The agent knew 23 of the editor's commands. It could not point a Variables node at a variable, group nodes, edit ports, transitions, containers, colliders or the project settings. Stage 5a brings the catalog to 85 commands in five areas and keeps every answer short. - The catalog lists names and descriptions only. With a query (an area or command names) it adds the arguments. All schemas at once would pass the 60 000 character limit of one answer. - add_port points a Variables node at a variable. The port takes the variable's kind, and an unknown name is refused with the list of the ones that exist. - add_group and add_comment take nodes instead of coordinates. They follow the nodes after the arrange step, in the same undo step. - The rule for which list a port picks from moved into portChoices.ts. Inspector and agent now share it. - The frame of a group around nodes moved into annotationDrag.ts, so the button and the agent get the same frame. - list_assets returns the project settings. get_asset shows the content of placed containers with the ids overrides need. get_graph shows declared ports and frame colors. - A new node is placed at the height of its port, in the free spot whose links cross the fewest others. A source goes left of the node it feeds. Before, new nodes always went right of the rest. - Arrange breaks a tie in crossings by putting the flow on top, and exec links pull harder when a column is sorted. - A comment over a group keeps clear of the group's title bar. - The agent's instructions and lint_graph ask to look at crossings too and to call arrange_graph when there are more than needed. Left out on purpose: file assets (no upload), paste from the clipboard, internal wrapper commands and switching plugins on. Found on the way: - Variable commands on a Struct asset did not run through WithStructTypes. New fields did not reach variables of that type. - A query "variables" also matched set_variables_scope. A word that names an area now means only that area. Tests: - agent-catalog (new, 10), agent-edit, graph-arrange (3 new) and relay green. 11 bends of the code, all red. - e2e 71 on atx: 22/22, the new check sees port speed and a group around all 4 drawn nodes. - Live on a test project: a speed variable of 300 moved the player to x 150.03 in 0.5 s. A re-placed Variables node landed below Axis input with 4 crossings instead of 7. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
216 lines
11 KiB
TypeScript
216 lines
11 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { findAnnotation, VARIABLES } from '../../src/core/graph';
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import { findAsset, findGraphAsset } from '../../src/core/model/Project';
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import { runTool } from '../../src/editor/agent/agentTools';
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import { normalizeBox } from '../../src/core/commands/annotationCommands';
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import { groupBoxAround, noteBoxAbove } from '../../src/editor/graph/annotationDrag';
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import { lintLayout } from '../../src/editor/graph/arrange';
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import { layoutOf } from '../../src/editor/graph/graphLayout';
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import { makeBehavior, makeSpriteScene, type SceneFixture } from '../helpers';
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import { hostFor, text } from './agentTestHost';
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/** The commands of #429 stage 5a: what an agent needs past nodes and edges to build a game. */
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const run = (fixture: SceneFixture, steps: object[]) =>
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runTool('run_commands', { steps }, hostFor(fixture).host);
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const graphOf = (fixture: SceneFixture, assetId: string) => findGraphAsset(fixture.project, assetId)!.graph;
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describe('variables in a graph', () => {
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it('a Variables node reads a variable once add_port names it, in the kind of the variable', async () => {
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const fixture = makeSpriteScene();
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const behavior = makeBehavior(fixture, 'Walk', ['speed']);
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const result = await run(fixture, [
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{ command: 'add_node', args: { asset: behavior.id, node: 'Variables' }, as: 'vars' },
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{ command: 'add_port', args: { asset: behavior.id, node: '$vars', key: 'speed' } },
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{ command: 'set_port_write', args: { asset: behavior.id, node: '$vars', key: 'speed', write: true } },
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]);
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expect(result.isError).toBeUndefined();
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const node = graphOf(fixture, behavior.id).nodes.find((n) => n.type === VARIABLES)!;
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expect(node.ports).toEqual([{ key: 'speed', kind: 'number', write: true }]);
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const read = (await runTool('get_graph', { asset: behavior.id }, hostFor(fixture).host))
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.structuredContent as { nodes: { ports?: unknown; outputs: { key: string }[] }[] };
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expect(read.nodes[0]!.ports).toEqual([{ key: 'speed', kind: 'number', write: true }]);
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expect(read.nodes[0]!.outputs.map((port) => port.key)).toContain('speed');
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});
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it('refuses a port naming no variable, and lists the ones there are', async () => {
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const fixture = makeSpriteScene();
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const behavior = makeBehavior(fixture, 'Walk', ['speed', 'jump']);
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const result = await run(fixture, [
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{ command: 'add_node', args: { asset: behavior.id, node: 'Variables' }, as: 'vars' },
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{ command: 'add_port', args: { asset: behavior.id, node: '$vars', key: 'sped' } },
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]);
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expect(result.isError).toBe(true);
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expect(text(result)).toContain(
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'Step 2 (add_port): "sped" is none of what this node can name: speed, jump',
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);
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expect(graphOf(fixture, behavior.id).nodes).toHaveLength(0);
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});
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it('a port named freely needs a kind', async () => {
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const fixture = makeSpriteScene();
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const behavior = makeBehavior(fixture, 'Point');
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const steps = (kind?: string) => [
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{ command: 'add_node', args: { asset: behavior.id, node: 'PackStruct' }, as: 'pack' },
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{
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command: 'add_port',
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args: { asset: behavior.id, node: '$pack', key: 'x', ...(kind ? { kind } : {}) },
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},
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];
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expect(text(await run(fixture, steps()))).toContain('Step 2 (add_port): Give the port a kind');
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expect((await run(fixture, steps('number'))).isError).toBeUndefined();
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expect(graphOf(fixture, behavior.id).nodes[0]!.ports).toEqual([{ key: 'x', kind: 'number' }]);
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});
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});
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describe('groups and comments', () => {
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it('a group made in the call that adds its nodes fits them where the call arranged them', async () => {
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const fixture = makeSpriteScene();
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const behavior = makeBehavior(fixture, 'Walk');
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const link = (from: string, port: string, to: string, into = port) => ({
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command: 'connect',
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args: { asset: behavior.id, from: { node: from, port }, to: { node: to, port: into } },
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});
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// An Owner waits right of the others until arranging puts it before the Move: the group has to follow.
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const result = await run(fixture, [
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{ command: 'add_node', args: { asset: behavior.id, node: 'OnKeyHeld' }, as: 'key' },
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{ command: 'add_node', args: { asset: behavior.id, node: 'Move' }, as: 'move' },
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{ command: 'add_node', args: { asset: behavior.id, node: 'Owner' }, as: 'owner' },
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link('$key', 'exec', '$move'),
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link('$owner', 'object', '$move'),
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{
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command: 'add_group',
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args: { asset: behavior.id, nodes: ['$key', '$move', '$owner'], title: 'Walk' },
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},
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{ command: 'add_comment', args: { asset: behavior.id, nodes: ['$key'], text: 'Held key moves it.' } },
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]);
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expect(result.isError).toBeUndefined();
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const graph = graphOf(fixture, behavior.id);
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const layout = layoutOf(fixture.project, behavior.id)!;
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const owner = graph.nodes.find((node) => node.type === 'Owner')!;
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const move = graph.nodes.find((node) => node.type === 'Move')!;
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expect(owner.x).toBeLessThan(move.x);
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expect(graph.groups!.map(({ x, y, w, h, text: title }) => ({ x, y, w, h, title }))).toEqual([
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{ ...normalizeBox(groupBoxAround(layout.nodes)!), title: 'Walk' },
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]);
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const key = layout.nodes.find((node) => node.id === graph.nodes[0]!.id)!;
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const { x, y, w, h } = graph.notes![0]!;
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expect({ x, y, w, h }).toEqual(normalizeBox(noteBoxAbove([key])!));
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expect(lintLayout(layout).overlaps).toBe(0);
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await runTool('undo', {}, hostFor(fixture).host);
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expect(graphOf(fixture, behavior.id).groups ?? []).toHaveLength(0);
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expect(graphOf(fixture, behavior.id).nodes).toHaveLength(0);
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});
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it('edit_annotation changes title, color and box; remove_annotation leaves the nodes', async () => {
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const fixture = makeSpriteScene();
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const behavior = makeBehavior(fixture, 'Walk');
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await run(fixture, [
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{ command: 'add_node', args: { asset: behavior.id, node: 'Move' }, as: 'move' },
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{ command: 'add_group', args: { asset: behavior.id, nodes: ['$move'], title: 'A', color: '#ff8800' } },
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]);
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const id = graphOf(fixture, behavior.id).groups![0]!.id;
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expect(graphOf(fixture, behavior.id).groups![0]!.color).toBe(0xff8800);
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await run(fixture, [
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{ command: 'edit_annotation', args: { asset: behavior.id, id, text: 'B', color: '', w: 400 } },
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]);
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const group = findAnnotation(graphOf(fixture, behavior.id), id)!.annotation;
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expect([group.text, group.color, group.w]).toEqual(['B', undefined, 400]);
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await run(fixture, [{ command: 'remove_annotation', args: { asset: behavior.id, id } }]);
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expect(graphOf(fixture, behavior.id).groups).toEqual([]);
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expect(graphOf(fixture, behavior.id).nodes).toHaveLength(1);
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});
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});
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describe('struct types', () => {
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it('a field added to a Struct asset reaches the variables of that type', async () => {
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const fixture = makeSpriteScene();
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const behavior = makeBehavior(fixture, 'Walk');
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const result = await run(fixture, [
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{ command: 'create_asset', args: { type: 'struct', name: 'Point' }, as: 'point' },
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{ command: 'add_variable', args: { asset: '$point', key: 'x', kind: 'number' } },
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{ command: 'add_variable', args: { asset: behavior.id, key: 'at', kind: 'struct' } },
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{ command: 'set_struct_type', args: { asset: behavior.id, key: 'at', type: '$point' } },
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{ command: 'add_variable', args: { asset: '$point', key: 'y', kind: 'number' } },
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]);
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expect(result.isError).toBeUndefined();
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const at = findAsset(fixture.project, behavior.id)!;
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const def = 'variables' in at ? at.variables.find((v) => v.key === 'at') : undefined;
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expect(def && 'fields' in def ? def.fields.map((field) => field.key) : []).toEqual(['x', 'y']);
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});
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it('make_struct_type hands later steps the Struct asset it made', async () => {
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const fixture = makeSpriteScene();
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const behavior = makeBehavior(fixture, 'Walk');
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const result = await run(fixture, [
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{ command: 'add_variable', args: { asset: behavior.id, key: 'at', kind: 'struct' } },
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{ command: 'add_struct_field', args: { asset: behavior.id, key: 'at', field: 'x', kind: 'number' } },
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{ command: 'make_struct_type', args: { asset: behavior.id, key: 'at' }, as: 'type' },
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{ command: 'rename_asset', args: { asset: '$type', name: 'Spot' } },
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]);
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expect(result.isError).toBeUndefined();
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expect(fixture.project.assets.find((asset) => asset.type === 'struct')?.name).toBe('Spot');
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});
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});
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describe('objects', () => {
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it('a container made of objects lists its content by the ids an override takes', async () => {
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const fixture = makeSpriteScene();
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const made = await run(fixture, [
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{ command: 'place_asset', args: { in: fixture.sceneId, asset: fixture.spriteId, x: 0, y: 0 }, as: 'a' },
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{
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command: 'place_asset',
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args: { in: fixture.sceneId, asset: fixture.spriteId, x: 64, y: 0 },
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as: 'b',
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},
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{ command: 'add_collider', args: { in: fixture.sceneId, object: '$a' } },
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{ command: 'create_container', args: { in: fixture.sceneId, objects: ['$a', '$b'] } },
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]);
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expect(made.isError).toBeUndefined();
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const read = (await runTool('get_asset', { asset: fixture.sceneId }, hostFor(fixture).host))
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.structuredContent as { objects: { id: string; fromContainer?: true }[] };
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const content = read.objects.filter((object) => object.fromContainer);
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// Both sprites, and the collider under the first.
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expect(content).toHaveLength(3);
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expect(content.every((object) => object.id.includes('~'))).toBe(true);
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const set = await run(fixture, [
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{
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command: 'set_override',
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args: { in: fixture.sceneId, object: content[0]!.id, key: 'width', value: 10 },
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},
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]);
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expect(set.isError).toBeUndefined();
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expect(fixture.object(content[0]!.id).overrides.width).toBe(10);
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});
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it('groups top-level objects and names the group it made', async () => {
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const fixture = makeSpriteScene();
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const result = await run(fixture, [
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{ command: 'place_asset', args: { in: fixture.sceneId, asset: fixture.spriteId, x: 0, y: 0 }, as: 'a' },
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{ command: 'group_objects', args: { in: fixture.sceneId, objects: ['$a'], name: 'Enemies' }, as: 'g' },
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{ command: 'rename_object_group', args: { in: fixture.sceneId, group: '$g', name: 'Foes' } },
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]);
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expect(result.isError).toBeUndefined();
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expect(fixture.sceneOf().groups?.map((group) => group.name)).toEqual(['Foes']);
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});
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});
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describe('the project', () => {
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it('list_assets gives the settings that the project commands change', async () => {
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const fixture = makeSpriteScene();
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await run(fixture, [
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{ command: 'set_layer_names', args: { list: 'collisionLayers', names: ['Default', 'Player'] } },
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{ command: 'set_play_from', args: { from: 'active' } },
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]);
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const listed = (await runTool('list_assets', {}, hostFor(fixture).host)).structuredContent as {
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project: { collisionLayers: string[]; playFrom: string };
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};
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expect(listed.project).toMatchObject({ collisionLayers: ['Default', 'Player'], playFrom: 'active' });
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});
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});
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