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Merge dev → main (automated) - #825
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…ckable schema Main Street's card-data.csv gained a trailing piggybackable column (piggyback-eligibility flag, epic MS-0MUYC47EL005Z69H). The card-pack merge requires pack fragments to reuse the base header exactly, so the reference main-street-foundations pack fixture (and its README column count) is synced to the new 54-column schema. All rows stay unflagged (not organiser events).
… wiring (MS-0MVCRGKZY007DIED) Adds core/scripts/engine-sync.mjs (sync/verify subcommands with dirty-state guard and pin-mismatch failure paths) + .d.mts types, and wires the game-repo scaffold template (renderPackageJson) with engine:sync / engine:verify / build:release npm scripts so re-scaffolded game repos carry the dev-sync / release-pin build split. Lists the new scripts modules in the repo partition layout so extracted core repos typecheck. Engine tests: new tests/scripts/engine-sync.test.ts (17 tests) + scaffold test coverage for the generated scripts.
…pos (DEVELOPER.md)
- tests/scripts/engine-sync.test.ts: drop unused fileURLToPath import and unused fixture variable (TS6133; origin/dev build was red since a1de871). - tests/scripts/build-card-pack.test.ts: compare the copied reference-pack header against the committed reference fixture's own 55-column header instead of the generic 53-column CARD_PACK_CSV_HEADER. The reference fixture was re-synced to the production schema (options + piggybackable) in a1560d4/dc4ec0ce; the shared constant describes the separate 53-column merge/UI fixture schema and must not be bumped. Verified: tsc --noEmit clean; npm run build clean; the four affected unit files pass (73 tests). Full-suite run deferred: host was saturated by concurrent CI suites for several hours (unit stage exceeded its 300s bound).
…ION.md Adds a '## The Rising ToneForge SFX' profile: the three face-off keys and asset filenames, the exact deterministic tf generate commands (recipes card-treasure-reveal/whoosh-air-swish/card-timer-tick, seeds 42/43/44), runtime wiring (THERISING_SFX_KEYS/THERISING_AUDIO_FILES, preload + audioPathWithFallback, SoundManager/safePlaySound), reduced-motion behaviour (all three beats still play), fallback behaviour (face-off WAVs game-specific, nine baseline SFX fall back to default/, no synth mapping), and a link to the game README regeneration section. Adds the-rising/ to the audio-tree with a note that the assets live in the game repo. Docs-only: no engine code or constants changed.
Adds a game-agnostic story-line system under core/src/story-line: types + engine/UI adapter seams, legacy hasChoices and CSV options compilation, a per-system registered-option registry, resolution semantics (apply/skip, successor precedence, one seeded rng draw per candidate selection, deterministic serial chain naming), journal helpers and a pluggable default UI adapter. Wires the @story-line alias through resolveCoreAliases, core tsconfig and the scaffold template. Includes the parity unit tests from MS-0MVFM9HGI004XADO under core/tests/story-line (compile/resolve/journal/ui-adapter).
Adds GymStorylineScene, a proof-of-concept demo of the generic @story-line module: a small branching fixture (two-way and terminal options) where the player draws a card, picks an option, and the choice deals the next card until the chain ends. Uses the default core UI adapter to demonstrate the pluggable seam. Registers the scene in the Gym registry/catalogue, the barrel, the auto-generated scene list, the individual-scene smoke test and the Gym index.
Adds core/docs/core-engine/story-line.md (module API, engine/UI adapter seams, Gym demo, testing), and links it from DEVELOPER.md and the Gym index. Documents the completed extraction of the branching story-line mechanic into @story-line.
…are SFX Adds runtime Tone.js factories (+ descriptors, generator script kept in lockstep) for income-positive-chime, income-negative-chime, income-neutral-chime and success-fanfare, so Main Street's 16 mapped SFX keys all play through the synth instead of the WAV fallback. Test key lists and docs updated.
…toolchain into core
… ignored data/ rule
…al editor - docs/core-engine/story-line.md: authoring seams (content adapter, CSV, manifest, validator, author API) + editor (launch, viewer, edit workflow, preview/validation, artefact regeneration, storyline management, concurrency guard) - docs/dev/storyline-editor.md (new): developer/content-designer walkthrough — supplying a content adapter, running against a game's content, the edit workflow, artefact regeneration, headless --apply - docs/DEVELOPER.md: link the editor walkthrough alongside the storylines:* CLI list - AGENTS.md: update the storylines:editor Quick Start line to the full editor
…m a bad pin syncEngine now rewrites configs/engine-pin.json to the new HEAD whenever it advances ./core and stages the pin and the gitlink together, so a commit can never record them divergent. Offline fallback and no-op syncs leave the pin byte-identical; repos without a pin are never given one. verifyEngine separates a lagging pin (an ancestor of the tracked tip by N commits -> re-pin, the pin and gitlink travel together) from a bad/foreign pin (does not resolve on the tracked branch), both still hard failures. docs/DEVELOPER.md states the pin-tracks-the-tip policy; types and the offline engine suite cover the new behaviour.
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Automated release created by ship skill.\n\nIncludes CHANGELOG.md with work-item summaries from this release.