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
+80 -20

No files matched your search

+15
View File
@@ -117,6 +117,7 @@ export async function tilemap(t) {
shot,
settle,
undo,
redo,
select,
} = t;
const { saved, api, navigate, projectId } = t;
@@ -287,6 +288,20 @@ export async function tilemap(t) {
Object.keys(cells).length === 9 && cells['1,1'] === 'at-grass' && cells['2,2'] === 'at-grass',
JSON.stringify(Object.keys(cells).sort()),
);
// The same box again changes no cell, so it leaves no step behind (#212): the one undo takes
// back the first rectangle, and redo brings it back for the blocks below.
await drag(corner.x, corner.y, far.x, far.y);
await settle();
await undo();
await settle();
const afterUndo = Object.keys(await painted()).length;
await redo();
await settle();
check(
'a rectangle over cells that already hold its tile is no undo step',
afterUndo === 0 && Object.keys(await painted()).length === 9,
JSON.stringify({ afterUndo, redone: Object.keys(await painted()).length }),
);
// 40e. The pixels. While the animation runs the block under the pointer changes between the two
// steps, so it is cut down to one for the reading and put back afterwards (as step 39 does).