A scene now stores only the container object; its content is resolved from the template on every read, with deviations kept as sparse instanceEdits on the container object. This drops the propagation bookkeeping entirely -- templateSync.ts is gone and the three structural gaps (add, remove, reparent) cannot diverge any more. Values stay editable on an instance, structure does not; Unpack writes the content into the scene, keeping ids. Play mode bakes containers into the throwaway copy before entities are built. No migration: formatVersion is 2 and the seeders write the new format. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
319 lines
14 KiB
JavaScript
319 lines
14 KiB
JavaScript
import { instanceChild } from '../lib/builders.mjs';
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/**
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* The Container tab: editing a container's template with the scene view's own tools.
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*
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* Runs after the container step, which created a container asset from two crates and left two
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* instances of it in the scene. Neither of them holds a copy: what they show is resolved from
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* the template on every read, which is what makes "which instance follows a template edit"
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* a question worth asking.
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*/
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const NAME = 'Crate pair';
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export async function containerTab(t) {
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const {
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check,
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sleep,
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json,
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evaluate,
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mutate,
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select,
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shot,
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click,
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clickText,
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drag,
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press,
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undo,
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state,
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asset,
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object,
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objects,
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storedObjects,
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} = t;
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await press('Escape');
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const containerId = await json("(__gm.state.project.assets.find(a => a.type === 'container') ?? {}).id");
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// The overflow step renames assets to absurd lengths; a readable name makes the header checkable.
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await evaluate(
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`(() => { __gm.state.project.assets.find(a => a.id === ${JSON.stringify(containerId)}).name = ${JSON.stringify(NAME)}; __gm.state.preview(); })()`,
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);
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await sleep(200);
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// 22. The tab opens on the container the project has, and its header says which one.
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await clickText('Container');
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await sleep(500);
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const template = await json(`__gm.state.project.assets.find(a => a.id === '${containerId}').objects`);
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const count = template.length;
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check(
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'the Container tab opens showing a container',
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(await json('__gm.tab()')) === 'container' && (await json('__gm.container.current()')) === containerId,
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JSON.stringify({ tab: await json('__gm.tab()'), shown: await json('__gm.container.current()') }),
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);
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check(
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'the header names the container and counts its template objects',
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Boolean(await evaluate(`__gm.locate(${JSON.stringify(NAME)})`)) &&
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Boolean(await evaluate(`__gm.locate(${JSON.stringify(`${count} objects`)})`)),
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JSON.stringify({ name: NAME, count }),
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);
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check(
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'the hierarchy panel retitles itself for the container it lists',
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// A panel draws its title in capitals, so that is what there is to find.
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Boolean(await evaluate(`__gm.locate(${JSON.stringify(`Container: ${NAME}`.toUpperCase())})`)),
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);
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await shot('30-container-tab');
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// 22a. The hierarchy follows the visible tab: it lists the template, not the scene.
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const rows = await json('__gm.hierarchyOrder()');
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check(
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'the hierarchy lists the template objects while the tab is open',
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rows.length > 0 && rows.every((id) => template.some((o) => o.id === id)),
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JSON.stringify(rows),
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);
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// 22b. Clicking a template object selects it against the container as its holder – the same
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// id set as the scene would give, but a different holder.
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const root = template.find((o) => o.parentId === '');
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const at = await json(`__gm.container.objectScreen(${JSON.stringify(root.id)})`);
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await click(at.x, at.y);
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let s = await state();
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check(
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'clicking a template object selects it against the container, not the scene',
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s.selection?.kind === 'object' &&
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s.selection.holderId === containerId &&
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s.selection.objectId === root.id,
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JSON.stringify(s.selection),
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);
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// 22c. The point of the tab: a drag writes the template, and every instance follows it – except
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// one that was moved there on its own, whose deviation the instance keeps.
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const templateX = () =>
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json(
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`__gm.state.project.assets.find(a => a.id === '${containerId}').objects.find(o => o.id === '${root.id}').position.x`,
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);
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// The instances resolve this template object under `<instance>~${root.id}`; nothing of it is
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// stored, so the resolved list is the only place to read it.
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const instanceXs = () =>
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json(
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`Object.fromEntries(__gm.sceneObjects().filter(o => o.id.endsWith('~${root.id}')).map(o => [o.id, o.position.x]))`,
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);
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const shown = await instanceXs();
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const [dirtyId, ...cleanIds] = Object.keys(shown);
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const dirtyInstance = dirtyId.slice(0, dirtyId.indexOf('~'));
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const setDeviation = (body) =>
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mutate(
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`const edits = __gm.state.activeScene.objects.find(o => o.id === '${dirtyInstance}').instanceEdits;
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${body}`,
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);
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await setDeviation(`edits['${root.id}'] = { position: { x: ${shown[dirtyId] + 7} }, overrides: {} }`);
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const before = await templateX();
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await drag(at.x, at.y, at.x + 90, at.y);
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const after = await templateX();
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const afterDrag = await instanceXs();
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check(
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'dragging in the Container tab moves the template',
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after === before + 90,
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JSON.stringify({ before, after }),
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);
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check(
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'the instances that still matched the template follow it',
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cleanIds.length > 0 && cleanIds.every((id) => afterDrag[id] === shown[id] + 90),
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JSON.stringify({ shown, afterDrag, cleanIds }),
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);
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check(
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'the instance that was moved on its own keeps its own position',
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afterDrag[dirtyId] === shown[dirtyId] + 7,
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JSON.stringify({ was: shown[dirtyId], now: afterDrag[dirtyId] }),
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);
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await undo();
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const undone = await instanceXs();
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check('undo takes the template move back', (await templateX()) === before);
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check(
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'and takes the instances back with it',
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cleanIds.every((id) => undone[id] === shown[id]),
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JSON.stringify({ shown, undone }),
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);
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await setDeviation(`delete edits['${root.id}']`);
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// 22d. Placing goes through the Assets panel, whose entry follows the visible tab: it adds one
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// object to the template, not to the scene.
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const crateName = (await asset('crate')).name;
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// What the scene *stores* – that must not move. What it *lists* has to grow by one per placed
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// instance instead, since every one of them resolves the new template object too.
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const sceneStored = (await storedObjects()).length;
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const sceneListed = (await objects()).length;
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const instanceCount = Object.keys(await instanceXs()).length;
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await clickText(crateName, 'right');
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check(
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'the asset menu offers Place in container while the tab is open',
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Boolean(await evaluate("__gm.locate('Place in container')")) &&
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!(await evaluate("__gm.locate('Place in scene')")),
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);
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await clickText('Place in container');
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await sleep(300);
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const grown = await json(`__gm.state.project.assets.find(a => a.id === '${containerId}').objects`);
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s = await state();
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check(
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'Place in container puts one object into the template and selects it there',
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grown.length === count + 1 &&
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s.selection?.holderId === containerId &&
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grown.some((o) => o.id === s.selection.objectId),
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JSON.stringify({ before: count, after: grown.length, selection: s.selection }),
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);
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check('the scene stores nothing more for it', (await storedObjects()).length === sceneStored);
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check(
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'but every placed instance shows the new template object at once',
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(await objects()).length === sceneListed + instanceCount,
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JSON.stringify({ listed: (await objects()).length, was: sceneListed, instances: instanceCount }),
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);
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await shot('31-container-object-added');
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// 22e. Delete works on a template object like on any other, as one undo step.
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await press('Delete');
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await sleep(250);
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check(
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'Delete removes a template object',
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(await json(`__gm.state.project.assets.find(a => a.id === '${containerId}').objects`)).length === count,
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);
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await undo();
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check(
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'undo puts it back',
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(await json(`__gm.state.project.assets.find(a => a.id === '${containerId}').objects`)).length ===
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count + 1,
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);
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await press('Delete');
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await sleep(250);
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// 22f. Fit frames the content. Proven against an object parked far outside the view: without
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// fitting it is nowhere near the canvas.
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await evaluate(
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`(() => { const t = __gm.state.project.assets.find(a => a.id === '${containerId}').objects.find(o => o.id === '${root.id}'); t.position.x = 3000; __gm.state.preview(); })()`,
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);
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await sleep(300);
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const area = await json('__gm.container.rect()');
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const inside = (p) => p.x >= area.x && p.x <= area.x + area.w && p.y >= area.y && p.y <= area.y + area.h;
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const far = await json(`__gm.container.objectScreen(${JSON.stringify(root.id)})`);
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await clickText('Fit');
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await sleep(300);
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const fitted = await json(`__gm.container.objectScreen(${JSON.stringify(root.id)})`);
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check(
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'Fit brings an object parked far outside back into view',
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!inside(far) && inside(fitted),
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JSON.stringify({ area, far, fitted }),
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);
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await evaluate(
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`(() => { const t = __gm.state.project.assets.find(a => a.id === '${containerId}').objects.find(o => o.id === '${root.id}'); t.position.x = ${before}; __gm.state.preview(); })()`,
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);
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await clickText('Fit');
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await sleep(300);
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await shot('32-container-fitted');
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// 22g. A template object exists only in this tab, so selecting one from elsewhere switches to
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// it – the rule a graph node and a texture frame already follow. A scene object does not.
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await evaluate("__gm.showTab('scene')");
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await sleep(300);
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await evaluate(
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`__gm.state.select({ kind: 'object', holderId: ${JSON.stringify(containerId)}, objectId: ${JSON.stringify(root.id)} })`,
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);
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await sleep(300);
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check(
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'selecting a template object switches to the Container tab',
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(await json('__gm.tab()')) === 'container',
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);
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await evaluate("__gm.showTab('scene')");
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await sleep(300);
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await evaluate("__gm.state.select({ kind: 'object', holderId: 'scene1', objectId: 'otex' })");
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await sleep(300);
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check('selecting a scene object leaves the Scene tab alone', (await json('__gm.tab()')) === 'scene');
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check(
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'the hierarchy is back on the scene with it',
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(await json('__gm.hierarchyOrder()')).includes('otex'),
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JSON.stringify(await json('__gm.hierarchyOrder()')),
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);
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await clickText(crateName, 'right');
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check(
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'and back on the Scene tab the same entry reads Place in scene',
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Boolean(await evaluate("__gm.locate('Place in scene')")) &&
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!(await evaluate("__gm.locate('Place in container')")),
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);
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await press('Escape');
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// 22h. Switching to another container is a plain asset selection – the same thing the header's
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// picker does. The hierarchy has to follow it, title and rows both.
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await evaluate("__gm.showTab('container')");
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await sleep(300);
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await mutate(`const src = __gm.state.project.assets.find(a => a.id === '${containerId}');
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const copy = JSON.parse(JSON.stringify(src));
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copy.id = 'c2'; copy.name = 'Spare box';
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copy.objects = copy.objects.slice(0, 1).map((o) => ({ ...o, id: 'c2o1', parentId: '' }));
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__gm.state.project.assets.push(copy)`);
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await select({ kind: 'asset', assetId: 'c2' });
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await sleep(400);
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check(
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'picking another container moves the tab and the hierarchy to it',
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(await json('__gm.container.current()')) === 'c2' &&
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JSON.stringify(await json('__gm.hierarchyOrder()')) === JSON.stringify(['c2o1']) &&
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Boolean(await evaluate("__gm.locate('CONTAINER: SPARE BOX')")),
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JSON.stringify({
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shown: await json('__gm.container.current()'),
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rows: await json('__gm.hierarchyOrder()'),
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}),
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);
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await shot('33-container-switched');
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// 22i. Nesting: a right-click must not select, or picking the container to place would load it
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// into the tab first – you would then be placing it into itself.
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const nested = await json("__gm.state.project.assets.find(a => a.id === 'c2').objects");
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await clickText(NAME, 'right');
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check(
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'right-clicking another container leaves the open one alone',
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(await json('__gm.container.current()')) === 'c2',
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JSON.stringify({ shown: await json('__gm.container.current()') }),
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);
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await clickText('Place in container');
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await sleep(300);
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const nestedAfter = await json("__gm.state.project.assets.find(a => a.id === 'c2').objects");
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check(
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'and placing it nests it inside that one',
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nestedAfter.length === nested.length + 1 &&
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nestedAfter.some((o) => o.assetId === containerId) &&
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(await json('__gm.container.current()')) === 'c2',
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JSON.stringify({ before: nested.length, after: nestedAfter.length }),
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);
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// 22j. Nesting resolves all the way down: placing the outer container in the scene stores one
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// object, and the inner container's content appears under `<instance>~<outer>/<inner>`.
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const innerObject = nestedAfter.find((o) => o.assetId === containerId);
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const innerTemplate = await json(`__gm.state.project.assets.find(a => a.id === '${containerId}').objects`);
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await evaluate("__gm.showTab('scene')");
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await sleep(300);
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const storedBefore = (await storedObjects()).length;
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const listedBefore = (await objects()).length;
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await clickText('Spare box', 'right');
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await clickText('Place in scene');
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await sleep(300);
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const outer = (await storedObjects()).find((o) => o.assetId === 'c2');
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const deep = innerTemplate.map((o) => instanceChild(outer.id, innerObject.id, o.id));
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const listedIds = (await objects()).map((o) => o.id);
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check(
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'a container nested in a container template resolves through both levels',
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(await storedObjects()).length === storedBefore + 1 &&
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(await objects()).length === listedBefore + 1 + nestedAfter.length + innerTemplate.length &&
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deep.every((id) => listedIds.includes(id)),
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JSON.stringify({
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stored: (await storedObjects()).length - storedBefore,
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listed: (await objects()).length - listedBefore,
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deep: deep.filter((id) => !listedIds.includes(id)),
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}),
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);
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check(
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'and the nested content hangs below the nested container object',
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(await object(deep[0])).parentId === instanceChild(outer.id, innerObject.id),
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JSON.stringify(await object(deep[0])),
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);
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await shot('34-container-nested');
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await undo(); // the placement
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await undo(); // the nesting
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await sleep(200);
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}
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