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feuerwerk/tests/core/list-value.test.ts
T
rootandClaude Fable 5.1 42cafa7543
game-maker / suite (push) Failing after 3m59s
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00

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import { describe, expect, it } from 'vitest';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { sameValue, tagged, textOf } from '../../src/core/model/Properties';
import { findAsset, objectHolders, type Project } from '../../src/core/model/Project';
import { deserializeProject } from '../../src/core/store/serialize';
import { coerceValue, variableDef } from '../../src/core/properties/PropertySchema';
import { coerceField } from '../../src/core/properties/kinds';
import { deviatesFromAsset } from '../../src/core/properties/resolve';
import { asBoolean, asEntity, asStruct, writeTyped } from '../../src/core/graph';
import { fakeEntity, makeBehavior, makeSpriteScene, place, roundTrip } from '../helpers';
const findObject = (project: Project, id: string) =>
objectHolders(project)
.flatMap((holder) => holder.objects)
.find((o) => o.id === id);
describe('a list as a value', () => {
it('survives saving and loading – with its items, not as a string', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B');
f.stack.execute(new AddVariableCommand(behavior.id, 'grid', 'list'));
const object = place(f, behavior.id, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, object, 'grid', [1, 0, 2]));
const loaded = roundTrip(f.project);
const stored = findObject(loaded, object)?.overrides.grid;
expect(stored).toEqual([1, 0, 2]);
});
it('survives inside a container instance too, where no schema is there to coerce it', () => {
// Instance edits are read from an untyped slot, so a primitives-only filter would drop the list silently.
const loaded = deserializeProject(
{
name: 'P',
activeSceneId: 's1',
assets: [
{
id: 's1',
type: 'scene',
objects: [
{
id: 'i1',
assetId: 'c1',
position: {},
instanceEdits: { b1: { overrides: { grid: [3, 4] } } },
},
],
},
{ id: 'c1', type: 'container', objects: [] },
],
},
'p1',
);
expect(findObject(loaded, 'i1')?.instanceEdits.b1?.overrides.grid).toEqual([3, 4]);
});
it('is compared by its items, so reloading does not turn every list into an override', () => {
// The same items in a fresh array: a reference compare would call this a deviation on every load.
expect(sameValue([1, 2, 3], [1, 2, 3])).toBe(true);
expect(sameValue([1, 2, 3], [1, 2])).toBe(false);
expect(sameValue([1, 2, 3], [1, 9, 3])).toBe(false);
});
it('an override that only repeats the default is not one', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B');
f.stack.execute(new AddVariableCommand(behavior.id, 'row', 'list'));
const asset = findAsset(f.project, behavior.id)!;
asset.props.row = [1, 2];
const object = place(f, behavior.id, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, object, 'row', [1, 2]));
const placed = f.object(object);
expect(deviatesFromAsset(f.project, placed, asset, 'row')).toBe(false);
f.stack.execute(new SetOverrideCommand(f.sceneId, object, 'row', [1, 3]));
expect(deviatesFromAsset(f.project, placed, asset, 'row')).toBe(true);
});
it('keeps a loaded item as the kind it is, kind by kind', () => {
const def = variableDef('v', 'list', []);
expect(coerceValue(def, ['1', 2, true])).toEqual(['1', 2, true]);
expect(coerceValue(def, [tagged('color', 0xff0000)])).toEqual([tagged('color', 0xff0000)]);
// A colour only keeps its kind through the tag; as a bare number it is one.
expect(coerceValue(def, [0xff0000])).toEqual([0xff0000]);
});
it('a value that is not a list falls back to the default rather than becoming one', () => {
const def = variableDef('grid', 'list', [7]);
expect(coerceValue(def, 'nonsense')).toEqual([7]);
expect(coerceValue(def, ['1', 2])).toEqual(['1', 2]);
});
});
describe('a struct as a value', () => {
it('compares by content, one level deep, and tells a different shape apart', () => {
expect(sameValue({ x: 1, tags: ['a'] }, { x: 1, tags: ['a'] })).toBe(true);
expect(sameValue({ x: 1, tags: ['a'] }, { x: 1, tags: ['b'] })).toBe(false);
expect(sameValue({ x: 1 }, { x: 1, y: 2 })).toBe(false);
expect(sameValue({ x: 1 }, [1])).toBe(false);
});
it('reads as text field by field, never as "[object Object]"', () => {
expect(textOf({ x: 1, tags: ['a', 'b'] })).toBe('x: 1, tags: a, b');
});
it('is not a live entity, and a live entity is not one', () => {
const handle = fakeEntity('Player');
expect(asStruct(handle)).toEqual({});
expect(asStruct({ x: 1 })).toEqual({ x: 1 });
expect(asEntity({ x: 1 })).toBeNull();
expect(asEntity(handle)).toBe(handle);
});
/** What lets one node set some values of a bundle without erasing the rest of it. */
it('keeps the fields of the slot it is written into, filling only the ones that arrive', () => {
const bag = { piece: { x: 1, y: 2, name: 'T' } };
writeTyped(bag, 'piece', { y: 9, gone: 5 });
expect(bag.piece).toEqual({ x: 1, y: 9, name: 'T' });
});
it('converts each field to the type that field already held', () => {
const bag = { piece: { count: 0, on: false, label: '' } };
writeTyped(bag, 'piece', { count: '7', on: 'yes', label: 42 });
expect(bag.piece).toEqual({ count: 7, on: true, label: '42' });
});
it('a non-struct written into a struct slot leaves the declared fields standing', () => {
const bag = { piece: { x: 1 } };
writeTyped(bag, 'piece', 5);
expect(bag.piece).toEqual({ x: 1 });
});
});
describe('a yes/no written as text', () => {
it('reads its spelling the same in a property, a struct field and a graph', () => {
const spellings = ['false', ' No ', '0', '', 'true', 'yes'];
const expected = [false, false, false, false, true, true];
const def = variableDef('on', 'boolean', true);
expect(spellings.map((s) => coerceValue(def, s))).toEqual(expected);
expect(spellings.map((s) => coerceField(s, 'boolean'))).toEqual(expected);
expect(spellings.map((s) => asBoolean(s))).toEqual(expected);
});
});