A behavior could move sprites around but had no way to look at or
change the tilemap it was standing on. Doors, breakable blocks and
"is there ground ahead?" checks all need that.
- New nodes Tile at, Set tile, World to cell and Cell to world. The
conversion honours position, rotation, scale and mirroring of the
placed map. A small Tile literal node lets a graph compare what it
read against a fixed tile.
- The layer is picked by name from all tilemap layers in the project
through a new field kind. "First layer" takes the map's first one.
Because layer is an input, a text can also be wired in.
- Each placement keeps only its edited cells in liveTilemap.ts,
layered over the asset's cells. A second placement of the same map
stays untouched, and the asset itself is never written.
- A read sees a Set tile from earlier in the same flow. Drawing picks
up the edit at once and neighbouring autotile edges adapt.
- Solids see the edits straight away, so a Move in the same frame
already hits the new cell. Rapier rebuilds its shapes on the next
step.
- After Stop the map is back to what was painted. The editor run shows
the edit in the scene view while it lasts and does not touch the
project.
- An unwired tilemap input means no map, like Get position. Cells
outside the grid are refused and done reports false.
Tests:
- ./check.sh: 155 files, 2271 tests, CHECK EXIT 0 (before 2245).
- tests/core/tile-access.test.ts (14), one physics test for a floor
set at runtime, catalog entries for the five nodes.
- e2e 39,40: all passed, 86 checks (before 81), five new in 40s.
- Counter-checks: collision ignoring edits fails 3 unit tests, the
solids cache missing same-tick edits fails only the "at once" test,
drawing ignoring edits fails the 2 drawing checks, the editor run
not reporting a new tile fails only its check.
- 40s uses a still tile. The animated fixture tile redraws every frame
and hid the last counter-check at first.
- Check total 1351 + 5 = 1356, computed. CI confirmed 1351 at cb32b4b.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
376 lines
14 KiB
TypeScript
376 lines
14 KiB
TypeScript
import { CreateAssetCommand } from '../src/core/commands/assetCommands';
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import { CommandStack } from '../src/core/commands/CommandStack';
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import { AddNodeCommand, ConnectCommand } from '../src/core/commands/graphCommands';
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import { AddPortsCommand } from '../src/core/commands/portCommands';
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import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
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import { requireNodeDef } from '../src/core/commands/require';
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import { AddVariableCommand } from '../src/core/commands/variableCommands';
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import {
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type DeclaredPort,
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emptySharedState,
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ENTITY_HANDLE,
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type EntityHandle,
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type GraphLookup,
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type GraphNode,
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NO_LOOKUP,
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type NodeContext,
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type PointerState,
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type Value,
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type RunResult,
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portKindOf,
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PROPERTIES,
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VARIABLES,
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} from '../src/core/graph';
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import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
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import { findObject } from '../src/core/model/hierarchy';
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import { worldPosition } from '../src/core/properties/transform';
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import { resolvedHolder } from '../src/core/model/instance';
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import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
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import { createEmptyProject, findScene, type Project } from '../src/core/model/Project';
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import type { SceneObject } from '../src/core/model/SceneObject';
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import { deserializeProject, serializeProject } from '../src/core/store/serialize';
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import type { AudioSink } from '../src/runtime/systems/Audio';
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import { BehaviorSystem, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
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import type { SaveArea } from '../src/core/graph/savedValues';
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import { readyPhysics } from '../src/runtime/physics/engine';
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import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
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import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
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import type { CollisionSource } from '../src/runtime/systems/solids';
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import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
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import { Input } from '../src/runtime/systems/Input';
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import { World } from '../src/runtime/World';
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export interface ProjectFixture {
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project: Project;
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stack: CommandStack;
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}
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export interface SceneFixture extends ProjectFixture {
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sceneId: string;
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spriteId: string;
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/** The scene asset, looked up fresh (undo may replace it). */
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sceneOf(): SceneAsset;
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/** The scene with the content of placed containers resolved in – what the editor shows. */
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viewOf(): SceneAsset;
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object(id: string): SceneObject;
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/** World position of a scene object, ancestors included. */
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world(id: string): Position;
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}
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export function makeProject(): ProjectFixture {
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const project = createEmptyProject('p', 'P');
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return { project, stack: new CommandStack(project) };
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}
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/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
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export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
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const fixture = makeProject();
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const scene = new CreateAssetCommand('scene', 'Level');
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const sprite = new CreateAssetCommand('sprite', spriteName);
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fixture.stack.execute(scene);
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fixture.stack.execute(sprite);
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const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
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const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
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const object = (id: string) => findObject(viewOf(), id)!;
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return {
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...fixture,
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sceneId: scene.asset.id,
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spriteId: sprite.asset.id,
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sceneOf,
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viewOf,
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object,
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world: (id) => worldPosition(fixture.project, viewOf(), object(id)),
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};
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}
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/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
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export function place(
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fixture: SceneFixture,
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assetId: string,
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position: Vec2 | Position,
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parentId = '',
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): string {
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const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
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fixture.stack.execute(command);
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return command.objectId;
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}
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/** Adds a Variables asset declaring the given number variables – what a run shares. */
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export function makeVariables(
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fixture: ProjectFixture,
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name: string,
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keys: readonly string[],
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): VariablesAsset {
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const command = new CreateAssetCommand('variables', name);
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fixture.stack.execute(command);
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for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as VariablesAsset;
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}
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/** Adds a behavior asset declaring the given number variables. */
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export function makeBehavior(
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fixture: ProjectFixture,
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name = 'B',
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variables: readonly string[] = [],
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): BehaviorAsset {
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const command = new CreateAssetCommand('behavior', name);
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fixture.stack.execute(command);
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for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as BehaviorAsset;
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}
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export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
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export interface GraphEditor {
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/** Adds a node with inline params (graph coordinates do not matter to tests). */
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addNode(type: string, params?: PropertyBag): GraphNode;
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/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
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variables(
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keys: readonly string[],
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options?: { write?: boolean | readonly string[]; params?: PropertyBag },
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): GraphNode;
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/** A Properties node with `params` (its type) declaring `ports`. */
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properties(ports: readonly DeclaredPort[], params?: PropertyBag): GraphNode;
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connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
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wire(edges: readonly Edge[]): void;
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}
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/** Command-driven editing of one behavior's graph, the way the editor does it. */
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export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
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const { stack } = fixture;
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const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
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stack.execute(
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new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
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);
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};
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return {
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addNode(type, params = {}) {
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const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
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stack.execute(command);
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return command.node;
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},
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variables(keys, { write = false, params = {} } = {}) {
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const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
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stack.execute(command);
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const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
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const ports = keys.map((key): DeclaredPort => {
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const declared = behavior.variables.find((v) => v.key === key);
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const kind = declared ? portKindOf(declared) : 'number';
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return writes(key) ? { key, kind, write: true } : { key, kind };
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});
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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properties(ports, params = {}) {
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const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
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stack.execute(command);
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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connect,
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wire(edges) {
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for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
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},
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};
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}
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export const NO_POINTER: PointerState = {
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x: 0,
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y: 0,
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inside: false,
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down: false,
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pressed: false,
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released: false,
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};
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/** A top-level entity handle named after itself, with empty props. */
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export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
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}
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/** An entity handle "h" carrying the given props, optionally below a parent. */
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export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
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}
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/** `changes` records the state moves the context was told about, in the order they were reported. */
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export type FakeContext = NodeContext & {
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logs: string[];
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stopped: boolean;
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changes: { machineId: string; from: string; to: string }[];
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/** What the context was asked to play and to silence, in order – nothing here makes a noise. */
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played: { assetId: string; volume: number; loop: boolean | undefined; detached: boolean }[];
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silenced: string[];
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/** The scenes the context was asked to load, in order. */
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loaded: string[];
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/** The time scale and the pause the context holds, as the game nodes left them. */
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scale: number;
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paused: boolean;
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};
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/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
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export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
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const logs: string[] = [];
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const ctx: FakeContext = {
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self: fakeEntity('self'),
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owner: fakeEntity('owner'),
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variables: { speed: 100 },
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states: {},
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shared: emptySharedState(),
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changes: [],
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stateChanged: (machineId, from, to) => ctx.changes.push({ machineId, from, to }),
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time: 0,
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dt: 0.5,
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logs,
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stopped: false,
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findByName: () => null,
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isKeyDown: () => false,
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pointer: { ...NO_POINTER },
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hitTest: () => false,
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isTouching: () => false,
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raycast: () => null,
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raycastAll: () => [],
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ignoreOneWay: () => {},
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isTilemap: () => false,
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tileAt: () => null,
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setTile: () => false,
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moveAndSlide: (target, dx, dy) => {
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target.x += dx;
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target.y += dy;
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return { blockedX: false, blockedY: false, hit: false, normal: { x: 0, y: 0 } };
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},
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log: (message) => logs.push(message),
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played: [],
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silenced: [],
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loaded: [],
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playSound: (assetId, volume, loop, detached) => ctx.played.push({ assetId, volume, loop, detached }),
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stopSound: (assetId) => ctx.silenced.push(assetId),
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loadScene: (sceneId) => ctx.loaded.push(sceneId),
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spawn: () => null,
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destroy: () => {},
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stop: () => {
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ctx.stopped = true;
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},
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restart: () => {},
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scale: 1,
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paused: false,
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timeScale: () => ctx.scale,
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setTimeScale: (scale) => {
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ctx.scale = scale;
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},
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isPaused: () => ctx.paused,
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setPaused: (paused) => {
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ctx.paused = paused;
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},
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...overrides,
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};
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return ctx;
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}
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/** Runs a node on its registered definition: the shape it has while sitting in no graph. */
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export function runDef(
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type: string,
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ctx: NodeContext,
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inputs: Record<string, Value>,
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params: PropertyBag = {},
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entry = 'exec',
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lookup: GraphLookup = NO_LOOKUP,
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): RunResult {
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const def = requireNodeDef(type);
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return def.run!(ctx, inputs, params, def, entry, lookup);
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}
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/** Runs one node definition in isolation and returns its data outputs. */
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export function runNode(
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type: string,
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inputs: Record<string, Value>,
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params: PropertyBag = {},
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ctx: NodeContext = fakeContext(),
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): Record<string, Value> {
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return runDef(type, ctx, inputs, params).outputs ?? {};
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}
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export interface WorldOptions {
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collisions?: boolean;
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/**
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* With `collisions`: the played game's physics engine rather than the editor run's detection
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* (#146). The engine has to be loaded first – `await loadPhysics()` in a `beforeAll`.
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*/
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physics?: boolean;
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animations?: boolean;
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behaviors?: boolean;
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/** Where `Play sound` ends up; without one the run plays to nobody (see `SILENT_AUDIO`). */
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audio?: AudioSink;
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/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
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clock?: TimeScaled;
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/** Where persistent Variables assets keep their values; without one nothing outlives the run. */
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saves?: SaveArea;
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}
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export interface StartedWorld {
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world: World;
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collisions: CollisionSource | null;
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behaviors: BehaviorSystem | null;
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/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
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input: Input;
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/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
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frame(dt?: number): void;
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}
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/** Instantiates the fixture's scene, optionally with collisions, animations and a BehaviorSystem fed by both. */
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export function startWorld(
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fixture: SceneFixture,
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options: WorldOptions & { collisions: true },
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): StartedWorld & { collisions: CollisionSource };
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export function startWorld(fixture: SceneFixture, options?: WorldOptions): StartedWorld;
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export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): StartedWorld {
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const world = World.instantiate(fixture.project, fixture.sceneId);
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const collisions = options.collisions
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? options.physics
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? new PhysicsSystem(readyPhysics() ?? fail('load the physics engine before starting a world with it'))
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: new CollisionSystem()
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: null;
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const input = new Input();
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const animations = options.animations ? new AnimationSystem() : null;
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if (collisions) world.addSystem(collisions);
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if (animations) world.addSystem(animations);
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const behaviors = options.behaviors
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? new BehaviorSystem(fixture.project, input, {
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collisions,
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animations,
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audio: options.audio,
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clock: options.clock,
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saves: options.saves,
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})
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: null;
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if (behaviors) world.addSystem(behaviors);
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return {
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world,
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collisions,
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behaviors,
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input,
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frame(dt = 1 / 60) {
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world.tick(dt);
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input.endFrame();
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},
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};
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}
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/**
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* Both ways a run detects collisions: the editor run's own and the played game's engine (#146).
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* Everything without a rigidbody must come out the same on either.
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*/
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export const COLLISION_SYSTEMS = [
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{ system: 'CollisionSystem', physics: false },
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{ system: 'PhysicsSystem', physics: true },
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] as const;
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function fail(message: string): never {
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throw new Error(message);
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}
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/** The project as it comes back after being saved and loaded again. */
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export function roundTrip(project: Project): Project {
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return deserializeProject(serializeProject(project));
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}
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