Tilemap atlas workflow for procedural maps

I’m working on a procedurally generated tilemap game and had a quick question around the typical workflow for using atlases with tilemaps.

Looking at the most excellent dungeon generator example I think I have the gist of it but I would like to take it one step further and instead of defining the mapping of tile names to tileset indexes manually I am using a json atlas file(texturepacker).

The thing that seems slightly unwieldy and makes me think I am missing something is I don’t see a way to pick a tile index based on the tile name within the atlas without creating that mapping manually. I am looking for something like map.putTileAt('TOP_WALL',0,0) instead of map.putTileAt(0,0,0).

Below is my current solution:

        let frames = atlasTexture.getFrameNames();
        for (let i = 0; i < frames.length; i++) {
            tileNameToIndex[frames[i]] = i;
        }

        map.putTileAt(tileNameToIndex['TOP_LEFT_WALL'],0,0)
        map.putTileAt(tileNameToIndex['TOP_WALL'],1,0);
        map.putTileAt(tileNameToIndex['TOP_RIGHT_WALL'],2,0);
        map.putTileAt(tileNameToIndex['LEFT_WALL'],0,1);
        map.putTileAt(tileNameToIndex['FLOOR1'],1,1);
        map.putTileAt(tileNameToIndex['RIGHT_WALL'],2,1);
        map.putTileAt(tileNameToIndex['BOTTOM_LEFT_WALL'],0,2);
        map.putTileAt(tileNameToIndex['BOTTOM_WALL'],1,2);
        map.putTileAt(tileNameToIndex['BOTTOM_RIGHT_WALL'],2,2);

For what it’s worth when I think past this simple example I am going to have to process the atlas frames anyways in order to create arrays of variants etc. so maybe this is a moot point. If Discord is a better place to throw out these questions I am happy to do so there.