A spawned object was only reachable in the run that spawned it. The Spawn output could not go into a variable because "object" was a port-only kind, so the next run had no way back to the instance. - "Object" is now a variable kind. The reference lives for the run only. The file stores the declaration and an empty value. - The live reference sits in slots beside the variable bag (graph/objectSlots.ts), not in it. The bag is the behavior's props, and syncToModel would have written an object into the scene. - A destroyed object, or one from a restarted or left scene, reads as nothing. A dead reference is dropped from its slot. - Keep (#229) hands the slots of kept variables on to the next call of a sub-behavior. - Properties of kind Behavior reads and writes another behavior's object variable through the same slots. - The inspector shows "(null)" for it and offers no input. - A persistent Variables asset with an object variable shows a warning under "Persistent". Saved values never keep the object, every run starts it at (null). Objects inside lists and struct fields are left out on purpose. Emptiness is checked with Equals against an empty b. A node "Is valid" does not exist yet. The test helper graphEditor().variables() now also reads the kinds of a Variables asset a node points to. Tests: - ./check.sh: 169 files, 2463 tests, CHECK EXIT 0 - e2e 6 + 23: ALL PASSED, 146 checks (new 23k, 2 checks) - e2e 32: ALL PASSED, 18 checks (new 32f-ii) - 10 unit tests in tests/core/object-variable.test.ts, one of them runs a persistent asset over two runs - 5 counter-probes (value in bag, isAlive always true, no Keep hand-over, Properties without slots, object in saved values) each fail their test - e2e check total 1406, computed only Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
307 lines
12 KiB
JavaScript
307 lines
12 KiB
JavaScript
import { edge, node, port, variable, written } from '../lib/builders.mjs';
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import { MAKE_OBJECT } from './lib/scaffold.mjs';
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/**
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* Shared state: a Variables asset holds one value per key for the whole run, and a state machine
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* declared `global` one current state. The step checks the run (two objects counting into one
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* number), that the node offers the asset's declarations, the switch on the machine, and a
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* persistent asset going on from the last run (#166).
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*
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* The step brings its own boxes, behavior, Variables asset and machine; everything goes at the end.
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*/
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const SOURCE = { variablesAsset: 'sc-vars' };
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/** `On start → Variables{set score} ← Add(score, 1)`, counting on the shared asset rather than its own. */
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const counterGraph = {
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nodes: [
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node('sc-start', 'OnStart', 0, 0),
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node('sc-read', 'Variables', 0, 200, SOURCE, [port('score', 'number')]),
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node('sc-add', 'Add', 260, 200, { b: 1 }),
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node('sc-write', 'Variables', 560, 0, SOURCE, [written('score', 'number')]),
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],
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edges: [
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edge('sc-e1', 'sc-start', 'exec', 'sc-write', 'exec'),
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edge('sc-e2', 'sc-read', 'score', 'sc-add', 'a'),
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edge('sc-e3', 'sc-add', 'result', 'sc-write', 'score'),
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],
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};
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export async function scope(t) {
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const { check, sleep, json, shot, click, locate, asset, mutate, stop, has } = t;
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const selectAsset = async (id) => {
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await t.select({ kind: 'asset', assetId: id });
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};
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const selectNode = async (nodeId) => {
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await t.select({ kind: 'node', assetId: 'sc-logic', nodeId });
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};
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/** The inspector is drawn over the graph, so the last match is the row rather than a port. */
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const clickLast = async (text) => {
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const p = await locate(text, true);
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await click(p.x, p.y);
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};
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// 32a. A Variables asset, a behavior counting on it, and two boxes wearing that behavior.
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const mover = p.assets.find((a) => a.id === 'mover');
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const a = structuredClone(mover);
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Object.assign(a, {
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id: 'sc-logic',
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name: 'Counter',
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props: { enabled: true, runInEditor: false },
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variables: [],
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graph: ${JSON.stringify(counterGraph)},
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});
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p.assets.unshift(a, {
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id: 'sc-vars',
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type: 'variables',
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name: 'Score',
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props: { score: 0 },
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variables: ${JSON.stringify([variable('score', 'number', 0)])},
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});
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${MAKE_OBJECT}
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scene.objects.push(
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make('sc-box-a', 'crate', '', 1500, 'Counter box A'),
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make('sc-brain-a', 'sc-logic', 'sc-box-a', 0, 'Counter A'),
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make('sc-box-b', 'crate', '', 1700, 'Counter box B'),
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make('sc-brain-b', 'sc-logic', 'sc-box-b', 0, 'Counter B'),
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);
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`);
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// 32b. The run: two instances, one number. A per-instance variable would stand at 1.
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await t.play();
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await sleep(600);
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const world = await json('__gm.world()');
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const carriers = world.entities.filter((e) => e.props && 'score' in e.props).map((e) => e.name);
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const shared = world.shared.variables['sc-vars'];
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check(
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'two behavior instances count into one shared variable',
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shared && shared.score === 2,
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`score = ${JSON.stringify(shared && shared.score)} after both started – 1 would mean each kept its own`,
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);
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check(
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'and the value belongs to the run, not to either placed object',
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carriers.length === 0,
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`objects carrying "score": ${JSON.stringify(carriers)}`,
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);
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await stop();
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// 32c. The asset is where the declaration lives, and it says what it is for.
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await selectAsset('sc-vars');
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const declared = await has('score');
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const explains = await has('Every graph pointing here shares them.');
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check(
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'the Variables asset lists its declarations and says what they are',
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declared && explains,
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`row: ${declared}, note: ${explains}`,
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);
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await shot('01-variables-asset');
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// 32d. The node picks its ports from the asset it names – the whole point of naming one.
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await selectNode('sc-read');
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const offersShared = await has('score');
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const complains = await has('"score" is not a variable of this behavior.');
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check(
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'a node naming the asset offers its variables instead of the behavior’s',
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offersShared && !complains,
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`row: ${offersShared}, warning shown: ${complains}`,
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);
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await shot('02-node-source');
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// Emptying the setting points the node back at the behavior, which declares nothing – so the
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// very same port is now a stranger. That is the switch doing something visible.
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await mutate(`
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const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
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g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = '';
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`);
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const complainsNow = await has('"score" is not a variable of this behavior.');
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check(
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'and clearing it points the node back at the behavior, which has no such variable',
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complainsNow,
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`warning after clearing: ${complainsNow}`,
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);
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// 32e. A machine carries its scope on the asset too, with its own switch.
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await mutate(`
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const p = __gm.state.project;
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p.assets.unshift({
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id: 'sc-machine',
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type: 'statemachine',
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name: 'Shared doors',
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props: {},
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graph: { nodes: [], edges: [] },
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});
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`);
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await selectAsset('sc-machine');
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const machineScope = await has('Local');
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const pick = await locate('Local', true);
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await click(pick.x, pick.y);
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await clickLast('Global');
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const machine = await asset('sc-machine');
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check(
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'a state machine is switched between one current state per object and one for the run',
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machineScope && machine.scope === 'global',
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`dropdown found: ${machineScope}, scope now ${JSON.stringify(machine.scope)}`,
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);
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await shot('03-machine-scope');
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// 32f. Persistent (#166): the switch on the asset, a second run going on from the first, the
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// editor run saving apart, and both ways of clearing. Saves live in this browser, so the
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// step starts by forgetting whatever an earlier run of the suite left there.
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// 32d pointed the reading node at the behavior; counting on from a save needs it back on the asset.
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await mutate(`
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const g = __gm.state.project.assets.find((a) => a.id === 'sc-logic').graph;
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g.nodes.find((n) => n.id === 'sc-read').params.variablesAsset = 'sc-vars';
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`);
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const pid = await json('__gm.state.project.id');
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const saveKey = (area) => `game-maker.saves.${pid}.${area}`;
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const saved = (area) =>
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json(`JSON.parse(localStorage.getItem(${JSON.stringify(saveKey(area))}) ?? 'null')`);
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await t.evaluate(
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`localStorage.removeItem(${JSON.stringify(saveKey('play'))}); localStorage.removeItem(${JSON.stringify(saveKey('editor'))})`,
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);
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await selectAsset('sc-vars');
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const persistentBox = await json(`__gm.inspectorField('Persistent')`);
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if (persistentBox) await click(persistentBox.x, persistentBox.y);
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await sleep(200);
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const kept = await asset('sc-vars');
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const keptNote = await has('Kept between runs, in this browser.');
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check(
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'the Persistent switch on a Variables asset marks it and says what it means',
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Boolean(persistentBox) && kept.persistent === true && keptNote,
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JSON.stringify({ box: persistentBox, persistent: kept.persistent, note: keptNote }),
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);
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await shot('04-persistent');
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// 32f-ii. An object variable in a persistent asset is allowed, but is never saved: the inspector
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// says so once there is one, and the note goes again with it.
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const objectNote = 'Object variables are not kept,';
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const noteBefore = await has(objectNote);
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await clickLast('+ Variable');
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await clickLast('Object');
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const noteWith = await has(objectNote);
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await shot('04b-persistent-object');
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await t.undo();
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const noteAfter = await has(objectNote);
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check(
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'a persistent asset with an Object variable notes that the object is not kept',
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!noteBefore && noteWith && !noteAfter && (await asset('sc-vars')).variables.length === 1,
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JSON.stringify({ noteBefore, noteWith, noteAfter }),
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);
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const scoreOfRun = async () => {
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await t.play();
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await sleep(600);
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const score = (await json('__gm.world()')).shared.variables['sc-vars']?.score;
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await stop();
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return score;
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};
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const firstRun = await scoreOfRun();
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const secondRun = await scoreOfRun();
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const afterPlay = await saved('play');
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check(
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'the next run goes on where the last one ended, and the save says so',
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firstRun === 2 && secondRun === 4 && afterPlay?.['sc-vars']?.score === 4,
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JSON.stringify({ firstRun, secondRun, saved: afterPlay }),
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);
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const declaredScore = (await asset('sc-vars')).props.score;
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check(
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'the project itself keeps the declared start value',
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declaredScore === 0,
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`props.score = ${JSON.stringify(declaredScore)}`,
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);
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// One box runs in the editor: a run of its own, which must not touch what Play saved.
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await t.select({
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kind: 'object',
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holderId: await json('__gm.state.project.activeSceneId'),
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objectId: 'sc-brain-a',
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});
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await sleep(200);
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const runBox = await json(`__gm.inspectorField('Run in editor')`);
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if (runBox) await click(runBox.x, runBox.y);
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await sleep(600);
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const editorSave = await saved('editor');
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const playSave = await saved('play');
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if (runBox) await click(runBox.x, runBox.y);
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await sleep(200);
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check(
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'an editor run saves into an area of its own and leaves the played save alone',
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editorSave?.['sc-vars']?.score === 1 && playSave?.['sc-vars']?.score === 4,
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JSON.stringify({ box: runBox, editor: editorSave, play: playSave }),
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);
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await selectAsset('sc-vars');
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const clearButton = await t.find('Clear saved values');
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if (clearButton) await click(clearButton.x, clearButton.y);
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await sleep(200);
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const clearedNotice = await json('__gm.state.notice');
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const clearedBoth = (await saved('play')) === null && (await saved('editor')) === null;
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const freshRun = await scoreOfRun();
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check(
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'"Clear saved values" forgets both saves, and the next run starts from the declared value',
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Boolean(clearButton) &&
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clearedBoth &&
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freshRun === 2 &&
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clearedNotice === 'Saved values of Score cleared',
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JSON.stringify({ button: Boolean(clearButton), clearedBoth, freshRun, notice: clearedNotice }),
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);
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await t.clickToolbar('menu');
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await t.clickText('Clear saved data');
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await sleep(200);
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const menuCleared = await saved('play');
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check(
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'"Clear saved data" in the menu forgets the saves of the whole project',
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menuCleared === null && (await json('__gm.state.notice')) === 'Saved data cleared',
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JSON.stringify({ play: menuCleared }),
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);
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// 32h. The third scope (#164): the switch beside Persistent, what it offers, and that the two
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// cannot both be on – `scene` throws the values away with every scene, so there is nothing
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// left to keep between runs and the Persistent switch is not even shown.
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await selectAsset('sc-vars');
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await sleep(200);
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const scopeRow = await json(`__gm.inspectorField('Scope')`);
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await click(scopeRow.x, scopeRow.y);
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const scopes = await json('__gm.menuRows()');
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await clickLast('Scene');
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await sleep(200);
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const scoped = await asset('sc-vars');
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const sceneNote = await has('every scene that is loaded.');
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check(
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'a Variables asset offers Global and Scene, and taking Scene says what it means',
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JSON.stringify(scopes) === JSON.stringify(['Global', 'Scene']) && scoped.scope === 'scene' && sceneNote,
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JSON.stringify({ scopes, scope: scoped.scope, note: sceneNote }),
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);
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check(
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'a scene-scoped asset is not persistent any more, and cannot be switched to it',
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scoped.persistent === undefined && (await json(`__gm.inspectorField('Persistent')`)) === null,
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JSON.stringify({ persistent: scoped.persistent, row: await json(`__gm.inspectorField('Persistent')`) }),
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);
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await shot('05-scene-scope');
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const backRow = await json(`__gm.inspectorField('Scope')`);
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await click(backRow.x, backRow.y);
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await clickLast('Global');
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await sleep(200);
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const back = await asset('sc-vars');
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check(
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'switching back to Global takes the scope out of the document and brings the switch back',
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back.scope === undefined && Boolean(await json(`__gm.inspectorField('Persistent')`)),
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JSON.stringify({ scope: back.scope, persistent: back.persistent }),
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);
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// 32g. Everything this step added goes again.
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await mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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scene.objects = scene.objects.filter((o) => !o.id.startsWith('sc-'));
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p.assets = p.assets.filter((a) => !a.id.startsWith('sc-'));
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__gm.state.select(null);
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`);
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}
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