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>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-08 10:02:22 +02:00
1 parent f140c2fd77
commit d54a620ebd
113 files changed
+5049 -666

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+45 -8
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@@ -1,6 +1,13 @@
import { isHandleEnabled, worldPositionOf } from '../../core/graph';
import { parentChain } from '../../core/model/walk';
import { axisCorrection, colliderShape, colliderSize, isTrigger, type PlaneAxis, shapesOverlap } from '../../core/properties/collider';
import {
axisCorrection,
colliderShape,
colliderSize,
isTrigger,
type PlaneAxis,
shapesOverlap,
} from '../../core/properties/collider';
import type { Entity } from '../Entity';
import type { World } from '../World';
import type { System } from './System';
@@ -79,22 +86,52 @@ export class CollisionSystem implements System {
* are split into sub-steps so nothing jumps across a thin wall. Triggers, the entity's own
* colliders and colliders that travel with it (descendants) never block.
*/
moveAndSlide(world: World, entity: Entity, dx: number, dy: number): { blockedX: boolean; blockedY: boolean } {
moveAndSlide(
world: World,
entity: Entity,
dx: number,
dy: number,
): { blockedX: boolean; blockedY: boolean } {
const own = collidersOf(world, entity).filter((c) => !isTrigger(c.props) && isHandleEnabled(c));
const obstacles = own.length === 0 ? [] : world.entities.filter((c) => c.type === 'collider' && !isTrigger(c.props) && isHandleEnabled(c) && !travelsWith(c, entity));
return { blockedX: this.slideAxis(entity, own, obstacles, 'x', dx), blockedY: this.slideAxis(entity, own, obstacles, 'y', dy) };
const obstacles =
own.length === 0
? []
: world.entities.filter(
(c) =>
c.type === 'collider' && !isTrigger(c.props) && isHandleEnabled(c) && !travelsWith(c, entity),
);
return {
blockedX: this.slideAxis(entity, own, obstacles, 'x', dx),
blockedY: this.slideAxis(entity, own, obstacles, 'y', dy),
};
}
private slideAxis(entity: Entity, own: Entity[], obstacles: Entity[], axis: PlaneAxis, delta: number): boolean {
private slideAxis(
entity: Entity,
own: Entity[],
obstacles: Entity[],
axis: PlaneAxis,
delta: number,
): boolean {
if (delta === 0 || own.length === 0) return false;
// Long steps are split so a fast mover cannot jump across a thin obstacle in one frame.
const steps = Math.min(MAX_STEPS, Math.max(1, Math.ceil(Math.abs(delta) / stepLimit(own, obstacles, axis))));
for (let i = 0; i < steps; i++) if (this.stepAxis(entity, own, obstacles, axis, delta / steps)) return true;
const steps = Math.min(
MAX_STEPS,
Math.max(1, Math.ceil(Math.abs(delta) / stepLimit(own, obstacles, axis))),
);
for (let i = 0; i < steps; i++)
if (this.stepAxis(entity, own, obstacles, axis, delta / steps)) return true;
return false;
}
/** One indivisible move along `axis`; returns whether an obstacle stopped it. */
private stepAxis(entity: Entity, own: Entity[], obstacles: Entity[], axis: PlaneAxis, delta: number): boolean {
private stepAxis(
entity: Entity,
own: Entity[],
obstacles: Entity[],
axis: PlaneAxis,
delta: number,
): boolean {
const dir: 1 | -1 = delta > 0 ? 1 : -1;
// How deep each pair already sits in the other before the step. A step may never deepen
// that, but resolving it is not our job (no jolt, and leaving a wall is always possible).