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>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-12 18:00:23 +02:00
1 parent ce42d16657
commit e7d82bd1a9
60 files changed
+1269 -213

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@@ -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,
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@@ -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' };
},
};
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@@ -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 } : {};
},
};