@polycode-projects/the-mechanical-code-talker 2.7.25 → 2.8.0

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Files changed (53) hide show
  1. package/data/sprites/adventurer-icon.toml +13 -0
  2. package/data/sprites/animal-icon.toml +15 -0
  3. package/data/sprites/butler-icon.toml +16 -0
  4. package/data/sprites/cabinet-icon.toml +13 -0
  5. package/data/sprites/container-icon.toml +12 -0
  6. package/data/sprites/{cook.toml → cook-icon.toml} +8 -1
  7. package/data/sprites/desk-icon.toml +14 -0
  8. package/data/sprites/dog-icon.toml +17 -0
  9. package/data/sprites/dog-with-colour-icon.toml +31 -0
  10. package/data/sprites/egg-icon.toml +9 -0
  11. package/data/sprites/fly-icon.toml +19 -0
  12. package/data/sprites/furniture-icon.toml +12 -0
  13. package/data/sprites/gardener-icon.toml +11 -0
  14. package/data/sprites/housekeeper-icon.toml +14 -0
  15. package/data/sprites/key-icon.toml +12 -0
  16. package/data/sprites/lamp-icon.toml +11 -0
  17. package/data/sprites/letter-icon.toml +11 -0
  18. package/data/sprites/person-icon.toml +10 -0
  19. package/data/sprites/poodle-icon.toml +22 -0
  20. package/data/sprites/portable-icon.toml +12 -0
  21. package/data/sprites/portrait-icon.toml +12 -0
  22. package/data/sprites/room-icon.toml +11 -0
  23. package/data/sprites/spider-icon.toml +21 -0
  24. package/package.json +4 -2
  25. package/src/adapters/corpus/sprite-large-template-files.mjs +62 -0
  26. package/src/domain/sprite-materials.mjs +73 -0
  27. package/src/domain/sprite-size.mjs +34 -0
  28. package/src/domain/sprite-templates.mjs +106 -15
  29. package/src/domain/svg-instance-ids.mjs +40 -0
  30. package/src/services/adventure-viz.mjs +266 -36
  31. package/src/surfaces/web/adventure-browser-entry.mjs +38 -12
  32. package/data/sprites/adventurer.toml +0 -5
  33. package/data/sprites/animal.toml +0 -6
  34. package/data/sprites/butler.toml +0 -8
  35. package/data/sprites/cabinet.toml +0 -5
  36. package/data/sprites/container.toml +0 -5
  37. package/data/sprites/desk.toml +0 -4
  38. package/data/sprites/dog-with-colour.toml +0 -20
  39. package/data/sprites/dog.toml +0 -5
  40. package/data/sprites/egg.toml +0 -4
  41. package/data/sprites/fly.toml +0 -5
  42. package/data/sprites/furniture.toml +0 -5
  43. package/data/sprites/gardener.toml +0 -4
  44. package/data/sprites/housekeeper.toml +0 -6
  45. package/data/sprites/key.toml +0 -5
  46. package/data/sprites/lamp.toml +0 -4
  47. package/data/sprites/letter.toml +0 -5
  48. package/data/sprites/person.toml +0 -4
  49. package/data/sprites/poodle.toml +0 -5
  50. package/data/sprites/portable.toml +0 -6
  51. package/data/sprites/portrait.toml +0 -5
  52. package/data/sprites/room.toml +0 -5
  53. package/data/sprites/spider.toml +0 -5
@@ -36,7 +36,7 @@ import {
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36
  import { parseEntities } from "../../domain/codegraph.mjs";
37
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  import { loadLexicon } from "../../domain/grammar/lexicon.mjs";
38
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  import { foldWorldState, worldDigestRows, roomAffordances } from "../../services/adventure.mjs";
39
- import { runAdventureAutoplayTick } from "../../services/adventure-autoplay.mjs";
39
+ import { runAdventureAutoplayTick, exposedFacts } from "../../services/adventure-autoplay.mjs";
40
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  import { resolveSpriteForClass, SPRITE_REGISTRY } from "../../domain/sprite-map.mjs";
41
41
  import { resolveSpriteAsset } from "../../domain/sprite-templates.mjs";
42
42
 
@@ -59,10 +59,26 @@ export async function createAdventureSession(worldPayload) {
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59
 
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  const planHolder = { state: { adventure: { world: worldPayload.name } } };
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  const sessionId = globalThis.crypto?.randomUUID?.() ?? String(Date.now());
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- let exposedRoomIds = new Set();
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+ // visitedRoomIds is the ONE exposure set both `turn()` and `autoplayTick()`
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+ // grow — a deliberate merge, not two separate histories. Both entry points
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+ // move the SAME player through the SAME shared memoryDir: `here` is always
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+ // read fresh off the live fact store (state.placements.get("player")), not
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+ // off whichever path last ran, so by the time either call finishes, the
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+ // room the player is standing in is genuinely known to a visitor looking
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+ // at the page regardless of which control moved them there. Keeping two
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+ // separate sets would make the map/goal panels UNDER-report a room a
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+ // visitor plainly just walked autoplay through (or vice versa) — a false
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+ // conservatism, not real honesty, since nothing about the OTHER path's
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+ // moves is hidden from this same session. runAdventureAutoplayTick's own
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+ // returned `exposedRoomIds` already folds forward whatever it was handed,
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+ // so feeding it this merged set on every tick, and folding its result back
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+ // into the same variable, is enough: manual moves feed autoplay's own
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+ // reasoning, autoplay's moves feed the panels, with no separate
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+ // bookkeeping either way.
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+ let visitedRoomIds = new Set();
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  const openingRows = readFactRows(await loadMemory(memoryDir));
64
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  const openingHere = foldWorldState(openingRows).placements.get("player")?.object ?? null;
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- if (openingHere) exposedRoomIds = new Set([openingHere]);
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+ if (openingHere) visitedRoomIds = new Set([openingHere]);
66
82
 
67
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  const graph = parseEntities({ individuals: [], objectProperties: [] });
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  const lexicon = loadLexicon();
@@ -78,16 +94,18 @@ export async function createAdventureSession(worldPayload) {
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  * `{ turn, goal, plan, done, stalled }` unmodified. */
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  async autoplayTick() {
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  const result = await runAdventureAutoplayTick(memoryDir, {
81
- exposedRoomIds, planHolder, sessionId, env: {},
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+ exposedRoomIds: visitedRoomIds, planHolder, sessionId, env: {},
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  });
83
- exposedRoomIds = result.exposedRoomIds;
99
+ visitedRoomIds = result.exposedRoomIds;
84
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  return result;
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  },
86
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87
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  /** One dispatched chat turn — the SAME runTurn the CLI and every other
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  * viz page's own chat dock run, over this session's own memoryDir. A
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  * throwing runTurn must never kill the session — the page has no other
90
- * chance to show this turn's answer. */
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+ * chance to show this turn's answer. Grows `visitedRoomIds` with the
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+ * player's post-turn room (a no-op add when the command didn't move
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+ * anyone) — the manual-play half of the merged exposure set. */
91
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  async turn(line) {
92
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  let result;
93
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  try {
@@ -102,25 +120,33 @@ export async function createAdventureSession(worldPayload) {
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  focus = result.focus;
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121
  last = result.last;
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  if ("planState" in result) planHolder.state = result.planState;
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+ const here = foldWorldState(readFactRows(await loadMemory(memoryDir))).placements.get("player")?.object ?? null;
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+ if (here) visitedRoomIds.add(here);
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  return { answer: result.answer, end: Boolean(result.end), record: result.record ?? null, plan: result.plan ?? null };
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  },
107
127
 
108
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  /** A read-only fold of the current room — no engine advance — for the
109
129
  * page's own redraw after boot, after every tick, and after every
110
- * manual chat turn. */
130
+ * manual chat turn. `visitedRoomIds` travels as a plain array (the same
131
+ * merged exposure set `turn()`/`autoplayTick()` both grow) so the
132
+ * carrying/map/goal panels can read it without holding a live
133
+ * reference into this closure's own Set. */
111
134
  async snapshot() {
112
135
  const rows = readFactRows(await loadMemory(memoryDir));
113
136
  const state = foldWorldState(rows);
114
137
  const here = state.placements.get("player")?.object ?? null;
115
- return { rows, state, here, turn: state.turnCount };
138
+ return { rows, state, here, turn: state.turnCount, visitedRoomIds: [...visitedRoomIds] };
116
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  },
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140
  };
118
141
  }
119
142
 
120
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  // Re-exported so the page's own rendering script (adventure-viz.mjs) never
121
- // has to duplicate sprite resolution, the digest reader, or the room
122
- // affordances the chat dock's own pills read from the same posture
123
- // spider-fly-browser-entry.mjs's own globalThis.tmctSpiderFly re-export takes.
144
+ // has to duplicate sprite resolution, the digest reader, the room
145
+ // affordances the chat dock's own pills read from, or (foldWorldState,
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+ // exposedFacts) the exposure-filtered fold the goal-status panel mirrors —
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+ // the same posture spider-fly-browser-entry.mjs's own
148
+ // globalThis.tmctSpiderFly re-export takes.
124
149
  globalThis.tmctAdventure = {
125
- createAdventureSession, resolveSpriteForClass, SPRITE_REGISTRY, resolveSpriteAsset, worldDigestRows, roomAffordances,
150
+ createAdventureSession, resolveSpriteForClass, SPRITE_REGISTRY, resolveSpriteAsset,
151
+ worldDigestRows, roomAffordances, foldWorldState, exposedFacts,
126
152
  };
@@ -1,5 +0,0 @@
1
- # adventurer — the player's own sprite: the person silhouette plus a
2
- # strap-and-satchel, so the one individual the player controls always
3
- # reads as visually distinct from the room's own cast of NPCs.
4
- classes = ["adventurer"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><circle cx="12" cy="6.6" r="3.3" fill="currentColor"/><path d="M6 21 C6 15.3 8.7 12.8 12 12.8 C15.3 12.8 18 15.3 18 21 Z" fill="currentColor"/><path d="M8.4 13.4 L17 17.6" stroke="currentColor" stroke-width="1.5" stroke-linecap="round" opacity="0.85"/><rect x="14.6" y="15.8" width="5" height="4.6" rx="1" fill="currentColor" opacity="0.6"/><rect x="16.3" y="16.6" width="1.6" height="1.2" rx="0.3" fill="currentColor" opacity="0.9"/></svg>"""
@@ -1,6 +0,0 @@
1
- # animal — the deliberately plainest shape in the set: an unadorned
2
- # four-legged blob, so an unregistered species reads as "some animal"
3
- # rather than suggesting one the taxonomy never named. The declared root
4
- # fallback for the spider-and-fly world.
5
- classes = ["animal"]
6
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="12" cy="13" rx="7" ry="4.4" fill="currentColor"/><circle cx="12" cy="7" r="3.4" fill="currentColor"/><g stroke="currentColor" stroke-width="1.6" stroke-linecap="round"><line x1="7" y1="17" x2="7" y2="21"/><line x1="17" y1="17" x2="17" y2="21"/></g></svg>"""
@@ -1,8 +0,0 @@
1
- # butler — Ashcombe Hall's own butler: the person silhouette plus a stiff
2
- # wing-collar flaring OUT past the shoulder line (changing the outer
3
- # silhouette, not an internal opacity knockout — an internal light-on-dark
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- # accent was tried first and proved invisible once shrunk to 44px; a
5
- # silhouette change survives shrinking the way gardener.toml's wide brim
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- # does) and a bow-tie.
7
- classes = ["butler"]
8
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><circle cx="12" cy="6.6" r="3.3" fill="currentColor"/><path d="M6 21 C6 15.3 8.7 12.8 12 12.8 C15.3 12.8 18 15.3 18 21 Z" fill="currentColor"/><path d="M7.6 11.6 L11.3 13.2 L8.6 15.4 Z" fill="currentColor"/><path d="M16.4 11.6 L12.7 13.2 L15.4 15.4 Z" fill="currentColor"/><path d="M10.6 14.2 L12 16.1 L13.4 14.2 L12 18.6 Z" fill="currentColor" opacity="0.95"/></svg>"""
@@ -1,5 +0,0 @@
1
- # cabinet — Ashcombe Hall's own locked cabinet (a container): a two-door
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- # wardrobe silhouette, the gap between the doors reading as the seam, with
3
- # two knobs and a cornice band.
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- classes = ["cabinet"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><rect x="4.5" y="2.5" width="7.2" height="19" rx="1" fill="currentColor"/><rect x="12.3" y="2.5" width="7.2" height="19" rx="1" fill="currentColor"/><rect x="4.5" y="2.5" width="15" height="1.4" fill="currentColor" opacity="0.4"/><circle cx="10.6" cy="12" r="0.9" fill="currentColor" opacity="0.35"/><circle cx="13.4" cy="12" r="0.9" fill="currentColor" opacity="0.35"/></svg>"""
@@ -1,5 +0,0 @@
1
- # container — the generic fallback for any container with no sprite of
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- # its own (see cabinet/portrait for Ashcombe Hall's own two): a solid
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- # chest silhouette with a carved lid-seam and a latch highlight.
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- classes = ["container"]
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- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><path d="M3 10 L5 5 H19 L21 10 Z" fill="currentColor"/><rect x="3" y="10" width="18" height="10" rx="1.2" fill="currentColor"/><rect x="3" y="10" width="18" height="1.6" fill="currentColor" opacity="0.35"/><rect x="10.6" y="9.2" width="2.8" height="2.6" rx="0.5" fill="currentColor" opacity="0.85"/></svg>"""
@@ -1,4 +0,0 @@
1
- # desk — Ashcombe Hall's own study desk: a tabletop bar over two drawer
2
- # blocks with pull-knobs, on tapered legs.
3
- classes = ["desk"]
4
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><rect x="3" y="7" width="18" height="2.6" rx="0.6" fill="currentColor"/><rect x="4.4" y="9.6" width="6.6" height="5.6" rx="0.6" fill="currentColor" opacity="0.85"/><rect x="13" y="9.6" width="6.6" height="5.6" rx="0.6" fill="currentColor" opacity="0.85"/><circle cx="9.6" cy="12.4" r="0.55" fill="currentColor" opacity="0.4"/><circle cx="16.4" cy="12.4" r="0.55" fill="currentColor" opacity="0.4"/><path d="M4.6 15.2 L3.8 20.5 L5.6 20.5 L6.2 15.2 Z" fill="currentColor"/><path d="M17.8 15.2 L17.2 20.5 L19 20.5 L18.2 15.2 Z" fill="currentColor"/></svg>"""
@@ -1,20 +0,0 @@
1
- # dog-with-colour — the parameterized-property worked example
2
- # (PLAN target: "a dog that is black"). Same silhouette as dog.toml, but
3
- # every filled shape takes its color from the instance's OWN observed
4
- # mgx:hasProperty value rather than the page's currentColor accent, with a
5
- # thin currentColor stroke kept on each shape so a light value (white)
6
- # still reads against a light card background. A property value with no
7
- # entry in [parameters.colour.values] is not a match for this template at
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- # all (see sprite-templates.mjs's own header for the naming/specificity
9
- # convention) — it falls through to the plain dog.toml sprite, never a
10
- # guessed color.
11
- classes = ["dog"]
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- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="13" cy="15" rx="6.4" ry="4.3" fill="{{FILL}}" stroke="currentColor" stroke-width="0.9"/><circle cx="7" cy="9" r="3.6" fill="{{FILL}}" stroke="currentColor" stroke-width="0.9"/><path d="M4.5 6.5 L2 3 L6 5 Z" fill="{{FILL}}" stroke="currentColor" stroke-width="0.9"/><path d="M19 13 C22 12 22.5 15 20 16 Z" fill="{{FILL}}" stroke="currentColor" stroke-width="0.9"/><g stroke="currentColor" stroke-width="1.6" stroke-linecap="round"><line x1="9" y1="19" x2="9" y2="22"/><line x1="17" y1="19" x2="17" y2="22"/></g></svg>"""
13
-
14
- [parameters.colour]
15
- property = "mgx:hasProperty"
16
- placeholder = "{{FILL}}"
17
-
18
- [parameters.colour.values]
19
- black = "#22201d"
20
- white = "#f5f2ea"
@@ -1,5 +0,0 @@
1
- # dog — the plain-class sprite a taxonomy hop away from poodle/sheepdog.
2
- # Same body language as poodle's, without the pompom cut, so the family
3
- # reads as one dog rather than two unrelated animals.
4
- classes = ["dog"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="13" cy="15" rx="6.4" ry="4.3" fill="currentColor"/><circle cx="7" cy="9" r="3.6" fill="currentColor"/><ellipse cx="6.1" cy="8" rx="1" ry="1.3" fill="currentColor" opacity="0.3"/><path d="M4.5 6.5 L2 3 L6 5 Z" fill="currentColor"/><path d="M19 13 C22 12 22.5 15 20 16 Z" fill="currentColor"/><g stroke="currentColor" stroke-width="1.6" stroke-linecap="round"><line x1="9" y1="19" x2="9" y2="22"/><line x1="17" y1="19" x2="17" y2="22"/></g></svg>"""
@@ -1,4 +0,0 @@
1
- # egg — the spider-and-fly board's laid egg. The plain shell silhouette
2
- # plus one small carved highlight.
3
- classes = ["egg"]
4
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><path d="M12 2 C7 2 4 10 4 15.5 C4 20 7.6 22 12 22 C16.4 22 20 20 20 15.5 C20 10 17 2 12 2 Z" fill="currentColor"/><ellipse cx="9.6" cy="9.5" rx="1.7" ry="2.4" fill="currentColor" opacity="0.28"/></svg>"""
@@ -1,5 +0,0 @@
1
- # fly — the spider-and-fly board's other agent. A round head, a tapered
2
- # body with a carved highlight, translucent wings, and two thin trailing
3
- # legs for a touch of character at rest.
4
- classes = ["fly"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="12" cy="13.6" rx="3.4" ry="5.2" fill="currentColor"/><circle cx="12" cy="7" r="2.7" fill="currentColor"/><ellipse cx="11.1" cy="12" rx="1.1" ry="1.7" fill="currentColor" opacity="0.3"/><g fill="currentColor" opacity="0.55"><path d="M9 10 C3 6 2 4 3 2 C6 2 9 6 10.5 10 Z"/><path d="M15 10 C21 6 22 4 21 2 C18 2 15 6 13.5 10 Z"/></g><g stroke="currentColor" stroke-width="1" stroke-linecap="round"><path d="M9.6 17 L7.4 19.4"/><path d="M14.4 17 L16.6 19.4"/></g></svg>"""
@@ -1,5 +0,0 @@
1
- # furniture — the generic fallback for any furniture piece with no sprite
2
- # of its own: a solid console-table silhouette (tapered legs, a carved
3
- # highlight along the top edge), replacing the old hollow-shelf outline.
4
- classes = ["furniture"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><rect x="3.5" y="6.5" width="17" height="3.2" rx="0.8" fill="currentColor"/><rect x="3.5" y="6.5" width="17" height="1" fill="currentColor" opacity="0.35"/><path d="M5.6 9.7 L4.6 20 L6.7 20 L7.2 9.7 Z" fill="currentColor"/><path d="M18.4 9.7 L16.8 20 L18.9 20 L19.4 9.7 Z" fill="currentColor"/></svg>"""
@@ -1,4 +0,0 @@
1
- # gardener — Ashcombe Hall's own gardener: the person silhouette under a
2
- # wide sunhat brim.
3
- classes = ["gardener"]
4
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="12" cy="5.6" rx="7.4" ry="2" fill="currentColor"/><path d="M8.8 5.2 C8.8 3.1 10.2 1.6 12 1.6 C13.8 1.6 15.2 3.1 15.2 5.2 C15.2 5.6 15.1 6 15 6.3 L9 6.3 C8.9 6 8.8 5.6 8.8 5.2 Z" fill="currentColor" opacity="0.85"/><circle cx="12" cy="8.6" r="3.1" fill="currentColor"/><path d="M6 21 C6 15.5 8.7 13.1 12 13.1 C15.3 13.1 18 15.5 18 21 Z" fill="currentColor"/></svg>"""
@@ -1,6 +0,0 @@
1
- # housekeeper — Ashcombe Hall's own housekeeper: the person silhouette
2
- # under a wide mob-cap brim (deliberately WIDER than the head, the same
3
- # "wide silhouette reads at 44px" move gardener.toml's sunhat uses) and a
4
- # tied apron line.
5
- classes = ["housekeeper"]
6
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="12" cy="4.6" rx="5.6" ry="2.1" fill="currentColor"/><path d="M8.6 5 C8.6 3 10 1.7 12 1.7 C14 1.7 15.4 3 15.4 5 L15.4 5.6 L8.6 5.6 Z" fill="currentColor" opacity="0.9"/><circle cx="12" cy="7.6" r="3.1" fill="currentColor"/><path d="M6 21 C6 15.5 8.7 13.1 12 13.1 C15.3 13.1 18 15.5 18 21 Z" fill="currentColor"/><path d="M9 16 C10 15.4 14 15.4 15 16" fill="none" stroke="currentColor" stroke-width="1" opacity="0.45" stroke-linecap="round"/></svg>"""
@@ -1,5 +0,0 @@
1
- # key — Ashcombe Hall's own key (hidden in the portrait, unlocks the
2
- # cabinet): a classic round-bow skeleton key, bold strokes so it stays
3
- # legible at a 44px render.
4
- classes = ["key"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><circle cx="7" cy="9" r="4.4" fill="none" stroke="currentColor" stroke-width="2.4"/><path d="M10.4 12 L19.5 21.1" stroke="currentColor" stroke-width="2.2" stroke-linecap="round"/><path d="M16.4 17.1 L18.6 14.9" stroke="currentColor" stroke-width="2" stroke-linecap="round"/><path d="M18.6 19.3 L20.6 17.3" stroke="currentColor" stroke-width="2" stroke-linecap="round"/></svg>"""
@@ -1,4 +0,0 @@
1
- # lamp — Ashcombe Hall's own study lamp: a Victorian hurricane-lamp
2
- # silhouette — base, glass globe, a neck, and a small carved flame.
3
- classes = ["lamp"]
4
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><path d="M9 21 H15 L14 18 H10 Z" fill="currentColor"/><path d="M8.4 18 C7 15.6 7 12.6 8.6 10.4 H15.4 C17 12.6 17 15.6 15.6 18 Z" fill="currentColor"/><rect x="10.6" y="6.4" width="2.8" height="4.4" fill="currentColor" opacity="0.85"/><path d="M12 3.2 C13.4 4.6 13.8 6 12 7.4 C10.2 6 10.6 4.6 12 3.2 Z" fill="currentColor" opacity="0.55"/></svg>"""
@@ -1,5 +0,0 @@
1
- # letter — Ashcombe Hall's own objective (hidden in the cabinet): an
2
- # envelope with a folded flap (a lighter overlay, the same carved-highlight
3
- # trick as the lid on container.toml) and a small wax seal.
4
- classes = ["letter"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><rect x="3" y="6" width="18" height="13" rx="1.2" fill="currentColor"/><path d="M3 6 L21 6 L21 6.8 L12 13.8 L3 6.8 Z" fill="currentColor" opacity="0.32"/><circle cx="12" cy="12.4" r="1.15" fill="currentColor" opacity="0.8"/></svg>"""
@@ -1,4 +0,0 @@
1
- # person — the generic fallback for anyone with no NPC sprite of their own
2
- # (see butler/housekeeper/cook/gardener for the named Ashcombe Hall staff).
3
- classes = ["person"]
4
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><circle cx="12" cy="6.6" r="3.3" fill="currentColor"/><path d="M6 21 C6 15.3 8.7 12.8 12 12.8 C15.3 12.8 18 15.3 18 21 Z" fill="currentColor"/><path d="M12 12.8 C13.1 12.8 14.1 13 15 13.4" fill="none" stroke="currentColor" stroke-width="0.9" opacity="0.4" stroke-linecap="round"/></svg>"""
@@ -1,5 +0,0 @@
1
- # poodle — the seed taxonomy's worked example (poodle IsA dog): its own
2
- # pompom-cut head and tail, distinct from the plain dog sprite it would
3
- # otherwise fall back to.
4
- classes = ["poodle"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="13" cy="15" rx="6.4" ry="4.6" fill="currentColor"/><ellipse cx="10.8" cy="13.2" rx="1.8" ry="1.3" fill="currentColor" opacity="0.28"/><circle cx="7" cy="8.5" r="4" fill="currentColor"/><g fill="currentColor"><circle cx="4" cy="6" r="1.6"/><circle cx="7" cy="4.2" r="1.7"/><circle cx="10" cy="6" r="1.6"/></g><rect x="18.5" y="14" width="2.2" height="6" rx="1.1" fill="currentColor"/><circle cx="19.6" cy="13" r="1.5" fill="currentColor"/><g stroke="currentColor" stroke-width="1.6" stroke-linecap="round"><line x1="9" y1="19.5" x2="9" y2="22"/><line x1="17" y1="19.5" x2="17" y2="22"/></g></svg>"""
@@ -1,6 +0,0 @@
1
- # portable — the generic fallback for any carryable object with no sprite
2
- # of its own: a drawstring parcel silhouette, replacing the old
3
- # generic-gift-box outline so it reads as "an unspecified small thing"
4
- # rather than a gift.
5
- classes = ["portable"]
6
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><path d="M12 6 C7.5 6 5 9.4 5 13.4 C5 17.7 8.1 20 12 20 C15.9 20 19 17.7 19 13.4 C19 9.4 16.5 6 12 6 Z" fill="currentColor"/><path d="M9.4 6.4 C9.9 4.6 10.8 3.4 12 3.4 C13.2 3.4 14.1 4.6 14.6 6.4" fill="none" stroke="currentColor" stroke-width="1.4" stroke-linecap="round"/><ellipse cx="9.8" cy="11.6" rx="1.6" ry="2.1" fill="currentColor" opacity="0.28"/></svg>"""
@@ -1,5 +0,0 @@
1
- # portrait — Ashcombe Hall's own drawing-room portrait (a container, hiding
2
- # the key): a gilt arched frame around a lighter canvas, with a bust
3
- # silhouette so it reads as a picture of someone, not an empty frame.
4
- classes = ["portrait"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><path d="M4 21 V7 C4 4 6.8 2 12 2 C17.2 2 20 4 20 7 V21 Z" fill="currentColor"/><path d="M6.3 19.4 V8.3 C6.3 6.2 8.4 4.8 12 4.8 C15.6 4.8 17.7 6.2 17.7 8.3 V19.4 Z" fill="currentColor" opacity="0.28"/><circle cx="12" cy="10.4" r="2.3" fill="currentColor" opacity="0.7"/><path d="M8 18.4 C8 15.2 9.6 13.4 12 13.4 C14.4 13.4 16 15.2 16 18.4 Z" fill="currentColor" opacity="0.7"/></svg>"""
@@ -1,5 +0,0 @@
1
- # room — a schematic floor plan: a washed interior (a solid tint, not a
2
- # hollow box) plus a doorway arch, kept abstract since a room is a space
3
- # to draw, not an object to render literally.
4
- classes = ["room"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><rect x="3" y="3" width="18" height="18" rx="1" fill="currentColor" opacity="0.14"/><rect x="3" y="3" width="18" height="18" rx="1" fill="none" stroke="currentColor" stroke-width="1.6"/><path d="M9 21 L9 13 A3 3 0 0 1 15 13 L15 21" fill="none" stroke="currentColor" stroke-width="1.6"/></svg>"""
@@ -1,5 +0,0 @@
1
- # spider — the spider-and-fly board's own agent. A confident two-lobe body
2
- # (a lighter carved patch on the abdomen for shading) and eight thin
3
- # outward legs.
4
- classes = ["spider"]
5
- svg = """<svg viewBox="0 0 24 24" aria-hidden="true"><ellipse cx="12" cy="16" rx="5.2" ry="4.8" fill="currentColor"/><ellipse cx="10.3" cy="14.3" rx="1.8" ry="1.4" fill="currentColor" opacity="0.3"/><circle cx="12" cy="9.6" r="3.2" fill="currentColor"/><g stroke="currentColor" stroke-width="1.1" fill="none" stroke-linecap="round"><path d="M9.4 8 L2.2 4.4"/><path d="M9 10.2 L1.4 9.4"/><path d="M9.2 12.6 L2 14.2"/><path d="M10 15.4 L3.4 19"/><path d="M14.6 8 L21.8 4.4"/><path d="M15 10.2 L22.6 9.4"/><path d="M14.8 12.6 L22 14.2"/><path d="M14 15.4 L20.6 19"/></g></svg>"""