fix: furniture interaction detection and automatic catalog offer_id rebuild
Interaction detection: - Trust SWF-derived sit/lay/stand flags only when the logic XML actually contains action data (new hasActions metadata); otherwise fall back to keyword detection so custom furni without <action> nodes are still classified correctly - Add French/Dutch/German/Spanish/Italian keywords (chaise, banquette, stoel, silla, sedia, stuhl, tafel, mesa, ...) to sit/lay/stand detection with token-boundary matching to avoid false positives like bedside_table - Unify interaction_modes_count priority: mechanic fixed modes, then raw animation state count, then sit/lay fallback, then keyword default - Detect mechanic type even when real flags are not used Catalog integrity: - Skip duplicate catalog_items inserts in clone and upload imports - Re-check live catalog rows before applying generated repair SQL - Add rebuildCatalogOfferIds() which rebuilds every catalog_items.offer_id from the local FurnitureData.json (matched by entry id, then classname) and run it after every import path (single, batch, batch-regen, clone)
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@@ -30,16 +30,52 @@ describe("autoDetectInteraction with real data", () => {
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expect(result.interactionType).toBe("bed");
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});
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it("respects all-false real flags (no keyword false positive)", () => {
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it("respects curated all-false real flags (no keyword false positive)", () => {
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const result = autoDetectInteraction("table_plasto_4leg", "Table", {
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cansiton: false,
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canlayon: false,
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canstandon: false,
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hasActionData: true,
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});
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expect(result.canSit).toBe(false);
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expect(result.canLay).toBe(false);
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expect(result.canStand).toBe(false);
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expect(result.interactionModesCount).toBe(0);
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});
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it("falls back to keywords when flags carry no action data", () => {
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const result = autoDetectInteraction("chaise_metal_lamarr", "Chaise", {
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cansiton: false,
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canlayon: false,
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canstandon: false,
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animationStates: 4,
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});
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expect(result.canSit).toBe(true);
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expect(result.canStand).toBe(false);
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expect(result.interactionModesCount).toBe(4);
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});
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it("detects French bench (banquette) with raw state count", () => {
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const result = autoDetectInteraction("banquette_lamarr", "Banquette", {
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cansiton: false,
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canlayon: false,
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canstandon: false,
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animationStates: 6,
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});
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expect(result.canSit).toBe(true);
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expect(result.interactionType).toBe("bench");
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expect(result.interactionModesCount).toBe(6);
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});
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it("does not match short keywords without token boundaries", () => {
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const result = autoDetectInteraction("bedside_table", "Bedside Table", {
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cansiton: false,
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canlayon: false,
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canstandon: false,
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});
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expect(result.canSit).toBe(false);
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expect(result.canLay).toBe(false);
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expect(result.canStand).toBe(false);
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expect(result.interactionModesCount).toBe(0);
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expect(result.interactionType).toBe("table");
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});
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it("detects dice mechanics from classname with fixed modes=6", () => {
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@@ -25,6 +25,13 @@ export interface RealInteractionData {
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specialtype?: number;
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/** Real animation-state count from the .nitro asset. */
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animationStates?: number;
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/**
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* True when the sit/lay/stand flags come from a curated source (official
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* furnidata) or from SWF logic that actually contains <action> nodes.
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* When false the flags were defaulted (asset had no action data at all),
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* so keyword detection may still contribute.
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*/
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hasActionData?: boolean;
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}
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function realSitLayStand(
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@@ -37,13 +44,16 @@ function realSitLayStand(
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canStand: boolean;
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usedReal: boolean;
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} {
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// When real flags are present (even all-false), trust them completely —
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// keyword detection would only introduce false positives.
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// When real flags are present AND trustworthy (curated furnidata, or SWF
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// logic that actually declared <action> nodes), trust them completely —
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// keyword detection would only introduce false positives. All-false flags
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// without any action data mean "unknown", not "confirmed false".
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if (
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real &&
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(real.cansiton !== undefined ||
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real.canlayon !== undefined ||
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real.canstandon !== undefined)
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(real.hasActionData === true ||
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real.cansiton === true ||
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real.canlayon === true ||
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real.canstandon === true)
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) {
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return {
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canSit: real.cansiton === true,
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@@ -100,11 +110,14 @@ export function autoDetectInteraction(
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let clickLimit = 0;
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let interactionModesCount = 0;
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// Classname mechanics (dice/gate/teleport/…) are deterministic — detect
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// them regardless of whether real flags were trusted.
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const mechanicType = realMechanicType(classname);
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if (usedReal) {
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// interactionType: the classname mechanic wins when detectable (dice/gate/
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// teleport ship as generic furniture_multistate in .nitro, so logicType
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// alone cannot distinguish them), then the real logicType mapping.
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const mechanicType = realMechanicType(classname);
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const keywordType =
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INTERACTION_TYPE_MAP[
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((layMatch ??
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@@ -116,40 +129,45 @@ export function autoDetectInteraction(
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(real?.logicType && real.logicType !== "furniture_basic"
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? (mapLogicType(real.logicType) ?? "default")
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: (keywordType ?? "default"));
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// Real modes count. Emulator convention for state-based mechanics is
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// fixed (dice = 6, gate/teleport = 2, roller = 1). Generic multistate
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// items get the real animation-state count; chairs/beds = 1; plain = 0.
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const fixedModes = MECHANIC_MODES[interactionType];
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if (fixedModes !== undefined) {
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interactionModesCount = fixedModes;
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} else if (
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real?.animationStates !== undefined &&
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real.animationStates > 1
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) {
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interactionModesCount = real.animationStates;
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} else if (canLay || canSit) {
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interactionModesCount = 1;
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} else {
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interactionModesCount = 0;
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}
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clickLimit = canLay || canSit || canStand ? 1 : 0;
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} else if (layMatch) {
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matchedKeyword = layMatch;
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interactionType = INTERACTION_TYPE_MAP[layMatch] || "bed";
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clickLimit = CLICK_LIMITS[layMatch] ?? 1;
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interactionModesCount = INTERACTION_MODES[layMatch] ?? 1;
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} else if (sitMatch) {
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matchedKeyword = sitMatch;
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interactionType = INTERACTION_TYPE_MAP[sitMatch] || "chair";
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clickLimit = CLICK_LIMITS[sitMatch] ?? 1;
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interactionModesCount = INTERACTION_MODES[sitMatch] ?? 1;
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} else if (standMatch) {
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matchedKeyword = standMatch;
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interactionType = INTERACTION_TYPE_MAP[standMatch] || "default";
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clickLimit = CLICK_LIMITS[standMatch] ?? 0;
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interactionModesCount = INTERACTION_MODES[standMatch] ?? 0;
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}
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if (!usedReal && mechanicType) {
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interactionType = mechanicType;
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}
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// Modes count = how many states clicking cycles through. Priority:
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// 1. Emulator-fixed value per mechanic (dice = 6, gate/teleport = 2, …)
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// 2. Real animation-state count from the .nitro asset (renderable states)
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// 3. Sit/lay furniture without state info → 1
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// 4. Keyword default (chairs 1, tables 0) / plain items → 0
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const fixedModes = MECHANIC_MODES[interactionType];
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if (fixedModes !== undefined) {
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interactionModesCount = fixedModes;
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} else if (real?.animationStates !== undefined && real.animationStates > 1) {
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interactionModesCount = real.animationStates;
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} else if (canLay || canSit) {
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interactionModesCount = 1;
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} else if (matchedKeyword) {
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interactionModesCount = INTERACTION_MODES[matchedKeyword] ?? 0;
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} else {
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interactionModesCount = 0;
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}
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clickLimit =
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fixedModes !== undefined
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? 1
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: canLay || canSit || canStand
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? 1
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: matchedKeyword
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? (CLICK_LIMITS[matchedKeyword] ?? 0)
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: 0;
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const reasonParts: string[] = [];
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if (usedReal) {
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@@ -278,6 +296,26 @@ const SIT_KEYWORDS = [
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"wheelchair",
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"toilet",
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"potty",
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// French
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"chaise",
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"banquette",
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"tabouret",
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"fauteuil",
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"canap",
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"banc",
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// Dutch
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"stoel",
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"kruk",
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// Spanish
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"silla",
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"taburete",
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// Italian
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"sedia",
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"poltrona",
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// German
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"stuhl",
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"sessel",
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"hocker",
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];
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const LAY_KEYWORDS = [
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@@ -297,6 +335,17 @@ const LAY_KEYWORDS = [
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"daybed",
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"divan",
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"waterbed",
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// French
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"matelas",
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"couette",
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// Dutch
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"bedden",
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// Spanish
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"cama",
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// Italian
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"letto",
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// German
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"bett",
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];
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const STAND_KEYWORDS = [
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@@ -328,6 +377,16 @@ const STAND_KEYWORDS = [
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"water",
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"pool",
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"fountain",
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// French
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"tafel",
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"bureau",
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"etagere",
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// Spanish / Italian
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"mesa",
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"tavolo",
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// German
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"schrank",
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"kommode",
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];
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const INTERACTION_TYPE_MAP: Record<string, string> = {
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@@ -366,6 +425,27 @@ const INTERACTION_TYPE_MAP: Record<string, string> = {
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daybed: "daybed",
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divan: "divan",
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waterbed: "waterbed",
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matelas: "bed",
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couette: "bed",
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bedden: "bed",
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cama: "bed",
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letto: "bed",
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bett: "bed",
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chaise: "chair",
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banquette: "bench",
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tabouret: "stool",
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fauteuil: "armchair",
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canap: "sofa",
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banc: "bench",
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stoel: "chair",
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kruk: "stool",
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silla: "chair",
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taburete: "stool",
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sedia: "chair",
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poltrona: "armchair",
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stuhl: "chair",
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sessel: "armchair",
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hocker: "stool",
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table: "table",
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desk: "desk",
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counter: "counter",
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@@ -380,6 +460,13 @@ const INTERACTION_TYPE_MAP: Record<string, string> = {
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pedestal: "pedestal",
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platform: "platform",
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stage: "stage",
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tafel: "table",
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bureau: "desk",
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etagere: "shelf",
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mesa: "table",
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tavolo: "table",
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schrank: "wardrobe",
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kommode: "dresser",
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};
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const INTERACTION_MODES: Record<string, number> = {
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@@ -418,6 +505,27 @@ const INTERACTION_MODES: Record<string, number> = {
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daybed: 1,
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divan: 1,
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waterbed: 1,
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matelas: 1,
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couette: 1,
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bedden: 1,
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cama: 1,
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letto: 1,
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bett: 1,
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chaise: 1,
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banquette: 1,
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tabouret: 1,
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fauteuil: 1,
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canap: 1,
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banc: 1,
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stoel: 1,
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kruk: 1,
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silla: 1,
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taburete: 1,
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sedia: 1,
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poltrona: 1,
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stuhl: 1,
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sessel: 1,
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hocker: 1,
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table: 0,
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desk: 0,
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counter: 0,
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@@ -446,6 +554,13 @@ const INTERACTION_MODES: Record<string, number> = {
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water: 0,
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pool: 0,
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fountain: 0,
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tafel: 0,
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bureau: 0,
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etagere: 0,
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mesa: 0,
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tavolo: 0,
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schrank: 0,
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kommode: 0,
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};
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const CLICK_LIMITS: Record<string, number> = {
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@@ -484,6 +599,27 @@ const CLICK_LIMITS: Record<string, number> = {
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daybed: 1,
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divan: 1,
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waterbed: 1,
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matelas: 1,
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couette: 1,
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bedden: 1,
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cama: 1,
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letto: 1,
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bett: 1,
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chaise: 1,
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banquette: 1,
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tabouret: 1,
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fauteuil: 1,
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canap: 1,
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banc: 1,
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stoel: 1,
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kruk: 1,
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silla: 1,
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taburete: 1,
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sedia: 1,
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poltrona: 1,
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stuhl: 1,
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sessel: 1,
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hocker: 1,
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table: 0,
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desk: 0,
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counter: 0,
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@@ -512,6 +648,13 @@ const CLICK_LIMITS: Record<string, number> = {
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water: 0,
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pool: 0,
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fountain: 0,
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tafel: 0,
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bureau: 0,
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etagere: 0,
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mesa: 0,
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tavolo: 0,
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schrank: 0,
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kommode: 0,
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};
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function normalizeString(str: string): string {
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@@ -520,9 +663,14 @@ function normalizeString(str: string): string {
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function findMatch(normalized: string, keywords: string[]): string | null {
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for (const kw of keywords) {
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if (normalized.includes(kw)) {
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return kw;
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if (!normalized.includes(kw)) continue;
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// Short keywords (e.g. "bed", "lit", "bar") must match on token
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// boundaries so "bedside_table" or "split" don't false-positive.
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if (kw.length < 5) {
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const boundary = new RegExp(`(^|_)${kw}(_|$)`);
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if (!boundary.test(normalized)) continue;
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}
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return kw;
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}
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return null;
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}
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