State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state (no ports, name as title), edited in a new "State machine" tab that reuses the graph canvas: right-click places "State n", snap toggle shared with the Behavior tab via SnapToggle. `statemachine` is a value kind like texture (port, literal node, variable, struct field, tagged list item). Behaviors use it through `State branch` (one exec output per state) and `Set state` (one exec input per state; the interpreter now hands `run` the entry port). States live per behavior instance in NodeContext.states, with no initial state. Ports derive from the inline picker or a wired `State machine` literal; BehaviorLookup became GraphLookup with behavior(id) and machine(id). The Graph tab is labelled "Behavior" (key unchanged). Unit tests (state-machine, kinds, catalog, ports), e2e step 26 and README added. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -34,6 +34,8 @@ export function buildAsset(type: AssetType, name: string, id = newId()): Asset {
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return { ...base, type: 'container', objects: [] };
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case 'animation':
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return { ...base, type: 'animation', frames: [] };
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case 'statemachine':
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return { ...base, type: 'statemachine', graph: createEmptyGraph() };
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}
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}
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@@ -8,14 +8,14 @@ import {
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} from '../graph/Graph';
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import { isTerminalType, resolveDef, terminalNode } from '../graph/nested';
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import { nodeDef } from '../graph/NodeRegistry';
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import { behaviorLookup } from '../model/behaviorPrograms';
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import { graphLookup } from '../model/graphLookup';
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import { newId } from '../ids';
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import type { PropertyBag, PropertyValue } from '../model/Properties';
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import type { Project } from '../model/Project';
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import { coerceValue, defaultsOf } from '../properties/PropertySchema';
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import { type Removed, removeById, removeFirst, removeWhere, restoreAt } from '../util/list';
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import { type Command, CommandError } from './Command';
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import { requireBehavior, requireNode, requireNodeDef } from './require';
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import { requireGraph, requireNode, requireNodeDef } from './require';
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import { SetBagValueCommand } from './SetBagValueCommand';
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export class AddNodeCommand implements Command {
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@@ -44,16 +44,16 @@ export class AddNodeCommand implements Command {
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execute(project: Project): void {
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requireNodeDef(this.node.type);
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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// The two terminals give the behavior its signature; a second one of either would make
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// "which ports does this behavior have" ambiguous.
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if (isTerminalType(this.node.type) && terminalNode(graph, this.node.type))
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throw new CommandError(`This behavior already has a ${nodeDef(this.node.type)?.label} node`);
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throw new CommandError(`This graph already has a ${nodeDef(this.node.type)?.label} node`);
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graph.nodes.push(this.node);
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}
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undo(project: Project): void {
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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graph.nodes = removeById(graph.nodes, this.node.id);
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}
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}
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@@ -69,7 +69,7 @@ export class RemoveNodeCommand implements Command {
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) {}
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execute(project: Project): void {
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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const node = removeFirst(graph.nodes, (n) => n.id === this.nodeId);
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if (!node) throw new CommandError(`Node ${this.nodeId} not found`);
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// `edgesOfNode` reads the edge list only, so it still finds them after the node is gone.
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@@ -79,7 +79,7 @@ export class RemoveNodeCommand implements Command {
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undo(project: Project): void {
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if (!this.removed) return;
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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restoreAt(graph.nodes, [this.removed.node]);
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restoreAt(graph.edges, this.removed.edges);
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}
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@@ -134,9 +134,9 @@ export class SetNodeParamCommand extends SetBagValueCommand<GraphNode> {
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override execute(project: Project): void {
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super.execute(project);
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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const node = requireNode(project, this.assetId, this.nodeId);
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const def = resolveDef(node, graph, behaviorLookup(project));
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const def = resolveDef(node, graph, graphLookup(project));
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if (!def) return;
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const outputs = new Set(def.outputs.map((p) => p.key));
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const inputs = new Set(def.inputs.map((p) => p.key));
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@@ -150,7 +150,7 @@ export class SetNodeParamCommand extends SetBagValueCommand<GraphNode> {
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override undo(project: Project): void {
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super.undo(project);
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restoreAt(requireBehavior(project, this.assetId).graph.edges, this.orphans);
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restoreAt(requireGraph(project, this.assetId).edges, this.orphans);
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}
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protected override resolveTarget(project: Project): GraphNode {
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@@ -183,12 +183,12 @@ export class ConnectCommand implements Command {
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}
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execute(project: Project): void {
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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const fromNode = findNode(graph, this.edge.from.node);
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const toNode = findNode(graph, this.edge.to.node);
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if (!fromNode || !toNode) throw new CommandError('Node not found');
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if (fromNode === toNode) throw new CommandError('A node cannot connect to itself');
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const lookup = behaviorLookup(project);
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const lookup = graphLookup(project);
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const out = resolveDef(fromNode, graph, lookup)?.outputs.find((p) => p.key === this.edge.from.port);
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const inp = resolveDef(toNode, graph, lookup)?.inputs.find((p) => p.key === this.edge.to.port);
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if (!out || !inp) throw new CommandError('Port not found');
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@@ -201,7 +201,7 @@ export class ConnectCommand implements Command {
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}
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undo(project: Project): void {
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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graph.edges = removeById(graph.edges, this.edge.id);
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restoreAt(graph.edges, this.replaced);
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}
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@@ -231,7 +231,7 @@ export class FoldEdgeCommand implements Command {
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}
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private edge(project: Project): GraphEdge {
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const edge = requireBehavior(project, this.assetId).graph.edges.find((e) => e.id === this.edgeId);
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const edge = requireGraph(project, this.assetId).edges.find((e) => e.id === this.edgeId);
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if (!edge) throw new CommandError(`Edge ${this.edgeId} not found`);
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return edge;
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}
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@@ -282,13 +282,13 @@ export class DisconnectCommand implements Command {
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) {}
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execute(project: Project): void {
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const graph = requireBehavior(project, this.assetId).graph;
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const graph = requireGraph(project, this.assetId);
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this.removed = removeWhere(graph.edges, (e) => e.id === this.edgeId);
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if (this.removed.length === 0) throw new CommandError(`Edge ${this.edgeId} not found`);
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}
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undo(project: Project): void {
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restoreAt(requireBehavior(project, this.assetId).graph.edges, this.removed);
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restoreAt(requireGraph(project, this.assetId).edges, this.removed);
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}
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}
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@@ -1,10 +1,17 @@
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/** Lookups that throw a `CommandError` when the target does not exist. */
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import { findNode, type GraphNode } from '../graph/Graph';
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import { findNode, type Graph, type GraphNode } from '../graph/Graph';
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import { type NodeDef, nodeDef } from '../graph/NodeRegistry';
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import type { Asset, BehaviorAsset } from '../model/Asset';
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import { findObject, type ObjectTree } from '../model/hierarchy';
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import { isTemplateContent, objectRef, type ObjectRef } from '../model/instance';
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import { findAsset, findAssetOf, findObjectHolder, type ObjectHolder, type Project } from '../model/Project';
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import {
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findAsset,
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findAssetOf,
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findGraphAsset,
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findObjectHolder,
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type ObjectHolder,
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type Project,
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} from '../model/Project';
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import type { SceneObject } from '../model/SceneObject';
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import { propDef, type PropertyDef } from '../properties/PropertySchema';
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import { CommandError } from './Command';
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@@ -64,8 +71,15 @@ export function requireBehavior(project: Project, assetId: string): BehaviorAsse
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return asset;
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}
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/** The graph of a behavior or of a state machine – what every graph command edits. */
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export function requireGraph(project: Project, assetId: string): Graph {
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const asset = findGraphAsset(project, assetId);
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if (!asset) throw new CommandError(`Behavior or state machine ${assetId} not found`);
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return asset.graph;
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}
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export function requireNode(project: Project, assetId: string, nodeId: string): GraphNode {
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const node = findNode(requireBehavior(project, assetId).graph, nodeId);
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const node = findNode(requireGraph(project, assetId), nodeId);
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if (!node) throw new CommandError(`Node ${nodeId} not found`);
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return node;
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}
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@@ -1,5 +1,5 @@
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import { edgesInto, edgesOutOf, type Graph, type GraphNode } from './Graph';
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import { type BehaviorLookup, NO_BEHAVIORS } from './lookup';
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import { type GraphLookup, NO_LOOKUP } from './lookup';
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import { BEHAVIOR_END, BEHAVIOR_START, resolveDef, terminalNode } from './nested';
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import type { NodeContext } from './NodeContext';
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import {
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@@ -58,7 +58,7 @@ export class GraphInterpreter {
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constructor(
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readonly graph: Graph,
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private readonly behaviors: BehaviorLookup = NO_BEHAVIORS,
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private readonly lookup: GraphLookup = NO_LOOKUP,
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) {
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this.frame = emptyFrame(graph);
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}
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@@ -93,11 +93,11 @@ export class GraphInterpreter {
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const target = this.node(edge.to.node);
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if (!target) continue;
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this.trace?.onEdge(edge.id);
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this.execute(target, ctx, depth + 1);
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this.execute(target, ctx, depth + 1, edge.to.port);
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}
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}
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private execute(node: GraphNode, ctx: NodeContext, depth: number): void {
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private execute(node: GraphNode, ctx: NodeContext, depth: number, entry: string): void {
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if (++this.steps > MAX_STEPS_PER_FIRE)
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throw new Error('Behavior graph exceeded the step limit (endless loop?)');
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if (depth > MAX_DEPTH)
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@@ -105,7 +105,7 @@ export class GraphInterpreter {
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const def = this.def(node);
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if (!def?.run) return;
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const inputs = this.collectInputs(node, ctx);
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const result = def.run(ctx, inputs, node.params, def);
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const result = def.run(ctx, inputs, node.params, def, entry);
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const returned = result.call ? this.call(result.call, ctx, depth) : {};
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const produced = { ...result.outputs, ...returned };
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if (!def.read) this.frame.outputCache.set(node.id, produced);
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@@ -122,7 +122,7 @@ export class GraphInterpreter {
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* a call and not an inlining: nothing of it survives the return but the values it hands back.
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*/
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private call(call: CallResult, ctx: NodeContext, depth: number): Record<string, Value> {
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const program = this.behaviors(call.behaviorId);
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const program = this.lookup.behavior(call.behaviorId);
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if (!program) return {};
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if (this.callStack.includes(call.behaviorId)) throw new Error(`Behavior "${program.name}" runs itself`);
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const start = terminalNode(program.graph, BEHAVIOR_START);
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@@ -135,7 +135,8 @@ export class GraphInterpreter {
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this.calledBehaviors.add(call.behaviorId);
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try {
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this.trace?.onNode(start.id);
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this.follow(start, 'exec', { ...ctx, variables: { ...program.defaults } }, depth + 1);
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// Fresh variables and fresh states alike: a call keeps nothing, and sees nothing of the caller's.
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this.follow(start, 'exec', { ...ctx, variables: { ...program.defaults }, states: {} }, depth + 1);
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const end = terminalNode(program.graph, BEHAVIOR_END);
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return (end && this.frame.outputCache.get(end.id)) ?? {};
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} finally {
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@@ -196,7 +197,7 @@ export class GraphInterpreter {
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throw new Error('Behavior graph exceeded the step limit (data cycle?)');
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// Mark before evaluating so a data cycle reads null instead of recursing forever.
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this.frame.dataCache.set(nodeId, {});
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const outputs = def.run(ctx, this.collectInputs(source, ctx), source.params, def).outputs ?? {};
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const outputs = def.run(ctx, this.collectInputs(source, ctx), source.params, def, '').outputs ?? {};
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this.frame.dataCache.set(nodeId, outputs);
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this.trace?.onNode(nodeId);
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this.record(nodeId, outputs);
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@@ -220,7 +221,7 @@ export class GraphInterpreter {
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}
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private def(node: GraphNode) {
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return resolveDef(node, this.frame.graph, this.behaviors);
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return resolveDef(node, this.frame.graph, this.lookup);
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}
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private node(id: string): GraphNode | undefined {
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@@ -62,6 +62,11 @@ export interface NodeContext {
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/** The behavior's parent object – the one the graph acts on. */
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owner: EntityHandle | null;
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variables: PropertyBag;
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/**
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* The current state of each state machine this instance has set, keyed by machine asset id,
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* as the state node's id. A machine not in here is in no state: `State branch` follows nothing.
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*/
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states: Record<string, string>;
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/** Seconds since the world started and since the last tick. */
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time: number;
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dt: number;
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@@ -2,7 +2,7 @@ import type { PropertyBag, PropertyValue } from '../model/Properties';
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import { isKindWith, plainKindOf } from '../properties/kinds';
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import { flatDef, type PropertyDef } from '../properties/PropertySchema';
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import type { DeclaredPort, Graph, GraphNode, PortType } from './Graph';
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import type { BehaviorLookup } from './lookup';
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import type { GraphLookup } from './lookup';
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import type { NodeContext } from './NodeContext';
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import { asList, type Value } from './values';
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@@ -16,7 +16,8 @@ export interface PortDef {
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field?: PropertyDef;
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}
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export type NodeCategory = 'event' | 'flow' | 'data' | 'variable' | 'action';
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/** `state` is the one category no behavior graph offers: its nodes are the states of a state machine. */
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export type NodeCategory = 'event' | 'flow' | 'data' | 'variable' | 'action' | 'state';
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/**
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* How a loop node asks for one of its exec outputs to be run repeatedly: `port` carries the body,
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@@ -45,11 +46,11 @@ export interface RunResult {
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call?: CallResult;
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}
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/** What a node may compute its ports from: itself, the graph it sits in, and the behaviors around it. */
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/** What a node may compute its ports from: itself, the graph it sits in, and the project around it. */
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export interface PortSource {
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node: GraphNode;
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graph: Graph;
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behaviors: BehaviorLookup;
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lookup: GraphLookup;
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}
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/** Ports a single node has on top of the fixed ones of its type, and a label naming what it does. */
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@@ -95,9 +96,16 @@ export interface NodeDef {
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read?(ctx: NodeContext, params: PropertyBag, input: (key: string) => Value): Record<string, Value>;
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/**
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* Event nodes have no `run` – the interpreter seeds their outputs. `def` is resolved for the node at
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* hand, the only way a node with derived ports knows how many it has.
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* hand, the only way a node with derived ports knows how many it has. `entry` is the exec input
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* the pulse arrived through – what a node with one exec input per meaning reads.
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*/
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run?(ctx: NodeContext, inputs: Record<string, Value>, params: PropertyBag, def: NodeDef): RunResult;
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run?(
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ctx: NodeContext,
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inputs: Record<string, Value>,
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params: PropertyBag,
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def: NodeDef,
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entry: string,
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): RunResult;
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}
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const defs = new Map<string, NodeDef>();
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@@ -1,5 +1,5 @@
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import { edgesInto, findNode, type Graph, type PortType, portsCompatible } from './Graph';
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import type { BehaviorLookup } from './lookup';
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import type { GraphLookup } from './lookup';
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import { resolveDef } from './nested';
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import type { NodeDef } from './NodeRegistry';
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@@ -10,7 +10,7 @@ export interface PortSide {
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isOutput: boolean;
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}
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export function portTypeOf(graph: Graph, side: PortSide, lookup: BehaviorLookup): PortType | undefined {
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export function portTypeOf(graph: Graph, side: PortSide, lookup: GraphLookup): PortType | undefined {
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const node = findNode(graph, side.nodeId);
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const def = node && resolveDef(node, graph, lookup);
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const list = side.isOutput ? def?.outputs : def?.inputs;
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@@ -18,7 +18,7 @@ export function portTypeOf(graph: Graph, side: PortSide, lookup: BehaviorLookup)
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}
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/** Whether a drag from `from` may land on `to`, i.e. whether ConnectCommand would accept it. */
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export function canConnect(graph: Graph, from: PortSide, to: PortSide, lookup: BehaviorLookup): boolean {
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export function canConnect(graph: Graph, from: PortSide, to: PortSide, lookup: GraphLookup): boolean {
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if (from.isOutput === to.isOutput || from.nodeId === to.nodeId) return false;
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||||
const fromType = portTypeOf(graph, from, lookup);
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const toType = portTypeOf(graph, to, lookup);
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@@ -36,7 +36,7 @@ export function dropTargetPort(
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graph: Graph,
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from: PortSide,
|
||||
nodeId: string,
|
||||
lookup: BehaviorLookup,
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||||
lookup: GraphLookup,
|
||||
): PortSide | null {
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||||
if (nodeId === from.nodeId) return null;
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||||
const node = findNode(graph, nodeId);
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||||
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||||
@@ -8,6 +8,7 @@ export * from './nested';
|
||||
export * from './NodeContext';
|
||||
export * from './NodeRegistry';
|
||||
export * from './propertyPorts';
|
||||
export * from './stateMachine';
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||||
export * from './values';
|
||||
export * from './variablePorts';
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export { GraphInterpreter, type TraceListener } from './GraphInterpreter';
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@@ -8,6 +8,24 @@ export interface BehaviorProgram {
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defaults: PropertyBag;
|
||||
}
|
||||
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||||
export type BehaviorLookup = (assetId: string) => BehaviorProgram | null;
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/** One state of a machine: the node id is what a port and the runtime hold, the name is the label. */
|
||||
export interface MachineState {
|
||||
id: string;
|
||||
name: string;
|
||||
}
|
||||
|
||||
export const NO_BEHAVIORS: BehaviorLookup = () => null;
|
||||
export interface StateMachine {
|
||||
name: string;
|
||||
states: MachineState[];
|
||||
}
|
||||
|
||||
/**
|
||||
* What a node may look up in the project around its graph: the behaviors it can run and the
|
||||
* state machines it can read. One handle, so no caller can resolve a node with half of it.
|
||||
*/
|
||||
export interface GraphLookup {
|
||||
behavior(assetId: string): BehaviorProgram | null;
|
||||
machine(assetId: string): StateMachine | null;
|
||||
}
|
||||
|
||||
export const NO_LOOKUP: GraphLookup = { behavior: () => null, machine: () => null };
|
||||
@@ -2,7 +2,7 @@ import { textOf } from '../model/Properties';
|
||||
import { isTaggedKind } from '../properties/kinds';
|
||||
import { flatDef, isValidFieldName } from '../properties/PropertySchema';
|
||||
import { type DeclaredPort, declaredPortType, type Graph, type GraphNode } from './Graph';
|
||||
import type { BehaviorLookup } from './lookup';
|
||||
import type { GraphLookup } from './lookup';
|
||||
import { nodeDef, type NodeDef, type PortDef } from './NodeRegistry';
|
||||
|
||||
export const BEHAVIOR_START = 'BehaviorStart';
|
||||
@@ -92,14 +92,14 @@ export function declaredPorts(graph: Graph | undefined, type: string): PortDef[]
|
||||
* The node definition as it applies to *this* node: identical to the registered one, unless the
|
||||
* type declares ports per node (`declaresPorts`) or computes them (`derivePorts`).
|
||||
*/
|
||||
export function resolveDef(node: GraphNode, graph: Graph, lookup: BehaviorLookup): NodeDef | undefined {
|
||||
export function resolveDef(node: GraphNode, graph: Graph, lookup: GraphLookup): NodeDef | undefined {
|
||||
const def = nodeDef(node.type);
|
||||
if (!def || (!def.declaresPorts && !def.derivePorts)) return def;
|
||||
const own = (side: 'inputs' | 'outputs') =>
|
||||
declaredOn(def, node.ports ?? [], side).map((p) =>
|
||||
def.declaredPort ? def.declaredPort(p, node) : portDefOf(p),
|
||||
);
|
||||
const grown = def.derivePorts?.({ node, graph, behaviors: lookup }) ?? {};
|
||||
const grown = def.derivePorts?.({ node, graph, lookup }) ?? {};
|
||||
const side = (key: 'inputs' | 'outputs') => execFirst([...def[key], ...(grown[key] ?? []), ...own(key)]);
|
||||
return { ...def, label: grown.label ?? def.label, inputs: side('inputs'), outputs: side('outputs') };
|
||||
}
|
||||
@@ -113,12 +113,12 @@ function execFirst(ports: PortDef[]): PortDef[] {
|
||||
* Why this call cannot do anything, or null if it can. A call is the one node that depends on a
|
||||
* *different* graph, so it is the one node that can look perfectly healthy and still be dead.
|
||||
*/
|
||||
export function callProblem(node: GraphNode, lookup: BehaviorLookup, ownerId = ''): string | null {
|
||||
export function callProblem(node: GraphNode, lookup: GraphLookup, ownerId = ''): string | null {
|
||||
if (node.type !== RUN_BEHAVIOR) return null;
|
||||
const id = textOf(node.params[BEHAVIOR_PARAM] ?? '');
|
||||
if (!id) return 'No behavior picked';
|
||||
if (id === ownerId) return 'A behavior cannot run itself';
|
||||
const program = lookup(id);
|
||||
const program = lookup.behavior(id);
|
||||
if (!program) return 'That behavior is gone';
|
||||
if (!terminalNode(program.graph, BEHAVIOR_START)) return 'No start node – does nothing';
|
||||
return null;
|
||||
@@ -128,7 +128,7 @@ export function callProblem(node: GraphNode, lookup: BehaviorLookup, ownerId = '
|
||||
* Everything that changes how a node looks, as one string. Views and the inspector rebuild when it
|
||||
* changes – a port list that is derived rather than fixed has no other way of being noticed.
|
||||
*/
|
||||
export function portSignature(node: GraphNode, graph: Graph, lookup: BehaviorLookup, ownerId = ''): string {
|
||||
export function portSignature(node: GraphNode, graph: Graph, lookup: GraphLookup, ownerId = ''): string {
|
||||
const def = resolveDef(node, graph, lookup);
|
||||
if (!def) return 'missing';
|
||||
const list = (ports: PortDef[]) => ports.map((p) => `${p.key}:${p.type}`).join(',');
|
||||
|
||||
@@ -30,6 +30,11 @@ export const TextureLiteral = literal(
|
||||
'texture',
|
||||
'A constant picture: a texture, one of its frames or an animation, as a sprite wears it.',
|
||||
);
|
||||
export const StateMachineLiteral = literal(
|
||||
'StateMachine',
|
||||
'statemachine',
|
||||
'A constant state machine, for a "State branch" or a "Set state" to work on.',
|
||||
);
|
||||
export const ListLiteral = literal(
|
||||
'List',
|
||||
'list',
|
||||
|
||||
@@ -18,8 +18,8 @@ export const RunBehavior: NodeDef = {
|
||||
inputs: [exec()],
|
||||
outputs: [exec()],
|
||||
params: [{ key: BEHAVIOR_PARAM, label: 'Behavior', kind: 'asset', default: '', assetTypes: ['behavior'] }],
|
||||
derivePorts: ({ node, behaviors }) => {
|
||||
const program = behaviors(textOf(node.params[BEHAVIOR_PARAM] ?? ''));
|
||||
derivePorts: ({ node, lookup }) => {
|
||||
const program = lookup.behavior(textOf(node.params[BEHAVIOR_PARAM] ?? ''));
|
||||
return {
|
||||
// The graph reads as what it does, not as a row of identical "Run behavior" boxes.
|
||||
label: program?.name,
|
||||
|
||||
@@ -0,0 +1,23 @@
|
||||
import type { NodeDef } from '../../NodeRegistry';
|
||||
import { machineOf, machinePort, statePorts } from '../../stateMachine';
|
||||
import { asString } from '../../values';
|
||||
import { exec } from '../shared';
|
||||
|
||||
/** The mirror image of `State branch`: the input the flow arrives through names the new state. */
|
||||
export const SetState: NodeDef = {
|
||||
type: 'SetState',
|
||||
label: 'Set state',
|
||||
category: 'action',
|
||||
description:
|
||||
'Puts the machine into the state whose input the flow arrived through, then continues. Each ' +
|
||||
'behavior instance keeps its own states.',
|
||||
inputs: [machinePort()],
|
||||
outputs: [exec()],
|
||||
params: [],
|
||||
derivePorts: (source) => ({ inputs: statePorts(machineOf(source)) }),
|
||||
run: (ctx, inputs, _params, def, entry) => {
|
||||
const machine = asString(inputs.machine);
|
||||
if (machine && def.inputs.some((p) => p.type === 'exec' && p.key === entry)) ctx.states[machine] = entry;
|
||||
return { next: 'exec' };
|
||||
},
|
||||
};
|
||||
@@ -0,0 +1,22 @@
|
||||
import type { NodeDef } from '../../NodeRegistry';
|
||||
import { machineOf, machinePort, statePorts } from '../../stateMachine';
|
||||
import { asString } from '../../values';
|
||||
import { exec } from '../shared';
|
||||
|
||||
/** No state set yet, or a state of another machine: the flow ends here, along no output. */
|
||||
export const StateBranch: NodeDef = {
|
||||
type: 'StateBranch',
|
||||
label: 'State branch',
|
||||
category: 'flow',
|
||||
description:
|
||||
'Continues along the output of the state the machine is in. Before "Set state" has run, the ' +
|
||||
'machine is in no state and nothing continues.',
|
||||
inputs: [exec(), machinePort()],
|
||||
outputs: [],
|
||||
params: [],
|
||||
derivePorts: (source) => ({ outputs: statePorts(machineOf(source)) }),
|
||||
run: (ctx, inputs, _params, def) => {
|
||||
const current = ctx.states[asString(inputs.machine)];
|
||||
return def.outputs.some((p) => p.key === current) ? { next: current } : {};
|
||||
},
|
||||
};
|
||||
@@ -26,7 +26,14 @@ import { IsTouching } from './data/IsTouching';
|
||||
import { Join } from './data/Join';
|
||||
import { KeyIsDown } from './data/KeyIsDown';
|
||||
import { Length } from './data/Length';
|
||||
import { BooleanLiteral, ListLiteral, NumberLiteral, StringLiteral, TextureLiteral } from './data/literals';
|
||||
import {
|
||||
BooleanLiteral,
|
||||
ListLiteral,
|
||||
NumberLiteral,
|
||||
StateMachineLiteral,
|
||||
StringLiteral,
|
||||
TextureLiteral,
|
||||
} from './data/literals';
|
||||
import { Max } from './data/Max';
|
||||
import { Min } from './data/Min';
|
||||
import { Modulo } from './data/Modulo';
|
||||
@@ -76,6 +83,9 @@ import { Branch } from './flow/Branch';
|
||||
import { Repeat } from './flow/Repeat';
|
||||
import { RunBehavior } from './flow/RunBehavior';
|
||||
import { Sequence } from './flow/Sequence';
|
||||
import { SetState } from './flow/SetState';
|
||||
import { StateBranch } from './flow/StateBranch';
|
||||
import { State } from '../stateMachine';
|
||||
import { Variables } from './variable/Variables';
|
||||
|
||||
/**
|
||||
@@ -99,6 +109,8 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
|
||||
Sequence,
|
||||
Repeat,
|
||||
RunBehavior,
|
||||
StateBranch,
|
||||
SetState,
|
||||
BehaviorEnd,
|
||||
Variables,
|
||||
Self,
|
||||
@@ -114,6 +126,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
|
||||
BooleanLiteral,
|
||||
StringLiteral,
|
||||
TextureLiteral,
|
||||
StateMachineLiteral,
|
||||
Add,
|
||||
Subtract,
|
||||
Multiply,
|
||||
@@ -168,3 +181,5 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
|
||||
];
|
||||
|
||||
for (const def of BUILT_IN_NODES) registerNode(def);
|
||||
// Registered so a machine's graph loads and draws, but not built in: no behavior graph offers it.
|
||||
registerNode(State);
|
||||
@@ -0,0 +1,73 @@
|
||||
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 { NodeDef, PortDef, PortSource } from './NodeRegistry';
|
||||
|
||||
export const STATE = 'State';
|
||||
export const STATE_MACHINE = 'StateMachine';
|
||||
export const STATE_NAME_PARAM = 'name';
|
||||
/** The input naming the machine on `State branch` and `Set state`. */
|
||||
export const MACHINE_PORT = 'machine';
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
export const State: NodeDef = {
|
||||
type: STATE,
|
||||
label: 'State',
|
||||
category: 'state',
|
||||
description: 'One state of a state machine.',
|
||||
inputs: [],
|
||||
outputs: [],
|
||||
params: [flatDef(STATE_NAME_PARAM, 'text', { label: 'Name', value: 'State' })],
|
||||
derivePorts: ({ node }) => ({ label: stateName(node) }),
|
||||
};
|
||||
|
||||
export function isStateNode(node: GraphNode): boolean {
|
||||
return node.type === STATE;
|
||||
}
|
||||
|
||||
export function stateName(node: GraphNode): string {
|
||||
return textOf(node.params[STATE_NAME_PARAM] ?? '') || State.label;
|
||||
}
|
||||
|
||||
/** The states of a machine's graph in node order – what its ports and the runtime name. */
|
||||
export function statesOf(graph: Graph): MachineState[] {
|
||||
return graph.nodes.filter(isStateNode).map((node) => ({ id: node.id, name: stateName(node) }));
|
||||
}
|
||||
|
||||
/** 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}`;
|
||||
}
|
||||
|
||||
/** The `machine` input; unconnected, it shows the machine picker. */
|
||||
export const machinePort = (): PortDef => ({
|
||||
key: MACHINE_PORT,
|
||||
label: 'machine',
|
||||
type: 'string',
|
||||
field: flatDef(MACHINE_PORT, 'statemachine', { label: 'Machine' }),
|
||||
});
|
||||
|
||||
/**
|
||||
* The machine a node's `machine` input names while the graph is drawn: the inline pick, or the
|
||||
* `State machine` literal an edge brings in. A port is derived from the graph, not from a running
|
||||
* value, so a variable or a list item feeding the input yields no state ports.
|
||||
*/
|
||||
export function machineOf({ node, graph, lookup }: PortSource): StateMachine | null {
|
||||
const edge = edgesInto(graph, node.id, MACHINE_PORT)[0];
|
||||
const source = edge && graph.nodes.find((n) => n.id === edge.from.node);
|
||||
const id = edge
|
||||
? source?.type === STATE_MACHINE
|
||||
? textOf(source.params.value ?? '')
|
||||
: ''
|
||||
: textOf(node.params[MACHINE_PORT] ?? '');
|
||||
return id ? lookup.machine(id) : null;
|
||||
}
|
||||
|
||||
/** One exec port per state, keyed by the state's id – a rename keeps every edge. */
|
||||
export function statePorts(machine: StateMachine | null): PortDef[] {
|
||||
return (machine?.states ?? []).map((state) => ({ key: state.id, label: state.name, type: 'exec' }));
|
||||
}
|
||||
+18
-1
@@ -82,6 +82,15 @@ export interface AnimationAsset extends AssetBase {
|
||||
frames: string[];
|
||||
}
|
||||
|
||||
/**
|
||||
* The graph holds one `State` node per state and nothing else; a behavior reads the machine's
|
||||
* current state through `State branch` and moves it through `Set state`.
|
||||
*/
|
||||
export interface StateMachineAsset extends AssetBase {
|
||||
type: 'statemachine';
|
||||
graph: Graph;
|
||||
}
|
||||
|
||||
export type Asset =
|
||||
| SpriteAsset
|
||||
| CameraAsset
|
||||
@@ -91,7 +100,15 @@ export type Asset =
|
||||
| ColliderAsset
|
||||
| ContainerAsset
|
||||
| TextureAsset
|
||||
| AnimationAsset;
|
||||
| AnimationAsset
|
||||
| StateMachineAsset;
|
||||
|
||||
/** The assets edited as a node graph – what the graph canvas and the graph commands work on. */
|
||||
export type GraphAsset = BehaviorAsset | StateMachineAsset;
|
||||
|
||||
export function isGraphAsset(asset: Asset): asset is GraphAsset {
|
||||
return asset.type === 'behavior' || asset.type === 'statemachine';
|
||||
}
|
||||
|
||||
export function isSceneAsset(asset: Asset): asset is SceneAsset {
|
||||
return asset.type === 'scene';
|
||||
|
||||
@@ -8,6 +8,7 @@ export const ASSET_TYPES = [
|
||||
'container',
|
||||
'texture',
|
||||
'animation',
|
||||
'statemachine',
|
||||
] as const;
|
||||
|
||||
export type AssetType = (typeof ASSET_TYPES)[number];
|
||||
@@ -22,13 +23,17 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
|
||||
container: 'Container',
|
||||
texture: 'Texture',
|
||||
animation: 'Animation',
|
||||
statemachine: 'State machine',
|
||||
};
|
||||
|
||||
/** Textures and animations are not placeable: they are pictures a sprite wears through `texture`. */
|
||||
export type PlaceableAssetType = Exclude<AssetType, 'scene' | 'texture' | 'animation'>;
|
||||
/**
|
||||
* Textures and animations are not placeable: they are pictures a sprite wears through `texture`.
|
||||
* A state machine is not either: a behavior refers to it by id.
|
||||
*/
|
||||
export type PlaceableAssetType = Exclude<AssetType, 'scene' | 'texture' | 'animation' | 'statemachine'>;
|
||||
|
||||
export function isPlaceableType(type: AssetType): type is PlaceableAssetType {
|
||||
return type !== 'scene' && type !== 'texture' && type !== 'animation';
|
||||
return type !== 'scene' && type !== 'texture' && type !== 'animation' && type !== 'statemachine';
|
||||
}
|
||||
|
||||
export function isAssetType(value: unknown): value is AssetType {
|
||||
|
||||
@@ -1,4 +1,11 @@
|
||||
import { type Asset, type ContainerAsset, isSceneAsset, type SceneAsset } from './Asset';
|
||||
import {
|
||||
type Asset,
|
||||
type ContainerAsset,
|
||||
type GraphAsset,
|
||||
isGraphAsset,
|
||||
isSceneAsset,
|
||||
type SceneAsset,
|
||||
} from './Asset';
|
||||
|
||||
/** 2: a placed container carries no copy of its template. */
|
||||
export const PROJECT_FORMAT_VERSION = 2;
|
||||
@@ -38,6 +45,11 @@ export function listScenes(project: Project): SceneAsset[] {
|
||||
return project.assets.filter(isSceneAsset);
|
||||
}
|
||||
|
||||
export function findGraphAsset(project: Project, assetId: string): GraphAsset | undefined {
|
||||
const asset = findAsset(project, assetId);
|
||||
return asset && isGraphAsset(asset) ? asset : undefined;
|
||||
}
|
||||
|
||||
/**
|
||||
* Everything that holds placed objects. A container's `objects` are a template, so anything
|
||||
* walking "all placed objects" must cover both or it silently skips the templates.
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
import type { BehaviorLookup } from '../graph/lookup';
|
||||
import { resolveAssetProps } from '../properties/resolve';
|
||||
import { findAssetOf, type Project } from './Project';
|
||||
|
||||
/**
|
||||
* What a `Run behavior` node needs from the project. `defaults` are the asset's variable values;
|
||||
* every call copies them, so a nested behavior never carries state from one call to the next.
|
||||
*/
|
||||
export function behaviorLookup(project: Project): BehaviorLookup {
|
||||
return (assetId) => {
|
||||
const asset = findAssetOf(project, assetId, 'behavior');
|
||||
if (!asset) return null;
|
||||
return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(asset) };
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
import type { GraphLookup } from '../graph/lookup';
|
||||
import { statesOf } from '../graph/stateMachine';
|
||||
import { resolveAssetProps } from '../properties/resolve';
|
||||
import { findAssetOf, type Project } from './Project';
|
||||
|
||||
/**
|
||||
* What a graph may see of the project around it. A behavior's `defaults` are its variable values;
|
||||
* every call copies them, so a nested behavior never carries state from one call to the next.
|
||||
*/
|
||||
export function graphLookup(project: Project): GraphLookup {
|
||||
return {
|
||||
behavior: (assetId) => {
|
||||
const asset = findAssetOf(project, assetId, 'behavior');
|
||||
if (!asset) return null;
|
||||
return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(asset) };
|
||||
},
|
||||
machine: (assetId) => {
|
||||
const asset = findAssetOf(project, assetId, 'statemachine');
|
||||
return asset ? { name: asset.name, states: statesOf(asset.graph) } : null;
|
||||
},
|
||||
};
|
||||
}
|
||||
@@ -155,6 +155,8 @@ const ASSET_SCHEMAS: Record<AssetType, PropertySchema> = {
|
||||
],
|
||||
// Behaviors declare their own properties (variables) per asset too – see `schemaForAsset`.
|
||||
behavior: [{ key: 'runInEditor', label: 'Run in editor', kind: 'boolean', default: false }],
|
||||
// The states are the asset's graph (see StateMachineAsset), not a property.
|
||||
statemachine: [],
|
||||
collider: [
|
||||
{
|
||||
key: 'shape',
|
||||
|
||||
@@ -92,6 +92,20 @@ export const KINDS = [
|
||||
field: true,
|
||||
port: true,
|
||||
},
|
||||
/** A state machine asset's id – a text, so it is tagged in a list like a texture. */
|
||||
{
|
||||
kind: 'statemachine',
|
||||
label: 'State machine',
|
||||
mark: '◈',
|
||||
travels: 'string',
|
||||
empty: '',
|
||||
coerce: text,
|
||||
tagged: true,
|
||||
reference: true,
|
||||
variable: true,
|
||||
field: true,
|
||||
port: true,
|
||||
},
|
||||
{ kind: 'object', label: 'Object', mark: '◇', travels: 'object', port: true },
|
||||
{ kind: 'list', label: 'List', mark: '≡', travels: 'list', variable: true, port: true },
|
||||
{ kind: 'struct', label: 'Struct', mark: '⊞', travels: 'struct', variable: true, port: true },
|
||||
|
||||
@@ -9,6 +9,7 @@ import {
|
||||
isValidPortName,
|
||||
fixedPortKeys,
|
||||
nodeDef,
|
||||
STATE,
|
||||
} from '../graph';
|
||||
import type { Asset, TextureFrame } from '../model/Asset';
|
||||
import { isAssetType } from '../model/AssetTypes';
|
||||
@@ -89,6 +90,8 @@ export function deserializeProject(raw: unknown, fallbackId = ''): Project {
|
||||
variables: variables.get(id) ?? [],
|
||||
graph: normalizeGraph(a.graph),
|
||||
});
|
||||
} else if (type === 'statemachine') {
|
||||
assets.push({ id, type, name, props, graph: normalizeGraph(a.graph, STATE) });
|
||||
} else if (type === 'texture') {
|
||||
assets.push({ id, type, name, props, ...normalizeTexture(a, takenIds) });
|
||||
} else if (type === 'animation') {
|
||||
@@ -242,7 +245,8 @@ function normalizePorts(raw: unknown, fixed: readonly string[], writable: boolea
|
||||
return ports;
|
||||
}
|
||||
|
||||
function normalizeGraph(raw: unknown): Graph {
|
||||
/** `only` restricts the node types kept: a state machine's graph holds states and nothing else. */
|
||||
function normalizeGraph(raw: unknown, only?: string): Graph {
|
||||
const g = asRecord(raw);
|
||||
const graph = createEmptyGraph();
|
||||
const nodeIds = new Set<string>();
|
||||
@@ -251,7 +255,7 @@ function normalizeGraph(raw: unknown): Graph {
|
||||
const id = typeof n.id === 'string' ? n.id : '';
|
||||
const type = typeof n.type === 'string' ? n.type : '';
|
||||
const def = nodeDef(type);
|
||||
if (!id || nodeIds.has(id) || !def) continue;
|
||||
if (!id || nodeIds.has(id) || !def || (only !== undefined && type !== only)) continue;
|
||||
nodeIds.add(id);
|
||||
// Params carry both settings and inline input values, so there is no schema to coerce against.
|
||||
const params: PropertyBag = {};
|
||||
|
||||
@@ -30,7 +30,7 @@ export interface AssetTabOptions {
|
||||
}
|
||||
|
||||
/**
|
||||
* The Graph, Texture and Container tabs; each keeps its last asset when the selection moves elsewhere.
|
||||
* The Behavior, State machine, Texture and Container tabs; each keeps its last asset when the selection moves elsewhere.
|
||||
* A subclass must call `mount()`: header and canvas depend on each other, so the base cannot build them.
|
||||
*/
|
||||
export abstract class AssetTabEditor<
|
||||
|
||||
+25
-5
@@ -17,19 +17,31 @@ import { HierarchyPanel } from './panels/HierarchyPanel';
|
||||
import { Toolbar } from './panels/Toolbar';
|
||||
import { type PlayHost, PlaySession, type WorldSnapshot } from './PlaySession';
|
||||
import { ProjectSession } from './ProjectSession';
|
||||
import { StateMachineEditor } from './statemachine/StateMachineEditor';
|
||||
import { installShortcuts } from './shortcuts';
|
||||
import type { EditorState } from './state';
|
||||
import { TextureEditor } from './texture/TextureEditor';
|
||||
import { installTextureImport } from './textureImport';
|
||||
|
||||
export type CentreTab = 'scene' | 'graph' | 'game' | 'texture' | 'animation' | 'container' | 'list';
|
||||
export type CentreTab =
|
||||
'scene' | 'graph' | 'statemachine' | 'game' | 'texture' | 'animation' | 'container' | 'list';
|
||||
|
||||
const TAB_ORDER = ['scene', 'game', 'graph', 'texture', 'animation', 'container', 'list'] as const;
|
||||
const TAB_ORDER = [
|
||||
'scene',
|
||||
'game',
|
||||
'graph',
|
||||
'statemachine',
|
||||
'texture',
|
||||
'animation',
|
||||
'container',
|
||||
'list',
|
||||
] as const;
|
||||
|
||||
const TAB_LABELS: Record<CentreTab, string> = {
|
||||
scene: 'Scene',
|
||||
game: 'Game',
|
||||
graph: 'Graph',
|
||||
graph: 'Behavior',
|
||||
statemachine: 'State machine',
|
||||
texture: 'Texture',
|
||||
animation: 'Animation',
|
||||
container: 'Container',
|
||||
@@ -52,6 +64,7 @@ export class Editor implements PlayHost {
|
||||
/** Game tab: the running world through its camera. */
|
||||
readonly gameView: GameViewport;
|
||||
readonly graphEditor: GraphEditor;
|
||||
readonly stateMachineEditor: StateMachineEditor;
|
||||
readonly textureEditor: TextureEditor;
|
||||
readonly animationEditor: AnimationEditor;
|
||||
readonly containerEditor: ContainerEditor;
|
||||
@@ -88,6 +101,7 @@ export class Editor implements PlayHost {
|
||||
this.viewport = new SceneViewport(state);
|
||||
this.gameView = new GameViewport(state);
|
||||
this.graphEditor = new GraphEditor(state);
|
||||
this.stateMachineEditor = new StateMachineEditor(state);
|
||||
this.textureEditor = new TextureEditor(state);
|
||||
this.animationEditor = new AnimationEditor(state);
|
||||
this.containerEditor = new ContainerEditor(state);
|
||||
@@ -132,6 +146,7 @@ export class Editor implements PlayHost {
|
||||
scene: this.viewport,
|
||||
game: this.gameView,
|
||||
graph: this.graphEditor,
|
||||
statemachine: this.stateMachineEditor,
|
||||
texture: this.textureEditor,
|
||||
animation: this.animationEditor,
|
||||
container: this.containerEditor,
|
||||
@@ -141,6 +156,7 @@ export class Editor implements PlayHost {
|
||||
scene: this.tabButton('scene'),
|
||||
game: this.tabButton('game'),
|
||||
graph: this.tabButton('graph'),
|
||||
statemachine: this.tabButton('statemachine'),
|
||||
texture: this.tabButton('texture'),
|
||||
animation: this.tabButton('animation'),
|
||||
container: this.tabButton('container'),
|
||||
@@ -182,10 +198,14 @@ export class Editor implements PlayHost {
|
||||
});
|
||||
app.ticker.add((ticker) => this.tick(ticker.deltaMS / 1000));
|
||||
// A node, a frame and a template object exist only in their own tab, so selecting one
|
||||
// switches to it; selecting the behavior, texture or container asset itself does not.
|
||||
// switches to it; selecting the behavior, texture or container asset itself does not. A state
|
||||
// machine asset does switch (user's choice): its tab is the only place it shows anything.
|
||||
state.on('selection', () => {
|
||||
const s = state.selection;
|
||||
if (s?.kind === 'node' && this.tab !== 'graph') this.showTab('graph');
|
||||
const machine = state.selectedStateMachineId !== null;
|
||||
if (s?.kind === 'node' && !machine && this.tab !== 'graph') this.showTab('graph');
|
||||
if ((s?.kind === 'node' || s?.kind === 'asset') && machine && this.tab !== 'statemachine')
|
||||
this.showTab('statemachine');
|
||||
if (s?.kind === 'frame' && this.tab !== 'texture') this.showTab('texture');
|
||||
if (
|
||||
s?.kind === 'object' &&
|
||||
|
||||
@@ -230,6 +230,16 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
|
||||
snapping: () => graphEditor.canvas.snapEnabled,
|
||||
crumbs: () => graphEditor.breadcrumb.crumbsDrawn(),
|
||||
},
|
||||
stateMachine: {
|
||||
current: () => editor.stateMachineEditor.currentAssetId,
|
||||
pickerAt: () => centreOf(editor.stateMachineEditor.picker),
|
||||
nodeAt: (nodeId: string) => editor.stateMachineEditor.canvas.nodeGlobal(nodeId),
|
||||
nodeLabel: (nodeId: string) => editor.stateMachineEditor.canvas.nodeLabel(nodeId),
|
||||
nodeRect: (nodeId: string) => editor.stateMachineEditor.canvas.nodeRect(nodeId),
|
||||
canvasRect: () => editor.stateMachineEditor.canvas.canvasRect(),
|
||||
center: () => centreOf(editor.stateMachineEditor.canvas),
|
||||
snapping: () => editor.stateMachineEditor.canvas.snapEnabled,
|
||||
},
|
||||
/** The open image picker: what it offers, what is picked, and where a tile sits. */
|
||||
imagePicker: () => currentImagePicker()?.debugInfo() ?? null,
|
||||
imagePickerTile: (file: string) => currentImagePicker()?.tileGlobal(file) ?? null,
|
||||
|
||||
@@ -17,17 +17,18 @@ import {
|
||||
edgesInto,
|
||||
edgesOutOf,
|
||||
firstPortFor,
|
||||
type Graph,
|
||||
type GraphNode,
|
||||
type BehaviorLookup,
|
||||
type GraphLookup,
|
||||
type PortSide,
|
||||
type PortType,
|
||||
portTypeOf,
|
||||
resolveDef,
|
||||
RUN_BEHAVIOR,
|
||||
} from '../../core/graph';
|
||||
import type { BehaviorAsset } from '../../core/model/Asset';
|
||||
import { behaviorLookup } from '../../core/model/behaviorPrograms';
|
||||
import { findAsset } from '../../core/model/Project';
|
||||
import type { GraphAsset } from '../../core/model/Asset';
|
||||
import { graphLookup } from '../../core/model/graphLookup';
|
||||
import { findAsset, findGraphAsset } from '../../core/model/Project';
|
||||
import { type Trace, TRACE_FADE } from '../../runtime/systems/BehaviorSystem';
|
||||
import { beadsInFlight, launchBead } from './beads';
|
||||
import {
|
||||
@@ -69,8 +70,8 @@ const DRAG_THRESHOLD = 3;
|
||||
const LIVE_VALUE_INTERVAL_MS = 100;
|
||||
|
||||
/**
|
||||
* The node graph of one behavior asset. Which behavior that is comes from the outside (`show`),
|
||||
* so the canvas never has an opinion about the selection – the GraphEditor around it does.
|
||||
* The node graph of one behavior or state machine asset. Which one that is comes from the outside
|
||||
* (`show`), so the canvas never has an opinion about the selection – the tab around it does.
|
||||
*/
|
||||
export class GraphCanvas extends Widget {
|
||||
private readonly bg = new Graphics();
|
||||
@@ -123,7 +124,11 @@ export class GraphCanvas extends Widget {
|
||||
/** A double-clicked call node; the tab opens the behavior and records the step. */
|
||||
onOpenBehavior: (assetId: string) => void = (assetId) => this.state.select({ kind: 'asset', assetId });
|
||||
|
||||
constructor(private readonly state: EditorState) {
|
||||
constructor(
|
||||
private readonly state: EditorState,
|
||||
/** Names the asset kind in the empty state: "No behavior selected …". */
|
||||
private readonly noun = 'behavior',
|
||||
) {
|
||||
super();
|
||||
this.canvas.addChild(this.edgeLayer, this.nodeLayer, this.tempEdge);
|
||||
this.addChild(this.bg, this.grid, this.canvas, this.band, this.hint, this.clip);
|
||||
@@ -187,20 +192,19 @@ export class GraphCanvas extends Widget {
|
||||
return { w: Math.max(this.minWidth, 200), h: Math.max(this.minHeight, 200) };
|
||||
}
|
||||
|
||||
private behaviors(): BehaviorLookup {
|
||||
return behaviorLookup(this.state.project);
|
||||
private behaviors(): GraphLookup {
|
||||
return graphLookup(this.state.project);
|
||||
}
|
||||
|
||||
private asset(): BehaviorAsset | null {
|
||||
const asset = this.assetId ? findAsset(this.state.project, this.assetId) : undefined;
|
||||
return asset && asset.type === 'behavior' ? asset : null;
|
||||
private asset(): GraphAsset | null {
|
||||
return (this.assetId && findGraphAsset(this.state.project, this.assetId)) || null;
|
||||
}
|
||||
|
||||
/** Rebuilds node views from the model (cheap: views are reused by node id). */
|
||||
private sync(): void {
|
||||
const asset = this.asset();
|
||||
if (!asset) {
|
||||
// A behavior that was deleted (or undone away) must not linger as a graph.
|
||||
// An asset that was deleted (or undone away) must not linger as a graph.
|
||||
this.assetId = '';
|
||||
for (const view of this.views.values()) view.destroy({ children: true });
|
||||
this.views.clear();
|
||||
@@ -208,7 +212,7 @@ export class GraphCanvas extends Widget {
|
||||
return;
|
||||
}
|
||||
const seen = new Set<string>();
|
||||
const lookup = behaviorLookup(this.state.project);
|
||||
const lookup = graphLookup(this.state.project);
|
||||
for (const node of asset.graph.nodes) {
|
||||
const def = resolveDef(node, asset.graph, lookup);
|
||||
if (!def) continue;
|
||||
@@ -435,7 +439,8 @@ export class GraphCanvas extends Widget {
|
||||
const local = this.toLocal(e.global);
|
||||
const inside = local.x >= 0 && local.x <= this.w && local.y >= 0 && local.y <= this.h;
|
||||
const asset = dragged.kind === 'asset' ? findAsset(this.state.project, dragged.id) : undefined;
|
||||
if (!inside || !this.assetId || asset?.type !== 'behavior') {
|
||||
// Only a behavior graph runs other behaviors; a state machine has nothing to drop in.
|
||||
if (!inside || this.asset()?.type !== 'behavior' || asset?.type !== 'behavior') {
|
||||
this.setIncoming(null);
|
||||
return;
|
||||
}
|
||||
@@ -631,10 +636,7 @@ export class GraphCanvas extends Widget {
|
||||
this.state.select(nodeSelection(this.assetId, [add.node.id]));
|
||||
}
|
||||
|
||||
private openLinks(
|
||||
pick: (graph: BehaviorAsset['graph']) => BehaviorAsset['graph']['edges'],
|
||||
at: { x: number; y: number },
|
||||
): void {
|
||||
private openLinks(pick: (graph: Graph) => Graph['edges'], at: { x: number; y: number }): void {
|
||||
const graph = this.asset()?.graph;
|
||||
if (graph) openLinkMenu(this.state, this.assetId, pick(graph), at.x, at.y);
|
||||
}
|
||||
@@ -652,7 +654,7 @@ export class GraphCanvas extends Widget {
|
||||
const asset = this.asset();
|
||||
this.canvas.visible = asset !== null;
|
||||
if (!asset) {
|
||||
this.hint.text = 'No behavior selected – pick one above, or add a behavior asset.';
|
||||
this.hint.text = `No ${this.noun} selected – pick one above, or add a ${this.noun} asset.`;
|
||||
return;
|
||||
}
|
||||
const playing = this.state.mode === 'play';
|
||||
|
||||
@@ -1,29 +1,24 @@
|
||||
import type { Asset, BehaviorAsset } from '../../core/model/Asset';
|
||||
import { findAsset, findAssetOf } from '../../core/model/Project';
|
||||
import { Checkbox, Label } from '../../ui';
|
||||
import { AssetTabEditor } from '../AssetTabEditor';
|
||||
import type { EditorState } from '../state';
|
||||
import { Breadcrumb } from './Breadcrumb';
|
||||
import { GraphCanvas } from './GraphCanvas';
|
||||
import { SnapToggle } from './SnapToggle';
|
||||
import { backTo, descend, follow, type Trail } from './trail';
|
||||
|
||||
/** Room kept for the "N nodes · M links" readout, wide enough for a three-digit graph. */
|
||||
const INFO_WIDTH = 150;
|
||||
|
||||
export class GraphEditor extends AssetTabEditor<BehaviorAsset, GraphCanvas> {
|
||||
private readonly snapBox = new Checkbox();
|
||||
private readonly snap = new SnapToggle(() => this.canvas);
|
||||
readonly breadcrumb = new Breadcrumb();
|
||||
private trail: Trail = [];
|
||||
|
||||
constructor(state: EditorState) {
|
||||
super(state, { noun: 'Behavior', infoWidth: INFO_WIDTH });
|
||||
this.snapBox.onChange = (on) => this.canvas.setSnapping(on);
|
||||
this.breadcrumb.onPick = (index) => this.open(this.trail[index]!, backTo(this.trail, index));
|
||||
this.mount(
|
||||
new GraphCanvas(state),
|
||||
[new Label('Snap', { style: 'muted' }), this.snapBox],
|
||||
this.breadcrumb,
|
||||
);
|
||||
this.mount(new GraphCanvas(state), this.snap.widgets, this.breadcrumb);
|
||||
this.canvas.onOpenBehavior = (id) => this.open(id, descend(this.trail, this.currentAssetId, id));
|
||||
// Play swaps in the runtime copy of the project, and back.
|
||||
state.on('mode', () => this.refresh());
|
||||
@@ -69,6 +64,6 @@ export class GraphEditor extends AssetTabEditor<BehaviorAsset, GraphCanvas> {
|
||||
}
|
||||
|
||||
protected override syncExtras(asset: BehaviorAsset | null): void {
|
||||
this.snapBox.setEnabled(Boolean(asset));
|
||||
this.snap.setEnabled(Boolean(asset));
|
||||
}
|
||||
}
|
||||
@@ -2,7 +2,7 @@ import type { NodeCategory, NodeDef } from '../../core/graph';
|
||||
import { ListView, Popup, ScrollContainer, TextField, Theme, ui } from '../../ui';
|
||||
import type { PaletteEntry } from './paletteEntries';
|
||||
|
||||
const CATEGORY_ORDER: NodeCategory[] = ['event', 'flow', 'variable', 'data', 'action'];
|
||||
const CATEGORY_ORDER: NodeCategory[] = ['event', 'flow', 'variable', 'data', 'action', 'state'];
|
||||
|
||||
/** Searchable list of node types; right-click menu of the graph editor. */
|
||||
export class NodePalette extends Popup {
|
||||
|
||||
@@ -49,6 +49,8 @@ export function categoryColor(category: NodeCategory): number {
|
||||
return c.categoryVariable;
|
||||
case 'action':
|
||||
return c.categoryAction;
|
||||
case 'state':
|
||||
return c.categoryState;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
import { Checkbox, Label, type Widget } from '../../ui';
|
||||
import type { GraphCanvas } from './GraphCanvas';
|
||||
|
||||
/** The "Snap" checkbox every tab on the graph canvas carries in its header. */
|
||||
export class SnapToggle {
|
||||
private readonly box = new Checkbox();
|
||||
readonly widgets: readonly Widget[];
|
||||
|
||||
constructor(canvas: () => GraphCanvas) {
|
||||
this.box.onChange = (on) => canvas().setSnapping(on);
|
||||
this.widgets = [new Label('Snap', { style: 'muted' }), this.box];
|
||||
}
|
||||
|
||||
setEnabled(on: boolean): void {
|
||||
this.box.setEnabled(on);
|
||||
}
|
||||
}
|
||||
@@ -3,13 +3,16 @@ import {
|
||||
BEHAVIOR_PARAM,
|
||||
createEmptyGraph,
|
||||
isTerminalType,
|
||||
nextStateName,
|
||||
type NodeDef,
|
||||
resolveDef,
|
||||
RUN_BEHAVIOR,
|
||||
State,
|
||||
STATE_NAME_PARAM,
|
||||
terminalNode,
|
||||
} from '../../core/graph';
|
||||
import type { BehaviorAsset } from '../../core/model/Asset';
|
||||
import { behaviorLookup } from '../../core/model/behaviorPrograms';
|
||||
import type { GraphAsset } from '../../core/model/Asset';
|
||||
import { graphLookup } from '../../core/model/graphLookup';
|
||||
import type { PropertyBag } from '../../core/model/Properties';
|
||||
import type { Project } from '../../core/model/Project';
|
||||
|
||||
@@ -25,17 +28,22 @@ export interface PaletteEntry {
|
||||
}
|
||||
|
||||
/**
|
||||
* The node types offerable in `asset`'s graph. Every other behavior appears under its own name
|
||||
* instead of behind a generic "Run behavior"; the two terminals drop out once the graph has them.
|
||||
* The node types offerable in `asset`'s graph. A state machine holds states and nothing else, each
|
||||
* new one named by its number. In a behavior, every other behavior appears under its own name
|
||||
* instead of behind a generic "Run behavior", and the two terminals drop out once the graph has them.
|
||||
*/
|
||||
export function paletteEntries(project: Project, asset: BehaviorAsset): PaletteEntry[] {
|
||||
export function paletteEntries(project: Project, asset: GraphAsset): PaletteEntry[] {
|
||||
if (asset.type === 'statemachine') {
|
||||
const params = { [STATE_NAME_PARAM]: nextStateName(asset.graph) };
|
||||
return [{ id: State.type, hint: State.category, def: State, params }];
|
||||
}
|
||||
const entries: PaletteEntry[] = [];
|
||||
for (const def of allNodeDefs()) {
|
||||
if (def.type === RUN_BEHAVIOR) continue;
|
||||
if (def.type === RUN_BEHAVIOR || def.category === 'state') continue;
|
||||
if (isTerminalType(def.type) && terminalNode(asset.graph, def.type)) continue;
|
||||
entries.push({ id: def.type, hint: def.category, def, params: {} });
|
||||
}
|
||||
const lookup = behaviorLookup(project);
|
||||
const lookup = graphLookup(project);
|
||||
for (const other of project.assets) {
|
||||
// A behavior running itself is an endless loop, so it is not on offer.
|
||||
if (other.type !== 'behavior' || other.id === asset.id) continue;
|
||||
|
||||
@@ -231,6 +231,12 @@ const REFERENCES: Record<ReferenceKind, Reference> = {
|
||||
})),
|
||||
},
|
||||
texture: { none: NO_TEXTURE_LABEL, label: textureRefLabel, choices: textureRefChoices },
|
||||
statemachine: {
|
||||
none: NO_ASSET_LABEL,
|
||||
label: assetRefLabel,
|
||||
choices: (project) =>
|
||||
assetRefChoices(project, ['statemachine']).map((a) => ({ id: a.id, label: a.name })),
|
||||
},
|
||||
};
|
||||
|
||||
/** An id in the words of its reference kind; nothing for a kind that names nothing. */
|
||||
@@ -355,6 +361,7 @@ export function createField(
|
||||
}
|
||||
case 'asset':
|
||||
case 'texture':
|
||||
case 'statemachine':
|
||||
return referenceField(ctx, def, REFERENCES[def.kind], value, handlers);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,8 +11,9 @@ import {
|
||||
portSignature,
|
||||
resolveDef,
|
||||
} from '../../core/graph';
|
||||
import { behaviorLookup } from '../../core/model/behaviorPrograms';
|
||||
import { findAssetOf, type Project } from '../../core/model/Project';
|
||||
import type { GraphAsset } from '../../core/model/Asset';
|
||||
import { graphLookup } from '../../core/model/graphLookup';
|
||||
import { findGraphAsset, type Project } from '../../core/model/Project';
|
||||
import { textOf } from '../../core/model/Properties';
|
||||
import type { PropertyDef } from '../../core/properties/PropertySchema';
|
||||
import { Label } from '../../ui';
|
||||
@@ -24,11 +25,11 @@ import { currentNode, nodeParamValue } from './valueSpecs';
|
||||
|
||||
/** Structure-defining facts of a node selection: ports, connected inputs, declared variables. */
|
||||
export function nodeSignature(project: Project, assetId: string, nodeId: string): string {
|
||||
const asset = findAssetOf(project, assetId, 'behavior');
|
||||
const asset = findGraphAsset(project, assetId);
|
||||
if (!asset) return 'missing';
|
||||
const node = asset.graph.nodes.find((n) => n.id === nodeId);
|
||||
if (!node) return 'missing';
|
||||
const lookup = behaviorLookup(project);
|
||||
const lookup = graphLookup(project);
|
||||
const def = resolveDef(node, asset.graph, lookup);
|
||||
const connected = def
|
||||
? inlineInputs(def)
|
||||
@@ -38,23 +39,28 @@ export function nodeSignature(project: Project, assetId: string, nodeId: string)
|
||||
const declared = (node.ports ?? []).map((p) => `${p.key}:${p.kind}${p.write ? ':set' : ''}`).join(',');
|
||||
// They decide which rows the inspector builds, and two behaviors may share a name in the title.
|
||||
const target = `${textOf(node.params[OBJECT_TYPE_PARAM] ?? '')}:${textOf(node.params[OBJECT_BEHAVIOR_PARAM] ?? '')}`;
|
||||
return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(',')}|${asset.variables
|
||||
return `${portSignature(node, asset.graph, lookup, assetId)}|${declared}|${connected.join(',')}|${variablesOf(
|
||||
asset,
|
||||
)
|
||||
.map((v) => v.key)
|
||||
.join(',')}|${target}`;
|
||||
}
|
||||
|
||||
/** A state machine declares no variables; its one node type has none to name. */
|
||||
const variablesOf = (asset: GraphAsset): PropertyDef[] => (asset.type === 'behavior' ? asset.variables : []);
|
||||
|
||||
/** Description, settings (params) and the inline values of unconnected data inputs. */
|
||||
export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: string): void {
|
||||
const asset = findAssetOf(host.state.project, assetId, 'behavior');
|
||||
const asset = findGraphAsset(host.state.project, assetId);
|
||||
if (!asset) return;
|
||||
const node = asset.graph.nodes.find((n) => n.id === nodeId);
|
||||
const def = node && resolveDef(node, asset.graph, behaviorLookup(host.state.project));
|
||||
const def = node && resolveDef(node, asset.graph, graphLookup(host.state.project));
|
||||
if (!node || !def) return;
|
||||
|
||||
addTitle(host, `${def.category.toUpperCase()} NODE`);
|
||||
host.body.add(new Label(def.label, { style: 'bodyBold' }));
|
||||
addNote(host, def.description);
|
||||
const problem = callProblem(node, behaviorLookup(host.state.project), assetId);
|
||||
const problem = callProblem(node, graphLookup(host.state.project), assetId);
|
||||
if (problem) addNote(host, problem, 'warning');
|
||||
const addSetting = (param: PropertyDef) => {
|
||||
const row = createFieldRow(
|
||||
@@ -67,9 +73,9 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
|
||||
host.body.add(row.row);
|
||||
};
|
||||
const ownSettings = declaresPropertyPorts(node.type);
|
||||
if (declaresVariablePorts(node.type)) buildVariablePortSection(host, assetId, node, asset.variables);
|
||||
if (declaresVariablePorts(node.type)) buildVariablePortSection(host, assetId, node, variablesOf(asset));
|
||||
else if (ownSettings) buildPropertyPortSection(host, assetId, node, addSetting);
|
||||
else if (def.declaresPorts) buildPortSection(host, assetId, node, asset.variables);
|
||||
else if (def.declaresPorts) buildPortSection(host, assetId, node, variablesOf(asset));
|
||||
|
||||
if (!ownSettings && def.params.length > 0) {
|
||||
addTitle(host, 'SETTINGS');
|
||||
@@ -94,7 +100,7 @@ export function buildNodeSection(host: InspectorHost, assetId: string, nodeId: s
|
||||
/** Pushes the node's current params into the rows. False when the node is gone (rebuild). */
|
||||
export function refreshNodeSection(host: InspectorHost, assetId: string, nodeId: string): boolean {
|
||||
const found = currentNode(host.state.project, assetId, nodeId);
|
||||
const def = found && resolveDef(found.node, found.graph, behaviorLookup(host.state.project));
|
||||
const def = found && resolveDef(found.node, found.graph, graphLookup(host.state.project));
|
||||
if (!found || !def) return false;
|
||||
for (const [key, row] of host.fields) {
|
||||
const [scope, name] = key.split(':') as ['param' | 'input', string];
|
||||
|
||||
@@ -4,7 +4,7 @@ import { SetOverrideCommand } from '../../core/commands/sceneObjectCommands';
|
||||
import { findNode, type Graph, type GraphNode } from '../../core/graph/Graph';
|
||||
import type { Asset } from '../../core/model/Asset';
|
||||
import type { ObjectRef } from '../../core/model/instance';
|
||||
import { findAsset, findAssetOf, type Project } from '../../core/model/Project';
|
||||
import { findAsset, findGraphAsset, type Project } from '../../core/model/Project';
|
||||
import type { EditorState } from '../state';
|
||||
import { currentProps, currentRef } from './objectQueries';
|
||||
import type { PreviewedValue } from './previewHandlers';
|
||||
@@ -57,7 +57,7 @@ export function currentNode(
|
||||
assetId: string,
|
||||
nodeId: string,
|
||||
): { node: GraphNode; graph: Graph } | undefined {
|
||||
const asset = findAssetOf(project, assetId, 'behavior');
|
||||
const asset = findGraphAsset(project, assetId);
|
||||
if (!asset) return undefined;
|
||||
const node = findNode(asset.graph, nodeId);
|
||||
return node && { node, graph: asset.graph };
|
||||
|
||||
@@ -6,7 +6,7 @@ import { edgesInto, type Graph, type GraphNode } from '../../core/graph/Graph';
|
||||
import { resolveDef } from '../../core/graph/nested';
|
||||
import { inlineInputDef, inlineInputs, type NodeDef } from '../../core/graph/NodeRegistry';
|
||||
import type { Asset } from '../../core/model/Asset';
|
||||
import { behaviorLookup } from '../../core/model/behaviorPrograms';
|
||||
import { graphLookup } from '../../core/model/graphLookup';
|
||||
import type { ObjectRef } from '../../core/model/instance';
|
||||
import { isList, type ListValue, type PropertyValue, type StructValue } from '../../core/model/Properties';
|
||||
import { findAsset } from '../../core/model/Project';
|
||||
@@ -181,7 +181,7 @@ function objectOwner(
|
||||
function nodeOwner(state: EditorState, slot: Extract<ListSlot, { kind: 'node' }>): Owner<GraphNode> | null {
|
||||
const found = currentNode(state.project, slot.assetId, slot.nodeId);
|
||||
if (!found) return null;
|
||||
const nodeDef = resolveDef(found.node, found.graph, behaviorLookup(state.project));
|
||||
const nodeDef = resolveDef(found.node, found.graph, graphLookup(state.project));
|
||||
const def =
|
||||
nodeDef && (nodeDef.params.find((p) => p.key === slot.key) ?? inlineListDef(nodeDef, found, slot.key));
|
||||
if (!nodeDef || !def) return null;
|
||||
|
||||
+15
-5
@@ -7,6 +7,7 @@ import {
|
||||
createEmptyProject,
|
||||
findAsset,
|
||||
findAssetOf,
|
||||
findGraphAsset,
|
||||
findObjectHolder,
|
||||
findScene,
|
||||
type Project,
|
||||
@@ -313,8 +314,8 @@ export class EditorState {
|
||||
if (alive.length !== s.objectIds.length) this.select(objectSelection(s.holderId, alive, s.objectId));
|
||||
}
|
||||
if (s.kind === 'node') {
|
||||
const asset = findAssetOf(this.project, s.assetId, 'behavior');
|
||||
// Fall back to the behavior asset so the graph stays open when its node vanished (undo).
|
||||
const asset = findGraphAsset(this.project, s.assetId);
|
||||
// Fall back to the asset so the graph stays open when its node vanished (undo).
|
||||
if (!asset) this.select(null);
|
||||
else {
|
||||
const alive = s.nodeIds.filter((id) => asset.graph.nodes.some((n) => n.id === id));
|
||||
@@ -346,12 +347,21 @@ export class EditorState {
|
||||
|
||||
/** The behavior asset the current selection refers to (asset, placed object or node), if any. */
|
||||
get selectedBehaviorId(): string | null {
|
||||
return this.selectedGraphId('behavior');
|
||||
}
|
||||
|
||||
/** The state machine the current selection refers to: the asset, or one of its states. */
|
||||
get selectedStateMachineId(): string | null {
|
||||
return this.selectedGraphId('statemachine');
|
||||
}
|
||||
|
||||
private selectedGraphId(type: 'behavior' | 'statemachine'): string | null {
|
||||
const s = this.selection;
|
||||
if (!s) return null;
|
||||
if (s.kind === 'node') return s.assetId;
|
||||
if (s.kind === 'frame') return null;
|
||||
const asset = this.assetBehind(s);
|
||||
return asset && asset.type === 'behavior' ? asset.id : null;
|
||||
// A node names its asset; which tab that is depends on what the asset is.
|
||||
const asset = s.kind === 'node' ? findAsset(this.project, s.assetId) : this.assetBehind(s);
|
||||
return asset && asset.type === type ? asset.id : null;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
import { statesOf } from '../../core/graph';
|
||||
import type { Asset, StateMachineAsset } from '../../core/model/Asset';
|
||||
import { AssetTabEditor } from '../AssetTabEditor';
|
||||
import { GraphCanvas } from '../graph/GraphCanvas';
|
||||
import { SnapToggle } from '../graph/SnapToggle';
|
||||
import type { EditorState } from '../state';
|
||||
|
||||
/** Room kept for the "N states" readout. */
|
||||
const INFO_WIDTH = 90;
|
||||
|
||||
/**
|
||||
* The states of one state machine, on the graph canvas the Behavior tab uses: a state is a node,
|
||||
* so placing (right-click), moving, snapping, renaming, deleting and undo are the graph's.
|
||||
* Transitions are a later step.
|
||||
*/
|
||||
export class StateMachineEditor extends AssetTabEditor<StateMachineAsset, GraphCanvas> {
|
||||
private readonly snap = new SnapToggle(() => this.canvas);
|
||||
|
||||
constructor(state: EditorState) {
|
||||
super(state, { noun: 'State machine', infoWidth: INFO_WIDTH });
|
||||
this.mount(new GraphCanvas(state, 'state machine'), this.snap.widgets);
|
||||
// Play swaps in the runtime copy of the project, and back.
|
||||
state.on('mode', () => this.refresh());
|
||||
}
|
||||
|
||||
protected override selectedId(): string {
|
||||
return this.state.selectedStateMachineId ?? '';
|
||||
}
|
||||
|
||||
protected override isMine(asset: Asset): asset is StateMachineAsset {
|
||||
return asset.type === 'statemachine';
|
||||
}
|
||||
|
||||
protected override infoText(asset: StateMachineAsset): string {
|
||||
const count = statesOf(asset.graph).length;
|
||||
return `${count} ${count === 1 ? 'state' : 'states'}`;
|
||||
}
|
||||
|
||||
protected override syncExtras(asset: StateMachineAsset | null): void {
|
||||
this.snap.setEnabled(Boolean(asset));
|
||||
}
|
||||
}
|
||||
@@ -10,7 +10,7 @@ import {
|
||||
type Value,
|
||||
} from '../../core/graph';
|
||||
import { stepKeyRepeat } from '../../core/graph/keyRepeat';
|
||||
import { behaviorLookup } from '../../core/model/behaviorPrograms';
|
||||
import { graphLookup } from '../../core/model/graphLookup';
|
||||
import { type PropertyBag, textOf } from '../../core/model/Properties';
|
||||
import { findAssetOf, type Project } from '../../core/model/Project';
|
||||
import { parentChain } from '../../core/model/walk';
|
||||
@@ -41,6 +41,8 @@ interface Instance {
|
||||
interpreter: GraphInterpreter;
|
||||
trace: Omit<Trace, 'values'>;
|
||||
values: Map<Graph, Map<string, Produced>>;
|
||||
/** Current state per state machine – this instance's alone, like its variables. */
|
||||
states: Record<string, string>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -125,7 +127,7 @@ export class BehaviorSystem implements System {
|
||||
if (!asset) continue;
|
||||
const trace = { edges: new Map<string, number>(), nodes: new Map<string, number>() };
|
||||
const values = new Map<Graph, Map<string, Produced>>();
|
||||
const interpreter = new GraphInterpreter(asset.graph, behaviorLookup(this.project));
|
||||
const interpreter = new GraphInterpreter(asset.graph, graphLookup(this.project));
|
||||
interpreter.trace = {
|
||||
onEdge: (id) => trace.edges.set(id, world.time),
|
||||
onNode: (id) => trace.nodes.set(id, world.time),
|
||||
@@ -135,7 +137,7 @@ export class BehaviorSystem implements System {
|
||||
byNode.set(id, { time: world.time, values: produced });
|
||||
},
|
||||
} satisfies TraceListener;
|
||||
const instance = { entity, interpreter, trace, values };
|
||||
const instance: Instance = { entity, interpreter, trace, values, states: {} };
|
||||
this.instances.push(instance);
|
||||
this.run(instance, (i, ctx) => i.fire('OnStart', ctx), 0);
|
||||
}
|
||||
@@ -275,7 +277,7 @@ export class BehaviorSystem implements System {
|
||||
): void {
|
||||
const world = this.world;
|
||||
if (!world) return;
|
||||
const ctx = this.context(instance.entity, world, dt);
|
||||
const ctx = this.context(instance, world, dt);
|
||||
try {
|
||||
body(instance.interpreter, ctx);
|
||||
} catch (error) {
|
||||
@@ -286,7 +288,7 @@ export class BehaviorSystem implements System {
|
||||
}
|
||||
}
|
||||
|
||||
private context(entity: Entity, world: World, dt: number): NodeContext {
|
||||
private context({ entity, states }: Instance, world: World, dt: number): NodeContext {
|
||||
// Handles arriving from the graph are the entities themselves, or test doubles with the same id.
|
||||
const resolve = (handle: EntityHandle | null): Entity | undefined =>
|
||||
handle ? world.entities.find((e) => e === handle || e.id === handle.id) : undefined;
|
||||
@@ -294,6 +296,7 @@ export class BehaviorSystem implements System {
|
||||
self: entity,
|
||||
owner: entity.parent,
|
||||
variables: entity.props,
|
||||
states,
|
||||
time: world.time,
|
||||
dt,
|
||||
findByName: (name) => world.findByName(name) ?? null,
|
||||
|
||||
@@ -54,6 +54,7 @@ export const Theme = {
|
||||
categoryData: 0x2e8b57,
|
||||
categoryVariable: 0xb8860b,
|
||||
categoryAction: 0x2f6fd6,
|
||||
categoryState: 0x8e5ad6,
|
||||
portExec: 0xffffff,
|
||||
portNumber: 0x6fcf97,
|
||||
portBoolean: 0xe57373,
|
||||
|
||||
Reference in new issue
Block a user