Painting over identical tiles no longer adds an empty undo step (#212)
game-maker / gate (push) Successful in 2m45s
game-maker / suite (push) Successful in 8m43s

A rectangle drawn over cells that already hold exactly that tile
pushed a command that changed nothing. Undo then seemed to do nothing
and the project was marked as modified. PaintTilesCommand.changes()
was meant to prevent that, but nothing called it since #128.

- New paintTiles() in tilemapCommands.ts returns the command for a
  finished stroke or fill, or null when no cell changes. It is the
  first caller of PaintTilesCommand.changes().
- All three paint paths in the Scene View go through it: brush and
  eraser, rectangle (both in endStroke) and flood fill (fillFrom).
- Flood fill was not affected, because floodFill already returns []
  for the same tile. The guard is there anyway, as the issue asked.
- A rectangle that changes even one cell stays a normal undo step.

Tests:
- ./check.sh: 145 files, 2190 tests, CHECK EXIT 0 (before 2187).
- 3 new unit tests in tests/core/tilemap.test.ts: same rectangle
  twice gives no command, a wider rectangle still does, a fill that
  finds nothing gives no command.
- 1 new e2e check in 40d: the same rectangle again, then one undo
  must take 9 cells to 0. A redo restores them for later blocks.
- GM_STEPS=39,40 on the final build: ALL PASSED, 81 checks.
- Counter-probe with changes(...) || true: exactly the two unit
  tests fail, and in the browser exactly the new check fails with
  {"afterUndo":9}. Original restored via cmp (IDENTICAL), rebuilt.
- Editor suite check total: CI measured 1312 at 0e85856, new total
  1313 (calculated) in README and wiki.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-09-23 08:56:17 +02:00
1 parent 0e8585665a
commit 487b3aa5b4
5 files changed
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@@ -10,6 +10,7 @@ import {
DuplicateTilemapLayerCommand,
MoveTilemapLayerCommand,
PaintTilesCommand,
paintTiles,
RemoveTilemapLayerCommand,
RenameTilemapLayerCommand,
SetTilemapLayerHiddenCommand,
@@ -26,6 +27,7 @@ import {
cellOrigin,
cellsAlong,
cellsInRect,
floodFill,
inGrid,
layerTiles,
neighboursOf,
@@ -151,6 +153,41 @@ describe('painting a tilemap', () => {
expect(PaintTilesCommand.changes(layer, [{ x: 5, y: 5, tileId: f.tileId }])).toBe(true);
});
it('makes no undo step for a rectangle over cells that already hold its tile', () => {
const f = makeTilemap();
const box = cellsInRect(f.assetOf().props, { x: 0, y: 0 }, { x: 2, y: 2 });
f.paint(box);
const again = box.map((at) => ({ ...at, tileId: f.tileId }));
expect(paintTiles(f.assetOf().layers[0]!, f.tilemapId, again)).toBeNull();
// The one undo left takes back the first rectangle, not an empty second one.
f.stack.undo();
expect(cellsOf(f.project, f.tilemapId)).toEqual({});
});
it('still makes one when a single cell of the rectangle changes', () => {
const f = makeTilemap();
f.paint(cellsInRect(f.assetOf().props, { x: 0, y: 0 }, { x: 1, y: 1 }));
const wider = cellsInRect(f.assetOf().props, { x: 0, y: 0 }, { x: 2, y: 1 });
const command = paintTiles(
f.assetOf().layers[0]!,
f.tilemapId,
wider.map((at) => ({ ...at, tileId: f.tileId })),
);
expect(command).not.toBeNull();
f.stack.execute(command!);
expect(Object.keys(cellsOf(f.project, f.tilemapId))).toHaveLength(6);
f.stack.undo();
expect(Object.keys(cellsOf(f.project, f.tilemapId)).sort()).toEqual(['0,0', '0,1', '1,0', '1,1']);
});
it('makes no undo step for a fill that finds nothing to fill', () => {
const f = makeTilemap();
f.paint([{ x: 0, y: 0 }]);
const layer = f.assetOf().layers[0]!;
expect(floodFill(f.assetOf().props, layer, { x: 0, y: 0 }, f.tileId)).toEqual([]);
expect(paintTiles(layer, f.tilemapId, [])).toBeNull();
});
it('covers the cells between two pointer events', () => {
expect(cellsAlong({ x: 0, y: 0 }, { x: 3, y: 0 })).toEqual([
{ x: 1, y: 0 },