Let Spawn take an asset over an edge and find a child by name (#237)
An asset could only be picked as a setting on the Spawn node. It could not be wired in, held in a variable or put into a list. Finding an object below the own one needed a scene-wide search by name. - "Asset" is now a kind like Animation or Sound: port, variable, list item and a new "Asset" literal node, with its own cube icon. - Spawn and Is asset have an `asset` input. It uses the key of the old setting, so a saved asset reads as the value of the input and older projects keep spawning without a migration. - New node "Child by name" searches below an object level by level. A child wins over a grandchild of the same name. Nothing found or no object gives null. Tests: - ./check.sh: 168 files, 2453 tests, CHECK EXIT 0. - 9 new unit tests in tests/core/asset-kind.test.ts, catalog cases for Spawn, Is asset, Child by name and the literal. - e2e 6z-ii (2 checks): node rows and a real drag of the literal onto `asset`. e2e 6: 119 checks passed. Spawn checks in 3 and 9 passed. - Counter-checks: depth-first search fails 1, Spawn reading only the old setting fails 3, runtime ignoring the parent fails 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,20 +1,20 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asEntity, asNumber } from '../../values';
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import { assetParam, exec, num, obj } from '../shared';
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import { asEntity, asNumber, asString } from '../../values';
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import { assetPort, exec, num, obj } from '../shared';
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import { textOf } from '../../../model/Properties';
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export const Spawn: NodeDef = {
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type: 'Spawn',
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label: 'Spawn',
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category: 'action',
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description:
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'Creates a new instance of an asset in the running scene at (x, y, z) – local to the parent when one is ' +
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'connected, world coordinates otherwise. Outputs the new object.',
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inputs: [exec(), num('x'), num('y'), num('z'), obj('parent')],
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'connected, world coordinates otherwise. The asset is picked on the node or arrives over an edge, from ' +
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'an Asset literal, a variable or a list item. Outputs the new object.',
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inputs: [exec(), assetPort(), num('x'), num('y'), num('z'), obj('parent')],
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outputs: [exec(), obj('object')],
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params: [assetParam],
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run: (ctx, inputs, params) => {
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const assetId = textOf(params.asset ?? '');
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params: [],
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run: (ctx, inputs) => {
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const assetId = asString(inputs.asset);
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const position = { x: asNumber(inputs.x), y: asNumber(inputs.y), z: asNumber(inputs.z) };
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const spawned = assetId ? ctx.spawn(assetId, position, asEntity(inputs.parent)) : null;
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if (!spawned) ctx.log(assetId ? `Spawn: asset ${assetId} not found` : 'Spawn: no asset selected');
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@@ -0,0 +1,20 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asEntity, asString } from '../../values';
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import { obj, str } from '../shared';
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export const ChildByName: NodeDef = {
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type: 'ChildByName',
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label: 'Child by name',
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category: 'data',
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description:
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'Finds an object by its name below the given one – among its children, their children and so on. ' +
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'The nearest level wins; within a level, the first in hierarchy order. Nothing when none is called so.',
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inputs: [obj('object'), str('name')],
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outputs: [obj('child')],
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params: [],
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run: (ctx, inputs) => {
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const parent = asEntity(inputs.object);
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const name = asString(inputs.name);
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return { outputs: { child: parent ? ctx.childByName(parent, name) : null } };
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},
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};
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@@ -1,18 +1,17 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asEntity } from '../../values';
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import { assetParam, bool, obj } from '../shared';
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import { asEntity, asString } from '../../values';
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import { assetPort, bool, obj } from '../shared';
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import { textOf } from '../../../model/Properties';
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export const IsAsset: NodeDef = {
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type: 'IsAsset',
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label: 'Is asset',
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category: 'data',
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description: 'Whether an object is an instance of the chosen asset – the way to tell what you collided with.',
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inputs: [obj('object')],
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inputs: [obj('object'), assetPort()],
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outputs: [bool('result')],
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params: [assetParam],
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run: (_ctx, inputs, params) => {
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const assetId = textOf(params.asset ?? '');
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params: [],
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run: (_ctx, inputs) => {
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const assetId = asString(inputs.asset);
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return { outputs: { result: Boolean(assetId) && asEntity(inputs.object)?.assetId === assetId } };
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},
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};
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@@ -50,6 +50,11 @@ export const AnimationLiteral = literal(
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'animation',
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'A constant animation, for a "Play animation", "Pause animation" or "Stop animation" to work on.',
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);
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export const AssetLiteral = literal(
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'Asset',
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'asset',
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'A constant placeable asset, for a "Spawn" to place or an "Is asset" to compare with.',
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);
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export const ListLiteral = literal(
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'List',
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'list',
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@@ -38,6 +38,7 @@ import { FindText } from './data/FindText';
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import { FirstNotEmpty } from './data/FirstNotEmpty';
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import { Floor } from './data/Floor';
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import { GetPosition } from './data/GetPosition';
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import { ChildByName } from './data/ChildByName';
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import { IsAsset } from './data/IsAsset';
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import { IsEnabled } from './data/IsEnabled';
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import { IsHovered } from './data/IsHovered';
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@@ -48,6 +49,7 @@ import { KeyIsDown } from './data/KeyIsDown';
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import { Length } from './data/Length';
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import {
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AnimationLiteral,
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AssetLiteral,
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BooleanLiteral,
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ListLiteral,
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NumberLiteral,
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@@ -160,6 +162,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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Owner,
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Parent,
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ObjectByName,
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ChildByName,
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NameOf,
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IsAsset,
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IsEnabled,
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@@ -173,6 +176,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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SoundLiteral,
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SceneLiteral,
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AnimationLiteral,
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AssetLiteral,
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Add,
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Subtract,
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Multiply,
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@@ -49,6 +49,12 @@ export const keyParam: PropertyDef = { key: 'key', label: 'Key', kind: 'key', de
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/** No `assetTypes`: any placeable asset is a valid answer here. */
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export const assetParam: PropertyDef = { key: 'asset', label: 'Asset', kind: 'asset', default: '' };
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/**
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* The `asset` input of `Spawn` and `Is asset`; unconnected, it shows the asset picker. The key is the
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* one the setting had before it became a port, so a saved pick is the inline value now.
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*/
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export const assetPort = (): PortDef => ({ key: 'asset', label: 'asset', type: 'string', field: assetParam });
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/**
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* The `sound` input of the two sound nodes; unconnected, it shows the sound picker – the way
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* `machinePort` shows the machine picker. A `Sound` literal is what feeds it through an edge.
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