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>
This commit is contained in:
1 parent
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@@ -72,8 +72,10 @@ describe('node registry', () => {
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const keys = [...def.inputs, ...def.outputs].map((p) => p.key);
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expect(new Set(def.inputs.map((p) => p.key)).size).toBe(def.inputs.length);
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expect(new Set(def.outputs.map((p) => p.key)).size).toBe(def.outputs.length);
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// An event is seeded by the runtime, a state is a name in a machine: neither runs.
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if (def.category === 'event' || def.category === 'state') expect(def.inputs).toHaveLength(0);
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// An event is seeded by the runtime, so nothing flows into it.
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if (def.category === 'event') expect(def.inputs).toHaveLength(0);
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// A state is a name in a machine; its ports only anchor transitions, so it never runs.
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else if (def.category === 'state') expect(def.run).toBeUndefined();
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// A shader node is compiled to GLSL and a particle node to a function: neither is ever run.
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else if (def.category === 'shader' || def.category === 'particles') expect('emit' in def).toBe(true);
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else expect(def.run).toBeTypeOf('function');
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@@ -8,6 +8,7 @@ import { BUILT_IN_NODES } from '../../src/core/graph/nodes';
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import {
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createEmptyGraph,
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type DeclaredPort,
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type GraphLookup,
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NO_LOOKUP,
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type NodeContext,
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resolveDef,
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@@ -38,10 +39,19 @@ interface Case {
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repeat?: RunResult['repeat'] | null;
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/** Expected nested-behavior call; `null` asserts the node calls nothing. */
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call?: RunResult['call'] | null;
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/** The project around the graph – for a node whose step is written in another asset. */
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lookup?: GraphLookup;
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/** Assertions on what the node did to the context or to the handles it was given. */
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after?(ctx: FakeContext): void;
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}
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/** A lookup holding one machine "m" with the given transitions – what `State transition` reads. */
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const machineLookup = (transitions: { from: string; to: string; name?: string }[]): GraphLookup => ({
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...NO_LOOKUP,
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machine: (id) =>
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id === 'm' ? { name: 'M', states: [], transitions: transitions.map((t) => ({ name: '', ...t })) } : null,
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});
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const run = (type: string, c: Case): { result: RunResult; ctx: FakeContext } => {
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const ctx = fakeContext(c.context);
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const node = { id: 'n', type, x: 0, y: 0, params: c.params ?? {}, ports: c.ports };
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@@ -52,7 +62,8 @@ const run = (type: string, c: Case): { result: RunResult; ctx: FakeContext } =>
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inputs: [...execPorts(c.derivedInputs), ...registered.inputs],
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outputs: [...registered.outputs, ...execPorts(c.derivedOutputs)],
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};
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return { result: def.run!(ctx, c.inputs ?? {}, c.params ?? {}, def, c.entry ?? 'exec'), ctx };
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const lookup = c.lookup ?? NO_LOOKUP;
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return { result: def.run!(ctx, c.inputs ?? {}, c.params ?? {}, def, c.entry ?? 'exec', lookup), ctx };
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};
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const at = (name: string, x: number, y: number) => ({ ...fakeEntity(name), x, y });
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@@ -140,6 +151,76 @@ const CASES: Record<string, Case[]> = {
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after: (ctx) => expect(ctx.states).toEqual({}),
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},
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],
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StateTransition: [
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{
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name: 'follows the transition of the asked-for name out of the current state',
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inputs: { machine: 'm' },
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params: { transition: 'alarm' },
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context: { states: { m: 's1' } },
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lookup: machineLookup([{ from: 's1', to: 's2', name: 'alarm' }]),
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next: 'exec',
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after: (ctx) => expect(ctx.states).toEqual({ m: 's2' }),
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},
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{
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// The point of naming transitions: one node works from every state that has that name.
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name: 'picks the same name out of whichever state the machine is in',
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inputs: { machine: 'm' },
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params: { transition: 'alarm' },
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context: { states: { m: 'searching' } },
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lookup: machineLookup([
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{ from: 'patrolling', to: 'chasing', name: 'alarm' },
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{ from: 'chasing', to: 'searching', name: 'lost' },
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{ from: 'searching', to: 'chasing', name: 'alarm' },
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]),
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next: 'exec',
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after: (ctx) => expect(ctx.states).toEqual({ m: 'chasing' }),
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},
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{
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name: 'a name the current state does not carry moves nothing',
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inputs: { machine: 'm' },
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params: { transition: 'lost' },
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context: { states: { m: 's1' } },
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lookup: machineLookup([{ from: 's1', to: 's2', name: 'alarm' }]),
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next: 'exec',
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after: (ctx) => expect(ctx.states).toEqual({ m: 's1' }),
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},
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{
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name: 'two of the name out of one state is no move: the graph never picked between them',
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inputs: { machine: 'm' },
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params: { transition: 'alarm' },
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context: { states: { m: 's1' } },
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lookup: machineLookup([
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{ from: 's1', to: 's2', name: 'alarm' },
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{ from: 's1', to: 's3', name: 'alarm' },
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]),
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next: 'exec',
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after: (ctx) => expect(ctx.states).toEqual({ m: 's1' }),
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},
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{
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// An unnamed transition is a name too, so a machine nobody named still steps.
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name: 'with no name asked for, follows the one unnamed transition',
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inputs: { machine: 'm' },
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context: { states: { m: 's1' } },
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lookup: machineLookup([{ from: 's1', to: 's2' }]),
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next: 'exec',
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after: (ctx) => expect(ctx.states).toEqual({ m: 's2' }),
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},
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{
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name: 'a state with nothing drawn out of it stays put',
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inputs: { machine: 'm' },
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context: { states: { m: 's2' } },
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lookup: machineLookup([{ from: 's1', to: 's2' }]),
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next: 'exec',
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after: (ctx) => expect(ctx.states).toEqual({ m: 's2' }),
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},
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{
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name: 'in no state yet there is nothing to move from',
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inputs: { machine: 'm' },
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lookup: machineLookup([{ from: 's1', to: 's2' }]),
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next: 'exec',
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after: (ctx) => expect(ctx.states).toEqual({}),
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},
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],
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Repeat: [
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{
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name: 'asks for as many body rounds as it was given, then continues at done',
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@@ -5,7 +5,13 @@
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*/
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import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import { AddNodeCommand, ConnectCommand, SetNodeParamCommand } from '../../src/core/commands/graphCommands';
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import {
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AddNodeCommand,
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ConnectCommand,
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NameTransitionCommand,
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RemoveNodeCommand,
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SetNodeParamCommand,
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} from '../../src/core/commands/graphCommands';
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import { AddVariableCommand } from '../../src/core/commands/variableCommands';
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import {
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BEHAVIOR_PARAM,
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@@ -15,8 +21,13 @@ import {
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nextStateName,
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resolveDef,
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STATE,
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STATE_IN,
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STATE_NAME_PARAM,
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STATE_OUT,
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statesOf,
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transitionNames,
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transitionsOf,
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transitionTo,
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} from '../../src/core/graph';
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import { BUILT_IN_NODES } from '../../src/core/graph/nodes';
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import type { StateMachineAsset } from '../../src/core/model/Asset';
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@@ -289,3 +300,122 @@ describe('a running state machine', () => {
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).toThrow('Port not found');
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});
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});
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describe('transitions between states', () => {
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/** Draws a transition the way the canvas does: out of one state's `out`, into the other's `in`. */
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const connect = (f: ProjectFixture, machineId: string, from: string, to: string) =>
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f.stack.execute(
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new ConnectCommand(machineId, { node: from, port: STATE_OUT }, { node: to, port: STATE_IN }),
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);
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it('hangs on the two exec ports every state carries', () => {
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const f = makeProject();
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const machine = makeMachine(f);
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const node = machine.asset().graph.nodes[0]!;
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const def = resolveDef(node, machine.asset().graph, graphLookup(f.project))!;
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expect(def.inputs.map((p) => p.key)).toEqual([STATE_IN]);
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expect(def.outputs.map((p) => p.key)).toEqual([STATE_OUT]);
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// Without a port there is no anchor to draw, drag or right-click an edge on.
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expect(def.inputs[0]?.type).toBe('exec');
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expect(def.outputs[0]?.type).toBe('exec');
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});
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it('is an ordinary edge, so drawing, undo and a save round trip come for free', () => {
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const f = makeProject();
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const machine = makeMachine(f);
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const [open, closed] = machine.ids as [string, string];
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connect(f, machine.id, open, closed);
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expect(transitionsOf(machine.asset().graph)).toEqual([{ from: open, to: closed, name: '' }]);
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const loaded = findAssetOf(roundTrip(f.project), machine.id, 'statemachine')!;
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expect(transitionsOf(loaded.graph)).toEqual([{ from: open, to: closed, name: '' }]);
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f.stack.undo();
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expect(transitionsOf(machine.asset().graph)).toEqual([]);
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});
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it('goes away with the state it hangs on, because both live in the one graph', () => {
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const f = makeProject();
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const machine = makeMachine(f);
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const [open, closed] = machine.ids as [string, string];
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connect(f, machine.id, open, closed);
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f.stack.execute(new RemoveNodeCommand(machine.id, closed));
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expect(transitionsOf(machine.asset().graph)).toEqual([]);
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f.stack.undo();
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expect(transitionsOf(machine.asset().graph)).toEqual([{ from: open, to: closed, name: '' }]);
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});
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it('is what the lookup hands a running graph', () => {
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const f = makeProject();
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const machine = makeMachine(f);
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const [open, closed] = machine.ids as [string, string];
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connect(f, machine.id, open, closed);
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expect(graphLookup(f.project).machine(machine.id)?.transitions).toEqual([
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{ from: open, to: closed, name: '' },
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]);
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});
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it('moves the machine one step when a behavior runs State transition', () => {
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const f = makeProject();
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const machine = makeMachine(f);
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const [open, closed] = machine.ids as [string, string];
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connect(f, machine.id, open, closed);
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const behavior = makeBehavior(f, 'B');
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const set = edit.addNode('SetState', { [MACHINE_PORT]: machine.id });
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const next = edit.addNode('StateTransition', { [MACHINE_PORT]: machine.id });
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edit.wire([
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[start, 'exec', set, open],
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[set, 'exec', next, 'exec'],
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]);
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const ctx = fakeContext();
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new GraphInterpreter(behavior.graph, graphLookup(f.project)).fire('OnStart', ctx);
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expect(ctx.states).toEqual({ [machine.id]: closed });
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});
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it('carries the name it was given through a save, and undo takes it back', () => {
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const f = makeProject();
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const machine = makeMachine(f);
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const [open, closed] = machine.ids as [string, string];
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connect(f, machine.id, open, closed);
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const edge = machine.asset().graph.edges[0]!;
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f.stack.execute(new NameTransitionCommand(machine.id, edge.id, ' alarm '));
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// Trimmed on the way in, so a stray space never makes a second name that looks the same.
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expect(transitionsOf(machine.asset().graph)).toEqual([{ from: open, to: closed, name: 'alarm' }]);
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const loaded = findAssetOf(roundTrip(f.project), machine.id, 'statemachine')!;
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expect(transitionsOf(loaded.graph)).toEqual([{ from: open, to: closed, name: 'alarm' }]);
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f.stack.undo();
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expect(transitionsOf(machine.asset().graph)).toEqual([{ from: open, to: closed, name: '' }]);
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});
|
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|
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it('clears a name back to unnamed rather than keeping an empty one', () => {
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const f = makeProject();
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const machine = makeMachine(f);
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const [open, closed] = machine.ids as [string, string];
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connect(f, machine.id, open, closed);
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const edge = machine.asset().graph.edges[0]!;
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f.stack.execute(new NameTransitionCommand(machine.id, edge.id, 'alarm'));
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f.stack.execute(new NameTransitionCommand(machine.id, edge.id, ' '));
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expect(edge.label).toBeUndefined();
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expect(transitionsOf(machine.asset().graph)).toEqual([{ from: open, to: closed, name: '' }]);
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});
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|
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it('reads the same name out of whichever state the machine is in', () => {
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const machine = {
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name: 'Guard',
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states: [],
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transitions: [
|
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{ from: 'patrolling', to: 'chasing', name: 'alarm' },
|
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{ from: 'searching', to: 'chasing', name: 'alarm' },
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{ from: 'chasing', to: 'searching', name: 'lost' },
|
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],
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||||
};
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expect(transitionTo(machine, 'patrolling', 'alarm')).toBe('chasing');
|
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expect(transitionTo(machine, 'searching', 'alarm')).toBe('chasing');
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expect(transitionTo(machine, 'chasing', 'alarm')).toBe('');
|
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expect(transitionNames(machine)).toEqual(['alarm', 'lost']);
|
||||
});
|
||||
});
|
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@@ -0,0 +1,129 @@
|
||||
/**
|
||||
* The straight arrow between two states. It runs border to border because a diagonal line into a
|
||||
* port passes under the target node and hides its own arrowhead there – the failure that made this
|
||||
* geometry necessary, and the one these checks hold shut.
|
||||
*/
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
ARROW,
|
||||
arrowCorners,
|
||||
arrowShaft,
|
||||
BORDER_GAP,
|
||||
boxExit,
|
||||
centreOf,
|
||||
direction,
|
||||
PARALLEL_SEP,
|
||||
transitionEnds,
|
||||
transitionOffsets,
|
||||
transitionPreview,
|
||||
} from '../../src/editor/graph/transitions';
|
||||
|
||||
/** Two states side by side, 100 x 40 each, 200 apart on x. */
|
||||
const left = { x: 0, y: 0, w: 100, h: 40 };
|
||||
const right = { x: 300, y: 0, w: 100, h: 40 };
|
||||
/** Directly below the first, which is where a pin-to-pin line would cut through a node. */
|
||||
const below = { x: 0, y: 200, w: 100, h: 40 };
|
||||
|
||||
describe('transition geometry', () => {
|
||||
it('leaves a box on the side the ray points at', () => {
|
||||
expect(boxExit(left, { x: 1, y: 0 })).toEqual({ x: 100, y: 20 });
|
||||
expect(boxExit(left, { x: -1, y: 0 })).toEqual({ x: 0, y: 20 });
|
||||
expect(boxExit(left, { x: 0, y: 1 })).toEqual({ x: 50, y: 40 });
|
||||
expect(boxExit(left, { x: 0, y: -1 })).toEqual({ x: 50, y: 0 });
|
||||
});
|
||||
|
||||
it('runs border to border, so neither end sits inside a node', () => {
|
||||
const ends = transitionEnds(left, right)!;
|
||||
expect(ends.start).toEqual({ x: 100 + BORDER_GAP, y: 20 });
|
||||
expect(ends.end).toEqual({ x: 300 - BORDER_GAP, y: 20 });
|
||||
});
|
||||
|
||||
it('leaves through the bottom and the top when one state sits under the other', () => {
|
||||
const ends = transitionEnds(left, below)!;
|
||||
// The whole point: straight down, out of the lower border and into the upper one – never
|
||||
// across the body of either node.
|
||||
expect(ends.start).toEqual({ x: 50, y: 40 + BORDER_GAP });
|
||||
expect(ends.end).toEqual({ x: 50, y: 200 - BORDER_GAP });
|
||||
});
|
||||
|
||||
it('keeps both ends clear of the borders they leave', () => {
|
||||
const ends = transitionEnds(left, right)!;
|
||||
expect(ends.start.x).toBeGreaterThan(left.x + left.w);
|
||||
expect(ends.end.x).toBeLessThan(right.x);
|
||||
});
|
||||
|
||||
it('pushes a there-and-back pair to opposite sides of the line', () => {
|
||||
const offsets = transitionOffsets([
|
||||
{ id: 'there', from: 'a', to: 'b' },
|
||||
{ id: 'back', from: 'b', to: 'a' },
|
||||
]);
|
||||
const there = offsets.get('there')!;
|
||||
const back = offsets.get('back')!;
|
||||
// Same sign in each arrow's own frame, which is opposite sides on screen, since the normal
|
||||
// turns with the direction.
|
||||
expect(there).toBe(back);
|
||||
expect(Math.abs(there)).toBe(PARALLEL_SEP / 2);
|
||||
|
||||
const a = transitionEnds(left, right, there)!;
|
||||
const b = transitionEnds(right, left, back)!;
|
||||
expect(a.start.y).not.toBe(b.end.y);
|
||||
expect(Math.abs(a.start.y - b.end.y)).toBeCloseTo(PARALLEL_SEP);
|
||||
});
|
||||
|
||||
it('leaves a lone transition on the line between the centres', () => {
|
||||
const offsets = transitionOffsets([{ id: 'only', from: 'a', to: 'b' }]);
|
||||
expect(offsets.get('only')).toBe(0);
|
||||
expect(transitionEnds(left, right, 0)).toEqual(transitionEnds(left, right));
|
||||
});
|
||||
|
||||
it('fans three between the same pair evenly around the centre line', () => {
|
||||
const offsets = transitionOffsets([
|
||||
{ id: 'one', from: 'a', to: 'b' },
|
||||
{ id: 'two', from: 'a', to: 'b' },
|
||||
{ id: 'three', from: 'a', to: 'b' },
|
||||
]);
|
||||
expect([...offsets.values()]).toEqual([-PARALLEL_SEP, 0, PARALLEL_SEP]);
|
||||
});
|
||||
|
||||
it('keeps transitions between different pairs on their own centre lines', () => {
|
||||
const offsets = transitionOffsets([
|
||||
{ id: 'ab', from: 'a', to: 'b' },
|
||||
{ id: 'cd', from: 'c', to: 'd' },
|
||||
]);
|
||||
expect(offsets.get('ab')).toBe(0);
|
||||
expect(offsets.get('cd')).toBe(0);
|
||||
});
|
||||
|
||||
it('has no ends when the two boxes share a centre', () => {
|
||||
expect(transitionEnds(left, { ...left })).toBeNull();
|
||||
expect(direction({ x: 5, y: 5 }, { x: 5, y: 5 })).toBeNull();
|
||||
});
|
||||
|
||||
it('stops the line one arrowhead short of the tip', () => {
|
||||
const shaft = arrowShaft({ x: 0, y: 0 }, { x: 100, y: 0 });
|
||||
expect(shaft).toEqual({ x: 100 - ARROW, y: 0 });
|
||||
});
|
||||
|
||||
it('points the head at the target, across the line', () => {
|
||||
const [tip, a, b] = arrowCorners({ x: 0, y: 0 }, { x: 100, y: 0 })!;
|
||||
expect(tip).toEqual({ x: 100, y: 0 });
|
||||
// Both base corners sit at the shaft's end, one on each side of the line.
|
||||
expect(a.x).toBeCloseTo(100 - ARROW);
|
||||
expect(b.x).toBeCloseTo(100 - ARROW);
|
||||
expect(Math.sign(a.y)).toBe(-Math.sign(b.y));
|
||||
expect(Math.abs(a.y)).toBeCloseTo(Math.abs(b.y));
|
||||
});
|
||||
|
||||
it('previews from the source border to the pointer until it finds a state', () => {
|
||||
const loose = transitionPreview(left, null, { x: 300, y: 20 });
|
||||
expect(loose.start).toEqual({ x: 100 + BORDER_GAP, y: 20 });
|
||||
expect(loose.end).toEqual({ x: 300, y: 20 });
|
||||
|
||||
const snapped = transitionPreview(left, right, { x: 280, y: 20 });
|
||||
expect(snapped).toEqual(transitionEnds(left, right));
|
||||
});
|
||||
|
||||
it('centres a box where both halves meet', () => {
|
||||
expect(centreOf(left)).toEqual({ x: 50, y: 20 });
|
||||
});
|
||||
});
|
||||
+4
-1
@@ -9,7 +9,9 @@ import {
|
||||
type DeclaredPort,
|
||||
ENTITY_HANDLE,
|
||||
type EntityHandle,
|
||||
type GraphLookup,
|
||||
type GraphNode,
|
||||
NO_LOOKUP,
|
||||
type NodeContext,
|
||||
type PointerState,
|
||||
type Value,
|
||||
@@ -216,9 +218,10 @@ export function runDef(
|
||||
inputs: Record<string, Value>,
|
||||
params: PropertyBag = {},
|
||||
entry = 'exec',
|
||||
lookup: GraphLookup = NO_LOOKUP,
|
||||
): RunResult {
|
||||
const def = requireNodeDef(type);
|
||||
return def.run!(ctx, inputs, params, def, entry);
|
||||
return def.run!(ctx, inputs, params, def, entry, lookup);
|
||||
}
|
||||
|
||||
/** Runs one node definition in isolation and returns its data outputs. */
|
||||
|
||||
Reference in new issue
Block a user