A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s

A state keeps its `in`/`out` exec pins in the model and the editor never draws
them. That is the whole trick: connecting, undo, deleting a state and saving all
keep working untouched, because `normalizeGraph` filters nodes and never edges,
and no edge ever checks its port key against a NodeDef. Only two places change --
`NodeView.redraw` stops drawing the row, and `portAt` refuses to hand one out, so
an invisible pin cannot be grabbed either.

Transitions are drawn by right-clicking a state, `Make transition`, then clicking
the target. The armed mode takes the same shape as a live drag, so the existing
preview draws it with no second code path, and it dies with Escape, a click on
empty canvas or a switch to another asset.

Removing the pins removed the only handle a transition had: edges have no
hit-test anywhere, and the pin right-click was the sole route to Disconnect.
The inspector's TRANSITIONS OUT / TRANSITIONS IN lists are therefore not a
convenience, they are the delete path.

`GraphEdge` gained an optional `label`, which `normalizeGraph` has to pass
through explicitly or a saved name is dropped on load. `State transition`
replaces `Next state`: it takes the machine on an input port and the name from a
picker, and resolves against the *current* state. Names are deliberately not
unique across a machine -- two states may both have an `alarm` -- so a node named
`alarm` moves whichever state has one, and an empty name follows the single
unnamed edge.

The geometry moved to a Pixi-free `transitions.ts`: a gap to the box border, and
a fan that puts a pair of opposite edges beside each other instead of on top of
each other. Keeping it as plain maths is what let a screenshot bug become a unit
test -- an earlier pin-to-pin line ran under the target node and took its
arrowhead with it, because `nodeLayer` sits above `edgeLayer`.

One limit stands and is not fixed here: `ConnectCommand` rejects a second edge
between the same two states ("Already connected"), because every transition
hangs off the same two ports. With names, `A --alarm--> B` beside
`A --seen--> B` is a sensible pair, so this is worth its own issue.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Opus 5 committed 2026-09-14 14:05:18 +02:00
1 parent a041322a0e
commit 68c92daaa6
27 files changed
+1186 -38

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+2
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@@ -53,6 +53,8 @@ export interface GraphEdge {
to: PortRef;
/** Drawn as a stub at each end instead of a curve across the graph. Purely visual. */
folded?: boolean;
/** What a transition between two states is called – the name `State transition` asks for. */
label?: string;
}
export interface Graph {
+3 -2
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@@ -105,7 +105,7 @@ export class GraphInterpreter {
const def = this.def(node);
if (!def?.run) return;
const inputs = this.collectInputs(node, ctx);
const result = def.run(ctx, inputs, node.params, def, entry);
const result = def.run(ctx, inputs, node.params, def, entry, this.lookup);
const returned = result.call ? this.call(result.call, ctx, depth) : {};
const produced = { ...result.outputs, ...returned };
if (!def.read) this.frame.outputCache.set(node.id, produced);
@@ -197,7 +197,8 @@ export class GraphInterpreter {
throw new Error('Behavior graph exceeded the step limit (data cycle?)');
// Mark before evaluating so a data cycle reads null instead of recursing forever.
this.frame.dataCache.set(nodeId, {});
const outputs = def.run(ctx, this.collectInputs(source, ctx), source.params, def, '').outputs ?? {};
const outputs =
def.run(ctx, this.collectInputs(source, ctx), source.params, def, '', this.lookup).outputs ?? {};
this.frame.dataCache.set(nodeId, outputs);
this.trace?.onNode(nodeId);
this.record(nodeId, outputs);
+9 -1
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@@ -91,6 +91,12 @@ export interface NodeDef {
declaresPorts?: 'inputs' | 'outputs' | 'both';
/** How a declared port becomes a port; without it, named after its key and typed by its kind. */
declaredPort?(port: DeclaredPort, node: GraphNode): PortDef;
/**
* Edges between two such nodes are transitions: drawn as a straight arrow instead of the usual
* curve, and hung on ports that are never shown. A transition graph is read as directed steps
* between whole states, not as signal flowing left to right into a particular socket.
*/
transitionEdges?: true;
/**
* Ports this node computes beyond the fixed and the declared ones – how many outputs a Sequence
* offers, which values the behavior a call node names takes. `resolveDef` applies it.
@@ -105,7 +111,8 @@ export interface NodeDef {
/**
* Event nodes have no `run` – the interpreter seeds their outputs. `def` is resolved for the node at
* hand, the only way a node with derived ports knows how many it has. `entry` is the exec input
* the pulse arrived through – what a node with one exec input per meaning reads.
* the pulse arrived through – what a node with one exec input per meaning reads. `lookup` is the
* project around the graph, for a node whose step is written in another asset.
*/
run?(
ctx: NodeContext,
@@ -113,6 +120,7 @@ export interface NodeDef {
params: PropertyBag,
def: NodeDef,
entry: string,
lookup: GraphLookup,
): RunResult;
}
+11
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@@ -14,9 +14,20 @@ export interface MachineState {
name: string;
}
/**
* An allowed move between two states, both named by state node id, under the name `State
* transition` asks for. The name is empty until someone gives the transition one.
*/
export interface MachineTransition {
from: string;
to: string;
name: string;
}
export interface StateMachine {
name: string;
states: MachineState[];
transitions: MachineTransition[];
}
/**
@@ -0,0 +1,28 @@
import { textOf } from '../../../model/Properties';
import { flatDef } from '../../../properties/PropertySchema';
import type { NodeDef } from '../../NodeRegistry';
import { machinePort, STATE_TRANSITION, TRANSITION_PARAM, transitionTo } from '../../stateMachine';
import { asString } from '../../values';
import { exec } from '../shared';
/** What the transitions drawn in the machine are for at runtime: one step along a named arrow. */
export const StateTransition: NodeDef = {
type: STATE_TRANSITION,
label: 'State transition',
category: 'action',
description:
"Takes the transition of this name out of the machine's current state, then continues. " +
'Nothing happens when that state has no transition of the name.',
inputs: [exec(), machinePort()],
outputs: [exec()],
params: [flatDef(TRANSITION_PARAM, 'text', { label: 'Transition', value: '' })],
run: (ctx, inputs, params, _def, _entry, lookup) => {
const id = asString(inputs.machine);
const current = ctx.states[id] ?? '';
const machine = current ? lookup.machine(id) : null;
const name = textOf(params[TRANSITION_PARAM] ?? '');
const target = machine ? transitionTo(machine, current, name) : '';
if (target) ctx.states[id] = target;
return { next: 'exec' };
},
};
+2
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@@ -89,6 +89,7 @@ import { RunBehavior } from './flow/RunBehavior';
import { Sequence } from './flow/Sequence';
import { SetState } from './flow/SetState';
import { StateBranch } from './flow/StateBranch';
import { StateTransition } from './flow/StateTransition';
import { PARTICLE_NODES } from '../../particles/nodes';
import { SHADER_NODES } from '../../shader/nodes';
import { State } from '../stateMachine';
@@ -120,6 +121,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
RunBehavior,
StateBranch,
SetState,
StateTransition,
BehaviorEnd,
Variables,
Self,
+39 -5
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@@ -1,27 +1,36 @@
import { textOf } from '../model/Properties';
import { flatDef } from '../properties/PropertySchema';
import { edgesInto, type Graph, type GraphNode } from './Graph';
import type { MachineState, StateMachine } from './lookup';
import type { MachineState, MachineTransition, StateMachine } from './lookup';
import type { NodeDef, PortDef, PortSource } from './NodeRegistry';
export const STATE = 'State';
export const STATE_MACHINE = 'StateMachine';
export const STATE_TRANSITION = 'StateTransition';
export const STATE_NAME_PARAM = 'name';
/** The input naming the machine on `State branch` and `Set state`. */
export const MACHINE_PORT = 'machine';
/** The setting naming the transition on `State transition`. */
export const TRANSITION_PARAM = 'transition';
/** The two ports a transition hangs on. A port is the only anchor an edge has – without one it
* cannot be drawn, selected or undone – so a state carries these, and the editor never draws
* them: a transition joins whole states, not sockets. */
export const STATE_IN = 'in';
export const STATE_OUT = 'out';
/**
* One state of a state machine: a node with no ports whose name is its title. Its graph is the
* machine asset's, never a behavior's – the palette leaves the `state` category out.
* One state of a state machine: a node whose name is its title. Its graph is the machine asset's,
* never a behavior's – the palette leaves the `state` category out.
*/
export const State: NodeDef = {
type: STATE,
label: 'State',
category: 'state',
description: 'One state of a state machine.',
inputs: [],
outputs: [],
inputs: [{ key: STATE_IN, label: '', type: 'exec' }],
outputs: [{ key: STATE_OUT, label: '', type: 'exec' }],
params: [flatDef(STATE_NAME_PARAM, 'text', { label: 'Name', value: 'State' })],
transitionEdges: true,
derivePorts: ({ node }) => ({ label: stateName(node) }),
};
@@ -38,6 +47,31 @@ export function statesOf(graph: Graph): MachineState[] {
return graph.nodes.filter(isStateNode).map((node) => ({ id: node.id, name: stateName(node) }));
}
/** The transitions of a machine's graph: every edge between two states, in edge order. */
export function transitionsOf(graph: Graph): MachineTransition[] {
const states = new Set(graph.nodes.filter(isStateNode).map((n) => n.id));
return graph.edges
.filter((e) => states.has(e.from.node) && states.has(e.to.node))
.map((e) => ({ from: e.from.node, to: e.to.node, name: e.label ?? '' }));
}
/**
* Where `State transition` moves from `current`: along the transition of that name leaving it. The
* name is matched against the current state alone, so one node asking for "alarm" moves every state
* that has an "alarm". Nothing happens when the state has no such transition, or two of the name –
* with nothing drawn to pick between them, choosing either would be a guess the graph never made.
*/
export function transitionTo(machine: StateMachine, current: string, name: string): string {
const out = machine.transitions.filter((t) => t.from === current && t.name === name);
const targets = [...new Set(out.map((t) => t.to))];
return targets.length === 1 ? targets[0]! : '';
}
/** The names a machine's transitions carry, deduped and in edge order – what a node may ask for. */
export function transitionNames(machine: StateMachine | null): string[] {
return [...new Set((machine?.transitions ?? []).map((t) => t.name).filter((name) => name))];
}
/** What a state placed from the palette is called: "State 3" for the third. */
export function nextStateName(graph: Graph): string {
return `${State.label} ${statesOf(graph).length + 1}`;