Tilemap cells are stored compactly in the project file: each layer keeps a tile list, an origin and one run-length encoded string per row; older projects with a cell map still load (#134)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -38,7 +38,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1013 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1017 checks (GM_STEPS=20 for one step)
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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node tools/seed-actor.mjs && node tools/smoke-actor.mjs
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@@ -6,6 +6,7 @@
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* Cells are sparse – a map from `"x,y"` to a tile id – rather than one entry per grid square.
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* A map is what painting, erasing and reading a neighbour all want, and changing the grid size then
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* moves nothing: what falls outside is simply not drawn and comes back when the grid grows again.
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* The project file stores them more compactly (#134, `store/tilemapCells.ts`).
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*/
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import type { TileAsset, TilemapLayer } from './Asset';
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import { type Neighbours, type TileQuadrants, tileQuadrants } from './autotile';
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@@ -28,6 +28,7 @@ import type {
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TilemapLayer,
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} from '../model/Asset';
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import { parseCellKey } from '../model/tilemap';
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import { decodeCells, encodeCells, isStoredCells } from './tilemapCells';
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import { isAssetType } from '../model/AssetTypes';
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import { isFontFile } from '../model/font';
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import { isSoundFile } from '../model/sound';
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@@ -218,9 +219,19 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
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return project;
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}
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/** Plain JSON-ready copy of the project (deep clone, stable key order for readable diffs). */
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/**
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* Plain JSON-ready copy of the project (deep clone, stable key order for readable diffs). The cells
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* of a tilemap are the one thing written differently from how they are held: see `tilemapCells.ts`.
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*/
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export function serializeProject(project: Project): unknown {
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return JSON.parse(JSON.stringify(project));
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const copy = JSON.parse(JSON.stringify(project)) as Project;
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for (const asset of copy.assets)
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if (asset.type === 'tilemap')
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(asset as { layers: unknown[] }).layers = asset.layers.map(({ cells, ...layer }) => ({
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...layer,
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...encodeCells(cells),
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}));
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return copy;
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}
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function normalizeObjects(
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@@ -513,8 +524,10 @@ function normalizeLayers(raw: unknown): TilemapLayer[] {
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for (const item of Array.isArray(raw) ? raw : []) {
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const l = asRecord(item);
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if (typeof l.id !== 'string' || !l.id || layers.some((o) => o.id === l.id)) continue;
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// Projects saved before #134 hold the map itself; it is taken over as it is.
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const stored = isStoredCells(l) ? decodeCells(l) : asRecord(l.cells);
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const cells: Record<string, string> = {};
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for (const [key, value] of Object.entries(asRecord(l.cells)))
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for (const [key, value] of Object.entries(stored))
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if (parseCellKey(key) && typeof value === 'string' && value !== '') cells[key] = value;
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const layer: TilemapLayer = { id: l.id, name: typeof l.name === 'string' ? l.name : 'Layer', cells };
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if (l.hidden === true) layer.hidden = true;
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@@ -0,0 +1,120 @@
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/**
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* How the cells of a tilemap layer are written to the project file (#134). In memory a layer keeps
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* its sparse map from `"x,y"` to a tile id – what painting and reading a neighbour want – but in the
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* file every painted cell would then carry its own key and the full tile id, and the server writes
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* the file pretty-printed, one entry per line.
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*
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* So the file holds, per layer:
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* - `tiles`: every tile id the layer names, once, in the order they first appear;
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* - `origin`: the top-left cell of the smallest rectangle around all painted cells;
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* - `rows`: one string per row of that rectangle, as runs `index*count` (a single cell drops the
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* count), separated by spaces. `index` counts from 1 into `tiles`, `0` is an empty cell, and
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* empty cells at the end of a row are left out.
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*
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* A row of forty grass cells, three empty ones and a single path cell reads `1*40 0*3 2`. The
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* rectangle is taken from the cells, not from the grid, so cells outside the grid – kept so that
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* they come back when the grid grows again – are stored as they are.
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*/
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import { cellKey, parseCellKey } from '../model/tilemap';
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export interface StoredCells {
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tiles: string[];
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origin: { x: number; y: number };
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rows: string[];
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}
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/**
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* The longest run a row may state. A file is untrusted: `1*999999999` would otherwise build a
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* billion cells. No grid gets near this, so a real map never meets it.
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*/
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export const MAX_RUN = 65536;
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const RUN = /^(\d+)(?:\*(\d+))?$/;
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export function encodeCells(cells: Record<string, string>): StoredCells {
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const painted: { x: number; y: number; id: string }[] = [];
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for (const [key, id] of Object.entries(cells)) {
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const at = parseCellKey(key);
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if (at && id) painted.push({ ...at, id });
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}
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if (painted.length === 0) return { tiles: [], origin: { x: 0, y: 0 }, rows: [] };
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painted.sort((a, b) => a.y - b.y || a.x - b.x);
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const tiles: string[] = [];
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const index = new Map<string, number>();
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for (const { id } of painted)
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if (!index.has(id)) {
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tiles.push(id);
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index.set(id, tiles.length);
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}
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const x0 = painted.reduce((min, c) => Math.min(min, c.x), Infinity);
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const y0 = painted[0]!.y;
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const y1 = painted[painted.length - 1]!.y;
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const rows: string[] = [];
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let next = 0;
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for (let y = y0; y <= y1; y++) {
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const runs: string[] = [];
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let x = x0;
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const push = (value: number, count: number): void => {
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runs.push(count === 1 ? String(value) : `${value}*${count}`);
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};
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while (next < painted.length && painted[next]!.y === y) {
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const cell = painted[next]!;
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if (cell.x > x) push(0, cell.x - x);
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const value = index.get(cell.id)!;
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let count = 1;
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while (
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next + count < painted.length &&
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painted[next + count]!.y === y &&
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painted[next + count]!.x === cell.x + count &&
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painted[next + count]!.id === cell.id
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)
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count++;
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push(value, count);
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x = cell.x + count;
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next += count;
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}
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rows.push(runs.join(' '));
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}
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return { tiles, origin: { x: x0, y: y0 }, rows };
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}
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/**
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* The cells a stored layer describes. Read leniently, as the rest of the file is: a run that does
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* not parse ends its row, because every run after it would land in the wrong column; an index
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* naming no tile is an empty cell.
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*/
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export function decodeCells(raw: {
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tiles?: unknown;
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origin?: unknown;
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rows?: unknown;
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}): Record<string, string> {
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const tiles: unknown[] = Array.isArray(raw.tiles) ? raw.tiles : [];
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const origin = raw.origin && typeof raw.origin === 'object' ? (raw.origin as Record<string, unknown>) : {};
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const x0 = Number.isSafeInteger(origin.x) ? (origin.x as number) : 0;
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const y0 = Number.isSafeInteger(origin.y) ? (origin.y as number) : 0;
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const cells: Record<string, string> = {};
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const rows = Array.isArray(raw.rows) ? raw.rows : [];
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rows.forEach((row, r) => {
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if (typeof row !== 'string') return;
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let x = x0;
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for (const token of row.split(/\s+/)) {
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if (token === '') continue;
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const match = RUN.exec(token);
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const value = match ? Number(match[1]) : NaN;
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const count = match ? Number(match[2] ?? 1) : NaN;
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if (!Number.isSafeInteger(value) || !(count >= 1 && count <= MAX_RUN)) return;
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const id = value >= 1 ? tiles[value - 1] : undefined;
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if (typeof id === 'string' && id !== '')
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for (let i = 0; i < count; i++) cells[cellKey(x + i, y0 + r)] = id;
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x += count;
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}
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});
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return cells;
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}
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/** Whether a stored layer is in this format rather than the map of the first version (#128). */
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export function isStoredCells(raw: Record<string, unknown>): boolean {
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return Array.isArray(raw.rows);
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}
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@@ -0,0 +1,153 @@
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import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import type { TilemapAsset } from '../../src/core/model/Asset';
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import { findAsset } from '../../src/core/model/Project';
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import { cellKey } from '../../src/core/model/tilemap';
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import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
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import { decodeCells, encodeCells, MAX_RUN } from '../../src/core/store/tilemapCells';
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import { makeProject, roundTrip } from '../helpers';
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/** Cells from a picture: one character per cell, `.` is empty, any other names the tile `t<char>`. */
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function cellsFrom(rows: string[], x0 = 0, y0 = 0): Record<string, string> {
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const cells: Record<string, string> = {};
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rows.forEach((row, y) =>
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[...row].forEach((c, x) => {
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if (c !== '.') cells[cellKey(x0 + x, y0 + y)] = `t${c}`;
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}),
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);
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return cells;
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}
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function fullMap(size: number, tileOf: (x: number, y: number) => string): Record<string, string> {
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const cells: Record<string, string> = {};
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for (let y = 0; y < size; y++) for (let x = 0; x < size; x++) cells[cellKey(x, y)] = tileOf(x, y);
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return cells;
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}
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/** A project with one tilemap whose single layer holds `cells`, as the editor would have it. */
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function projectWith(cells: Record<string, string>) {
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const f = makeProject();
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const create = new CreateAssetCommand('tilemap', 'Ground');
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f.stack.execute(create);
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const asset = findAsset(f.project, create.asset.id) as TilemapAsset;
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asset.layers[0]!.cells = { ...cells };
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return { project: f.project, id: create.asset.id };
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}
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function storedLayer(raw: unknown, id: string): Record<string, unknown> {
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const assets = (raw as { assets: { id: string; layers?: Record<string, unknown>[] }[] }).assets;
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return assets.find((a) => a.id === id)!.layers![0]!;
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}
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describe('the cells of a tilemap in the file', () => {
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it('store an empty layer as nothing at all', () => {
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expect(encodeCells({})).toEqual({ tiles: [], origin: { x: 0, y: 0 }, rows: [] });
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expect(decodeCells(encodeCells({}))).toEqual({});
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});
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it('store a single cell as its position and one run', () => {
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expect(encodeCells({ '7,3': 'grass' })).toEqual({
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tiles: ['grass'],
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origin: { x: 7, y: 3 },
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rows: ['1'],
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});
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});
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it('write runs, gaps and several tiles row by row, and read them back', () => {
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const cells = cellsFrom(['aaab', '..b.', '', 'a..a']);
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const stored = encodeCells(cells);
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expect(stored).toEqual({
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tiles: ['ta', 'tb'],
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origin: { x: 0, y: 0 },
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rows: ['1*3 2', '0*2 2', '', '1 0*2 1'],
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});
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expect(decodeCells(stored)).toEqual(cells);
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});
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it('keep cells outside the grid, on either side of it', () => {
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const cells = { '-3,-2': 'a', '40,-2': 'a', '0,25': 'b' };
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const stored = encodeCells(cells);
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expect(stored.origin).toEqual({ x: -3, y: -2 });
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expect(stored.rows).toHaveLength(28);
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expect(decodeCells(stored)).toEqual(cells);
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});
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it('bring a full map with several tiles back exactly', () => {
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const cells = fullMap(100, (x, y) => (x < 30 ? 'water' : y % 7 === 0 ? 'path' : 'grass'));
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const stored = encodeCells(cells);
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// Row 0 is a path row (0 % 7), so path is met before grass.
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expect(stored.tiles).toEqual(['water', 'path', 'grass']);
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expect(stored.rows).toHaveLength(100);
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expect(decodeCells(stored)).toEqual(cells);
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});
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it('bring a scattered map back exactly', () => {
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let seed = 7;
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const random = () => (seed = (seed * 16807) % 2147483647) / 2147483647;
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const ids = ['a', 'b', 'c', 'd'];
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const cells: Record<string, string> = {};
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for (let i = 0; i < 500; i++)
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cells[cellKey(Math.floor(random() * 60) - 10, Math.floor(random() * 40) - 5)] =
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ids[Math.floor(random() * ids.length)]!;
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expect(decodeCells(encodeCells(cells))).toEqual(cells);
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});
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it('are written compactly by the project file and read back by it', () => {
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const cells = cellsFrom(['aa.b']);
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const { project, id } = projectWith(cells);
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const layer = storedLayer(serializeProject(project), id);
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expect(layer.cells).toBeUndefined();
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expect(layer).toMatchObject({ tiles: ['ta', 'tb'], origin: { x: 0, y: 0 }, rows: ['1*2 0 2'] });
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expect((findAsset(roundTrip(project), id) as TilemapAsset).layers[0]!.cells).toEqual(cells);
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});
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it('leave the map in memory untouched when saving', () => {
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const cells = cellsFrom(['ab']);
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const { project, id } = projectWith(cells);
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serializeProject(project);
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expect((findAsset(project, id) as TilemapAsset).layers[0]!.cells).toEqual(cells);
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});
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it('take a project saved before #134 over as it is, and write it in the new form', () => {
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const { project, id } = projectWith({});
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const raw = serializeProject(project) as { assets: Record<string, unknown>[] };
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const old = raw.assets.find((a) => a.id === id)!;
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old.layers = [
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{ id: 'L1', name: 'Ground', cells: { '1,2': 'grass', '2,2': 'grass', nonsense: 'x', '3,3': '' } },
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];
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const loaded = deserializeProject(raw);
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expect((findAsset(loaded, id) as TilemapAsset).layers[0]!.cells).toEqual({
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'1,2': 'grass',
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'2,2': 'grass',
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});
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expect(storedLayer(serializeProject(loaded), id)).toMatchObject({ tiles: ['grass'], rows: ['1*2'] });
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});
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it('shrink a full map of 100 × 100 with two layers to a small part of the old size', () => {
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const ground = fullMap(100, (x) => (x < 50 ? 'grass' : 'dirt'));
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const decor = fullMap(100, (x, y) => ((x * 7 + y * 3) % 11 === 0 ? 'flower' : 'bush'));
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const old = JSON.stringify([{ cells: ground }, { cells: decor }], null, 4).length;
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const now = JSON.stringify([encodeCells(ground), encodeCells(decor)], null, 4).length;
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expect(now).toBeLessThan(old / 5);
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});
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});
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describe('reading stored cells leniently', () => {
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it('ends a row at a run that does not parse, since every later run would land wrongly', () => {
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const cells = decodeCells({ tiles: ['a'], origin: { x: 0, y: 0 }, rows: ['1 x 1', '1*2', '1*-1 1'] });
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expect(cells).toEqual({ '0,0': 'a', '0,1': 'a', '1,1': 'a' });
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});
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it('counts an index that names no tile as an empty cell', () => {
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const cells = decodeCells({ tiles: ['a', 5], origin: { x: 0, y: 0 }, rows: ['3 2 1'] });
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expect(cells).toEqual({ '2,0': 'a' });
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});
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it('refuses a run longer than any grid, and a row that is not a string', () => {
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expect(decodeCells({ tiles: ['a'], rows: [`1*${MAX_RUN + 1}`, 7, '1'] })).toEqual({ '0,2': 'a' });
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});
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it('starts at the top-left corner when the origin is missing or broken', () => {
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expect(decodeCells({ tiles: ['a'], origin: { x: 1.5, y: 'no' }, rows: ['0 1'] })).toEqual({ '1,0': 'a' });
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});
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});
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@@ -66,6 +66,7 @@ async function cellShows(t, x, y, quadrants) {
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export async function tilemap(t) {
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const { check, json, evaluate, mutate, click, clickText, drag, press, shot, settle, undo, select } = t;
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const { saved, api, navigate, projectId } = t;
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await press('Escape');
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await evaluate('__gm.state.select(null)');
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@@ -292,6 +293,33 @@ export async function tilemap(t) {
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const o = __gm.state.activeScene.objects.find((o) => o.id === ${JSON.stringify(MAP_OBJECT)});
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o.position = { x: 0, y: ${LANE}, z: 0 };`);
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// 40k. The file holds the cells compactly (#134): per layer the tiles once and a string of runs
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// per row, no key per cell. A reload reads them back into exactly the same cells.
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const inMemory = await json(
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`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).layers.map((l) => l.cells)`,
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);
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await saved();
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const storedMap = (await api(`projects/${projectId}`)).project.assets.find((a) => a.id === made.id);
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const storedLayers = storedMap?.layers ?? [];
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check(
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'the saved map stores each layer as its tiles and a run string per row, not a key per cell',
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storedLayers.length === 2 &&
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storedLayers.every((l) => l.cells === undefined && Array.isArray(l.rows)) &&
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storedLayers[0].tiles.join() === 'at-grass' &&
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storedLayers[0].rows.every((r) => typeof r === 'string'),
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JSON.stringify(storedLayers.map(({ tiles, origin, rows }) => ({ tiles, origin, rows }))),
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);
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await navigate();
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const reloaded = await json(
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`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).layers.map((l) => l.cells)`,
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);
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const sorted = (layers) => JSON.stringify(layers.map((c) => Object.entries(c).sort()));
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check(
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'a reloaded project has exactly the cells it was saved with',
|
||||
sorted(reloaded) === sorted(inMemory) && Object.keys(inMemory[0]).length === 9,
|
||||
JSON.stringify({ reloaded, inMemory }),
|
||||
);
|
||||
|
||||
// Leave the editor as the rest of the suite expects to find it.
|
||||
await evaluate("__gm.state.setTilemapPaint({ tool: 'select' })");
|
||||
await evaluate('__gm.state.select(null)');
|
||||
|
||||
Reference in new issue
Block a user