feat(stdlib): Tiled P4 — objects, custom props/types, templates, opt-in spawn (#72)
- Object layers: all shapes (rectangle/ellipse/point/polygon/polyline/text) and custom properties parse and are queryable — Tiled.object_count / Tiled.object / Tiled.object_shape, and Tiled.prop / prop_int / prop_type over any object / tile / layer / map. - Custom types: Tiled.load_types reads an objecttypes.xml project custom-type table so a class property resolves its default; enum values resolve as strings. - Templates: Tiled.template reads a .tx/.tj, and Tiled.load merges each object's `template` reference under the instance's overrides (field inheritance). - Opt-in spawning: Tiled.spawn / Tiled.spawn_layer map an object's class + properties onto Ludic components through the reflection ABI (Position from x/y, each property to a like-named field). Off by default — no gameplay coupling in the core load. Split into tiled_spawn.ludic, spliced only for a Tiled *game* (the world table exists only under has_ecs), so a plain map-reading tool never links against the reflection ABI. Proven by library/tiled_p4.ludic (18 assertions) incl. the design's named orthogonal-outside.tmx object shapes. x test: 95 passed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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runtime/native/tiled_spawn.ludic
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runtime/native/tiled_spawn.ludic
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# ============================================================================
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# tiled_spawn.ludic — Tiled P4 (#72) opt-in entity spawning. Split from
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# tiled.ludic because it stands on the reflection ABI (world_spawn / world_set /
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# world_field_id …), which the compiler emits only for a game (has_ecs); so this
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# fragment is spliced only when a Tiled program is itself a game. A plain tool
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# that reads maps never references the world table.
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# ============================================================================
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# ---- opt-in entity spawning ------------------------------------------------
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# set an int field named `fname` on entity e wherever it exists (any prop the
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# entity carries) — the by-name bridge from object properties to components.
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function tiled_apply_field(e: int, fname: pointer, v: int) -> void {
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let np = world_prop_count()
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var pi = 0
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while pi < np {
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if world_has(e, pi) == 1 {
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let fid = world_field_id(pi, fname)
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if fid >= 0 { world_set(e, pi, fid, v) }
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}
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pi = pi + 1
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}
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}
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# spawn a Ludic entity of `model_name` from an object: its Position (if the model
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# has one) takes the object's x/y, and each object custom property sets a like-
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# named int/bool component field. Returns the entity, or -1 if the model is
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# unknown. Opt-in — the core load never calls this.
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function tiled_spawn_object(m: Tmap, obj: Val, model_name: pointer) -> int {
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let mid = world_model_id(model_name)
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if mid < 0 { return 0 - 1 }
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let e = world_spawn(mid)
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let pp = world_prop_id("Position")
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if pp >= 0 and world_has(e, pp) == 1 {
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let fx = world_field_id(pp, "x")
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let fy = world_field_id(pp, "y")
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if fx >= 0 { world_set(e, pp, fx, value_as_int(value_get(obj, "x"))) }
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if fy >= 0 { world_set(e, pp, fy, value_as_int(value_get(obj, "y"))) }
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}
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let props = value_get(obj, "properties")
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var i = 0
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while i < value_count(props) {
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let p = value_at(props, i)
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tiled_apply_field(e, value_as_str(value_get(p, "name")), tiled_prop_int(obj, value_as_str(value_get(p, "name"))))
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i = i + 1
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}
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return e
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}
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# spawn every object on `layer` as `model_name` (opt-in). Returns the count.
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function tiled_spawn_layer(m: Tmap, layer: int, model_name: pointer) -> int {
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var n = 0
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let c = tmap_object_count(m, layer)
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var i = 0
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while i < c { if tiled_spawn_object(m, tmap_object(m, layer, i), model_name) >= 0 { n = n + 1 }; i = i + 1 }
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return n
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}
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