@patterkit/model 0.8.0 → 0.9.0

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package/README.md ADDED
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+ # @patterkit/model
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+
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+ The TypeScript types that describe Patter's data: the shape every other `@patterkit` package agrees on.
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+ Types only, with no behaviour.
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+
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+ Most people won't need to install this directly. To play Patter dialogue in a game or web page, use
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+ [`@patterkit/runtime`](https://www.npmjs.com/package/@patterkit/runtime); to work with Patter projects from
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+ a terminal or a build script, use [`@patterkit/cli`](https://www.npmjs.com/package/@patterkit/cli).
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+
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+ ## What's in it
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+
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+ - **The source format**: scenes and their flow tree (blocks, groups, snippets, beats, and jumps), the
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+ project file, locale files, and the authoring file that holds comments, suggestions, and writing status.
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+ - **The compiled bundle**: the `.patterc` a game loads, as written by the compiler and read by every runtime.
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+ - **Shared helpers for addressing**: the game-facing ids (`gameIdify`, `isValidGameId`, `effectiveGameId`).
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+
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+ Conditions and effects are kept as source strings here; the expression language itself is
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+ [`@wildwinter/expr`](https://www.npmjs.com/package/@wildwinter/expr). The format is described in
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+ [the specification](https://patterkit.dev/specification/).
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+
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+ ```sh
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+ npm install @patterkit/model
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+ ```
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+
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+ ## Part of Patter
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+
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+ [Patter](https://patterkit.dev/) is a branching dialogue format with its own editor (Patterpad), command line
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+ tool (`patter`), and runtimes for JavaScript, Unity, Unreal, and Godot. This package is one layer of the
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+ JavaScript tooling, and the other `@patterkit` packages build on it. [How it fits
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+ together](https://patterkit.dev/architecture/) shows where each piece sits, and the source is in the
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+ [patter repository](https://github.com/patterkit/patter).
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+
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+ ## Licence
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+
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+ MIT
package/dist/index.d.cts CHANGED
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  /** The chosen option owning a prompt still to be replayed (a save taken between choose + advance).
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  * Optional / null in older saves -> no pending prompt. */
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  pendingPromptOwnerId?: string | null;
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+ /** The prompt still to be replayed, exactly as the choice SHOWED it (text and speaker fields, the same
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+ * shape as a saved option's `prompt`), so the replay after a load says what the player saw. Written only
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+ * alongside a `pendingPromptOwnerId` (the choose -> advance window, with `replayPromptOnChoose`), and
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+ * absent otherwise. A save without it (written before Patterplay 0.18.0) resolves the owner's prompt beat
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+ * when it is delivered, as before. */
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+ pendingPrompt?: SavedChoicePrompt;
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  /** This flow's (non-shared) selector cursors, keyed by group id. */
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  selectors: Record<string, SelectorSnapshot>;
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  }
package/dist/index.d.ts CHANGED
@@ -1017,6 +1017,12 @@ interface FlowCursor {
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  /** The chosen option owning a prompt still to be replayed (a save taken between choose + advance).
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  * Optional / null in older saves -> no pending prompt. */
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  pendingPromptOwnerId?: string | null;
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+ /** The prompt still to be replayed, exactly as the choice SHOWED it (text and speaker fields, the same
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+ * shape as a saved option's `prompt`), so the replay after a load says what the player saw. Written only
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+ * alongside a `pendingPromptOwnerId` (the choose -> advance window, with `replayPromptOnChoose`), and
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+ * absent otherwise. A save without it (written before Patterplay 0.18.0) resolves the owner's prompt beat
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+ * when it is delivered, as before. */
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+ pendingPrompt?: SavedChoicePrompt;
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  /** This flow's (non-shared) selector cursors, keyed by group id. */
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  selectors: Record<string, SelectorSnapshot>;
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  }
package/package.json CHANGED
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  {
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  "name": "@patterkit/model",
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- "version": "0.8.0",
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+ "version": "0.9.0",
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  "description": "Patter data-model types: source (scene/block/group/snippet/beat/jump), project, locale, authoring. The shape source-of-truth.",
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  "type": "module",
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  "license": "MIT",