/** * Steps 17–20 each need the same throwaway rig in the fixture scene: a behavior asset cloned off * `mover` carrying the step's own graph, a crate to hold it, and a logic child that runs it. * Spelled out per step it drifted four ways – `push` vs `unshift`, three different `make` * signatures, and y-offsets nothing kept apart. */ /** * Where each step parks its box. The fixture scene is shared, so two steps at the same y would * overlap and each would fail for reasons belonging to the other. */ export const LANES = { editorRun: 400, editorRunContainer: 800, editorRunEdits: 1200, pause: 300, nested: 700, keyRepeat: -300, }; /** * Source for a `make(id, assetId, parentId, y, name)` factory, to paste inside a `mutate()` * string. It clones `scene.objects[0]`, so a new object carries whatever shape the fixture has. */ export const MAKE_OBJECT = ` const make = (id, assetId, parentId, y, name = '') => { const o = structuredClone(scene.objects[0]); Object.assign(o, { id, assetId, name, position: { x: 0, y, z: 0 }, parentId, overrides: {}, instanceEdits: {}, }); return o; };`; /** * Builds the rig and hands back the ids it created, plus `remove()` which takes them out again * and returns what is left – so a step's cleanup cannot fall out of step with what it made. * * `front` puts the asset at the head of the project list: the asset panel is long by this point * in the suite, and a row appended at the end scrolls out of reach of `dragAsset`. */ export async function scaffoldBehavior(t, options) { const { assetId, name, graph, boxId, boxName = 'Box', logicId, y, front = false, props = { enabled: true, runInEditor: false }, } = options; await t.mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; const asset = structuredClone(p.assets.find((a) => a.id === 'mover')); Object.assign(asset, { id: ${JSON.stringify(assetId)}, name: ${JSON.stringify(name)}, props: ${JSON.stringify(props)}, variables: [], graph: ${JSON.stringify(graph)}, }); p.assets.${front ? 'unshift' : 'push'}(asset); ${MAKE_OBJECT} scene.objects.push( make(${JSON.stringify(boxId)}, 'crate', '', ${y}, ${JSON.stringify(boxName)}), make(${JSON.stringify(logicId)}, ${JSON.stringify(assetId)}, ${JSON.stringify(boxId)}, 0, ${JSON.stringify(name)}), ); `); await t.sleep(400); return { assetId, boxId, logicId, /** Removes everything this rig added and reports what survived (should be all zeroes). */ async remove() { await t.evaluate('__gm.state.select(null)'); await t.mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; const objects = ${JSON.stringify([boxId, logicId])}; const assets = ${JSON.stringify([assetId])}; scene.objects = scene.objects.filter((o) => !objects.includes(o.id)); p.assets = p.assets.filter((a) => !assets.includes(a.id)); `); await t.sleep(300); return t.json(`{ objects: __gm.sceneObjects().filter((o) => ${JSON.stringify([boxId, logicId])}.includes(o.id)).length, assets: __gm.state.project.assets.filter((a) => a.id === ${JSON.stringify(assetId)}).length, }`); }, }; }