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feat(mods): add detailed map overview POIs
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@@ -35,6 +35,16 @@ An edited vanilla map becomes a `mod.content.maps:patch` carrying only the
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fields that moved; a new map becomes a `:register`. See
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`docs/new-features.md` and the extension's own README.
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## Read-only map overviews
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`mod.world:mapOverview()` returns collision `rows` at map-cell resolution,
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optional visual `tileRows` at 2x resolution, and optional `tileDetailRows` at
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4x resolution. Visual rows contain Game Boy shades from `"0"` (lightest) to
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`"3"` (darkest); their matching width and height fields describe the grid.
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`markers` contains active `{ kind, x, y }` points in map-cell coordinates for
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`warp`, visible `item`, and untaken `hidden` locations. All fields are
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read-only snapshots; mods choose which layers to render.
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## Rendering pipelines
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Most registries hand the engine *content*. `render_pipelines` hands it
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+53
-15
@@ -18,6 +18,11 @@ local overviewShades = {}
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Assets.register(function() overviewShades = {} end)
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local function shadeDigit(sum, pixelCount)
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return tostring(math.max(0, math.min(3,
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math.floor((1 - sum / pixelCount) * 3 + 0.5))))
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end
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local function mapTileRows(map)
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local tileset = map.tileset
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if not (tileset and tileset.image and tileset.tilesPerRow) then return nil end
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@@ -28,30 +33,39 @@ local function mapTileRows(map)
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cached = { pixels = pixels, shades = {} }
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overviewShades[tileset.image] = cached
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end
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local rows, perRow = {}, tileset.tilesPerRow
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local rows, detailRows, perRow = {}, {}, tileset.tilesPerRow
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for ty = 0, map.heightCells * 2 - 1 do
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local row = {}
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local row, detailTop, detailBottom = {}, {}, {}
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for tx = 0, map.widthCells * 2 - 1 do
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local tile = map:tileAt(tx, ty)
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local shade = cached.shades[tile]
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if shade == nil then
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local sum = 0
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local shades = cached.shades[tile]
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if shades == nil then
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local sums = { 0, 0, 0, 0 }
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local ox, oy = (tile % perRow) * 8, math.floor(tile / perRow) * 8
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for py = 0, 7 do
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for px = 0, 7 do
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local r, g, b = cached.pixels:getPixel(ox + px, oy + py)
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sum = sum + r * 0.2126 + g * 0.7152 + b * 0.0722
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local quadrant = math.floor(py / 4) * 2 + math.floor(px / 4) + 1
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sums[quadrant] = sums[quadrant]
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+ r * 0.2126 + g * 0.7152 + b * 0.0722
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end
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end
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shade = tostring(math.max(0, math.min(3,
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math.floor((1 - sum / 64) * 3 + 0.5))))
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cached.shades[tile] = shade
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shades = {
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shadeDigit(sums[1] + sums[2] + sums[3] + sums[4], 64),
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shadeDigit(sums[1], 16), shadeDigit(sums[2], 16),
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shadeDigit(sums[3], 16), shadeDigit(sums[4], 16),
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}
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cached.shades[tile] = shades
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end
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row[#row + 1] = shade
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row[#row + 1] = shades[1]
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detailTop[#detailTop + 1] = shades[2] .. shades[3]
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detailBottom[#detailBottom + 1] = shades[4] .. shades[5]
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end
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rows[#rows + 1] = table.concat(row)
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detailRows[#detailRows + 1] = table.concat(detailTop)
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detailRows[#detailRows + 1] = table.concat(detailBottom)
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end
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return rows
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return rows, detailRows
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end
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function WorldAPI.new(game, modId)
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@@ -86,10 +100,12 @@ end
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-- A compact, read-only view of the active map for minimaps and companion UIs.
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-- `rows` describes collision terrain; optional `tileRows` reduces each real
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-- 8x8 map tile to its average Game Boy shade ("0" lightest, "3" darkest).
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-- `tileDetailRows` preserves one shade per 4x4 quadrant. Markers identify
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-- exits and item spots that are still active without exposing world internals.
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function WorldAPI:mapOverview()
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local ow = self:overworld()
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if not ow or not ow.map then return nil, NO_OVERWORLD end
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local map, rows = ow.map, {}
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local map, rows, markers = ow.map, {}, {}
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for y = 0, map.heightCells - 1 do
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local row = {}
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for x = 0, map.widthCells - 1 do
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@@ -99,11 +115,33 @@ function WorldAPI:mapOverview()
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end
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rows[#rows + 1] = table.concat(row)
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end
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local tileRows = mapTileRows(map)
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local def = map.def or {}
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for _, warp in ipairs(def.warps or {}) do
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markers[#markers + 1] = { kind = "warp", x = warp.x, y = warp.y }
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end
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local game, save = self.game, self.game.save or {}
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for _, obj in ipairs(def.objects or {}) do
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if obj.item and obj.item ~= "0" and obj.item ~= 0
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and ow.objectVisible(save, map.id, obj) then
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markers[#markers + 1] = { kind = "item", x = obj.x, y = obj.y }
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end
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end
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local hidden = game.data and game.data.field and game.data.field.hiddenItems
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for _, item in ipairs(hidden and hidden[map.id] or {}) do
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local key = map.id .. "_" .. item.x .. "_" .. item.y
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if not (save.hiddenTaken and save.hiddenTaken[key]) then
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markers[#markers + 1] = { kind = "hidden", x = item.x, y = item.y }
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end
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end
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local tileRows, tileDetailRows = mapTileRows(map)
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return { mapId = map.id, width = map.widthCells,
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height = map.heightCells, rows = rows, tileRows = tileRows,
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height = map.heightCells, rows = rows, markers = markers,
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tileRows = tileRows,
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tileWidth = tileRows and map.widthCells * 2,
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tileHeight = tileRows and map.heightCells * 2 }
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tileHeight = tileRows and map.heightCells * 2,
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tileDetailRows = tileDetailRows,
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tileDetailWidth = tileDetailRows and map.widthCells * 4,
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tileDetailHeight = tileDetailRows and map.heightCells * 4 }
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end
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-- opts.arrive = "fly" | "teleport" picks the arrival FX; anything else
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@@ -5,8 +5,9 @@ local Assets = require("src.render.Assets")
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local WorldAPI = require("src.world.WorldAPI")
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Assets.imageData = function()
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return { getPixel = function(_, x)
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local shade = x < 8 and 1 or 0
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return { getPixel = function(_, x, y)
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local shade = x >= 8 and 0 or ({ 1, 0, 2 / 3, 1 / 3 })[
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math.floor(y / 4) * 2 + math.floor(x / 4) + 1]
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return shade, shade, shade, 1
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end }
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end
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@@ -16,15 +17,34 @@ local overview, err = api:mapOverview()
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T.eq(overview, nil, "map overview is unavailable outside the overworld")
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T.eq(err, "no overworld", "map overview reports why it is unavailable")
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local map = { id = "TEST_MAP", widthCells = 2, heightCells = 2 }
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local map = {
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id = "TEST_MAP", widthCells = 2, heightCells = 2,
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def = {
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warps = { { x = 1, y = 0 } },
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objects = { { index = 1, x = 0, y = 1, item = "POTION" } },
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},
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}
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function map:isWarpTileCell(x, y) return x == 1 and y == 0 end
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function map:isWaterCell(x, y) return x == 0 and y == 1 end
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function map:isWalkableCell(x, y) return x == 0 and y == 0 end
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function map:tileAt(x) return x % 2 end
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api = WorldAPI.new({ stack = { states = {
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{ isOverworld = true, map = map },
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} } }, "tester")
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local save = {}
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local world = {
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isOverworld = true,
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map = map,
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objectVisible = function(s, mapId, obj)
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return not (s.itemsTaken and s.itemsTaken[mapId .. "_obj_" .. obj.index])
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end,
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}
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local game = {
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save = save,
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data = { field = { hiddenItems = {
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TEST_MAP = { { x = 1, y = 1, item = "NUGGET" } },
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} } },
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stack = { states = { world } },
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}
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api = WorldAPI.new(game, "tester")
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overview = api:mapOverview()
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T.eq(overview.mapId, "TEST_MAP", "map overview identifies the active map")
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T.eq(overview.width, 2, "map overview reports its width")
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@@ -32,11 +52,27 @@ T.eq(overview.height, 2, "map overview reports its height")
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T.eq(overview.rows[1], ".+", "walkable land and warps are distinct")
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T.eq(overview.rows[2], "~ ", "water and blocked terrain are distinct")
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T.eq(overview.tileRows, nil, "tile overview is optional")
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T.eq(#overview.markers, 3, "active exits and untaken items are marked")
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T.eq(overview.markers[1].kind, "warp", "warp marker is semantic")
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T.eq(overview.markers[2].kind, "item", "visible item marker is semantic")
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T.eq(overview.markers[3].kind, "hidden", "hidden item marker is semantic")
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save.itemsTaken = { TEST_MAP_obj_1 = true }
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save.hiddenTaken = { TEST_MAP_1_1 = true }
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overview = api:mapOverview()
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T.eq(#overview.markers, 1, "collected items disappear from the overview")
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T.eq(overview.markers[1].kind, "warp", "exits remain after collecting items")
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map.tileset = { image = "test.png", tilesPerRow = 2 }
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overview = api:mapOverview()
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T.eq(overview.tileWidth, 4, "tile overview reports its width")
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T.eq(overview.tileHeight, 4, "tile overview reports its height")
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T.eq(overview.tileRows[1], "0303", "tile overview preserves map shading")
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T.eq(overview.tileRows[1], "2323", "tile overview preserves average shading")
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T.eq(overview.tileDetailWidth, 8, "detail overview reports its width")
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T.eq(overview.tileDetailHeight, 8, "detail overview reports its height")
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T.eq(overview.tileDetailRows[1], "03330333",
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"detail overview preserves top tile quadrants")
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T.eq(overview.tileDetailRows[2], "12331233",
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"detail overview preserves bottom tile quadrants")
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T.finish("world map overview")
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