Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which costs two things the typechecker found rather than I did. An object on a data edge used to mean a live entity, so asEntity would have taken a struct for one and asString would have read .name off it. EntityHandle now carries a symbol brand – a symbol so no field name can impersonate it, and it never serializes, which suits a thing that exists only while the game runs. It is built in exactly one place. String(value) would have written a struct as [object Object] at 39 call sites. They go through textOf(), which is identical for primitives. normalizeGraph dropped everything but primitives from node params, so the List node lost its value on every save ([3,1,4] round-tripped to undefined). Variables were spared: they have a schema, params have none.
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@@ -9,7 +9,7 @@ import {
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} from '../../core/graph';
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import { stepKeyRepeat } from '../../core/graph/keyRepeat';
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import { behaviorLookup } from '../../core/model/behaviorPrograms';
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import type { PropertyBag } from '../../core/model/Properties';
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import { type PropertyBag, textOf } from '../../core/model/Properties';
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import { findAsset, type Project } from '../../core/model/Project';
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import type { Entity } from '../Entity';
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import type { World } from '../World';
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@@ -95,7 +95,7 @@ export class BehaviorSystem implements System {
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update(world: World, dt: number): void {
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this.syncInstances(world);
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const keyOf = (node: { params: PropertyBag }) => String(node.params.key ?? '');
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const keyOf = (node: { params: PropertyBag }) => textOf(node.params.key ?? '');
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for (const instance of this.instances) {
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if (!world.entities.includes(instance.entity)) continue; // destroyed during play
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if (!isHandleEnabled(instance.entity)) continue; // switched off (itself or a parent)
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@@ -136,7 +136,7 @@ export class BehaviorSystem implements System {
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* in `nodeState`, so two nodes on the same key repeat on their own schedules.
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*/
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private fireKeyDown(i: GraphInterpreter, ctx: NodeContext, node: GraphNode, dt: number): void {
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const key = String(node.params.key ?? '');
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const key = textOf(node.params.key ?? '');
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const stored = i.nodeState.get(node.id);
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const { state, fires } = stepKeyRepeat(
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stored ? { held: stored.held ?? 0, repeats: stored.repeats ?? 0 } : null,
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