Let a tile report a touch instead of blocking it (#160)
A tile could be solid, one-way and scaled, but not report without blocking. Water, lava, spikes or a goal zone needed a trigger object of their own laid over the map. Now a tile has a switch Trigger, and the collision events name the tile and the cell they met. - A tile has the switch "Trigger (reports, never blocks)" under Solid. Its cells hold nothing up: no Move, no falling body, no ray. They raise On collision enter, stay and exit with the tilemap as other. - The three events have the outputs tile, cell x and cell y. Without a tile, tile is empty and the cell is -1, -1. - The three events have the input per cell. Off, the default, gives one event per area: cells of the same tile that touch side by side. On gives one event per cell. - The scene view outlines trigger cells in yellow like a trigger collider, merged to rectangles but never with solid cells. - Is touching with the map counts trigger tiles, and Set tile works while the game runs. - Both systems find the touches with the same overlap check in runtime/systems/tileTriggers.ts, not through the physics engine. Decided here: - Trigger wins over Solid. A tile with both does not block, as with a collider. - Water beside lava is two areas, and so are two ponds that touch only at a corner. - An area names the cell nearest to the centre of the collider, and on exit the cell it named last. - The solid cells of a map still do not name their tile. - Normal, impulse and point are 0, as with a trigger collider. - Collision scale and outlines shape a trigger cell like a solid one. One-way, friction and bounciness have no effect. Tests: - Gate on stein2: 205 files, 3104 tests (3067 + 37), exit 0 - e2e 39,40: 106 checks. e2e 1-8,39-43: 490 checks. Both on melektaus-atx. No full run, the sum of 1648 (1645 + 3) is reckoned and CI measures it. - 37 unit tests in tests/core/tile-triggers.test.ts, nearly all against both systems - Three e2e checks with a real mouse in block 40l-iv - 24 unit counter-probes fail tests. Two did not at first, tests were added for them. - Two browser counter-probes fail their checks - Two screenshots looked at (yellow outline, the node with per cell) Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -120,6 +120,17 @@ export class GraphInterpreter {
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this.follow(node, port, ctx, 0);
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}
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/**
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* A data input of an event node, read ahead of its pulse: what decides whether the event concerns
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* the node at all (#160). Null for an input the node does not have.
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*/
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eventInput(node: GraphNode, key: string, ctx: NodeContext): Value {
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this.frame = this.emptyFrame(this.graph);
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this.steps = 0;
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const port = this.def(node)?.inputs.find((p) => p.key === key);
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return port ? this.inputValue(node, port, ctx) : null;
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}
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/**
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* The `On state entered` / `On state exited` nodes watching one machine. A node whose machine
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* input carries a running value rather than a pick has no state outputs at all, so it is never
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