Deleting a tile left the cells painted with it in the tilemaps. They drew nothing, blocked nothing and did not show in the delete dialog, but still read as a tile for "Tile at" and stopped a fill. - DeleteAssetCommand empties the cells of a deleted tile on every layer of every tilemap in the same step. Undo puts the tile and its cells back together. - The delete dialog counts them, for example "3 cell(s) on 1 tilemap(s) are painted with it and become empty." (cellsPainted). - presentTile treats a cell naming a missing tile as empty. "Tile at" (World.tileAt) and floodFill use it, so cells already in existing files read and fill as empty. There is no migration. - The brush, the rectangle and the fill check the tile in hand. A tile deleted after it was picked no longer paints new invisible cells, the editor says "Choose a tile to paint with." instead. - Unchanged on purpose: the picker still reports such a cell as naming a tile that no longer exists, and erasing removes it. Tests: - ./check.sh: 195 files, 2823 tests, CHECK EXIT 0 (+6). - GM_STEPS=39,40: ALL PASSED, 100 checks (4 new in 40t). - Full e2e sum is now 1590 (1586 confirmed by CI on round 8, plus 4). - Counter-checks, all fail as expected: 5 in unit tests (delete without emptying, undo without cells, fill and "Tile at" without presentTile, wrong map count) and 3 in the browser (dialog without count, delete without emptying, brush without the check). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
94 lines
4.1 KiB
TypeScript
94 lines
4.1 KiB
TypeScript
/**
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* The fill of a tilemap layer (#133): the cells reached from the one clicked through their four
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* edge neighbours that hold the same tile – empty included – and nothing outside the grid.
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*/
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import { describe, expect, it } from 'vitest';
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import { buildAsset } from '../../src/core/commands/assetCommands';
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import type { TilemapLayer } from '../../src/core/model/Asset';
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import { createEmptyProject } from '../../src/core/model/Project';
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import { type Cell, cellKey, floodFill } from '../../src/core/model/tilemap';
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/** A layer drawn as text: one row per line, `.` empty, any other letter the tile of that name. */
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function layerOf(rows: string[]): TilemapLayer {
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const cells: Record<string, string> = {};
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rows.forEach((row, y) =>
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[...row].forEach((c, x) => {
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if (c !== '.') cells[cellKey(x, y)] = c;
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}),
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);
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return { id: 'l', name: 'Layer', cells };
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}
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/** The filled cells as text again, `*` where the fill landed – easier to read than a list. */
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function shown(rows: string[], filled: { x: number; y: number }[]): string[] {
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const out = rows.map((row) => [...row]);
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for (const { x, y } of filled) out[y]![x] = '*';
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return out.map((row) => row.join(''));
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}
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const GRID = { columns: 5, rows: 4 };
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/** A project with a tile for each of these letters, so a cell naming one of them names a real tile. */
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const PROJECT = createEmptyProject('p', 'P');
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for (const id of ['a', 'b', 'g', 'w']) PROJECT.assets.push(buildAsset('tile', id.toUpperCase(), id));
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const fill = (props: Record<string, number>, layer: TilemapLayer, start: Cell, tileId: string) =>
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floodFill(PROJECT, props, layer, start, tileId);
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describe('filling a tilemap layer', () => {
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it('takes the connected cells through edges, not through corners', () => {
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const rows = ['..w..', '.w.w.', 'w...w', '.w.w.'];
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const cells = fill(GRID, layerOf(rows), { x: 2, y: 2 }, 'g');
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expect(shown(rows, cells)).toEqual(['..w..', '.w*w.', 'w***w', '.w*w.']);
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});
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it('fills a whole empty grid and stops at its edge', () => {
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const cells = fill(GRID, layerOf([]), { x: 0, y: 0 }, 'g');
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expect(cells).toHaveLength(20);
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expect(cells.every(({ x, y }) => x >= 0 && y >= 0 && x < 5 && y < 4)).toBe(true);
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});
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it('replaces one tile with another and leaves the empty cells beside it', () => {
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const rows = ['aa...', 'a.bb.', 'aaab.', '.....'];
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const cells = fill(GRID, layerOf(rows), { x: 0, y: 0 }, 'b');
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expect(shown(rows, cells)).toEqual(['**...', '*.bb.', '***b.', '.....']);
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});
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it('ignores cells outside the grid, even when they hold the same tile', () => {
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const layer = layerOf(['aaaaa']);
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layer.cells[cellKey(5, 0)] = 'a';
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layer.cells[cellKey(-1, 0)] = 'a';
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const cells = fill(GRID, layer, { x: 2, y: 0 }, 'g');
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expect(cells.map((c) => c.x).sort()).toEqual([0, 1, 2, 3, 4]);
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expect(fill(GRID, layer, { x: 5, y: 0 }, 'g')).toEqual([]);
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});
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it('changes nothing when the cell already holds the tile', () => {
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expect(fill(GRID, layerOf(['aaaaa']), { x: 1, y: 0 }, 'a')).toEqual([]);
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expect(fill(GRID, layerOf([]), { x: 1, y: 1 }, '')).toEqual([]);
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});
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it('can empty a region, too', () => {
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const rows = ['aa.a.'];
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const cells = fill(GRID, layerOf(rows), { x: 1, y: 0 }, '');
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expect(shown(rows, cells)).toEqual(['**.a.']);
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});
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it('counts a cell naming a missing tile as empty, from wherever the fill starts (#268)', () => {
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// `x` is no tile of the project: those cells draw nothing, so they belong to the empty region.
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const rows = ['.x.w.', 'xx.w.', '...w.', 'wwww.'];
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const want = ['***w.', '***w.', '***w.', 'wwww.'];
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expect(shown(rows, fill(GRID, layerOf(rows), { x: 0, y: 0 }, 'g'))).toEqual(want);
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expect(shown(rows, fill(GRID, layerOf(rows), { x: 1, y: 1 }, 'g'))).toEqual(want);
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// Emptying from one changes nothing: it is empty already.
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expect(fill(GRID, layerOf(rows), { x: 1, y: 0 }, '')).toEqual([]);
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});
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it('fills a large map in one go', () => {
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const props = { columns: 300, rows: 300 };
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const started = performance.now();
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expect(fill(props, layerOf([]), { x: 150, y: 150 }, 'g')).toHaveLength(90_000);
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expect(performance.now() - started).toBeLessThan(2000);
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});
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});
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