@maka/maka-cli 5.164.0 → 5.166.0
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.
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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": "5.166.0",
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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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@@ -28,9 +28,25 @@ export async function runNpcActionPhase(enc, npc) {
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const logger = Logger.getInstance();
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if (npc.isIncapacitated() || npc.surrendered)
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return;
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// THE ROOM SEES THE PHASE (aCjJiDDJM9jGZJeER, web run 2026-09-11: "I
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// can't see Hammerhead Joe doing any combat" -- a hostile NPC). The
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// verbs below answer the ACTOR: their return text is second person,
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// goes into the NPC's own history and to a shell's master, and to
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// nobody else. Only an attack that connects narrates through the
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// exchange. So a phase spent readying a gun, reloading, closing the
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// distance or taking cover -- most of a melee NPC's phases -- read to
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// the player as "Joe acts (Initiative 9)." followed by nothing, which
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// is the report. One third-person line per action, room-scoped, the
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// same scope the exchange itself announces on.
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const room = npc.currentLocation;
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const tell = (line) => {
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if (room)
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logger.log(line, { room: room.name });
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};
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const enemies = enc.enemiesOf(npc);
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if (enemies.length === 0) {
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logger.write(`Brain: ${npc.name} has nobody to fight -- phase forfeited.`);
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tell(`${npc.name} looks for a target and finds none.`);
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return;
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}
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const target = pickTarget(npc, enemies);
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@@ -49,8 +65,11 @@ export async function runNpcActionPhase(enc, npc) {
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if (weapon && !npc.weaponDrawn) {
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const r = await npc.actInCombat('draw');
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logger.write(`Brain: ${npc.name} draw -> ${r}`);
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if (!npc.weaponDrawn)
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if (!npc.weaponDrawn) {
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tell(`${npc.name} fumbles for ${weapon.name} and comes up empty-handed.`);
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return; // refused -- nothing else will go better
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}
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tell(`${npc.name} readies ${weapon.name}.`);
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continue;
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}
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// 2. A dry gun: reload if the pack allows, else it is a club.
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@@ -58,6 +77,7 @@ export async function runNpcActionPhase(enc, npc) {
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if (dry && !weapon.jammed && hasAmmo(npc)) {
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const r = await npc.actInCombat('reload');
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logger.write(`Brain: ${npc.name} reload -> ${r}`);
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tell(`${npc.name} reloads ${weapon.name}.`);
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return; // a reload is the phase (p.163 Reloading Weapons)
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}
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const melee = !firearm || dry || weapon.jammed;
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@@ -68,16 +88,22 @@ export async function runNpcActionPhase(enc, npc) {
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logger.write(`Brain: ${npc.name} move to ${targetSpot} -> ${r}`);
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if (!canReach(npc, targetSpot)) {
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// Couldn't close this turn: get behind something and wait.
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tell(`${npc.name} closes on ${target.name} but can't cover the ground this turn.`);
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if (!isInCover(npc) && coverAvailableFor(npc) && (enc.budgetOf(npc)?.simple ?? 0) > 0) {
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await npc.actInCombat('cover');
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if (isInCover(npc))
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tell(`${npc.name} ducks behind cover.`);
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}
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return;
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}
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tell(`${npc.name} closes on ${target.name}.`);
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}
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const b = enc.budgetOf(npc);
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if (b?.complexAvailable) {
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const r = await npc.actInCombat(`attack ${target.name}`);
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logger.write(`Brain: ${npc.name} attack ${target.name} -> ${r.split('\n')[0]}`);
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if (!enc.budgetOf(npc)?.attackTaken)
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tell(`${npc.name} goes for ${target.name} and can't make it count.`);
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}
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return;
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}
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@@ -87,13 +113,18 @@ export async function runNpcActionPhase(enc, npc) {
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logger.write(`Brain: ${npc.name} cover -> ${r}`);
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if (!isInCover(npc))
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return;
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tell(`${npc.name} ducks behind cover.`);
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continue;
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}
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if (!budget.attackTaken && budget.simple >= 1) {
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const r = await npc.actInCombat(`attack ${target.name}`);
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logger.write(`Brain: ${npc.name} attack ${target.name} -> ${r.split('\n')[0]}`);
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if (!enc.budgetOf(npc)?.attackTaken)
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if (!enc.budgetOf(npc)?.attackTaken) {
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// The shot was refused (range, line, a jam): the room should
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// see the attempt, not silence.
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tell(`${npc.name} lines up on ${target.name} and the shot doesn't come.`);
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return; // refused: don't loop on it
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}
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continue;
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}
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return;
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@@ -156,6 +156,70 @@ export function readReproFile(candidate) {
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* accepts a sink array, so per step we take the meta events emitted
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* since the last step and print them under the output they explain.
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*/
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/** The bench's actor. One name, used for the seat and for the
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* visibility filter below. */
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export const REPRO_ACTOR = 'Tester';
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const stripTags = (s) => s.replace(/\{\/?[a-z-]+\}/g, '');
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/**
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* ONE STEP OF TRANSCRIPT, pure: the command's return string, then what
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* the actor HEARD, then the dice, then the panels.
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*
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* THE LOG CHANNEL IS PART OF THE TRANSCRIPT, and it was missing
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* (aCjJiDDJM9jGZJeER, 2026-09-11). A command's return string is what the
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* engine says to the one who typed it; everything a room is told -- an
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* NPC drawing, closing, taking cover, a companion's line, the exchange
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* narration itself -- goes out as `log` events scoped to the room and
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* resolved to the players standing in it. The dry run printed the reply
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* and the dice and dropped every one of those, so a bench whose whole
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* point is "the room now sees Joe's Action Phase" showed Joe's roll in
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* the mechanics block and NOT the line the fix added -- the same "a
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* bench that cannot display its own point" shape this renderer has been
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* extended for twice already (mechanics, then panels).
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*
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* Only what THE ACTOR can see: an event resolved to other players is
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* not on this transcript, because the bench sits one runner at one
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* table and a line they never saw is not evidence of anything.
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*/
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export function renderStepLines(step, text, fresh, actor = REPRO_ACTOR) {
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const lines = [];
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lines.push(`> ${step}`);
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lines.push(stripTags(text ?? '(no output)'));
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const heard = fresh.filter(e => e.channel === 'log'
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&& (e.visibleTo === 'all' || e.visibleTo.includes(actor)));
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for (const h of heard) {
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const body = stripTags(h.text).replace(/\s+$/gm, '');
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if (body.trim().length === 0)
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continue;
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for (const row of body.split('\n'))
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lines.push(` [heard] ${row}`);
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}
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for (const m of fresh.filter(e => e.channel === 'meta')) {
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lines.push(` [mechanics] ${stripTags(m.text)}`);
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}
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// THE DOCKED PANELS ARE PART OF THE TRANSCRIPT TOO, for exactly
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// the reason the mechanics ticker above is.
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//
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// The map and room boxes are a THIRD channel: not the command's
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// return string, not the meta ticker, but per-player `system`
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// events. A bench whose subject is a panel -- "the NPC I can see
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// is not on the room map", an elevation bar, a district caption --
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// dry-ran green while showing none of what it exists to show,
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// which is the same "a bench that cannot display its own point"
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// failure this function was already extended once to fix.
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//
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// Printed only when the panel has something to say: an empty
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// event is the jacked-into-the-matrix contract, and blank
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// [room]/[map] blocks on every step would bury the steps.
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for (const p of fresh.filter(e => e.channel === 'system' && (e.kind === 'map' || e.kind === 'room'))) {
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const body = stripTags(p.text ?? '').replace(/\s+$/gm, '');
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if (body.trim().length === 0)
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continue;
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for (const row of body.split('\n'))
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lines.push(` [${p.kind}] ${row}`);
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}
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lines.push('');
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return lines;
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}
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export async function dryRunRepro(repro) {
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const [{ buildReproScene, reproArchetypeName }, { bootSession, saveForArchetype }] = await Promise.all([
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import('../factories/repro-scene.js'),
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@@ -170,10 +234,9 @@ export async function dryRunRepro(repro) {
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const events = [];
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const session = await bootSession({
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seed: built.seed,
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players: [saveForArchetype(
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players: [saveForArchetype(REPRO_ACTOR, reproArchetypeName(fixture))],
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events,
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});
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const strip = (s) => s.replace(/\{\/?[a-z-]+\}/g, '');
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const lines = [];
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// THE FIRST PAINT IS NOT PART OF STEP ONE. bootSession pushes every
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// player's panels the moment the session comes up (B7NNNesy5gvRSbZpp),
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@@ -183,40 +246,13 @@ export async function dryRunRepro(repro) {
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let drained = events.length;
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try {
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for (const step of repro.steps) {
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const { text } = await session.command(
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lines.push(`> ${step}`);
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lines.push(strip(text ?? '(no output)'));
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const { text } = await session.command(REPRO_ACTOR, step);
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// Only what THIS step produced: the cursor advances past
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// everything seen,
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//
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// one that did.
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// everything seen, so a step that emits no dice prints no
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// Mechanics block rather than repeating the last one that did.
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const fresh = events.slice(drained);
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drained = events.length;
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lines.push(` [mechanics] ${strip(m.text)}`);
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}
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// THE DOCKED PANELS ARE PART OF THE TRANSCRIPT TOO, for exactly
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// the reason the mechanics ticker above is.
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//
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// The map and room boxes are a THIRD channel: not the command's
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// return string, not the meta ticker, but per-player `system`
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// events. A bench whose subject is a panel -- "the NPC I can see
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// is not on the room map", an elevation bar, a district caption --
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// dry-ran green while showing none of what it exists to show,
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// which is the same "a bench that cannot display its own point"
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// failure this function was already extended once to fix.
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//
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// Printed only when the panel has something to say: an empty
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// event is the jacked-into-the-matrix contract, and blank
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// [room]/[map] blocks on every step would bury the steps.
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for (const p of fresh.filter(e => e.channel === 'system' && (e.kind === 'map' || e.kind === 'room'))) {
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const body = strip(p.text ?? '').replace(/\s+$/gm, '');
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if (body.trim().length === 0)
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continue;
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for (const row of body.split('\n'))
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lines.push(` [${p.kind}] ${row}`);
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}
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lines.push('');
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lines.push(...renderStepLines(step, text, fresh));
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}
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}
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finally {
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package/package.json
CHANGED
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1
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{
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"name": "@maka/maka-cli",
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"version": "5.
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"version": "5.166.0",
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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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