Add ESLint and Prettier, and close the node test gaps
Tooling: - Prettier as the single formatting authority (110 columns, single quotes, measured against the existing style); Markdown excluded because table-cell padding turns the README glossary into 1000-character lines. - Type-aware ESLint ending in eslint-config-prettier, so a rule always means "this is a bug", never "this looks different". - .editorconfig and an `npm run check` that runs typecheck, lint, format and tests in one go. Findings fixed on the first run: three more duplicate imports, four String(unknown) calls (parameter types narrowed instead of casts), two dead initialisers, two redundant casts, a console.log for a real error. Two warnings were false here and are disabled with a reason in place. Tests 132 -> 269: - node-catalog.test.ts covers every node with a run(), with a guard that fails when a new node has no row. - behavior-events.test.ts covers the ten event nodes through a running World, checking timing rather than existence. - Input's state machine (press/release/releaseAll) is reachable without DOM events now; the DOM handlers are thin adapters. Compare fell back to == without a configured operator although the schema default is <; aligned. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -2,7 +2,13 @@ import { newId } from '../ids';
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import { isPlaceableType } from '../model/AssetTypes';
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import { instantiateContainer } from '../model/container';
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import { isSelfOrAncestor, localPositionFor, removeSubtrees, worldPosition } from '../model/hierarchy';
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import { type Position, type PropertyBag, type PropertyValue, toPosition, type Vec2 } from '../model/Properties';
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import {
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type Position,
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type PropertyBag,
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type PropertyValue,
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toPosition,
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type Vec2,
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} from '../model/Properties';
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import type { Project } from '../model/Project';
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import { createSceneObject, type SceneObject } from '../model/SceneObject';
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import { coerceValue } from '../properties/PropertySchema';
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@@ -53,7 +59,10 @@ export class RemoveSceneObjectsCommand implements Command {
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readonly label: string;
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private removed: Removed<SceneObject>[] = [];
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constructor(private readonly sceneId: string, private readonly objectIds: readonly string[]) {
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constructor(
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private readonly sceneId: string,
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private readonly objectIds: readonly string[],
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) {
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this.label = objectIds.length === 1 ? 'Remove object' : 'Remove objects';
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}
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@@ -83,7 +92,11 @@ export class MoveSceneObjectCommand implements Command {
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readonly label = 'Move object';
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private previous: Position = { x: 0, y: 0, z: 0 };
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constructor(private readonly sceneId: string, private readonly objectId: string, private readonly position: Position) {}
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constructor(
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private readonly sceneId: string,
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private readonly objectId: string,
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private readonly position: Position,
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) {}
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execute(project: Project): void {
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const object = requireObject(project, this.sceneId, this.objectId);
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@@ -105,7 +118,11 @@ export class SetEditorOffsetCommand implements Command {
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readonly label = 'Editor offset';
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private previous: Vec2 = { x: 0, y: 0 };
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constructor(private readonly sceneId: string, private readonly objectId: string, private readonly offset: Vec2) {}
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constructor(
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private readonly sceneId: string,
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private readonly objectId: string,
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private readonly offset: Vec2,
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) {}
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execute(project: Project): void {
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const object = requireObject(project, this.sceneId, this.objectId);
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@@ -122,7 +139,11 @@ export class RenameSceneObjectCommand implements Command {
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readonly label = 'Rename object';
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private previous = '';
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constructor(private readonly sceneId: string, private readonly objectId: string, private readonly name: string) {}
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constructor(
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private readonly sceneId: string,
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private readonly objectId: string,
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private readonly name: string,
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) {}
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execute(project: Project): void {
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const object = requireObject(project, this.sceneId, this.objectId);
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@@ -137,7 +158,12 @@ export class RenameSceneObjectCommand implements Command {
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/** The half of `SetBagValueCommand` both override edits share: the bag is the object's overrides. */
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abstract class OverrideCommand extends SetBagValueCommand<SceneObject> {
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protected constructor(private readonly sceneId: string, private readonly objectId: string, key: string, label: string) {
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protected constructor(
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private readonly sceneId: string,
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private readonly objectId: string,
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key: string,
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label: string,
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) {
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super(key, label);
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}
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@@ -152,7 +178,12 @@ abstract class OverrideCommand extends SetBagValueCommand<SceneObject> {
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/** Sets a per-object override of an asset property. */
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export class SetOverrideCommand extends OverrideCommand {
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constructor(sceneId: string, objectId: string, key: string, private readonly value: PropertyValue) {
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constructor(
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sceneId: string,
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objectId: string,
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key: string,
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private readonly value: PropertyValue,
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) {
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super(sceneId, objectId, key, `Override ${key}`);
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}
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@@ -180,9 +211,16 @@ export class ClearOverrideCommand extends OverrideCommand {
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*/
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export class SetParentCommand implements Command {
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readonly label = 'Set parent';
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private previous: { parentId: string; position: Position } = { parentId: '', position: { x: 0, y: 0, z: 0 } };
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private previous: { parentId: string; position: Position } = {
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parentId: '',
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position: { x: 0, y: 0, z: 0 },
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};
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constructor(private readonly sceneId: string, private readonly objectId: string, private readonly parentId: string) {}
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constructor(
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private readonly sceneId: string,
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private readonly objectId: string,
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private readonly parentId: string,
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) {}
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execute(project: Project): void {
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const scene = requireScene(project, this.sceneId);
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@@ -190,7 +228,8 @@ export class SetParentCommand implements Command {
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if (this.parentId) {
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if (this.parentId === this.objectId) throw new CommandError('An object cannot be its own parent');
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requireObject(project, this.sceneId, this.parentId);
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if (isSelfOrAncestor(scene, this.objectId, this.parentId)) throw new CommandError('An object cannot be parented to one of its own children');
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if (isSelfOrAncestor(scene, this.objectId, this.parentId))
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throw new CommandError('An object cannot be parented to one of its own children');
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}
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this.previous = { parentId: object.parentId, position: { ...object.position } };
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const world = worldPosition(scene, object);
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