feat: Add Common Tiles Reference and Enhance Asset Management
- Introduced a new common_tiles.txt file for AI agents, providing a customizable reference for various tile types used in projects. - Updated CMake configuration to improve asset copying for macOS and non-Apple platforms, ensuring agent assets are correctly placed in the output directory. - Enhanced the AssetLoader to support additional search paths for asset retrieval, improving cross-platform compatibility. - Improved error handling in the AgentEditor for missing prompt files, providing clearer instructions for users on file locations and creation.
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assets/agent/common_tiles.txt
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assets/agent/common_tiles.txt
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# Common Tile16 Reference for AI Agents
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# This file can be customized per project
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[grass_tiles]
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0x020 = Grass (standard)
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0x021 = Grass variant 1
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0x0E0 = Grass (dark world)
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[nature_tiles]
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0x02E = Tree (standard oak)
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0x02F = Tree (palm)
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0x003 = Bush (standard)
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0x004 = Rock (standard)
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0x021 = Flower (standard)
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[ground_tiles]
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0x022 = Dirt (standard)
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0x023 = Sand (desert)
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0x024 = Stone path
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[water_tiles]
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0x14C = Water (top edge)
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0x14D = Water (middle)
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0x14E = Water (bottom edge)
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0x14F = Water (left edge)
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0x150 = Water (right edge)
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[structure_tiles]
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0x100 = Wall (castle, exterior)
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0x101 = Wall (castle, interior)
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0x120 = Door (standard)
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0x121 = Door (locked)
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[special_tiles]
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0x200 = Warp tile
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0x201 = Treasure chest
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0x202 = Switch tile
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# Notes:
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# - IDs are in hexadecimal (0x prefix)
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# - Customize this file for your ROM hack
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# - AI will reference these when placing tiles
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