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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@ -701,6 +701,16 @@
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"tiled-tile_shapes",
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"tiled-draw_anim",
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"tiled-frame_gid",
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"tiled-animated"
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"tiled-animated",
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"tiled-object_count",
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"tiled-object",
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"tiled-object_shape",
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"tiled-prop",
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"tiled-prop_int",
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"tiled-prop_type",
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"tiled-load_types",
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"tiled-template",
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"tiled-spawn",
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"tiled-spawn_layer"
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]
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}
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