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feuerwerk/tools/e2e/39-tile.mjs
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2026-09-18 08:01:07 +02:00

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import { colourDistance } from '../lib/harness.mjs';
import { openTab } from './lib/scaffold.mjs';
/**
* Tiles (#118, #131). The sheet is drawn here and pasted in like a real picture: two floor blocks
* (the two steps of an animation) beside each other and a wall block below them, every quarter tile
* in a colour of its own. That is what lets the checks below read a pixel off the board and say
* which quarter the editor put into which corner of a tile – the rule the whole feature is, and one
* no unit test can see through the renderer.
*
* Drawn here rather than seeded into the fixture: a texture asset in the fixture is a texture the
* texture steps would find first, and they are written for a project that starts without one.
*/
const QUAD = 24;
/**
* The sheet as a paste: 8 × 10 quarter tiles. Floor blocks at x = 0 and x = 96 (told apart by their
* blue), the wall block below the first, the rest transparent.
*/
const PASTE_SHEET = `(async () => {
const canvas = document.createElement('canvas');
canvas.width = ${QUAD * 8};
canvas.height = ${QUAD * 10};
const g = canvas.getContext('2d');
for (let qy = 0; qy < 10; qy++)
for (let qx = 0; qx < 8; qx++) {
if (qy >= 6 && qx >= 4) continue;
const [r, gr, b] = qy < 6
? [40 + (qx % 4) * 60, 30 + qy * 40, qx < 4 ? 90 : 200]
: [30 + (qy - 6) * 60, 40 + qx * 40, 20];
g.fillStyle = 'rgb(' + r + ',' + gr + ',' + b + ')';
g.fillRect(qx * ${QUAD}, qy * ${QUAD}, ${QUAD}, ${QUAD});
}
const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
const transfer = new DataTransfer();
transfer.items.add(new File([blob], 'autotiles.png', { type: 'image/png' }));
window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true }));
})()`;
/** The colour a quarter of a block was drawn in – the same formula as the paste above. */
export function quadColour(kind, qx, qy, step = 0) {
const [r, g, b] =
kind === 'wall' ? [30 + qy * 60, 40 + qx * 40, 20] : [40 + qx * 60, 30 + qy * 40, step ? 200 : 90];
return `#${[r, g, b].map((c) => c.toString(16).padStart(2, '0')).join('')}`;
}
/**
* Whether the tile's quarters were taken from these block positions and drawn in these colours.
* The step the animation stands on and the four pixels are read in **one** call into the page: read
* one at a time, a running animation can step between them, and that is a flake, not a finding.
*/
async function tileReads(t, index, expected, kind) {
const tile = await t.json(`__gm.tile.tile(${index})`);
if (!tile) return { ok: false, detail: 'no such tile on the board' };
const positions = tile.quadrants.map((q) => [q.x, q.y]);
if (JSON.stringify(positions) !== JSON.stringify(expected))
return { ok: false, detail: JSON.stringify({ positions, expected }) };
const points = tile.quadrants.map((q) => [Math.round(q.at.x), Math.round(q.at.y)]);
const shot = await t.json(
`(() => ({ step: __gm.tile.board().picture, read: ${JSON.stringify(points)}` +
`.map(([x, y]) => __gm.pixelAt(x, y)) }))()`,
);
const want = expected.map(([qx, qy]) => quadColour(kind, qx, qy, shot.step));
const off = shot.read.filter((colour, i) => colourDistance(colour, want[i]) > 12);
return { ok: off.length === 0, step: shot.step, detail: JSON.stringify({ read: shot.read, want }) };
}
export async function tile(t) {
const { check, sleep, json, evaluate, mutate, clickText, drag, wheel, press, shot, settle, undo } = t;
await press('Escape');
await evaluate('__gm.state.select(null)');
// 39z. The sheet, the blocks cut out of it and the tile drawn from the two floor ones.
// Only the picture goes in the normal way (a paste, as in the nine-slice step); the frames
// and the asset are written into the model, which is what the unit tests cover.
await evaluate(PASTE_SHEET);
await sleep(2500);
const sheet = await json(
"(() => { const a = __gm.state.project.assets.filter((a) => a.type === 'texture').at(-1);" +
' return a ? { id: a.id, w: a.width, h: a.height } : null; })()',
);
check(
'the tile sheet is imported at its own size',
sheet?.w === 192 && sheet?.h === 240,
JSON.stringify(sheet),
);
await mutate(`
const sheet = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(sheet.id)});
sheet.name = 'Autotiles';
sheet.props.filter = 'nearest';
sheet.frames.push(
{ id: 'at-floor-1', name: 'Floor 1', x: 0, y: 0, w: 96, h: 144 },
{ id: 'at-floor-2', name: 'Floor 2', x: 96, y: 0, w: 96, h: 144 },
{ id: 'at-wall', name: 'Wall', x: 0, y: 144, w: 96, h: 96 },
{ id: 'at-plain', name: 'Plain', x: 0, y: 0, w: 48, h: 48 },
);
__gm.state.project.assets.push({
id: 'at-grass',
type: 'tile',
name: 'Grass',
props: { kind: 'floor', fps: 4, playback: 'loop' },
pictures: ['at-floor-1', 'at-floor-2'],
});`);
// 39a. Opening the tile asset opens its tab, with the board built for a floor block.
await evaluate("__gm.state.openAsset('at-grass')");
await settle();
let board = await json('__gm.tile.board()');
check(
'opening a tile shows the Tile tab with the asset in it',
(await json('__gm.tab()')) === 'tile' && board.assetId === 'at-grass',
JSON.stringify({ tab: await json('__gm.tab()'), board }),
);
check(
'a floor block gives 47 tiles at 48 px and nothing to complain about',
board.kind === 'floor' && board.combinations === 47 && board.tile === 48 && board.problem === '',
JSON.stringify(board),
);
check(
'the readout and the picture list name the two steps',
(await json('__gm.tile.info()')).includes('2 pictures') &&
JSON.stringify((await json('__gm.tile.pictures()')).pictures) ===
JSON.stringify(['Autotiles / Floor 1', 'Autotiles / Floor 2']),
JSON.stringify({
info: await json('__gm.tile.info()'),
strip: await json('__gm.tile.pictures()'),
}),
);
// 39b. The pixels. While the animation runs the picture under the pointer changes, so it is cut
// down to one step for the reading and put back afterwards.
await mutate("__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1']");
await settle();
const lone = await tileReads(
t,
0,
[
[0, 2],
[3, 2],
[0, 5],
[3, 5],
],
'floor',
);
check('a lone tile is drawn from the four convex corners of the block', lone.ok, lone.detail);
// Row 3, column 2 of the sample map is surrounded on all eight sides, so all four quarters of
// that tile come from the block's inside – taken turned by half a tile, the way RPG Maker does
// it, which is what makes the joint to the next tile seamless.
const surrounded = await json('__gm.tile.sampleTile(3, 2)');
const inside = await tileReads(
t,
surrounded,
[
[2, 4],
[1, 4],
[2, 3],
[1, 3],
],
'floor',
);
check('a surrounded tile of the sample map is drawn from its inside', inside.ok, inside.detail);
await shot('39-tile');
// 39c. The animation: two pictures at 4 fps step through on their own, and the picture decides
// the colours on screen.
await mutate(
"__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1', 'at-floor-2']",
);
await settle();
const seen = new Set();
for (let i = 0; i < 20 && seen.size < 2; i++) {
seen.add((await json('__gm.tile.board()')).picture);
await sleep(120);
}
check('the two pictures run as an animation', seen.has(0) && seen.has(1), JSON.stringify([...seen]));
const animated = await tileReads(
t,
0,
[
[0, 2],
[3, 2],
[0, 5],
[3, 5],
],
'floor',
);
check('and the step it stands on is the one drawn', animated.ok, `${animated.step}: ${animated.detail}`);
// 39d. Fit, pan and zoom.
await t.click(...Object.values(await json('__gm.tile.fitAt()')));
await settle();
board = await json('__gm.tile.board()');
const fitted = { zoom: board.zoom, pan: board.pan };
const centre = { x: board.rect.x + board.rect.w / 2, y: board.rect.y + board.rect.h - 40 };
await drag(centre.x, centre.y, centre.x + 60, centre.y - 40);
board = await json('__gm.tile.board()');
check(
'dragging on the board pans it',
Math.round(board.pan.x - fitted.pan.x) === 60 && Math.round(board.pan.y - fitted.pan.y) === -40,
JSON.stringify({ fitted, now: board.pan }),
);
await wheel(centre.x, centre.y, -300);
await settle();
board = await json('__gm.tile.board()');
check('the wheel zooms it', board.zoom > fitted.zoom, JSON.stringify({ fitted, now: board.zoom }));
await t.click(...Object.values(await json('__gm.tile.fitAt()')));
await settle();
board = await json('__gm.tile.board()');
check(
'Fit frames the board as before',
Math.abs(board.zoom - fitted.zoom) < 1e-6 && Math.abs(board.pan.x - fitted.pan.x) < 1e-6,
JSON.stringify({ fitted, now: { zoom: board.zoom, pan: board.pan } }),
);
// 39e. The kind: the same pictures are no wall block, and the tab says so instead of drawing
// something wrong.
const kindAt = await json('__gm.tile.kindPickerAt()');
await t.click(kindAt.x, kindAt.y);
await clickText('Wall (2 × 2)');
await settle();
board = await json('__gm.tile.board()');
check(
'switching the kind to Wall rejects the floor blocks with a reason',
board.kind === 'wall' && board.tiles === 0 && board.problem.includes('wall block'),
JSON.stringify(board),
);
// 39f. Its own block, though, is one: the two floor pictures out, the wall picture in.
for (let i = 0; i < 2; i++) {
const row = await json('__gm.tile.pictureRowAt(0)');
await t.click(row.x, row.y);
const remove = await json('__gm.tile.removePictureAt()');
await t.click(remove.x, remove.y);
await settle();
}
board = await json('__gm.tile.board()');
check(
'a tile without a picture says what it is missing',
board.pictures === 0 && board.problem.includes('No picture yet'),
JSON.stringify(board),
);
const addAt = await json('__gm.tile.addPictureAt()');
await t.click(addAt.x, addAt.y);
await clickText('Autotiles / Wall');
await settle();
board = await json('__gm.tile.board()');
check(
'a wall block gives the 16 tiles a wall has',
board.combinations === 16 && board.tile === 48 && board.problem === '',
JSON.stringify(board),
);
const wall = await tileReads(
t,
0,
[
[0, 0],
[3, 0],
[0, 3],
[3, 3],
],
'wall',
);
check('and its lone tile is drawn from its own four corners', wall.ok, wall.detail);
// 39g. Everything since the kind switch is one undo step each, and the floor tile comes back.
for (let i = 0; i < 4; i++) await undo();
await settle();
board = await json('__gm.tile.board()');
check(
'undo puts the pictures and the kind back',
board.kind === 'floor' && board.combinations === 47 && board.pictures === 2 && board.problem === '',
JSON.stringify(board),
);
// 39h. Dragging a row of the picture list reorders the animation.
const first = await json('__gm.tile.pictureRowAt(0)');
const second = await json('__gm.tile.pictureRowAt(1)');
await drag(first.x, first.y, second.x, second.y + 6);
await settle();
check(
'dragging a picture below the other reorders the steps',
JSON.stringify((await json('__gm.tile.pictures()')).pictures) ===
JSON.stringify(['Autotiles / Floor 2', 'Autotiles / Floor 1']),
JSON.stringify(await json('__gm.tile.pictures()')),
);
await undo();
await settle();
check(
'and undo puts the order back',
JSON.stringify((await json('__gm.tile.pictures()')).pictures) ===
JSON.stringify(['Autotiles / Floor 1', 'Autotiles / Floor 2']),
JSON.stringify(await json('__gm.tile.pictures()')),
);
// 39i. A plain tile (#131): the floor blocks are no single square tile, and one square frame is –
// drawn as it is, the same four quarters wherever it lies, whatever lies around it.
const plainAt = await json('__gm.tile.kindPickerAt()');
await t.click(plainAt.x, plainAt.y);
await clickText('None (1 × 1)');
await settle();
board = await json('__gm.tile.board()');
check(
'switching the kind to None rejects the floor blocks as not square',
board.kind === 'none' && board.tiles === 0 && board.problem.includes('one square tile'),
JSON.stringify(board),
);
await mutate("__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-plain']");
await settle();
board = await json('__gm.tile.board()');
check(
'a square frame is one plain tile of 48 px',
board.combinations === 1 &&
board.tile === 48 &&
board.problem === '' &&
(await json('__gm.tile.info()')).endsWith(' · 48 px · 1 picture · 1 tile'),
JSON.stringify({ board, info: await json('__gm.tile.info()') }),
);
const plainQuarters = [
[0, 0],
[1, 0],
[0, 1],
[1, 1],
];
const plainLone = await tileReads(t, 0, plainQuarters, 'floor');
const plainInside = await tileReads(t, await json('__gm.tile.sampleTile(3, 2)'), plainQuarters, 'floor');
check(
'and it is drawn as it is, alone and surrounded alike',
plainLone.ok && plainInside.ok,
`${plainLone.detail} | ${plainInside.detail}`,
);
await mutate(
"__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1', 'at-floor-2']",
);
await undo();
await settle();
board = await json('__gm.tile.board()');
check(
'undo makes it a floor block again',
board.kind === 'floor' && board.combinations === 47 && board.problem === '',
JSON.stringify(board),
);
// Leave the tab as the rest of the suite expects to find the editor.
await openTab(t, 'scene');
await evaluate('__gm.state.select(null)');
}