomGrid } from './utilities/room-grid.js';
21
22
  import { entrySpotFor, spotOf } from './utilities/spots.js';
22
23
  import { equipIntoEmptySlots } from './archetypes.js';
23
24
  /**
@@ -191,7 +192,7 @@ export async function createHeadlessSession(opts) {
191
192
  const ctx = { sessionId: opts.sessionId, logger };
192
193
  return runInSession(ctx, async () => {
193
194
  const primary = buildPlayerFromSave(opts.players[0]);
194
- const game = new Game(primary, opts.seed);
195
+ const game = new Game(primary, opts.seed, opts.conditionSink);
195
196
  // The run's tier, stated rather than defaulted -- see
196
197
  // HeadlessOptions.tier and Game.tier.
197
198
  if (typeof opts.tier === 'number')
@@ -325,7 +326,21 @@ export async function createHeadlessSession(opts) {
325
326
  if (roomLines.length > 0) {
326
327
  roomLines.push(mapCaption(roomCaption(here, p)));
327
328
  }
328
- logger.system(roomLines.join('\n'), { actor: p.name }, 'room');
329
+ // STRUCTURED ROOM GEOMETRY, ADDITIVE (2026-09-07): the ASCII
330
+ // above stays the log-adjacent text every consumer already
331
+ // reads; a browser client wanting the site's real SVG DotMap
332
+ // instead reads `data.grid` off this SAME event -- no new
333
+ // event kind, no publication change (GameEvent.data already
334
+ // round-trips end to end). ensureGrid() always synthesizes now
335
+ // ("EVERY ROOM IS MATRIXED", room.ts:357-370, the 2026-08-25
336
+ // ruling that retired the spotless-room compat gap) -- the
337
+ // `undefined` in its return type is a vestige, kept guarded
338
+ // here anyway rather than asserted, since a decoration must
339
+ // never take down the room push (same reasoning as the
340
+ // try/catch this sits inside).
341
+ const grid = here.ensureGrid();
342
+ const data = grid ? { grid: serializeRoomGrid(grid, here.name) } : undefined;
343
+ logger.system(roomLines.join('\n'), { actor: p.name }, 'room', data);
329
344
  }
330
345
  catch (err) {
331
346
  logger.write(`Room overlay render failed for ${p.name} in ${here.name}: ${err instanceof Error ? err.stack ?? err.message : String(err)}`);
@@ -1,6 +1,71 @@
1
1
  import { rollInitiativeScore, formatInitiative, INITIATIVE_PASS_DROP, rollPool, formatRoll } from './dice.js';
2
2
  import { ActionBudget } from './action-budget.js';
3
3
  import { runNpcActionPhase } from './npc-combat-brain.js';
4
+ /**
5
+ * THE COMBAT TURN (SR5 p.158-161, RAG-checked 2026-09-06).
6
+ *
7
+ * This engine used to resolve a fight as EXCHANGES: one typed "attack"
8
+ * rolled a two-actor initiative, both sides struck, and a >10 gap bought
9
+ * one extra strike. That was the closest thing it had to the book's
10
+ * turn, and combat-exchange.ts said so. What it could never express was
11
+ * the thing the book is built on -- a sequence of Action Phases in
12
+ * which every participant spends a budget of actions, in an order the
13
+ * dice decided, until nobody has Initiative Score left.
14
+ *
15
+ * The sequence, as the book gives it:
16
+ * 1. ROLL INITIATIVE: Initiative attribute + Initiative Dice, summed
17
+ * (p.159). Highest acts first; ties break Edge, Reaction,
18
+ * Intuition, coin (p.159 "ERIC").
19
+ * 2-4. INITIATIVE PASS: each participant, highest score first, takes
20
+ * an ACTION PHASE -- two Simple Actions or one Complex, plus one
21
+ * Free (p.158). When everyone has acted, EVERY score drops by 10
22
+ * (p.159), and anyone still above zero goes again.
23
+ * 5. When nobody is above zero the Combat Turn ends and a new one
24
+ * begins at step 1 (p.159).
25
+ *
26
+ * Also carried here because the score lives here:
27
+ * - INTERRUPT ACTIONS (p.167-168) spend Initiative Score: Full
28
+ * Defense -10 for the Combat Turn, Block/Dodge/Parry -5 each for
29
+ * one test. Only affordable "if he has enough Initiative Score
30
+ * left" -- a score already at or below zero buys nothing (the p.191
31
+ * worked example).
32
+ * - WOUND MODIFIERS CHANGE THE SCORE AS THEY LAND (p.160 Changing
33
+ * Initiative): the difference is applied immediately, and it can
34
+ * reorder the pass. It never grants an extra action.
35
+ * - ENTERING LATE (p.160): roll as normal, then subtract 10 for every
36
+ * pass already gone.
37
+ * - DELAYING (p.161): an actor may hold their Action Phase and take
38
+ * it later in the same pass. Modelled as "act after everyone else
39
+ * this pass, keeping your score"; the pass-end -10 still applies.
40
+ * - SURPRISE (p.192): a fight opened on the unaware makes every other
41
+ * participant roll Reaction + Intuition (3); failure is -10 and no
42
+ * defense against, nor action against, the surprising side until
43
+ * their next Action Phase. +3 for anyone already alert.
44
+ * - MOVEMENT is a WHOLE-TURN total (p.161-162, Player.movedMetersThisTurn)
45
+ * and comes back at step 5, not per pass.
46
+ *
47
+ * SCOPE: one encounter per ROOM, on the physical planes (meat and a
48
+ * jumped-in drone). The Matrix keeps its own initiative structure
49
+ * (utilities/ic.ts maps IC to Combat Turns per player action) and
50
+ * astral combat still rides the exchange engine -- both are noted as
51
+ * gaps rather than folded in half-right.
52
+ *
53
+ * WHO DRIVES IT: a human's Action Phase waits for them to type actions
54
+ * and then "end turn" (commands/end-turn.ts). An NPC's phase is played
55
+ * by a deterministic brain (utilities/npc-combat-brain.ts) -- the LLM
56
+ * reflect chain is suspended for participants while the encounter runs,
57
+ * because a model answering "what next?" in a second or two cannot be
58
+ * sequenced against a dice-ordered pass, and was the reason NPCs used
59
+ * to shoot from between the beats of the player's own exchange.
60
+ */
61
+ /**
62
+ * Nudges on one Action Phase before the table ends it for the holder
63
+ * (commands/nudge.ts, owner ruling 2026-09-07). A ruling, not canon --
64
+ * the book has no idle player -- kept as a count rather than a clock so
65
+ * that a runner reading the rules is never skipped by a timer, only by
66
+ * three people saying so.
67
+ */
68
+ export const NUDGES_TO_SKIP = 3;
4
69
  export class CombatEncounter {
5
70
  scene;
6
71
  logger;
@@ -317,6 +382,7 @@ export class CombatEncounter {
317
382
  this.budget = new ActionBudget();
318
383
  p.surprised = false;
319
384
  p.delayed = false;
385
+ p.nudges = 0;
320
386
  p.actor.clearAim();
321
387
  // Recoil resets the moment an Action Phase passes without firing --
322
388
  // tracked by the phase, settled by attack.ts (p.175-176).
@@ -342,6 +408,19 @@ export class CombatEncounter {
342
408
  const walkLeft = Math.max(0, actor.walkRateMeters - actor.movedMetersThisTurn);
343
409
  return `${left} m of movement left this turn (${walkLeft} m at a walk)`;
344
410
  }
411
+ /**
412
+ * Another human nudged the phase holder (commands/nudge.ts): the
413
+ * running count for this phase, or undefined when `target` is not
414
+ * the one holding it. Bookkeeping only -- the verb owns the wording
415
+ * and calls endPhase() itself at NUDGES_TO_SKIP.
416
+ */
417
+ noteNudge(target) {
418
+ const p = this.participantOf(target);
419
+ if (!p || this.ended || this.phaseActor !== target)
420
+ return undefined;
421
+ p.nudges = (p.nudges ?? 0) + 1;
422
+ return p.nudges;
423
+ }
345
424
  /** The human typed "end turn" (or lost the phase -- fled, dropped). */
346
425
  async endPhase(actor) {
347
426
  const p = this.participantOf(actor);
@@ -18,7 +18,24 @@ import { hostLabel } from './grid-names.js';
18
18
  * storm into a single report of where the monitors LANDED.
19
19
  */
20
20
  const COALESCE_MS = 250;
21
- let pending;
21
+ /**
22
+ * KEYED PER PLAYER, NOT A SINGLE SLOT (fixed 2026-09-07 alongside the
23
+ * ConditionSink work above). A lone real terminal process only ever
24
+ * calls this for its own primary, so a single `pending` variable never
25
+ * showed a problem: every arm captured the SAME player object, and
26
+ * reading its state at fire time was always correct regardless of which
27
+ * call armed the timer. That stops being true the moment more than one
28
+ * `Game` can be reporting condition in the same process -- exactly what
29
+ * ConditionSink exists for. With one shared slot, a second session's
30
+ * mutation arriving while the first session's beat is still gathering
31
+ * hit `if (pending) return` and vanished silently: not delayed, not
32
+ * coalesced into the wrong report -- simply never sent, for that
33
+ * session, for that beat. Keying the map on the Player instance gives
34
+ * each session (each primary Player is a distinct object) its own
35
+ * independent 250ms coalescing window, with no change to the
36
+ * single-session behavior this always had.
37
+ */
38
+ const pendingByPlayer = new WeakMap();
22
39
  /** The method name is the server's -- co-owned; do not rename alone. */
23
40
  export const REPORT_METHOD = 'characterSheet.reportCondition';
24
41
  /**
@@ -215,21 +232,21 @@ function noteRefusal(why) {
215
232
  catch { /* no session */ }
216
233
  }
217
234
  }
218
- export function reportConditionSoon(player) {
235
+ export function reportConditionSoon(player, sink) {
219
236
  // Before the TIMER, not just before the call: a scheduled beat firing
220
237
  // after a Jest file finished lazy-imported into a torn-down
221
238
  // environment and failed CI with every test green (2026-09-01). Under
222
239
  // MAKA_NO_DDP nothing is armed at all -- the same switch the whole
223
- // live layer honors.
224
- if (process.env.MAKA_NO_DDP === '1')
240
+ // live layer honors. Irrelevant to a caller-supplied sink: there is no
241
+ // DDP hop to silence when reporting stays in-process.
242
+ if (!sink && process.env.MAKA_NO_DDP === '1')
225
243
  return;
226
- if (pending)
227
- return; // a beat is already gathering
228
- pending = setTimeout(() => {
229
- pending = undefined;
244
+ if (pendingByPlayer.has(player))
245
+ return; // a beat is already gathering for THIS player
246
+ const timer = setTimeout(() => {
247
+ pendingByPlayer.delete(player);
230
248
  void (async () => {
231
- const [{ HubLink }, { saveSlug }, { arSightUp }] = await Promise.all([
232
- import('./shared-run.js'),
249
+ const [{ saveSlug }, { arSightUp }] = await Promise.all([
233
250
  import('./persistence.js'),
234
251
  import('./ar.js'),
235
252
  ]);
@@ -244,6 +261,14 @@ export function reportConditionSoon(player) {
244
261
  // beat fires next. All read at FIRE time, like position.
245
262
  const report = buildConditionReport(player, { saveSlug, arSightUp });
246
263
  noteRoster(report);
264
+ if (sink) {
265
+ // IN-PROCESS: no HubLink, no MAKA_NO_DDP gate, no version-skew
266
+ // retry -- the engine module and its caller are always the same
267
+ // deployed version here (see ConditionSink's doc comment).
268
+ await sink(report);
269
+ return;
270
+ }
271
+ const { HubLink } = await import('./shared-run.js');
247
272
  try {
248
273
  await HubLink.call(REPORT_METHOD, report);
249
274
  }
@@ -270,10 +295,11 @@ export function reportConditionSoon(player) {
270
295
  noteRefusal(err instanceof Error ? err.message : String(err));
271
296
  });
272
297
  }, COALESCE_MS);
273
- pending.unref?.();
298
+ pendingByPlayer.set(player, timer);
299
+ timer.unref?.();
274
300
  }
275
- /** Test seam: is a beat currently gathering? */
276
- export function conditionReportPending() {
277
- return pending !== undefined;
301
+ /** Test seam: is a beat currently gathering for this player? */
302
+ export function conditionReportPending(player) {
303
+ return pendingByPlayer.has(player);
278
304
  }
279
305
  //# sourceMappingURL=condition-report.js.map
@@ -800,6 +800,37 @@ export function synthesizeGrid(input) {
800
800
  // the module doc); Room.ensureGrid queries this cell by that same
801
801
  // string. A rename on either side must update both.
802
802
  export const OPEN_FLOOR_NAME = 'open floor';
803
+ /** Flattens a live IRoomGrid's Maps into ISerializedRoomGrid. Spots ship
804
+ * UNFILTERED (the caller resolves actor positions against the full
805
+ * list, open floor included -- see room-view.ts's seatingIn); only the
806
+ * DRAWN footprints skip the open-floor anchor, matching the site's own
807
+ * filter. */
808
+ export function serializeRoomGrid(grid, roomName) {
809
+ const spots = [...grid.spotCells.entries()].map(([name, c]) => ({
810
+ name, x: c.x, y: c.y, z: c.z,
811
+ }));
812
+ const doors = [...grid.exitCells.entries()].map(([dir, c]) => ({
813
+ dir: String(dir), x: c.x, y: c.y, z: c.z,
814
+ }));
815
+ const footprints = [...grid.spotFootprints.entries()]
816
+ .filter(([name]) => name !== OPEN_FLOOR_NAME)
817
+ .map(([name, cells]) => ({
818
+ name,
819
+ cells: cells.map(c => ({ x: c.x, y: c.y, z: c.z })),
820
+ }));
821
+ const vertical = [...grid.vertical.entries()].map(([cellKey, link]) => {
822
+ const [x, y, z] = cellKey.split(',').map(Number);
823
+ return { kind: link.kind, x, y, z };
824
+ });
825
+ return {
826
+ name: roomName,
827
+ dims: { x: grid.dims.x, y: grid.dims.y, z: grid.dims.z },
828
+ spots,
829
+ doors,
830
+ footprints,
831
+ vertical,
832
+ };
833
+ }
803
834
  function clamp(n, lo, hi) { return Math.max(lo, Math.min(hi, n)); }
804
835
  function jitter(rng) { return Math.floor(rng() * 3) - 1; }
805
836
  function chebyshev(a, b) { return Math.max(Math.abs(a.x - b.x), Math.abs(a.y - b.y)); }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@maka/maka-cli",
3
- "version": "5.137.0",
3
+ "version": "5.139.0",
4
4
  "type": "module",
5
5
  "summary": "A command line tool for scaffolding Meteor 3.x applications using either React.",
6
6
  "description": "A command line tool for scaffolding Meteor 3.x applications using React.",