A new map is playable at once (scenes re-read on its first save); edit test covers it; mod cover
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@@ -19,7 +19,7 @@ tools/rpg_editor/redo = Redo
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tools/rpg_editor/redo_tip = Redo (Ctrl+Y)
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tools/rpg_editor/play = Play
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tools/rpg_editor/play_tip = Save and walk the map from its spawn in the running game
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tools/rpg_editor/play_no_scene = Scene "{0}" is not loaded yet: reload the mods (Ctrl+Shift+R) after creating a map.
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tools/rpg_editor/play_no_scene = The game does not know scene "{0}": check scenes/{0}.json in the map's mod.
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tools/rpg_editor/scene_created = scene {0} created
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tools/rpg_editor/section_palette = Palette
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tools/rpg_editor/section_map = Map
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@@ -19,7 +19,7 @@ tools/rpg_editor/redo = Вернуть
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tools/rpg_editor/redo_tip = Вернуть отменённое (Ctrl+Y)
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tools/rpg_editor/play = Играть
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tools/rpg_editor/play_tip = Сохранить и пройтись по карте от точки появления в запущенной игре
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tools/rpg_editor/play_no_scene = Сцена «{0}» ещё не загружена: после создания карты перезагрузите моды (Ctrl+Shift+R).
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tools/rpg_editor/play_no_scene = Игра не знает сцену «{0}»: проверьте файл scenes/{0}.json в моде карты.
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tools/rpg_editor/scene_created = создана сцена {0}
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tools/rpg_editor/section_palette = Палитра
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tools/rpg_editor/section_map = Карта
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@@ -27,7 +27,9 @@ namespace Cthangover.Tools.RpgEditor
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/// (Ctrl+Z / Ctrl+Y); Ctrl+S saves. A new file becomes a map filled with the
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/// first tile of the first tileset, and the first save also writes
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/// <c>scenes/<id>.json</c> when the mod has no such scene, because the
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/// map id is the scene name.
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/// map id is the scene name; the game re-reads its scenes right away
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/// (<see cref="SceneFileService.RefreshGame"/>), so "Play" works on a new map
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/// without a mod reload.
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/// <para/>
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/// After a save the map is put into the running game's map cache, and a
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/// world showing it is remounted, so the edit is visible at once; "Play"
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@@ -254,6 +256,8 @@ namespace Cthangover.Tools.RpgEditor
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}
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var sceneNote = isNew ? EnsureScene() : null;
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if (sceneNote != null)
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SceneFileService.RefreshGame();
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isNew = false;
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MarkClean();
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PublishToGame(json);
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@@ -1,9 +1,13 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Cthangover.Core.Bootstrap;
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using Cthangover.Core.Scenes;
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using Cthangover.Core.Utils;
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using Cthangover.Mods.Interface.Tool;
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using Cthangover.Mods.Rpg;
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using Cthangover.Tools.Common;
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using Cthangover.Tools.Services;
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using Godot;
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namespace Cthangover.Tools.RpgEditor.Tests
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@@ -11,8 +15,10 @@ namespace Cthangover.Tools.RpgEditor.Tests
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/// <summary>
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/// Drives the RPG map editor through its controls like an author: layer
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/// buttons are pressed, the palette and the canvas get mouse events through
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/// their <c>gui_input</c> signal, Ctrl+Z goes into the window. The window is
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/// freed at the end without saving, so the demo maps never change.
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/// their <c>gui_input</c> signal, Ctrl+Z goes into the window. That window is
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/// freed without saving, so the demo maps never change. A second window then
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/// creates a new map through the file selector's "+" and saves it: the game must
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/// know the map's scene at once (no mod reload); its files are deleted again.
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/// Result line: <c>[TEST_RESULT] name=rpg_editor_edit passed=N failed=M</c>.
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/// </summary>
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public partial class RpgEditorTestDriver : Node
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@@ -20,6 +26,7 @@ namespace Cthangover.Tools.RpgEditor.Tests
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private const float TickSeconds = 0.15f;
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private const float TimeoutSeconds = 60f;
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private const int RockTile = 11;
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private const string NewMap = "zz_editor_test_map";
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private static readonly Vector2I PaintCell = new(3, 5);
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private static readonly Vector2I EventCell = new(2, 6);
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@@ -32,6 +39,7 @@ namespace Cthangover.Tools.RpgEditor.Tests
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private RpgMapEditorWindow window;
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private RpgMapEditorCanvas canvas;
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private int eventsBefore;
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private string newMapMod;
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/// <summary>Creates the driver; <paramref name="shotsDir"/> null disables screenshots.</summary>
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public RpgEditorTestDriver(string shotsDir)
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@@ -115,11 +123,58 @@ namespace Cthangover.Tools.RpgEditor.Tests
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case 4:
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Shot("collision");
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window.QueueFree();
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window = ToolWindow.Open<RpgMapEditorWindow>();
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step++;
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return;
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case 5:
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canvas = window.FindChildren("*", "", true, false).OfType<RpgMapEditorCanvas>().FirstOrDefault();
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if (canvas?.Document == null)
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return;
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newMapMod = Selector().CurrentMod;
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DeleteNewMapFiles();
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Selector().FindChildren("*", "", true, false).OfType<Button>().First(b => b.Text == "+").EmitSignal(BaseButton.SignalName.Pressed);
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step++;
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return;
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case 6:
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var dialog = window.FindChildren("*", "", true, false).OfType<ConfirmationDialog>().FirstOrDefault();
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if (dialog == null)
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return;
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dialog.FindChildren("*", "", true, false).OfType<LineEdit>().First().Text = NewMap;
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dialog.EmitSignal(AcceptDialog.SignalName.Confirmed);
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step++;
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return;
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case 7:
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if (canvas.Document?.Map?.ID != NewMap)
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return;
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try
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{
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Press("tools/common/save");
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Check(File.Exists(ModFileService.GetWritablePath(newMapMod, "scenes/" + NewMap + ".json")), "the first save of a new map writes its scene");
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Check(GetTree().Root.GetNodeOrNull<SceneManager>("SceneManager")?.HasScene(NewMap) == true, "the game knows the new map's scene without a mod reload");
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}
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finally
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{
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window.QueueFree();
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DeleteNewMapFiles();
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SceneFileService.RefreshGame();
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}
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Finish();
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return;
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}
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}
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private ModFileSelector Selector() => window.FindChildren("*", "", true, false).OfType<ModFileSelector>().First();
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private void DeleteNewMapFiles()
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{
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foreach (var file in new[] { "maps/" + NewMap + ".json", "scenes/" + NewMap + ".json" })
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{
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var path = ModFileService.GetWritablePath(newMapMod, file);
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if (path != null && File.Exists(path))
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File.Delete(path);
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}
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}
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private void Press(string key)
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{
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var text = TranslationServer.Translate(key);
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