- Infinite/chunked maps: <chunk x y width height> (TMX) and JSON chunks[] (default 16x16) decode and flatten into the dense layer array, sized to the chunk union; the map's 0/0 header dimensions fall back to the flattened bounds. - .world stitching: Tiled.world / Tiled.world_count / Tiled.world_map read a .world (JSON, reusing Json.parse) and list its member maps at their offsets. - base64+zstd: a self-contained pure-Ludic Zstandard decompressor (runtime/native/zstd.ludic, RFC 8878) — the design's "largest single item, explicitly last". Frame header + raw/RLE/compressed blocks; raw/RLE and direct-weight Huffman literals; the full FSE sequence path (predefined, transcribed exactly from zstd's hardcoded tables since they're not rebuildable from the default distributions; RLE; FSE-described) with repeat offsets and execution. Decodes the low-entropy GID streams a tilemap produces; a high- entropy FSE-compressed-Huffman-weights block fails cleanly with -1 rather than emitting wrong bytes (documented scope). Proven by library/tiled_p6.ludic (12 assertions): TMX + TMJ chunk flattening, .world offsets, and a real zstd-compressed tile layer decoding byte-exactly to its CSV baseline. x test: 97 passed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
47 lines
2.3 KiB
Text
47 lines
2.3 KiB
Text
# tiled_p6.ludic — Tiled P6 scale (issue #74): infinite/chunked maps, `.world`
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# stitching, and base64+zstd layer decompression. Chunks flatten into the dense
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# layer; a `.world` lists its member maps at their offsets; and a real zstd frame
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# (a low-entropy tile layer, as a tilemap produces) decompresses byte-exactly.
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#
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# A full run prints: 1 2 3 4 5 6 7 8 9 10 11 12
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program TiledP6 {
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entry {
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# --- infinite/chunked TMX: two 16x16 chunks flatten into a 32x16 layer ---
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let m = Tiled.read("assets/tiled-fixtures/infinite_map.tmx")
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let l = Value.at(Value.get(m, "layers"), 0)
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if Value.as_int(Value.get(l, "width")) == 32 { print(1) }
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if Value.as_int(Value.get(l, "height")) == 16 { print(2) }
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let d = Value.get(l, "data")
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if Value.count(d) == 512 { print(3) } # 32 * 16
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if Value.as_int(Value.at(d, 0)) == 1 { print(4) } # chunk0 (0,0) = wall
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if Value.as_int(Value.at(d, 511)) == 2 { print(5) } # chunk1 (15,15)
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if Value.as_int(Value.at(d, 16)) == 3 { print(6) } # chunk1 (0,0) = floor
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# --- infinite/chunked TMJ: same map flattens identically ---
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let mj = Tiled.read("assets/tiled-fixtures/infinite_map.tmj")
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let dj = Value.get(Value.at(Value.get(mj, "layers"), 0), "data")
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if Value.count(dj) == 512 and Value.as_int(Value.at(dj, 0)) == 1 and Value.as_int(Value.at(dj, 511)) == 2 { print(7) }
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# --- .world stitching: member maps at their offsets ---
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let w = Tiled.world("assets/tiled-fixtures/demo.world")
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if Tiled.world_count(w) == 2 { print(8) }
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let w0 = Tiled.world_map(w, 0)
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if Value.as_str(Value.get(w0, "fileName")) == "zstd_map.tmx" and Value.as_int(Value.get(w0, "x")) == 0 { print(9) }
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let w1 = Tiled.world_map(w, 1)
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if Value.as_str(Value.get(w1, "fileName")) == "grid_maze.tmx" and Value.as_int(Value.get(w1, "x")) == 384 { print(10) }
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# --- base64+zstd: the zstd layer decompresses to the CSV baseline ---
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let z = Tiled.read("assets/tiled-fixtures/zstd_map.tmx")
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let zl = Value.get(z, "layers")
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let csv = Value.get(Value.at(zl, 0), "data")
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let zstd = Value.get(Value.at(zl, 1), "data")
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if Value.count(zstd) == 384 { print(11) }
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var same = 1
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var i = 0
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while i < Value.count(csv) {
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if Value.as_int(Value.at(csv, i)) != Value.as_int(Value.at(zstd, i)) { same = 0 }
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i = i + 1
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}
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if same == 1 { print(12) }
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}
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}
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