The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m26s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-20 18:54:12 +02:00
1 parent 0fdde6cb1e
commit ffdf0a8ddb
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import { ALL_LAYERS, layerMaskOf } from '../../../model/collisionLayers';
import type { RayOutcome } from '../../NodeContext';
import type { NodeDef } from '../../NodeRegistry';
import { asBoolean, asNumber, type ValueList } from '../../values';
import { exec, int, list, num, withDefault } from '../shared';
import { RAY_LAYERS_PARAM } from './Raycast';
/**
* The hits as parallel lists: item 0 of every list is the nearest hit, item 1 the next, and so on
* (#157). Lists rather than one flow run per hit, because that is what the list nodes already work
* with – `Count`, `Item at`, `Sub list` – and it needs no record type the graph does not have.
*/
const listsOf = (hits: readonly RayOutcome[]): Record<string, ValueList | number> => ({
objects: hits.map((hit) => hit.object),
colliders: hits.map((hit) => hit.collider),
pointsX: hits.map((hit) => hit.point.x),
pointsY: hits.map((hit) => hit.point.y),
normalsX: hits.map((hit) => hit.normal.x),
normalsY: hits.map((hit) => hit.normal.y),
distances: hits.map((hit) => hit.distance),
count: hits.length,
});
export const RaycastAll: NodeDef = {
type: 'RaycastAll',
label: 'Raycast all',
category: 'action',
description:
'Casts a ray like Raycast, but says everything it meets instead of only the first: the lists ' +
'come out sorted by distance, one item per hit, and "item at" the same index in each of them ' +
'belongs to the same hit. A collider counts once, however many pieces it is made of; a tilemap ' +
'once per cell the ray goes through. "max hits" above 0 keeps that many of the nearest.',
inputs: [
exec(),
num('fromX', 'from x'),
num('fromY', 'from y'),
withDefault(num('dirX', 'dir x'), 1),
num('dirY', 'dir y'),
withDefault(num('length'), 1000),
int('maxHits', 0, 'max hits'),
],
outputs: [
exec(),
num('count'),
list('objects'),
list('colliders'),
list('pointsX', 'points x'),
list('pointsY', 'points y'),
list('normalsX', 'normals x'),
list('normalsY', 'normals y'),
list('distances'),
],
params: [
{ key: 'ignoreOwner', label: 'Ignore owner', kind: 'boolean', default: true },
{ key: 'triggers', label: 'Hit triggers', kind: 'boolean', default: false },
// The same param as `Raycast` carries, so both nodes are filtered the same way (#158).
{ key: RAY_LAYERS_PARAM, label: 'Layers', kind: 'layers', default: ALL_LAYERS },
],
run: (ctx, inputs, params) => {
const hits = ctx.raycastAll(
{ x: asNumber(inputs.fromX), y: asNumber(inputs.fromY) },
{ x: asNumber(inputs.dirX), y: asNumber(inputs.dirY) },
asNumber(inputs.length),
{
ignore: asBoolean(params.ignoreOwner ?? true) ? (ctx.owner ?? ctx.self) : null,
triggers: asBoolean(params.triggers ?? false),
layers: layerMaskOf(params[RAY_LAYERS_PARAM] ?? ALL_LAYERS),
maxHits: Math.max(0, Math.floor(asNumber(inputs.maxHits))),
},
);
return { next: 'exec', outputs: listsOf(hits) };
},
};
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@@ -1,5 +1,5 @@
import type { NodeDef } from '../../NodeRegistry';
import { asListItem, asNumber } from '../../values';
import { asNumber, asValueItem } from '../../values';
import { any, int, list } from '../shared';
/** Same order of magnitude as the interpreter's step limit – a typo in `count` must not eat memory. */
@@ -15,6 +15,6 @@ export const Fill: NodeDef = {
params: [],
run: (_ctx, inputs) => {
const count = Math.min(MAX_ITEMS, Math.max(0, Math.floor(asNumber(inputs.count))));
return { outputs: { result: new Array(count).fill(asListItem(inputs.value)) } };
return { outputs: { result: new Array(count).fill(asValueItem(inputs.value)) } };
},
};
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@@ -1,6 +1,6 @@
import { sameValue, untag } from '../../../model/Properties';
import type { NodeDef } from '../../NodeRegistry';
import { asList, asListItem } from '../../values';
import { asList, asValueItem, isEntity } from '../../values';
import { any, list, num } from '../shared';
export const IndexOf: NodeDef = {
@@ -14,9 +14,15 @@ export const IndexOf: NodeDef = {
// Compared by content, not by identity: two equal structs are never the same object. A color item
// is compared as its number, or searching a list of colors with one would never find it.
run: (_ctx, inputs) => {
const wanted = untag(asListItem(inputs.value));
const wanted = asValueItem(inputs.value);
// Two objects are the same one or they are not – there is no content to compare (#157).
if (isEntity(wanted))
return { outputs: { index: asList(inputs.list).findIndex((item) => item === wanted) } };
const value = untag(wanted);
return {
outputs: { index: asList(inputs.list).findIndex((item) => sameValue(untag(item), wanted)) },
outputs: {
index: asList(inputs.list).findIndex((item) => !isEntity(item) && sameValue(untag(item), value)),
},
};
},
};
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@@ -1,6 +1,6 @@
import { untag } from '../../../model/Properties';
import type { NodeDef } from '../../NodeRegistry';
import { asList, asNumber } from '../../values';
import { asList, asNumber, isEntity } from '../../values';
import { any, int, list } from '../shared';
export const ItemAt: NodeDef = {
@@ -14,7 +14,11 @@ export const ItemAt: NodeDef = {
run: (_ctx, inputs) => {
const items = asList(inputs.list);
const i = Math.floor(asNumber(inputs.index));
return { outputs: { item: untag(items[i]) ?? 0 } };
const item = items[i];
// An object comes out as the object it is, not as its name: that is the point of a list of
// objects, as `Raycast all` hands one out (#157).
if (isEntity(item)) return { outputs: { item } };
return { outputs: { item: untag(item) ?? 0 } };
},
params: [],
};
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@@ -1,6 +1,6 @@
import { itemLike } from '../../../properties/listItems';
import type { NodeDef } from '../../NodeRegistry';
import { asList, asListItem, asNumber } from '../../values';
import { asList, asNumber, asValueItem, isEntity } from '../../values';
import { any, int, list } from '../shared';
export const SetItem: NodeDef = {
@@ -17,7 +17,10 @@ export const SetItem: NodeDef = {
const next = [...items];
// The slot keeps its kind: writing a number into a color item leaves a color behind, the same
// way writing into a number variable leaves a number (see `asTypeOf`).
next[i] = itemLike(items[i], asListItem(inputs.value));
const value = asValueItem(inputs.value);
const slot = items[i];
// An object has no kind to keep and none to take on, so it is written as it is (#157).
next[i] = isEntity(value) || isEntity(slot) ? value : itemLike(slot, value);
return { outputs: { result: next } };
},
params: [],
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@@ -16,6 +16,7 @@ import {
} from './action/physicsNodes';
import { PlaySound } from './action/PlaySound';
import { Raycast } from './action/Raycast';
import { RaycastAll } from './action/RaycastAll';
import { RestartGame } from './action/RestartGame';
import { SetPosition } from './action/SetPosition';
import { Spawn } from './action/Spawn';
@@ -221,6 +222,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
SetAngularVelocity,
SetGravity,
Raycast,
RaycastAll,
IgnoreOneWay,
Spawn,
Destroy,
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@@ -15,12 +15,12 @@ export const any = (key: string, label = key): PortDef => ({ key, label, type: '
export const withDefault = (port: PortDef, value: PropertyValue): PortDef => ({ ...port, default: value });
/** A whole-number input (an index, a count): its field shows no decimals, the node floors it anyway. */
export const int = (key: string, value = 0): PortDef => ({
export const int = (key: string, value = 0, label = key): PortDef => ({
key,
label: key,
label,
type: 'number',
default: value,
field: { key, label: key, kind: 'number', default: value, step: 1, decimals: 0 },
field: { key, label, kind: 'number', default: value, step: 1, decimals: 0 },
});
/** Outputs of the three collision events: the other body, its collider and the own collider. */