ludic/assets/tiled-fixtures/isometric_grass_and_water.tmx
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feat(stdlib): Tiled P0 — XML reader + base64 decode + gzip framing (#67)
The three parsing primitives the TMX path needs that were not already in
the tree (zlib inflate + the JSON reader already shipped):

- Xml.* — a minimal, deterministic pure-Ludic XML reader for the
  element/attribute/CDATA subset TMX/TSX/TX use, spliced on demand. Handles
  nested elements, single/double-quoted attributes, text + <![CDATA[…]]>,
  comments, the <?xml?> prolog and <!DOCTYPE>, the five predefined entities
  and numeric character references.
- Base64.* — standard base64 (RFC 4648) decode + a matching pure-Ludic
  encoder; the decoder ignores the whitespace Tiled wraps into <data>.
  Splicing Base64.* also pulls in inflate.ludic so a plain tool can run the
  full base64 -> zlib/gzip decode chain.
- z_gunzip — gzip framing (RFC 1952) over the existing DEFLATE inflater:
  skip the 10-byte header + optional fields, inflate the body, ignore the
  CRC32/ISIZE trailer.

Golden corpus vendored under assets/tiled-fixtures/ (mapeditor/tiled
examples, attributed, + hand-authored multi-encoding fixtures). New
example library/tiled_p0.ludic proves all three (21 assertions); docs
pages + inventory added so check-impl stays green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-01 14:04:49 +03:00

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XML

<?xml version="1.0" encoding="UTF-8"?>
<map version="1.4" tiledversion="1.4.3" orientation="isometric" renderorder="right-down" width="25" height="25" tilewidth="64" tileheight="32" infinite="0" nextlayerid="2" nextobjectid="1">
<tileset firstgid="1" name="isometric_grass_and_water" tilewidth="64" tileheight="64" tilecount="24" columns="4">
<tileoffset x="0" y="16"/>
<grid orientation="isometric" width="64" height="32"/>
<image source="isometric_grass_and_water.png" width="256" height="384"/>
<wangsets>
<wangset name="Grass and Water" type="corner" tile="15">
<wangcolor name="Grass" color="#8ab022" tile="0" probability="1"/>
<wangcolor name="Water" color="#378dc2" tile="23" probability="1"/>
<wangtile tileid="0" wangid="0,1,0,1,0,1,0,1"/>
<wangtile tileid="1" wangid="0,1,0,1,0,1,0,1"/>
<wangtile tileid="2" wangid="0,1,0,1,0,1,0,1"/>
<wangtile tileid="3" wangid="0,1,0,1,0,1,0,1"/>
<wangtile tileid="4" wangid="0,1,0,2,0,1,0,1"/>
<wangtile tileid="5" wangid="0,1,0,1,0,2,0,1"/>
<wangtile tileid="6" wangid="0,1,0,1,0,1,0,2"/>
<wangtile tileid="7" wangid="0,2,0,1,0,1,0,1"/>
<wangtile tileid="8" wangid="0,2,0,2,0,2,0,1"/>
<wangtile tileid="9" wangid="0,1,0,2,0,2,0,2"/>
<wangtile tileid="10" wangid="0,2,0,1,0,2,0,2"/>
<wangtile tileid="11" wangid="0,2,0,2,0,1,0,2"/>
<wangtile tileid="12" wangid="0,1,0,2,0,2,0,1"/>
<wangtile tileid="13" wangid="0,1,0,1,0,2,0,2"/>
<wangtile tileid="14" wangid="0,2,0,1,0,1,0,2"/>
<wangtile tileid="15" wangid="0,2,0,2,0,1,0,1"/>
<wangtile tileid="16" wangid="0,1,0,2,0,2,0,1"/>
<wangtile tileid="17" wangid="0,1,0,1,0,2,0,2"/>
<wangtile tileid="18" wangid="0,2,0,1,0,1,0,2"/>
<wangtile tileid="19" wangid="0,2,0,2,0,1,0,1"/>
<wangtile tileid="20" wangid="0,2,0,1,0,2,0,1"/>
<wangtile tileid="21" wangid="0,1,0,2,0,1,0,2"/>
<wangtile tileid="22" wangid="0,2,0,2,0,2,0,2"/>
<wangtile tileid="23" wangid="0,2,0,2,0,2,0,2"/>
</wangset>
</wangsets>
</tileset>
<layer id="1" name="Tile Layer 1" width="25" height="25">
<data encoding="base64" compression="zlib">
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</data>
</layer>
</map>