@Asset(kind, map): a path under each map's directory - ludicc --check looks for it in every map (a @PerMap row's in its own, a game-wide row's in all), unless @Asset(kind, map, optional); the schema marks it scope map; reseeded
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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10 changed files with 79959 additions and 77965 deletions
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@ -1,7 +1,8 @@
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# permap_maps.ludic - `ludicc --check` reads every map directory and checks its tables against their
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# records. maps/m1 holds five mistakes, each refused at its file, line and column: a field the
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# record lacks, a value of the wrong type, a constant nobody declared, a key naming no row, and a
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# chunked table's key written in two of the map's chunk files (t1, in trees/-1_0 and trees/0_0).
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# records. maps/m1 holds six mistakes, each refused at its file, line and column: a field the record
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# lacks, a value of the wrong type, a constant nobody declared, a key naming no row, a chunked table's
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# key written in two chunk files (t1, in trees/-1_0 and trees/0_0), and a game-wide row's
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# @Asset(..., map) file the map lacks (blades.png; the optional one, wild.png, may be missing).
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program PerMapMaps {
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numbers float
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const MDL_TENT: int = 7
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@ -15,6 +16,13 @@ program PerMapMaps {
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}
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@PerMap @ByKey registry Props of PropRow from "props.lres"
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property Tree { key: string = "", x: float = 0.0 }
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property Grass {
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key: string = ""
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@Asset("png", map) density: string = ""
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@Asset("png", map, optional) wild: string = ""
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}
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registry Grasses of Grass
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def Grasses meadow { density: "blades.png", wild: "wild.png" }
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@PerMap @Chunked(64) registry Trees of Tree from "trees/{cx}_{cz}.lres"
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entry (props: mut Props) {
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print(`{props_load(props, "m1")}`)
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