@moku-labs/game 0.0.1 → 0.0.3

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@@ -0,0 +1,99 @@
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+ import { Tt as Time, Ut as Api, ft as FlowState, lt as Bookmark, t as Api$1, u as DebugSwitches } from "./types-Cjf3ywai.mjs";
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+ import { d as HeadlessApp, n as Command, r as ControlApp } from "./types-D0uYTTC3.mjs";
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+ import { H as InputApi } from "./types-C0SLQsx0.mjs";
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+ import { b as UiApi, t as AnimApi } from "./types-KlE_GL1z.mjs";
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+
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+ //#region src/plugins/flow/doors/commands.d.ts
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+ /**
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+ * Every command of the engine, keyed by its short name: what an editor lists as buttons and MCP
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+ * tools. Frozen. Each runs in dev builds only.
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+ *
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+ * @example
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+ * ```ts
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+ * // An e2e script taps Play, and the editor registers every command.
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+ * (await run(app, commands.tap, { key: "play" })).state.path; // "board/awaitIntent"
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+ * for (const command of Object.values(commands)) registry.add(command);
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+ * ```
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+ */
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+ declare const commands: Readonly<{
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+ answer: Command<{
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+ intent: "string";
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+ payload: "json?";
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+ }, boolean, ControlApp>;
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+ tap: Command<{
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+ key: "string?";
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+ target: "json?";
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+ }, boolean, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly input: Pick<InputApi, "tap">;
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+ readonly ui: Pick<UiApi, "find">;
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+ }>;
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+ drag: Command<{
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+ from: "json";
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+ to: "json";
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+ }, boolean, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly input: InputApi;
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+ }>;
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+ key: Command<{
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+ key: "string";
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+ shift: "boolean?";
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+ }, boolean, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly input: InputApi;
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+ }>;
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+ walk: Command<{
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+ route: "json";
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+ }, FlowState, ControlApp>;
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+ bookmark: Command<{}, Bookmark, ControlApp>;
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+ restore: Command<{
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+ bookmark: "json?";
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+ repro: "json?";
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+ }, FlowState, ControlApp>;
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+ step: Command<{
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+ frames: "number";
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+ deltaMs: "number?";
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+ }, Readonly<Time>, ControlApp>;
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+ pause: Command<{}, boolean, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly lifecycle: Api;
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+ }>;
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+ resume: Command<{}, boolean, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly lifecycle: Api;
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+ }>;
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+ capture: Command<{}, string | undefined, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly renderer: Api$1;
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+ }>;
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+ debug: Command<{
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+ nineSlice: "boolean";
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+ }, DebugSwitches, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly renderer: Api$1;
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+ }>;
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+ reducedMotion: Command<{
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+ on: "boolean";
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+ }, boolean, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly anim: AnimApi;
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+ }>;
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+ fill: Command<{
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+ key: "string";
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+ value: "string";
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+ }, boolean, HeadlessApp & {
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+ readonly log: import("@moku-labs/common/browser").LogApi;
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+ } & {
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+ readonly ui: Pick<UiApi, "fill">;
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+ }>;
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+ }>;
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+ //#endregion
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+ export { commands as t };
@@ -0,0 +1,44 @@
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+ //#region src/plugins/ui/jsx/component.ts
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+ /** The local state a component that declares none starts every instance with. */
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+ const noLocal = {};
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+ /**
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+ * Tells a component definition from a plain function component, which JSX calls at build time.
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+ *
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+ * @param type - What stood in the tag position.
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+ * @returns True when `defineComponent` built it.
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+ * @example
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+ * ```ts
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+ * isComponentDefinition(() => ({ type: "row", props: {}, children: [] })); // false
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+ * ```
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+ */
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+ function isComponentDefinition(type) {
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+ return typeof type === "function" && type.isUiComponent === true;
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+ }
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+ /**
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+ * The one implementation behind the two overloads.
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+ *
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+ * @param name - Component name.
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+ * @param spec - What the game declared.
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+ * @returns The callable definition.
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+ */
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+ function defineComponent(name, spec) {
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+ const local = spec.local ?? noLocal;
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+ const call = (props) => ({
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+ type: name,
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+ props,
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+ children: []
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+ });
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+ const definition = Object.assign(call, {
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+ outcomes: spec.outcomes,
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+ local,
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+ view: spec.view,
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+ isUiComponent: true
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+ });
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+ Object.defineProperty(definition, "name", {
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+ value: name,
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+ configurable: true
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+ });
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+ return definition;
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+ }
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+ //#endregion
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+ export { isComponentDefinition as n, defineComponent as t };
@@ -0,0 +1,73 @@
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+ import { d as HeadlessApp, i as InputArguments, n as Command, o as InputSchema, s as Ran } from "./types-D0uYTTC3.mjs";
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+ import { t as commands } from "./commands-BOxqlv7w.mjs";
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+ import { t as defineCommand } from "./define-BMo0pHe_.mjs";
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+
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+ //#region src/plugins/flow/doors/dev.d.ts
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+ /**
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+ * @file flow/doors — the dev flag. `__MOKU_GAME_DEV__` is a global the engine never replaces: a
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+ * game's dev build defines it `true` (bundler `define`) or sets `globalThis.__MOKU_GAME_DEV__`
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+ * before the engine runs; undefined means a production build.
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+ *
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+ * Bun does not inline `isDev()` across modules (checked on Bun 1.3.14), so a branch that must
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+ * vanish from a production bundle writes the guard inline:
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+ * `if (typeof __MOKU_GAME_DEV__ === "undefined" || !__MOKU_GAME_DEV__) throw controlRefused();`.
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+ * A `define` of `false` folds that condition, and the minifier drops the code behind it.
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+ */
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+ declare global {
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+ /**
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+ * The dev flag of a game. A game never re-declares it: it defines it in the bundler, or sets
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+ * `globalThis.__MOKU_GAME_DEV__ = true` in its dev entry.
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+ *
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+ * @example
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+ * ```ts
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+ * // web/dev.ts, imported first by the dev page: /control commands run from here on.
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+ * globalThis.__MOKU_GAME_DEV__ = true;
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+ * ```
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+ */
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+ var __MOKU_GAME_DEV__: boolean | undefined;
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+ }
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+ /**
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+ * Reads the dev flag at call time. Undefined means off: production is the default.
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+ *
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+ * @returns True only when `__MOKU_GAME_DEV__` is exactly `true`.
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+ * @example
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+ * ```ts
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+ * // The dev page set the flag in web/dev.ts before the engine started.
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+ * globalThis.__MOKU_GAME_DEV__ = true;
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+ * isDev(); // true
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+ * ```
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+ */
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+ /**
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+ * Builds the error a control command throws outside a dev build.
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+ *
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+ * @returns The error, ready to throw.
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+ * @example
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+ * ```ts
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+ * // A production build called a /control command.
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+ * controlRefused().message; // "[game] Control commands run in dev builds only.\n Define __MOKU_GAME_DEV__ as true in the dev build."
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+ * ```
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+ */
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+ declare function controlRefused(): Error;
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+ //#endregion
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+ //#region src/plugins/flow/doors/run.d.ts
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+ /**
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+ * Runs a command in a dev build. A `cheat` or `raw` command taints the session and is journaled
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+ * before it runs, so a failing one still counts.
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+ *
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+ * @param app - The app the command acts on.
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+ * @param command - The command.
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+ * @param input - Its input; left out when every field of its schema is optional.
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+ * @returns The command's value and the envelope read after it.
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+ * @throws {Error} Outside a dev build, and whatever the command throws.
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+ * @example
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+ * ```ts
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+ * // An e2e script: load the bug report, then tap Play.
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+ * await run(app, commands.restore, { repro }); // state: { path: "home", frame: 12, tainted: true }
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+ * const ran = await run(app, commands.answer, { intent: "play" });
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+ * ran.value; // true
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+ * ran.state; // { path: "board/awaitIntent", frame: 14, tainted: true }
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+ * ```
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+ */
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+ declare function run<S extends InputSchema, O, App extends HeadlessApp>(app: App, command: Command<S, O, App>, ...input: InputArguments<S>): Promise<Ran<O>>;
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+ //#endregion
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+ export { type Command, type Ran, commands, controlRefused, defineCommand, run };
@@ -0,0 +1,4 @@
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+ import { t as controlRefused } from "./dev-CcwFrwok.mjs";
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+ import { n as commands, t as run } from "./run-tlcn1w7y.mjs";
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+ import { a as defineCommand } from "./session-DmAxY6Ll.mjs";
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+ export { commands, controlRefused, defineCommand, run };
@@ -0,0 +1,51 @@
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+ import { c as Source, d as HeadlessApp, n as Command, o as InputSchema } from "./types-D0uYTTC3.mjs";
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+
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+ //#region src/plugins/flow/doors/define.d.ts
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+ /**
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+ * Declares a source: a read-only view the editor lists, reads and watches. The types flow from
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+ * the object: the input from `input`, the app from the `read` parameter, the output from its
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+ * result.
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+ *
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+ * @param source - The descriptor.
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+ * @returns The same descriptor, frozen.
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+ * @throws {Error} When the id is not a dotted name such as `"game.position"`.
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+ * @example
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+ * ```ts
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+ * // A game's .dev module: the orders on the board, re-read after every edge.
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+ * export const orders = defineSource({
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+ * id: "timber.orders",
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+ * title: "Orders",
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+ * input: {},
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+ * changes: "edge",
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+ * read: app => app.flow.state().path
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+ * });
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+ * read(app, orders); // "board/awaitIntent"
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+ * ```
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+ */
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+ declare function defineSource<S extends InputSchema, O, App = HeadlessApp>(source: Source<S, O, App>): Source<S, O, App>;
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+ /**
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+ * Declares a command: a dev-only action the editor lists and runs. Its body starts with the
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+ * inline dev guard, so a production build drops it.
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+ *
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+ * @param command - The descriptor.
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+ * @returns The same descriptor, frozen.
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+ * @throws {Error} When the id is not a dotted name such as `"game.answer"`.
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+ * @example
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+ * ```ts
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+ * // A game's .dev module: open the shop from anywhere, through the graph.
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+ * export const openShop = defineCommand({
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+ * id: "timber.openShop",
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+ * title: "Open the shop",
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+ * input: {},
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+ * effect: "route",
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+ * run: app => {
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+ * if (typeof __MOKU_GAME_DEV__ === "undefined" || !__MOKU_GAME_DEV__) throw controlRefused();
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+ * return app.flow.walk([{ at: "home", intent: "shop" }]);
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+ * }
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+ * });
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+ * (await run(app, openShop)).state.path; // "shop"
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+ * ```
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+ */
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+ declare function defineCommand<S extends InputSchema, O, App = HeadlessApp>(command: Command<S, O, App>): Command<S, O, App>;
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+ //#endregion
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+ export { defineSource as n, defineCommand as t };
@@ -0,0 +1,413 @@
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+ //#region src/plugins/flow/runner/journal.ts
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+ /** FNV-1a 32-bit offset basis. */
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+ const OFFSET_BASIS = 2166136261;
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+ /** FNV-1a 32-bit prime. */
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+ const PRIME = 16777619;
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+ /** Separates the parts of a hashed edge, so "a|b" and "a" + "b" never collide. */
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+ const SEPARATOR = "\0";
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+ /**
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+ * Hashes text with FNV-1a, 32 bit. Pure and deterministic: the same text always gives the same
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+ * eight hexadecimal characters, in every runtime.
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+ *
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+ * @param text - The text to hash.
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+ * @returns Eight lowercase hexadecimal characters.
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+ * @example
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+ * ```ts
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+ * hashText("board/merge"); // "53ceca70"
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+ * ```
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+ */
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+ function hashText(text) {
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+ let hash = OFFSET_BASIS;
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+ for (const character of text) hash = Math.imul(hash ^ (character.codePointAt(0) ?? 0), PRIME);
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+ return (hash >>> 0).toString(16).padStart(8, "0");
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+ }
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+ /**
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+ * Hashes one edge, so a replay against edited code fails loudly in dev.
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+ *
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+ * @param path - Path of the node that produced the outcome.
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+ * @param outcome - Outcome name.
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+ * @param next - Rendered edge target.
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+ * @returns The digest of the three parts together.
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+ * @example
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+ * ```ts
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+ * entryHash("board/merge", "done", "board/awaitIntent"); // "e881176b"
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+ * ```
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+ */
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+ function entryHash(path, outcome, next) {
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+ return hashText([
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+ path,
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+ outcome,
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+ next
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+ ].join(SEPARATOR));
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+ }
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+ /**
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+ * Appends an entry with the next index and its hash, and drops the oldest entries above the limit.
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+ * The index keeps counting while entries are dropped, so two entries never share a number.
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+ *
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+ * @param state - Runner state that holds the journal.
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+ * @param entry - The taken edge without `index` and `hash`.
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+ * @param limit - Journal entries kept between checkpoints.
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+ * @returns The stored entry.
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+ */
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+ function pushEntry(state, entry, limit) {
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+ const stored = {
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+ ...entry,
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+ index: state.journalIndex,
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+ hash: entryHash(entry.path, entry.outcome, entry.next)
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+ };
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+ state.journalIndex += 1;
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+ state.journal.push(stored);
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+ if (state.journal.length > limit) state.journal.splice(0, state.journal.length - limit);
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+ return stored;
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+ }
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+ /**
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+ * Clears the journal at a checkpoint. The running index is kept, and so is the array itself: a
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+ * reader that holds `history()` sees the compaction.
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+ *
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+ * @param state - Runner state that holds the journal.
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+ */
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+ function compact(state) {
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+ state.journal.length = 0;
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+ }
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+ //#endregion
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+ //#region src/plugins/flow/runner/registry.ts
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+ /**
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+ * Creates the empty flow map. It lives in its own function because the plugin's lint rule L5
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+ * refuses a collection built inside an exported declaration.
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+ *
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+ * @returns An empty map of flow id to flow.
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+ * @example
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+ * ```ts
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+ * emptyFlows().size; // 0
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+ * ```
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+ */
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+ function emptyFlows() {
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+ return /* @__PURE__ */ new Map();
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+ }
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+ /**
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+ * Adds a flow and every flow it reaches by reference to the map. The first flow under an id wins,
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+ * so a collision is visible to `validateGraph` instead of silently replacing a flow.
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+ *
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+ * @param flow - The flow to add.
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+ * @param flows - The map being filled.
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+ */
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+ function addFlow(flow, flows) {
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+ if (flows.has(flow.id)) return;
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+ flows.set(flow.id, flow);
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+ for (const entry of Object.values(flow.nodes)) if (entry.kind === "flow") addFlow(entry, flows);
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+ }
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+ /**
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+ * Collects every flow reachable from the main flow by reference, plus the registered extras.
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+ * The main flow is the first entry: `describeGraph` reads it as the entry point of the graph.
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+ *
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+ * @param main - The top-level flow.
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+ * @param extra - Flows added with `register`, not reachable by reference.
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+ * @returns Flow id to flow, main first.
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+ * @example
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+ * ```ts
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+ * [...collectFlows(mainFlow, []).keys()]; // ["main", "board"]: the main flow first
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+ * ```
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+ */
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+ function collectFlows(main, extra) {
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+ const flows = emptyFlows();
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+ addFlow(main, flows);
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+ for (const flow of extra) addFlow(flow, flows);
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+ return flows;
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+ }
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+ /**
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+ * Renders a position as a path: the node of every frame, outermost first.
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+ *
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+ * @param stack - One frame per nesting level.
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+ * @returns The path, for example `"board/awaitIntent"`; empty without a position.
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+ * @example
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+ * ```ts
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+ * const board = { flow: "main", node: "board", input: null };
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+ * framePath([board, { flow: "board", node: "merge", input: null }]); // "board/merge"
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+ * ```
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+ */
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+ function framePath(stack) {
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+ return stack.map((frame) => frame.node).join("/");
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+ }
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+ /**
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+ * Picks the flow a path continues in after one entry: the sub-flow itself, or, behind a slot, the
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+ * first contribution in order that has the next segment as a node. A path keeps node names only,
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+ * so two contributions of one slot with the same node name cannot be told apart; `validateGraph`
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+ * warns about that.
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+ *
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+ * @param entry - The entry the path just passed.
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+ * @param next - The next segment of the path.
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+ * @param contributionsOf - Reads the contributions of a slot, in order.
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+ * @returns The flow to go on in, or `undefined` when the path ends here.
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+ */
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+ function flowBehind(entry, next, contributionsOf) {
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+ if (entry.kind === "flow") return entry;
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+ if (entry.kind !== "slot") return void 0;
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+ return contributionsOf(entry.name).find((item) => Object.hasOwn(item.flow.nodes, next))?.flow;
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+ }
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+ /**
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+ * Reads no contributions: the default of `findNode` for a caller that has no features API.
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+ *
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+ * @returns An empty list.
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+ * @example
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+ * ```ts
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+ * noContributions(); // []
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+ * ```
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+ */
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+ function noContributions() {
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+ return [];
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+ }
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+ /**
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+ * Finds the node, sub-flow or slot a path names, starting at the main flow. A path descends one
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+ * sub-flow per segment, and through a slot into the contribution that has the next segment; a
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+ * segment after a plain node finds nothing.
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+ *
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+ * @param main - The top-level flow.
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+ * @param path - A path as `framePath` renders it.
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+ * @param contributionsOf - Reads the contributions of a slot, in order. Without it a path ends at
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+ * a slot.
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+ * @returns Where the path leads, or `undefined` when no such node exists.
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+ * @example
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+ * ```ts
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+ * findNode(mainFlow, "board/awaitIntent")?.trail;
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+ * // [{ flow: "main", node: "board" }, { flow: "board", node: "awaitIntent" }]
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+ * findNode(mainFlow, "afterOrder/show", () => [{ flow: rewardFlow }])?.trail;
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+ * // [{ flow: "main", node: "afterOrder" }, { flow: "rewardPopup", node: "show" }]
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+ * ```
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+ */
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+ function findNode(main, path, contributionsOf = noContributions) {
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+ const names = path.split("/").filter(Boolean);
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+ const trail = [];
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+ let flow = main;
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+ for (const [step, name] of names.entries()) {
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+ const entry = flow.nodes[name];
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+ if (!entry) return void 0;
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+ trail.push({
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+ flow: flow.id,
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+ node: name
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+ });
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+ if (step === names.length - 1) return {
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+ flow,
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+ name,
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+ entry,
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+ trail
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+ };
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+ const behind = flowBehind(entry, names[step + 1] ?? "", contributionsOf);
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+ if (behind === void 0) return void 0;
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+ flow = behind;
197
+ }
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+ }
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+ /**
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+ * Renders an edge target as a string: a node name, `"exit:win"` or `"map:node"`.
201
+ *
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+ * @param target - The target as the edge table holds it.
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+ * @returns The rendered target.
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+ * @example
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+ * ```ts
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+ * renderTarget("home"); // "home"
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+ * renderTarget({ kind: "exit", outcome: "win" }); // "exit:win"
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+ * ```
209
+ */
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+ function renderTarget(target) {
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+ if (typeof target === "string") return target;
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+ return target.kind === "exit" ? `exit:${target.outcome}` : `map:${target.target}`;
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+ }
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+ /**
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+ * Renders the edge table of one flow.
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+ *
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+ * @param flow - The flow to render.
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+ * @returns Node name to outcome name to rendered target.
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+ * @example
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+ * ```ts
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+ * renderEdges(boardFlow).awaitIntent?.leave; // "exit:left"
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+ * ```
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+ */
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+ function renderEdges(flow) {
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+ const edges = {};
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+ for (const [name, row] of Object.entries(flow.edges)) {
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+ const rendered = {};
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+ for (const [outcome, target] of Object.entries(row)) rendered[outcome] = renderTarget(target);
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+ edges[name] = rendered;
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+ }
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+ return edges;
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+ }
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+ /**
234
+ * Maps every node and flow a feature brought to the name of that feature.
235
+ *
236
+ * @param features - Features API.
237
+ * @returns Node or flow object to feature name.
238
+ */
239
+ function collectOwners(features) {
240
+ const owners = /* @__PURE__ */ new Map();
241
+ for (const { name, description } of features.all()) {
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+ for (const node of description.nodes ?? []) owners.set(node, name);
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+ for (const flow of description.flows ?? []) owners.set(flow, name);
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+ }
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+ return owners;
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+ }
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+ /**
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+ * Describes one entry of a flow: its flags, its scene, its outcome names, and the slot, sub-flow
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+ * or owning feature when it has one.
250
+ *
251
+ * @param flow - The flow that holds the entry.
252
+ * @param name - Name of the entry inside that flow.
253
+ * @param entry - The node, sub-flow or slot.
254
+ * @param owner - Name of the feature that brought it, when a feature did.
255
+ * @returns The entry as JSON.
256
+ * @example
257
+ * ```ts
258
+ * describeNode(mainFlow, "home", home, undefined).rest; // true
259
+ * describeNode(mainFlow, "board", boardFlow, "board").subFlow; // "board"
260
+ * ```
261
+ */
262
+ function describeNode(flow, name, entry, owner) {
263
+ const node = entry.kind === "node" ? entry : void 0;
264
+ return {
265
+ flow: flow.id,
266
+ node: name,
267
+ rest: node?.rest ?? false,
268
+ over: node?.over ?? false,
269
+ checkpoint: node?.checkpoint ?? false,
270
+ barrier: node?.barrier ?? false,
271
+ outcomes: Object.keys(entry.outcomes),
272
+ ...node?.scene === void 0 ? {} : { scene: node.scene },
273
+ ...entry.kind === "slot" ? { slot: entry.name } : {},
274
+ ...entry.kind === "flow" ? { subFlow: entry.id } : {},
275
+ ...owner === void 0 ? {} : { owner }
276
+ };
277
+ }
278
+ /**
279
+ * Describes every entry of one flow.
280
+ *
281
+ * @param flow - The flow to describe.
282
+ * @param owners - Node or flow object to feature name.
283
+ * @returns Node name to description.
284
+ * @example
285
+ * ```ts
286
+ * describeNodes(boardFlow, new Map()).merge?.outcomes; // ["done", "rejected"]
287
+ * ```
288
+ */
289
+ function describeNodes(flow, owners) {
290
+ const nodes = {};
291
+ for (const [name, entry] of Object.entries(flow.nodes)) nodes[name] = describeNode(flow, name, entry, owners.get(entry) ?? owners.get(flow));
292
+ return nodes;
293
+ }
294
+ /**
295
+ * Collects the slot names of every flow of the graph. `describe()` and `validate` both read the
296
+ * contributions of exactly these slots.
297
+ *
298
+ * @param flows - Every collected flow by id.
299
+ * @returns The slot names, in the order the graph declares them, each once.
300
+ * @example
301
+ * ```ts
302
+ * slotNames(collectFlows(mainFlow, [])); // ["afterOrder"]
303
+ * ```
304
+ */
305
+ function slotNames(flows) {
306
+ const names = [];
307
+ for (const flow of flows.values()) for (const entry of Object.values(flow.nodes)) if (entry.kind === "slot" && !names.includes(entry.name)) names.push(entry.name);
308
+ return names;
309
+ }
310
+ /**
311
+ * Renders the whole graph as JSON without running the game: nodes, flags, outcomes, edges,
312
+ * slots and who contributed. Edge targets become `"node"`, `"exit:win"`, `"map:node"`.
313
+ *
314
+ * @param flows - Every collected flow by id, the main flow first, as `collectFlows` returns them.
315
+ * @param features - Features API: owners and slot contributions.
316
+ * @returns The graph as plain JSON.
317
+ */
318
+ function describeGraph(flows, features) {
319
+ const owners = collectOwners(features);
320
+ const described = {};
321
+ const slots = {};
322
+ for (const flow of flows.values()) described[flow.id] = {
323
+ nodes: describeNodes(flow, owners),
324
+ start: flow.start,
325
+ edges: renderEdges(flow)
326
+ };
327
+ for (const name of slotNames(flows)) slots[name] = features.contributions(name).map(({ feature, flow, order }) => ({
328
+ feature,
329
+ flow: flow.id,
330
+ order
331
+ }));
332
+ return {
333
+ main: [...flows.keys()][0] ?? "",
334
+ flows: described,
335
+ slots
336
+ };
337
+ }
338
+ /**
339
+ * Compares two object keys without a locale, so the rendering is the same everywhere.
340
+ *
341
+ * @param first - First key.
342
+ * @param second - Second key.
343
+ * @returns A negative number, zero or a positive number.
344
+ * @example
345
+ * ```ts
346
+ * compareKeys("edges", "nodes"); // -1
347
+ * ```
348
+ */
349
+ function compareKeys(first, second) {
350
+ if (first === second) return 0;
351
+ return first < second ? -1 : 1;
352
+ }
353
+ /**
354
+ * Renders a JSON value with its object keys sorted, so two equal graphs written in a different
355
+ * order hash the same.
356
+ *
357
+ * @param value - Any JSON value.
358
+ * @returns The value as text.
359
+ * @example
360
+ * ```ts
361
+ * stableJson({ b: 1, a: 2 }); // '{"a":2,"b":1}'
362
+ * ```
363
+ */
364
+ function stableJson(value) {
365
+ if (Array.isArray(value)) return `[${value.map((item) => stableJson(item)).join(",")}]`;
366
+ if (typeof value !== "object" || !value) return JSON.stringify(value) ?? "";
367
+ return `{${Object.entries(value).filter(([, item]) => item !== void 0).toSorted(([first], [second]) => compareKeys(first, second)).map(([key, item]) => `${JSON.stringify(key)}:${stableJson(item)}`).join(",")}}`;
368
+ }
369
+ /**
370
+ * Hashes a graph description. A bookmark of a plain rest node is accepted only while this hash
371
+ * is unchanged.
372
+ *
373
+ * @param graph - Result of `describeGraph`.
374
+ * @returns Eight lowercase hexadecimal characters.
375
+ * @example
376
+ * ```ts
377
+ * graphHash({ main: "main", flows: {}, slots: {} }); // "cfb16c03"
378
+ * ```
379
+ */
380
+ function graphHash(graph) {
381
+ return hashText(stableJson(graph));
382
+ }
383
+ //#endregion
384
+ //#region src/plugins/flow/doors/dev.ts
385
+ /**
386
+ * Reads the dev flag at call time. Undefined means off: production is the default.
387
+ *
388
+ * @returns True only when `__MOKU_GAME_DEV__` is exactly `true`.
389
+ * @example
390
+ * ```ts
391
+ * // The dev page set the flag in web/dev.ts before the engine started.
392
+ * globalThis.__MOKU_GAME_DEV__ = true;
393
+ * isDev(); // true
394
+ * ```
395
+ */
396
+ function isDev() {
397
+ return typeof __MOKU_GAME_DEV__ !== "undefined" && __MOKU_GAME_DEV__ === true;
398
+ }
399
+ /**
400
+ * Builds the error a control command throws outside a dev build.
401
+ *
402
+ * @returns The error, ready to throw.
403
+ * @example
404
+ * ```ts
405
+ * // A production build called a /control command.
406
+ * controlRefused().message; // "[game] Control commands run in dev builds only.\n Define __MOKU_GAME_DEV__ as true in the dev build."
407
+ * ```
408
+ */
409
+ function controlRefused() {
410
+ return /* @__PURE__ */ new Error("[game] Control commands run in dev builds only.\n Define __MOKU_GAME_DEV__ as true in the dev build.");
411
+ }
412
+ //#endregion
413
+ export { findNode as a, slotNames as c, describeGraph as i, compact as l, isDev as n, framePath as o, collectFlows as r, graphHash as s, controlRefused as t, pushEntry as u };