A transition carries a name, so a state needs no visible port (#52)
game-maker / suite (push) Successful in 10m22s
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>
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@@ -1,27 +1,36 @@
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import { textOf } from '../model/Properties';
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import { flatDef } from '../properties/PropertySchema';
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import { edgesInto, type Graph, type GraphNode } from './Graph';
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import type { MachineState, StateMachine } from './lookup';
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import type { MachineState, MachineTransition, StateMachine } from './lookup';
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import type { NodeDef, PortDef, PortSource } from './NodeRegistry';
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export const STATE = 'State';
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export const STATE_MACHINE = 'StateMachine';
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export const STATE_TRANSITION = 'StateTransition';
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export const STATE_NAME_PARAM = 'name';
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/** The input naming the machine on `State branch` and `Set state`. */
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export const MACHINE_PORT = 'machine';
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/** The setting naming the transition on `State transition`. */
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export const TRANSITION_PARAM = 'transition';
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/** The two ports a transition hangs on. A port is the only anchor an edge has – without one it
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* cannot be drawn, selected or undone – so a state carries these, and the editor never draws
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* them: a transition joins whole states, not sockets. */
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export const STATE_IN = 'in';
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export const STATE_OUT = 'out';
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/**
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* One state of a state machine: a node with no ports whose name is its title. Its graph is the
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* machine asset's, never a behavior's – the palette leaves the `state` category out.
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* One state of a state machine: a node whose name is its title. Its graph is the machine asset's,
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* never a behavior's – the palette leaves the `state` category out.
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*/
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export const State: NodeDef = {
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type: STATE,
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label: 'State',
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category: 'state',
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description: 'One state of a state machine.',
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inputs: [],
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outputs: [],
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inputs: [{ key: STATE_IN, label: '', type: 'exec' }],
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outputs: [{ key: STATE_OUT, label: '', type: 'exec' }],
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params: [flatDef(STATE_NAME_PARAM, 'text', { label: 'Name', value: 'State' })],
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transitionEdges: true,
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derivePorts: ({ node }) => ({ label: stateName(node) }),
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};
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@@ -38,6 +47,31 @@ export function statesOf(graph: Graph): MachineState[] {
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return graph.nodes.filter(isStateNode).map((node) => ({ id: node.id, name: stateName(node) }));
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}
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/** The transitions of a machine's graph: every edge between two states, in edge order. */
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export function transitionsOf(graph: Graph): MachineTransition[] {
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const states = new Set(graph.nodes.filter(isStateNode).map((n) => n.id));
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return graph.edges
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.filter((e) => states.has(e.from.node) && states.has(e.to.node))
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.map((e) => ({ from: e.from.node, to: e.to.node, name: e.label ?? '' }));
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}
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/**
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* Where `State transition` moves from `current`: along the transition of that name leaving it. The
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* name is matched against the current state alone, so one node asking for "alarm" moves every state
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* that has an "alarm". Nothing happens when the state has no such transition, or two of the name –
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* with nothing drawn to pick between them, choosing either would be a guess the graph never made.
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*/
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export function transitionTo(machine: StateMachine, current: string, name: string): string {
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const out = machine.transitions.filter((t) => t.from === current && t.name === name);
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const targets = [...new Set(out.map((t) => t.to))];
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return targets.length === 1 ? targets[0]! : '';
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}
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/** The names a machine's transitions carry, deduped and in edge order – what a node may ask for. */
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export function transitionNames(machine: StateMachine | null): string[] {
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return [...new Set((machine?.transitions ?? []).map((t) => t.name).filter((name) => name))];
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}
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/** What a state placed from the palette is called: "State 3" for the third. */
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export function nextStateName(graph: Graph): string {
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return `${State.label} ${statesOf(graph).length + 1}`;
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