@nilvn/core 0.16.3 → 0.17.0

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@@ -28,6 +28,16 @@ export interface BuildChunkedOptions {
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  /** Command schema registry for serialization (`commandRegistry(manifests)`);
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  * built-ins only when omitted — see SerializeOptions.commands. */
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  commands?: Record<string, CommandSchema>;
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+ /** A scoped build (the studio's preview of one scene): only these scene ids, in
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+ * project order, go into the package — as ONE chunk, which is also the entry —
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+ * and a jump or choice that leaves the scope routes to the unset landing
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+ * (serialize's non-`crossChunk` mode) instead of naming a label the package
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+ * does not carry. `groups` is ignored when set. Omitted = the whole project. */
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+ scenes?: string[];
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+ /** Emit `[label anchorLabel]` right before this node (play-from-here). */
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+ anchorNodeId?: string;
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+ /** The label to inject at `anchorNodeId`; defaults to `__nilvn_here__`. */
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+ anchorLabel?: string;
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  }
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  /** Catalog keys a scene's runtime body references (say/narrate text + choice
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  * option labels) — i.e. the text that belongs in this scene's locale slice.
@@ -57,10 +57,12 @@ export function sceneTextKeys(nodes, into) {
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  }
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  }
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  export function buildChunkedExport(project, opts) {
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- const sceneOrder = project.scenes.map((s) => s.id);
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+ const scoped = opts.scenes ? project.scenes.filter((s) => opts.scenes.includes(s.id)) : project.scenes;
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+ const sceneOrder = scoped.map((s) => s.id);
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  const sceneIds = new Set(sceneOrder);
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- const byId = new Map(project.scenes.map((s) => [s.id, s]));
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- const groups = opts.groups ?? sceneOrder.map((id) => [id]);
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+ const byId = new Map(scoped.map((s) => [s.id, s]));
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+ const groups = opts.scenes ? [sceneOrder] : (opts.groups ?? sceneOrder.map((id) => [id]));
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+ const anchor = opts.anchorNodeId ? { anchorNodeId: opts.anchorNodeId, ...(opts.anchorLabel ? { anchorLabel: opts.anchorLabel } : {}) } : {};
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  // Each group → one chunk. Chunk id = its first scene id (stable, unique).
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  const chunks = [];
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  const files = [];
@@ -76,7 +78,7 @@ export function buildChunkedExport(project, opts) {
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  if (!ids.length)
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  continue;
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  const chunkId = ids[0];
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- const { body, labels, assetRefs } = serializeChunk(project, { scenes: ids, keepKeys: true, crossChunk: true, ...(opts.commands ? { commands: opts.commands } : {}) });
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+ const { body, labels, assetRefs } = serializeChunk(project, { scenes: ids, keepKeys: true, crossChunk: !opts.scenes, ...anchor, ...(opts.commands ? { commands: opts.commands } : {}) });
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  const scriptChunk = { id: chunkId, body, labels };
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  const text = JSON.stringify(scriptChunk);
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  const bytes = utf8Len(text);
package/dist/ir.d.ts CHANGED
@@ -1,6 +1,18 @@
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  export type Lang = string;
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  /** textKey -> localized string. Values may carry inline markup ({wave:..}, {w:0.5}, {br}). */
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  export type TextCatalog = Record<string, string>;
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+ /** The work's engine configuration — the JSON form of `nilvn.config.toml`,
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+ * section by section (`title`, `ending`, `theme`, `window`, `menu`, `settings`,
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+ * `keys`, `saves`, `choices`, `input`, `preload`, `ui`, `persist`, `strings`,
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+ * `plugins.<id>` …). Core keeps it opaque on purpose: the engine is the one
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+ * source of its meaning (its `CONFIG_SCHEMA` / `checkConfig` validate it and the
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+ * studio's settings forms are generated from that schema), so nothing here
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+ * duplicates the engine's types. Sections the package model carries elsewhere
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+ * (`game.entry` / `game.scripts` / `path` / `actors` / `plugins.use`) do not
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+ * belong in it — the engine drops them with a diagnostic. */
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+ export interface WorkConfig {
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+ [section: string]: unknown;
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+ }
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  export interface Project {
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  meta: ProjectMeta;
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  actors: Record<string, Actor>;
@@ -18,6 +30,10 @@ export interface Project {
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  * the engine unlocks a segment when normal play passes its end. Optional: older
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  * projects simply have none. */
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  replays?: ReplaySegment[];
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+ /** The work's engine configuration (see {@link WorkConfig}); travels into the
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+ * script package as `nilvn.json` `config`. Optional: a project without one
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+ * plays with the engine's defaults. Added at schema v12. */
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+ config?: WorkConfig;
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  }
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  /** A node position id: which scene, which node — the timeline's stable locator
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  * (`NodeBase.id` is minted once and survives edits around it). */
@@ -73,8 +89,10 @@ export interface ReplaySegment {
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  * v11: plugin platform v2 — `PluginRef`
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  * is `{ id, version?, config? }` keyed by the plugin's reverse-DNS id; the
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  * migration maps bundled short names (`textfx` → `app.nilvn.textfx`) and keeps
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- * unknown names verbatim (the editor reports them, nothing is dropped). */
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- export declare const CURRENT_SCHEMA_VERSION = 11;
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+ * unknown names verbatim (the editor reports them, nothing is dropped).
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+ * v12: `Project.config` the work's engine configuration (the JSON form of
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+ * nilvn.config.toml), exported as the package's `config`. Pure addition. */
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+ export declare const CURRENT_SCHEMA_VERSION = 12;
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  /** Bring a loaded project up to CURRENT_SCHEMA_VERSION in place (then return it).
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  * Call once on load, after reading from disk. Runs every table step the project
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  * predates, in order, then stamps the current version. */
package/dist/ir.js CHANGED
@@ -40,8 +40,10 @@ import { resolvePluginId } from './plugins.js';
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  * v11: plugin platform v2 — `PluginRef`
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  * is `{ id, version?, config? }` keyed by the plugin's reverse-DNS id; the
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  * migration maps bundled short names (`textfx` → `app.nilvn.textfx`) and keeps
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- * unknown names verbatim (the editor reports them, nothing is dropped). */
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- export const CURRENT_SCHEMA_VERSION = 11;
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+ * unknown names verbatim (the editor reports them, nothing is dropped).
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+ * v12: `Project.config` the work's engine configuration (the JSON form of
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+ * nilvn.config.toml), exported as the package's `config`. Pure addition. */
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+ export const CURRENT_SCHEMA_VERSION = 12;
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  /** The stable id a ref (of either shape) points at. */
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  function refId(r) {
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  const raw = r.id ?? r.name;
@@ -152,6 +154,8 @@ const MIGRATIONS = [
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  p.plugins = next;
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  },
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  },
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+ // v11 -> v12: `Project.config` (the work's engine configuration). Pure addition
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+ // — a project without one plays with the engine's defaults.
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  ];
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  /** Bring a loaded project up to CURRENT_SCHEMA_VERSION in place (then return it).
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  * Call once on load, after reading from disk. Runs every table step the project
package/dist/package.d.ts CHANGED
@@ -1,4 +1,4 @@
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- import type { Project } from './ir.js';
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+ import type { Project, WorkConfig } from './ir.js';
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  import { type ChunkManifest, type ManifestAsset } from './chunk.js';
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  import { type BuildChunkedOptions, type ChunkFile } from './chunk-build.js';
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  /** Script-package format version. Bumped only when nilvn.json's shape changes
@@ -49,6 +49,14 @@ export interface PackageManifest {
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  textSpeed: number;
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  /** Per-work id the runtime namespaces saves / settings by. */
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  saveKey: string;
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+ /** The work's engine configuration — the JSON form of `nilvn.config.toml`
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+ * (`Project.config`). The engine applies it once the package is open, after
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+ * the asset table is filled, so a skin, logo or background in it resolves by
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+ * ref like any other asset. Optional (a package without one plays with the
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+ * engine's defaults); the sections `nilvn.json` carries itself (`game.entry`
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+ * / `game.scripts` / `path` / `actors` / `plugins.use`) are dropped with a
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+ * diagnostic. Engines before 0.17 ignore the field. */
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+ config?: WorkConfig;
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  /** The chunk manifest (chunk.ts), embedded as-is: chunk / locale-slice / asset
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  * index + entry label. Wire files (`chunks/**`, `assets/**`) are unchanged. */
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  chunks: ChunkManifest;
@@ -74,6 +82,8 @@ export interface BuildPackageOptions extends BuildChunkedOptions {
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  textSpeed?: number;
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  /** Defaults to the project id, else the title. */
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  saveKey?: string;
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+ /** Defaults to `project.config`; left out of the manifest when empty. */
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+ config?: WorkConfig;
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  }
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  export interface ScriptPackagePlan {
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  /** nilvn.json, with `chunks.assets` still EMPTY — the producer resolves the
@@ -96,5 +106,12 @@ export declare function packageActors(project: Project): Record<string, PackageA
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  * single-file / asset-ZIP shape) plus the manifest fields the shells used to bake
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  * into their bootstraps. Pure, zero-I/O. */
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  export declare function buildScriptPackage(project: Project, opts: BuildPackageOptions): ScriptPackagePlan;
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+ /** Asset refs a work configuration names — a skin, logo, background, music,
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+ * HUD icon or preload entry — found by walking every string in it with the
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+ * same predicate the scene walk uses (`isAssetRef`), so a producer resolves
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+ * them into the package's by-ref table alongside the scenes' assets. Strings
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+ * holding a `{placeholder}` (a layered actor's `src` template) are templates,
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+ * not refs, and are left to the actor table. */
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+ export declare function configAssetRefs(config: WorkConfig | undefined): string[];
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  /** Fill the by-ref asset table (`chunks.assets`). Returns a new manifest. */
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  export declare function fillPackageAssets(manifest: PackageManifest, assets: Record<string, ManifestAsset>): PackageManifest;
package/dist/package.js CHANGED
@@ -8,6 +8,7 @@
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  // Pure types + a builder over buildChunkedExport, zero-dep. The editor's four
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  // exports (single-file HTML / asset ZIP / chunked ZIP / .nvpk) are this package
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  // plus a shell; the engine's `load()` is its one consumer.
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+ import { isAssetRef } from './serialize.js';
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  import { isChunkManifest } from './chunk.js';
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  import { buildChunkedExport } from './chunk-build.js';
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  /** Script-package format version. Bumped only when nilvn.json's shape changes
@@ -57,12 +58,14 @@ export function packageActors(project) {
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  * single-file / asset-ZIP shape) plus the manifest fields the shells used to bake
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  * into their bootstraps. Pure, zero-I/O. */
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  export function buildScriptPackage(project, opts) {
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- // Forward the command registry: without it the chunks serialize plugin commands
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- // against the built-ins alone, and a positional argument (`[move yuki …]`)
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- // degrades to `id=yuki`, which the plugin never reads.
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- const plan = buildChunkedExport(project, { engine: opts.engine, groups: opts.groups, ...(opts.commands ? { commands: opts.commands } : {}) });
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+ // The chunk options ride through whole (registry, grouping, a preview's scene
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+ // scope and anchor): without the command registry the chunks serialize plugin
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+ // commands against the built-ins alone, and a positional argument
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+ // (`[move yuki …]`) degrades to `id=yuki`, which the plugin never reads.
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+ const plan = buildChunkedExport(project, opts);
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  const title = opts.title ?? (project.meta.title || 'NilVN');
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  const lang = (opts.lang ?? project.meta.defaultLang);
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+ const config = opts.config ?? project.config;
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  const manifest = {
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  format: PACKAGE_FORMAT,
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  title,
@@ -73,10 +76,36 @@ export function buildScriptPackage(project, opts) {
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  plugins: opts.plugins ?? project.plugins.map((p) => ({ id: p.id })),
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  textSpeed: opts.textSpeed ?? (Number(project.meta.textSpeed) || 40),
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  saveKey: opts.saveKey ?? (project.meta.id || project.meta.title || 'nilvn'),
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+ ...(config && Object.keys(config).length ? { config } : {}),
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  chunks: plan.manifest,
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  };
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  return { manifest, files: plan.files, assetRefs: plan.assetRefs };
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  }
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+ /** Asset refs a work configuration names — a skin, logo, background, music,
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+ * HUD icon or preload entry — found by walking every string in it with the
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+ * same predicate the scene walk uses (`isAssetRef`), so a producer resolves
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+ * them into the package's by-ref table alongside the scenes' assets. Strings
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+ * holding a `{placeholder}` (a layered actor's `src` template) are templates,
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+ * not refs, and are left to the actor table. */
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+ export function configAssetRefs(config) {
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+ const out = new Set();
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+ const walk = (v) => {
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+ if (typeof v === 'string') {
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+ if (isAssetRef(v) && !v.includes('{'))
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+ out.add(v);
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+ }
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+ else if (Array.isArray(v)) {
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+ for (const x of v)
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+ walk(x);
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+ }
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+ else if (v && typeof v === 'object') {
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+ for (const x of Object.values(v))
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+ walk(x);
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+ }
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+ };
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+ walk(config);
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+ return [...out];
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+ }
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  /** Fill the by-ref asset table (`chunks.assets`). Returns a new manifest. */
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  export function fillPackageAssets(manifest, assets) {
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  return { ...manifest, chunks: { ...manifest.chunks, assets } };
@@ -1,7 +1,7 @@
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  export declare const FORMAT_VERSIONS: Readonly<{
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  /** Project / IR document (`ProjectMeta.schemaVersion`) — `migrateProject` brings
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  * older projects forward, one table step per bump. */
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- irSchema: 11;
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+ irSchema: 12;
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  /** Chunked-streaming manifest (`ChunkManifest.format`) — the loaders gate on it. */
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  chunkManifest: 1;
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  /** Script package (`nilvn.json` `format`) — `checkPackageManifest` gates on it. */
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@nilvn/core",
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- "version": "0.16.3",
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+ "version": "0.17.0",
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  "type": "module",
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  "description": "NilVN shared core — the project document model (IR), command / plugin-manifest schemas, script-package format and serializers",
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  "license": "MIT",