Describe every value kind in one table instead of spreading it over the code
A kind like colour or texture used to be spelled out in five parallel lists, its port type, its empty value, its glyph, its label and its list tag - 22 literal places for texture alone. core/properties/kinds.ts now holds one row per kind and the rest is derived from it, so adding a kind is one row. The five literal nodes collapse into literals.ts, the six kind menus into one helper. Number, Text, Boolean is now the one order everywhere; the variable and port menus used to list Boolean before Text. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -19,16 +19,7 @@
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*/
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import { fileURLToPath } from 'node:url';
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import {
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edge,
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node,
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port,
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propertiesOf,
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sceneObject,
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textureItem,
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variable,
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written,
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} from './lib/builders.mjs';
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import { edge, node, port, propertiesOf, sceneObject, tagged, variable, written } from './lib/builders.mjs';
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import { PROJECTS, cliArgs, uploadTexture, writeProject } from './lib/projects.mjs';
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const { projectId, baseUrl } = cliArgs('seed-actor.mjs', PROJECTS.actor);
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@@ -80,8 +71,8 @@ const walkAnimations = DIRECTIONS.map((dir, row) => ({
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}));
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/** The two lists the graph indexes: one walk animation and one standing frame per direction. */
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const WALK_PICTURES = DIRECTIONS.map((dir) => textureItem(WALK(dir)));
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const IDLE_PICTURES = DIRECTIONS.map((_, row) => textureItem(idleFrame(row)));
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const WALK_PICTURES = DIRECTIONS.map((dir) => tagged('texture', WALK(dir)));
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const IDLE_PICTURES = DIRECTIONS.map((_, row) => tagged('texture', idleFrame(row)));
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/**
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* Sets `facing` to a constant – one per direction, so no edge has to cross the graph. It is the row
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