@maka/maka-cli 5.169.0 → 5.171.0

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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": "5.169.0",
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+ "version": "5.171.0",
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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.",
@@ -157,6 +157,10 @@ Tailoring rules:
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  - Never gate FINISHING the run behind a capability they lack: no matrix-plane winCondition
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  item unless they can already jack in (deck or resonance) or a findable Cyberdeck is placed
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  in a reachable room; no ward/"spell"-bypass-only route for someone who can't cast.
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+ - The mirror of that rule: if they CAN jack in and the winCondition item is a Datachip or
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+ Document, it is PAYDATA -- "plane": "matrix", in a hasNode room, with an ice NPC stationed
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+ there. A hacker's file is never lying on a desk in the meat world; the host IS the job.
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+ (A physical objective -- a person, a prototype, a briefcase -- stays physical.)
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  - Don't hand them loot they can't use as a puzzle rewardItem or the winCondition rewardItem
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  (spellcasting gear for an adept, a second cyberdeck or drone for someone who already has
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  one). Useless-to-them gear may still exist as ordinary world dressing or valuables.
@@ -500,7 +504,9 @@ Hard structural rules (validated mechanically -- a violation is rejected):
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  skill can still take the shortcut -- pick the lock, hack the panel -- but the found way
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  must exist for a runner who has neither.
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  - The winCondition item must not be heldBy winCondition.toNpc. If a matrix-plane item is the
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- winCondition item, its room has hasNode true AND a "matrix"-plane NPC stationed there.
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+ winCondition item, its room has hasNode true AND a "matrix"-plane NPC stationed there. If
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+ the runner can jack in, a Datachip/Document winCondition item MUST be that matrix-plane
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+ item -- data for a hacker lives on a host, never on a desk.
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  - ${isContinuation
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  ? 'ZERO "starting"-role items -- the runner arrives with everything they own. 4-6'
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  : '3-5 "starting"-role items (basics the runner doesn\'t already own -- see the dossier), 4-6'}
@@ -763,6 +769,14 @@ export function partyCanDispel(player) {
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  export function partyCanDeck(player) {
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  return !!player && (player.isTechnomancer() || !!player.getCyberdeck());
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  }
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+ /** The item categories that ARE data: the only shapes paydata takes
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+ * (schema: "matrix" = paydata, category Datachip/Document). A win item
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+ * in one of these, for a runner who can deck, belongs on a host --
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+ * see the rule in validateSkeleton (jfjjTmJ7NYwDaFiyB). */
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+ export const DATA_ITEM_CATEGORIES = ['datachip', 'document'];
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+ export function isDataShaped(category) {
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+ return !!category && DATA_ITEM_CATEGORIES.includes(category.trim().toLowerCase());
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+ }
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  /**
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  * WHAT KIND OF JOB IS ON THE TABLE.
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  *
@@ -990,6 +1004,44 @@ export function validateSkeleton(skeleton, player, crew) {
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  fail(`winCondition.item "${skeleton.winCondition.item}" is not in items.`);
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  if (!npcNames.has(skeleton.winCondition.toNpc))
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  fail(`winCondition.toNpc "${skeleton.winCondition.toNpc}" is not in npcs.`);
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+ // A HACKER'S DATA LIVES ON A HOST (jfjjTmJ7NYwDaFiyB, Ted: "the
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+ // encrypted data chip was just laying there in the meat world...
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+ // hardly a fun run for a decker that never needs to attack a host,
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+ // get the data, download it, and get out"). The data-run brief only
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+ // fires on the DATA_RUN_SHARE roll; the other seven jobs in ten are
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+ // standard runs, and a standard run was free to make its objective a
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+ // Datachip on a desk -- for a runner whose whole toolkit is the
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+ // Matrix. So: whenever the runner CAN jack in and the objective is
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+ // data-shaped, it is paydata, and paydata sits inside a host with ice
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+ // on it. A runner who cannot deck keeps the chip on the desk (the
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+ // "never gate finishing" rule outranks this one), and a physical
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+ // objective -- a person, a prototype, a briefcase -- is untouched.
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+ //
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+ // Checked HERE, at the skeleton, and not left to validateMatrixDefense
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+ // (scene-seed-generator.ts): that one runs after the detail passes and
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+ // its wording routes to the items chunk through classifyRepair, which
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+ // cannot add a hasNode flag or an ice NPC -- the skeleton owns both.
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+ // Worded to route to 'skeleton' (no "items[", no "Win condition item").
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+ const winItem = skeleton.items.find(i => i.name === skeleton.winCondition.item);
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+ if (winItem && isDataShaped(winItem.category) && winItem.plane !== 'matrix' && partyCanDeck(player)) {
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+ fail(`the winCondition item "${winItem.name}" is a ${winItem.category} on the meat plane, and this runner can jack in -- for a decker or technomancer, data is PAYDATA: give it "plane": "matrix", place it in a hasNode room (not heldBy anyone), and station a "matrix"-plane NPC (ice) there. A chip lying on a desk is no job for a hacker.`);
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+ }
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+ // The other half of the same rule, for ANY matrix-plane objective: the
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+ // schema says its room has hasNode and an ice NPC stationed there, and
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+ // until now nothing at the skeleton checked it.
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+ if (winItem?.plane === 'matrix') {
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+ if (!winItem.room) {
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+ fail(`the winCondition item "${winItem.name}" is matrix-plane paydata but has no "room" -- data lives on a host, never in a pocket. Place it in a hasNode room.`);
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+ }
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+ const vault = skeleton.rooms.find(r => r.name === winItem.room);
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+ if (!vault?.hasNode) {
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+ fail(`the winCondition item "${winItem.name}" is matrix-plane paydata in "${winItem.room}", which has no "hasNode": true -- a matrix file can only exist on a host. Mark that room hasNode.`);
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+ }
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+ const ice = skeleton.npcs.some(n => n.plane === 'matrix' && n.startLocation === winItem.room);
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+ if (!ice) {
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+ fail(`the winCondition item "${winItem.name}" is matrix-plane paydata in hasNode room "${winItem.room}" with no ice guarding it -- station a "matrix"-plane NPC there. An undefended vault is a free win.`);
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+ }
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+ }
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  // Lock-and-key reachability. CRITICAL: edges are BIDIRECTIONAL -- the
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  // engine mirrors every declared exit into a shared two-way Door
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  // (room.addExit writes both sides), so a one-sided skeleton exit still
@@ -2394,6 +2394,16 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  // never report; the anonymous/bench gate is evaluated at fire time
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  // because _anonymous is decided after construction.
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  this.player.onConditionChanged = () => {
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+ // THE TERMINAL'S ROOM PANE RIDES THE SAME SIGNAL (q6tBaFn5EDmGMoJFh):
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+ // the room now reports every occupant's move to the humans in it
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+ // (Room.noteOccupancyChanged), and this is the one hook a human's
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+ // report fires -- so a body stepping across the room while the
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+ // player watches repaints here at once, not on the next keystroke
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+ // or the 2-second map heartbeat. Same call a typed move makes;
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+ // updateExits is a no-op without a screen, and combat repaints
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+ // itself blow by blow (see mapHeartbeatTick).
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+ if (this._mapBox && !this.player.inExchange)
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+ this.updateExits(this.player.currentLocation);
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  if (this._anonymous || this._bench)
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  return;
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  // Checked HERE too, before the import -- a dynamic import after a
@@ -391,10 +391,14 @@ export async function createHeadlessSession(opts) {
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  // THE WEB MAP FOLLOWS THE ROOM, NOT JUST YOUR OWN BODY
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  // (oHhjxjqKuptDGMHLD: a looted body stayed on the map "until I
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  // move"; 9aEMA4APbB6rYtWnT: a killed NPC's dot never changed).
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- // The condition beat is what the browser draws actors from, and
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- // it fires only on the primary's OWN mutations -- a kill or a
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- // loot mutates the room, not the killer, so nothing fired until
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- // their next step. One nudge per command; the beat coalesces.
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+ // The condition beat is what the browser draws actors from. A
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+ // kill or a loot mutates the room, not the killer, so this
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+ // nudge -- one per command, coalesced -- still covers those.
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+ // MOVEMENT NO LONGER WAITS FOR IT (q6tBaFn5EDmGMoJFh): the room
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+ // publishes every occupant's position change to the humans in
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+ // it the moment it happens (Room.noteOccupancyChanged), so an
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+ // NPC stepping on its own reflect chain between commands
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+ // reaches the browser without anyone typing.
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  game.player.noteConditionChanged();
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  return res;
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  })),
@@ -2258,7 +2258,10 @@ export class Player extends AbstractPlayer {
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  // gets no cover) -- the compat default for everything un-migrated.
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  // Accessor (live-sheet, 2026-09-01, user: "let's get that streaming
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  // in too"): in-room movement walks the sheet's dot map, so the write
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- // fires the report hook on CHANGE. Source-compatible; NPCs no-op.
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+ // fires the report hook on CHANGE. Source-compatible; an NPC's own
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+ // hook is a no-op -- which is why the ROOM is told as well
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+ // (Room.noteOccupancyChanged, q6tBaFn5EDmGMoJFh): the humans standing
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+ // in it are the ones whose maps draw this body, and they report.
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  _atSpot;
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  get atSpot() { return this._atSpot; }
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  set atSpot(v) {
@@ -2266,6 +2269,7 @@ export class Player extends AbstractPlayer {
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  return;
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  this._atSpot = v;
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  this.noteConditionChanged();
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+ this._currentLocation?.noteOccupancyChanged(this);
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  }
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  /**
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  * WHICH PAPER YOU CARRY (player request 2026-08-25, twice: "I should
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  return;
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  this._atCell = v;
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  this.noteConditionChanged();
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+ // The witnesses' maps move too -- see the atSpot accessor above.
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+ this._currentLocation?.noteOccupancyChanged(this);
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  }
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  /** The spot this actor was SEEDED at -- i.e. the fixture they work
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  * (a bartender's bar, a shopkeeper's counter). Seating puts them on
@@ -619,6 +619,7 @@ Keep it concise and dramatic.`;
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  this.logger.write(`${other.name} will observe ${actor.name}`);
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  }
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  }
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+ this.noteOccupancyChanged(actor);
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  }
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  }
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  removeActor(actor) {
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  actor.off('action', other._onSeenAction);
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  }
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  }
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+ this.noteOccupancyChanged(actor);
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+ }
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+ /**
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+ * THE ROOM PUBLISHES ITS OWN OCCUPANCY (q6tBaFn5EDmGMoJFh, 2026-09-11:
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+ * "I still can't see the NPCs moving unless I move").
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+ *
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+ * The browser draws every dot on the room map from a human's condition
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+ * report (condition-report.ts buildConditionReport reads THIS room's
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+ * actors at fire time), and that report is fired by
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+ * Player.noteConditionChanged -- which every position setter calls on
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+ * the actor that MOVED. An NPC has no reporter of its own (game.ts sets
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+ * the hook on the primary human only, on purpose), so an NPC stepping
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+ * across the room on its own reflect chain, a companion answering the
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+ * pursuit heartbeat, or a hostile taking its Action Phase changed the
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+ * room's truth and told nobody. The only thing that ever refreshed the
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+ * dots was the once-per-command nudge in headless.ts -- which is
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+ * exactly "they move when I move".
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+ *
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+ * So the room tells everyone standing in it. NPCs and crew shells
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+ * no-op (no hook); each human present fires its own report, and the
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+ * report layer coalesces a burst (pendingByPlayer, 250 ms) so a mob of
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+ * four stepping at once is one beat per watching human. DDP carries it
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+ * from there -- no timer, no polling, no beat of its own (user ruling:
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+ * "this is a pub/sub mechanic that doesn't need beats").
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+ *
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+ * `cause` is left out: the mover already reported itself through its
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+ * own setter, and a second report for the same change is just noise.
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+ */
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+ noteOccupancyChanged(cause) {
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+ for (const other of this.actors) {
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+ if (other !== cause)
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+ other.noteConditionChanged();
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+ }
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  }
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  getActors() {
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  return Array.from(this.actors);
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@maka/maka-cli",
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- "version": "5.169.0",
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+ "version": "5.171.0",
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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.",