@maka/maka-cli 5.65.2 → 5.67.0

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Files changed (95) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/_index.d.ts +1 -0
  3. package/bundle/typescript/src/commands/game/_index.js +1 -0
  4. package/bundle/typescript/src/commands/game/_index.js.map +1 -1
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +124 -0
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js +487 -29
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +1 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +15 -1
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +61 -4
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js +4 -1
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/crew.js.map +1 -1
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/note.d.ts +73 -14
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/note.js +150 -40
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/note.js.map +1 -1
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/review.d.ts +39 -0
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/review.js +48 -0
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/review.js.map +1 -0
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js +4 -1
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/sheet.js.map +1 -1
  21. package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
  22. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +15 -1
  23. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
  24. package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.d.ts +87 -0
  25. package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js +320 -0
  26. package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js.map +1 -0
  27. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +36 -0
  28. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +116 -3
  29. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  30. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +8 -1
  31. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
  32. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +48 -0
  33. package/bundle/typescript/src/commands/game/sideQuest/game.js +112 -13
  34. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  35. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.d.ts +12 -0
  36. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js +23 -0
  37. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js.map +1 -1
  38. package/bundle/typescript/src/commands/game/sideQuest/headless.js +4 -1
  39. package/bundle/typescript/src/commands/game/sideQuest/headless.js.map +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +32 -0
  41. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +122 -3
  42. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  43. package/bundle/typescript/src/commands/game/sideQuest/types/repro.d.ts +106 -0
  44. package/bundle/typescript/src/commands/game/sideQuest/types/repro.js +2 -0
  45. package/bundle/typescript/src/commands/game/sideQuest/types/repro.js.map +1 -0
  46. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.d.ts +12 -0
  47. package/bundle/typescript/src/commands/game/sideQuest/ui.d.ts +9 -0
  48. package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
  49. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-dump.d.ts +17 -1
  50. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-dump.js +250 -36
  51. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-dump.js.map +1 -1
  52. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.d.ts +67 -1
  53. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js +99 -0
  54. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js.map +1 -1
  55. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-vocab.d.ts +85 -0
  56. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-vocab.js +100 -0
  57. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-vocab.js.map +1 -0
  58. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.d.ts +58 -3
  59. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js +82 -3
  60. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js.map +1 -1
  61. package/bundle/typescript/src/commands/game/sideQuest/utilities/commit-ref.d.ts +13 -0
  62. package/bundle/typescript/src/commands/game/sideQuest/utilities/commit-ref.js +22 -0
  63. package/bundle/typescript/src/commands/game/sideQuest/utilities/commit-ref.js.map +1 -0
  64. package/bundle/typescript/src/commands/game/sideQuest/utilities/handoff.d.ts +42 -0
  65. package/bundle/typescript/src/commands/game/sideQuest/utilities/handoff.js +57 -0
  66. package/bundle/typescript/src/commands/game/sideQuest/utilities/handoff.js.map +1 -0
  67. package/bundle/typescript/src/commands/game/sideQuest/utilities/identity.d.ts +36 -0
  68. package/bundle/typescript/src/commands/game/sideQuest/utilities/identity.js +48 -0
  69. package/bundle/typescript/src/commands/game/sideQuest/utilities/identity.js.map +1 -0
  70. package/bundle/typescript/src/commands/game/sideQuest/utilities/repro-launch.d.ts +68 -0
  71. package/bundle/typescript/src/commands/game/sideQuest/utilities/repro-launch.js +147 -0
  72. package/bundle/typescript/src/commands/game/sideQuest/utilities/repro-launch.js.map +1 -0
  73. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +55 -1
  74. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js.map +1 -1
  75. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.d.ts +27 -1
  76. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.js +44 -11
  77. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-view.js.map +1 -1
  78. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.d.ts +47 -2
  79. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js +76 -8
  80. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js.map +1 -1
  81. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +39 -0
  82. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
  83. package/bundle/typescript/src/commands/game/sideQuest/utilities/table-notes.d.ts +30 -0
  84. package/bundle/typescript/src/commands/game/sideQuest/utilities/table-notes.js +46 -0
  85. package/bundle/typescript/src/commands/game/sideQuest/utilities/table-notes.js.map +1 -0
  86. package/bundle/typescript/src/commands/game/sideQuest-backlog.sub.cmd.d.ts +1 -0
  87. package/bundle/typescript/src/commands/game/sideQuest-backlog.sub.cmd.js +46 -0
  88. package/bundle/typescript/src/commands/game/sideQuest-backlog.sub.cmd.js.map +1 -0
  89. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.d.ts +3 -1
  90. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +269 -42
  91. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  92. package/bundle/typescript/src/tools/log/log.class.d.ts +17 -0
  93. package/bundle/typescript/src/tools/log/log.class.js +30 -1
  94. package/bundle/typescript/src/tools/log/log.class.js.map +1 -1
  95. package/package.json +1 -1
@@ -1,6 +1,6 @@
1
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  {
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  "name": "@maka/maka-cli",
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- "version": "5.65.2",
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+ "version": "5.67.0",
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  "type": "module",
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  "summary": "A command line tool for scaffolding Meteor 2.x applications using either React.",
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  "description": "A command line tool for scaffolding Meteor 2.x applications using React.",
@@ -3,3 +3,4 @@ import './pong.sub.cmd.js';
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  import './snake.sub.cmd.js';
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  import './battleship.sub.cmd.js';
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  import './sideQuest.sub.cmd.js';
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+ import './sideQuest-backlog.sub.cmd.js';
@@ -3,5 +3,6 @@ import './pong.sub.cmd.js';
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  import './snake.sub.cmd.js';
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  import './battleship.sub.cmd.js';
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  import './sideQuest.sub.cmd.js';
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+ import './sideQuest-backlog.sub.cmd.js';
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  //import './tetris.sub.cmd.js';
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  //# sourceMappingURL=_index.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../src/commands/game/_index.ts"],"names":[],"mappings":"AAAA,OAAO,mBAAmB,CAAC;AAC3B,OAAO,mBAAmB,CAAC;AAC3B,OAAO,oBAAoB,CAAC;AAC5B,OAAO,yBAAyB,CAAC;AACjC,OAAO,wBAAwB,CAAC;AAChC,+BAA+B"}
1
+ {"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../src/commands/game/_index.ts"],"names":[],"mappings":"AAAA,OAAO,mBAAmB,CAAC;AAC3B,OAAO,mBAAmB,CAAC;AAC3B,OAAO,oBAAoB,CAAC;AAC5B,OAAO,yBAAyB,CAAC;AACjC,OAAO,wBAAwB,CAAC;AAChC,OAAO,gCAAgC,CAAC;AACxC,+BAA+B"}
@@ -44,6 +44,27 @@ export declare class BacklogCommand extends Command implements ICommand {
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  * renumber the list on screen either.
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  */
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  private review;
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+ /**
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+ * THE ROWS, NUMBERED IN BOARD ORDER AND PRINTED IN REVERSE.
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+ *
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+ * User ruling 2026-08-27, twice: "so I see 1. as the first, not 8."
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+ * and then "REVERSE THE ORDER OF THE REVIEW ITEMS."
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+ *
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+ * A terminal scrolls, so the LAST line printed is the one under the
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+ * player's eye when the list stops. Printing 1..n top-to-bottom put
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+ * the HIGHEST number closest to the prompt -- the list read as though
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+ * it started at 8. Reversing the print order puts item 1 last, which
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+ * is where it is actually read first.
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+ *
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+ * THE NUMBERS STAY BOUND TO THEIR ITEMS. They are assigned in the
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+ * server's order BEFORE the reverse, so `backlog review 1` resolves
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+ * to the same row it did before and to the same row reviewItemAt
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+ * returns. Renumbering to match the printed order would have meant
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+ * the display and the index disagreed -- and an answer posted against
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+ * the wrong item lands somewhere plausible enough that nobody
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+ * notices, which is the one failure this queue must not have.
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+ */
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+ private renderRows;
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  /** Fetch and render the queue, adopting its order as the numbering. */
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  private showQueue;
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  /**
@@ -55,9 +76,112 @@ export declare class BacklogCommand extends Command implements ICommand {
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  * are being asked for.
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  */
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  private renderItem;
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+ /**
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+ * ANSWERING THE ITEM THIS SESSION IS ABOUT -- no index, because there
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+ * is only one thing it could mean.
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+ *
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+ * backlog review reject <what is still wrong>
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+ * backlog review accept [what you saw]
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+ * backlog review <what you saw> (accept, said plainly)
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+ * backlog review repro (re-read the steps)
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+ *
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+ * `accept` is spelled out as a keyword AND left optional, which looks
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+ * redundant and is not. Bare prose has always signed an item off, and
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+ * removing that would break the habit of everyone already using it --
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+ * but a person who has just typed "reject <reason>" reasonably
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+ * expects "accept <reason>" to exist, and finding that it does not is
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+ * how somebody ends up typing "accept" alone as their whole
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+ * confirmation note.
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+ */
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+ private answerBound;
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+ /**
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+ * A BENCH IS DONE WHEN THE ITEM IS ANSWERED (player request
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+ * 2026-08-28: "after accepting or rejecting, give a 3s timeout and
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+ * then close the session").
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+ *
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+ * It exists to answer one report; once that is posted there is
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+ * nothing left in it. Three seconds so the confirmation above can
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+ * actually be read -- closing on the same frame would wipe the only
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+ * evidence the answer went anywhere.
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+ *
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+ * ONLY in a bench, and only after a post that SUCCEEDED. Answering
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+ * from an ordinary session must never shut the game down: that is
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+ * somebody's run, not a scratch scene, and the failure would be
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+ * spectacular.
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+ */
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+ /**
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+ * ASK THE LAUNCHER FOR THE BENCH, then leave so it can run it.
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+ *
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+ * Returns the line to print, or undefined when this session cannot
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+ * hand off -- in which case the caller falls back to simply showing
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+ * the steps, which is strictly better than an error.
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+ *
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+ * REFUSED DURING A SHARED RUN, and this is the guard that matters:
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+ * quitting to a bench would drop the table and take everyone else's
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+ * evening with it. The refusal names the route that IS safe from
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+ * anywhere, because a refusal that does not is just a wall.
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+ */
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+ private requestBenchHandoff;
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+ private closeBench;
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+ /**
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+ * THE BENCH FOR ONE ITEM.
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+ *
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+ * Wired as far as it currently goes, and no further: the repro spec
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+ * lives on the board (server work, not yet deployed), so today this
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+ * can only report honestly that there is nothing attached. What it
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+ * must NEVER do is fall through to the sign-off, which is the whole
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+ * reason it exists this early.
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+ */
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+ private repro;
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+ /**
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+ * ONE ROW OF THE BOARD, in full.
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+ *
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+ * Resolved against the snapshot that was PRINTED, never a fresh
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+ * fetch -- the same invariant the review queue holds, and for the
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+ * same reason: a list that reshuffles between being read and being
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+ * numbered at hands the player a different item than the one they
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+ * counted. With no snapshot it shows the board rather than guessing
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+ * which list they had in mind.
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+ */
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+ private readBoardItem;
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+ /**
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+ * PLAY ANY BOARD ITEM'S BENCH, not just one awaiting review.
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+ *
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+ * The review queue holds only what is waiting on YOU, so once an item
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+ * is answered its bench became unreachable from in-game -- even
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+ * though checking a fix a second time, or showing somebody what you
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+ * saw, are ordinary things to want. The board is the wider set and
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+ * this is its verb.
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+ */
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+ private reproFromBoard;
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+ /**
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+ * CLOSE A BOARD ROW OUTRIGHT -- no verdict, no evidence, no sign-off.
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+ *
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+ * "backlog close <n> [why]". For an item that should never have been
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+ * filed: a duplicate, a mis-typed command that became a report, or
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+ * something you have since decided was never real.
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+ *
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+ * Deliberately NOT one of the review verbs. Accepting a mistake would
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+ * record a confirmation nobody made; rejecting it would send
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+ * imaginary work back to whoever fixed it. This says the third thing.
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+ */
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+ private closeFromBoard;
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  private list;
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  /** One item: what it says, where it stands, and what the books said. */
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  private row;
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+ /** Blessed's ink for a shared tone. Gray is deliberately absent: it
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+ * reads as absent on this screen (playtest ruling), so 'dim' lands on
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+ * plain white -- unemphatic without being unreadable. */
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+ private paint;
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+ /** The label and its loudness both come from utilities/backlog-vocab,
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+ * which the out-of-game dump reads too -- one place decides what a
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+ * status is CALLED and how much it matters, and each surface maps
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+ * that to its own palette.
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+ *
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+ * An in-review row now paints MAGENTA rather than the same cyan as
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+ * in-progress. It is the one status that is waiting on the reader,
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+ * and it did not look like it -- the same complaint, in a smaller
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+ * font, as the board being unreadable out of game. */
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  private statusMark;
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  /** The verdict is about the GAME, not the rulebooks (reframed
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  * 2026-08-27). Asking canon whether a stale map mattered graded every