spawnpack 0.2.1 → 0.2.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/spawnpack.js +1 -1
- package/package.json +1 -1
package/dist/spawnpack.js
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@@ -1413,7 +1413,7 @@ function generateRpManifest(config, rpUuid, bpUuid, versions) {
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// templates/AGENTS.md
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var AGENTS_default = "## Project layout\n\n- When the project has scripts, TypeScript source lives in `data/scripts/`: `main.ts` is the entry, `lib/` holds shared helpers imported as `~/lib/...`, and `modules/<feature>/` holds features imported by `main.ts`.\n- rgl builds the add-on from `config.json`: the `typegen` filter writes `data/scripts/generated_types.ts`, and the `rolldown` filter bundles `data/scripts/` into the exported behavior pack's `scripts/` folder. Never edit generated output by hand; edit the source or the filter.\n- Inspect build output through `.regolith/tmp` without resolving its symlinks.\n\n## Documentation lookup\n\n- Before relying on version-sensitive or unfamiliar Minecraft Bedrock behavior, verify the relevant current documentation for the project's target Minecraft and Script API versions and stable/preview status. This includes Script API, BP/RP JSON formats, components, events, schemas, MoLang, manifests, commands, animations, and pack behavior.\n- Prefer
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var AGENTS_default = "## Project layout\n\n- When the project has scripts, TypeScript source lives in `data/scripts/`: `main.ts` is the entry, `lib/` holds shared helpers imported as `~/lib/...`, and `modules/<feature>/` holds features imported by `main.ts`.\n- rgl builds the add-on from `config.json`: the `typegen` filter writes `data/scripts/generated_types.ts`, and the `rolldown` filter bundles `data/scripts/` into the exported behavior pack's `scripts/` folder. Never edit generated output by hand; edit the source or the filter.\n- Inspect build output through `.regolith/tmp` without resolving its symlinks.\n\n## Documentation lookup\n\n- Before relying on version-sensitive or unfamiliar Minecraft Bedrock behavior, verify the relevant current documentation for the project's target Minecraft and Script API versions and stable/preview status. This includes Script API, BP/RP JSON formats, components, events, schemas, MoLang, manifests, commands, animations, and pack behavior.\n- Prefer the sculkwire MCP tools when available (see Bedrock MCP tools). Otherwise use web search.\n- Prefer current Microsoft Creator documentation and versioned references on `bedrock.dev`. For Script API, also use `https://jaylydev.github.io/scriptapi-docs/latest/`. Use `wiki.bedrock.dev` for established concepts and proven implementation patterns.\n- For other libraries, SDKs, APIs, and CLI tools, verify current official documentation before relying on unfamiliar or version-sensitive behavior.\n\n## Bedrock MCP tools\n\n- sculkwire covers Bedrock add-on facts and proof. Look up before writing content: `docs_search`, `api_lookup`, `component_lookup`, `command_lookup`, `molang_lookup`, `vanilla_example`, and `changelog_search`. Check `knowledge_versions` against the project's target versions before trusting a result.\n- After BP/RP edits, run sculkwire `validate_file` or `validate_pack` and fix every reported error by file and line. Use `bds_check` to confirm the packs load, and `bds_session_*` (including `bds_session_logs`) or `script_profile` when behavior or performance must be proven on a running server. Run `gametest_run` only under the test rule in Verification.\n- oxygen covers particle effect JSON. Use `reference` for components, Molang queries, and game rules; `create_effect` or `list_examples` to start; `edit_effect` for formatting-preserving edits, or `write_effect` when the file is not valid JSON or needs a full rewrite; `check_effect` after every change; `simulate_effect` and `preview_effect` to confirm particle counts, bounds, and appearance. Debug Molang with `trace_effect`, `inspect_effect`, or `evaluate_molang` instead of guessing.\n- Tools that launch, drive, or deploy into the user's Minecraft client (sculkwire `game_*`, `player_*`, `engine_*`; oxygen `game_*`, `open_in_editor`) run only when the user asks for in-game verification or to see the result.\n\n## Technical judgment\n\n- Do not assume the user or the agent is correct. Verify assumptions against current documentation, repository evidence, established patterns, or a working project sample.\n- If those sources do not resolve a choice that materially affects the result, ask the user for a reference, pattern, or sample project.\n- If evidence shows the requested approach is incorrect, unsafe, incompatible, unnecessarily complex, or slower than a supported alternative, explain why and recommend the better implementation. Follow the user's final choice unless it violates safety or repository constraints.\n\n## Verification\n\n- After TypeScript changes, run the project's `typecheck` script.\n- After BP/RP changes, validate the packs with sculkwire, another pack validator, or a Bedrock Dedicated Server load when available; otherwise check them against the project's configured Bedrock schemas.\n- Do not create or run tests unless the user asks or an existing repository policy requires them.\n- If a check is unavailable or fails for a pre-existing reason, say so plainly. Never claim a check you did not run.\n\n## Code rules\n\n- Do not write comments in code. Use clear naming and straightforward structure so the code is self-explanatory.\n- Validate predictable invalid states before calling an API. Use `try-catch` only for a documented or observed unguardable failure when the catch performs meaningful recovery, cleanup, translation, or contextual rethrow. Keep the `try` block narrow; never silently swallow errors.\n\n## Minecraft Bedrock conventions\n\n- Guard before Script API calls that can throw: check `entity.isValid` (players are valid only while loaded) before `getComponent`/`getComponents`; confirm the chunk is loaded before `dimension.getBlock`/`spawnEntity`; and use containers only after re-fetching them from a current block or entity rather than holding a stale reference. Defer world-mutating work from read-only or early-execution callbacks with `system.run`. Reserve `try-catch` for calls whose validity cannot be checked in advance, such as `runCommand` throwing `CommandError`.\n- Prefer `@minecraft/vanilla-data` typed identifiers over raw component, entity, block, item, and effect strings, and the generated `BlockId`/`EntityId`/`ItemId` enums for this add-on's own content.\n- Check `@minecraft/math` before writing vector, matrix, clamp, lerp, or similar math helpers.\n- Never reference another add-on's content IDs in data-driven JSON such as `minecraft:break_blocks`; Bedrock validates those IDs at pack load and errors when that add-on is absent. Handle optional cross-add-on content in scripts.\n\n## Performance preferences\n\n- Before adding `system.runInterval` polling, check the project's Script API version and current documentation for a matching event. Prefer the event when it provides the required data and timing, such as `PlayerInventoryItemChangeAfterEventSignal` instead of repeatedly scanning every player's inventory or hotbar. Poll only when no suitable event exists; then minimize the frequency, players, slots, and work performed.\n- In hot loops, iterate maps directly with `for (const value of map.values())`. Do not spread maps into temporary arrays or iterate entry pairs when values or keys are enough.\n- Cache stable configuration in memory and persist only when values actually change.\n\n## Repository hygiene\n\n- Never discard, overwrite, or revert unrelated user changes.\n- Do not create repository files for agent memory, lessons, session notes, plans, or debugging logs.\n- Do not create or update documentation, changelogs, or generated artifacts unless requested or required by the changed contract.\n- Do not commit, push, publish, or delete unrelated files unless explicitly requested.\n- Commit messages, when requested, use short natural subjects without Conventional Commit prefixes, AI/tool attribution, or structured report trailers. Split unrelated logical changes into separate commits.\n\n## Communication\n\n- Be direct and concise. State assumptions only when they materially affect the implementation.\n- After changes, report what changed, the verification evidence, and any real blocker or residual risk. Do not add ritual sections for untouched files.\n";
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// templates/filters/typegen/main.js
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var main_default = `import { pascalCase } from "es-toolkit";
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