Source code for questfoundry.generated.models.enums

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# ║  This file is AUTO-GENERATED by the QuestFoundry compiler.                ║
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# ║  ANY CHANGES YOU MAKE HERE WILL BE LOST when you run `qf compile`.        ║
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# ║  To make changes:                                                         ║
# ║    1. Edit the source file in src/questfoundry/domain/                    ║
# ║    2. Run: qf compile                                                     ║
# ║    3. Your changes will appear here                                       ║
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# ║  Source mapping:                                                          ║
# ║    domain/roles/*.md      → generated/roles/*.py                          ║
# ║    domain/ontology/*.md   → generated/models/*.py                         ║
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"""Generated enum definitions from domain/ontology/taxonomy.md."""

from enum import StrEnum


[docs] class Agency(StrEnum): """Role autonomy level - how much discretion the role has""" HIGH = "high" """Can deviate, improvise, make judgment calls""" MEDIUM = "medium" """Follows patterns but has domain discretion""" LOW = "low" """Applies rules mechanically with minimal discretion""" ZERO = "zero" """Purely deterministic; crashes on ambiguity"""
[docs] class AssetType(StrEnum): """Classification of external binary assets""" PLATE = "plate" """Illustration for a section""" COVER = "cover" """Book cover image""" ICON = "icon" """Small graphic (character portrait, item icon)""" AUDIO = "audio" """Sound file (ambient, music, SFX)""" FONT = "font" """Custom typography file""" ORNAMENT = "ornament" """Decorative element (divider, flourish)"""
[docs] class GateType(StrEnum): """In-world condition type controlling access""" TOKEN = "token" """Physical object possession (badge, key, device)""" REPUTATION = "reputation" """Social standing, relationships, faction trust""" KNOWLEDGE = "knowledge" """Information discovered, secrets learned""" PHYSICAL = "physical" """Location access, capability, tool availability""" TEMPORAL = "temporal" """Time-based constraints, deadlines, windows""" COMPOSITE = "composite" """Multiple conditions (AND/OR combinations)"""
[docs] class HookStatus(StrEnum): """Lifecycle state of a hook card""" PROPOSED = "proposed" """Initial capture - not yet triaged""" ACCEPTED = "accepted" """Approved for work - owner and scope defined""" IN_PROGRESS = "in_progress" """Active work - owner actively developing""" RESOLVED = "resolved" """Work complete - deliverable artifact exists""" CANONIZED = "canonized" """Merged to cold store - terminal success state""" DEFERRED = "deferred" """Postponed with reason - may be reactivated""" REJECTED = "rejected" """Declined with reason - terminal failure state"""
[docs] class HookType(StrEnum): """The category of change a hook represents""" NARRATIVE = "narrative" """Changes to story content, dialogue, or prose""" SCENE = "scene" """New or modified scenes within the structure""" FACTUAL = "factual" """Canon facts, lore entries, or world truths""" TAXONOMY = "taxonomy" """Terminology, naming conventions, or glossary""" STRUCTURE = "structure" """Topology changes - hubs, loops, gateways""" CANON = "canon" """Backstory, timeline, causality, or constraints""" STYLE = "style" """Voice, register, phrasing patterns, or motifs""" ACCESSIBILITY = "accessibility" """Alt text, content warnings, or inclusive design"""
[docs] class IntentType(StrEnum): """Role communication signal type""" HANDOFF = "handoff" """Normal completion - transfer to next role""" ESCALATION = "escalation" """Exception - bump to higher-agency role""" BROADCAST = "broadcast" """Notification - inform without routing change""" TERMINATE = "terminate" """Completion signal - end workflow execution"""
[docs] class LoopType(StrEnum): """Workflow type classification""" STORY_SPARK = "story_spark" """Discovery - topology and structure design""" HOOK_HARVEST = "hook_harvest" """Discovery - triage and classify change requests""" LORE_DEEPENING = "lore_deepening" """Discovery - canon development and consistency""" SCENE_CRAFT = "scene_craft" """Refinement - prose writing and scene development""" STYLE_PASS = "style_pass" """Refinement - voice, register, and motif tuning""" QUALITY_GATE = "quality_gate" """Export - validation and approval checkpoint""" BINDING_RUN = "binding_run" """Export - final assembly and publication"""
[docs] class QualityBar(StrEnum): """Quality validation category""" INTEGRITY = "integrity" """Structural consistency - anchors resolve, no orphans""" REACHABILITY = "reachability" """Critical content accessible via valid paths""" NONLINEARITY = "nonlinearity" """Choices have meaningful consequences""" GATEWAYS = "gateways" """All gates have valid unlock conditions""" STYLE = "style" """Voice and tone consistency""" DETERMINISM = "determinism" """Same inputs produce same outputs""" PRESENTATION = "presentation" """Formatting and structure correctness""" ACCESSIBILITY = "accessibility" """Content usable by all players"""
[docs] class StoreType(StrEnum): """Where an artifact lives - determines mutability""" HOT = "hot" """Working drafts - mutable, visible to all roles""" COLD = "cold" """Committed canon - append-only, immutable once written""" BOTH = "both" """May exist in either store depending on lifecycle"""
[docs] class Visibility(StrEnum): """Export visibility - controls what Publisher includes in player exports""" PUBLIC = "public" """Included in player exports - safe for players to see""" INTERNAL = "internal" """Author reference only - excluded from player exports""" SPOILER = "spoiler" """Contains spoilers - excluded until player reaches unlock point"""