feat(scene): keep map tokens with preview rotation
When previewRotationDeg changes, remap non-player, NPC and trap markers (plus live session token overrides) so they stay on the art. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -6,6 +6,7 @@ import {
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type SceneNpcTokensSessionState,
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} from '../../shared/types/appPlayers';
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import { normalizeNpcDisposition } from '../../shared/types/npcDisposition';
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import { rotateMapNormPointByCwSteps } from '../../shared/types/scenePreviewRotation';
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function emptyState(revision = 1): SceneNpcTokensSessionState {
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return {
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@@ -63,6 +64,34 @@ export class SceneNpcTokensSessionStore {
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return this.state;
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}
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/** Rotate session position overrides with the scene preview (CSS rotate steps). */
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rotateMapCwSteps(steps: number): SceneNpcTokensSessionState {
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const n = ((steps % 4) + 4) % 4;
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if (n === 0) return this.state;
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const ids = Object.keys(this.state.byPlacementId);
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if (ids.length === 0) return this.state;
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let changed = false;
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const byPlacementId: SceneNpcTokensSessionState['byPlacementId'] = {};
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for (const id of ids) {
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const prev = this.state.byPlacementId[id];
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if (!prev) continue;
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if (typeof prev.nx === 'number' && typeof prev.ny === 'number') {
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const p = rotateMapNormPointByCwSteps(prev.nx, prev.ny, n);
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byPlacementId[id] = { ...prev, nx: p.nx, ny: p.ny };
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changed = true;
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} else {
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byPlacementId[id] = prev;
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}
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}
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if (!changed) return this.state;
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this.state = {
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revision: this.state.revision + 1,
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byPlacementId,
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scale: this.state.scale,
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};
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return this.state;
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}
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dispatch(event: SceneNpcTokensSessionEvent): SceneNpcTokensSessionState {
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switch (event.kind) {
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case 'clear':
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