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tilemap-ruletile-createempty

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Updated 10-16 03:38

About this skill

Tilemap RuleTile Create Empty

Workflow

Step 1: Verify No Sprite Inputs

WAIT - Confirm that no Sprites or Spritesheets were specified by the user. This skill is only for empty RuleTiles. If there are Sprites or Spritesheets specified by the user, use the tilemap-ruletile-createfromsegment skill instead.

Step 2: Determine RuleTile Type

Identify which RuleTile type to create based on user request:

  • RuleTile: Standard rectangular grid
  • HexagonalRuleTile: Hexagonal grid layout
  • IsometricRuleTile: Isometric grid layout

Step 3: Create Empty TilingRules

For each TilingRule, ensure the Sprite array has one null entry.

Branching Logic (RuleTile Types)

Path A: RuleTile

  • Use template from resources/ruletile.md.

Path B: HexagonalRuleTile

  • Use template from resources/hexagonalruletile.md.

Path C: IsometricRuleTile

  • Create empty rules with appropriate neighbor positions for isometric layout.

Important Notes

  • TilingRuleOutput.Neighbor.This: Use to identify RuleTiles that are the same (matching neighbors).
  • TilingRuleOutput.Neighbor.NotThis: Do NOT use unless explicitly specified by the user to ignore a Tile at a certain position.