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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@@ -82,6 +82,15 @@ export interface AnimationAsset extends AssetBase {
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frames: string[];
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}
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/**
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* The graph holds one `State` node per state and nothing else; a behavior reads the machine's
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* current state through `State branch` and moves it through `Set state`.
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*/
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export interface StateMachineAsset extends AssetBase {
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type: 'statemachine';
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graph: Graph;
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}
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export type Asset =
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| SpriteAsset
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| CameraAsset
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@@ -91,7 +100,15 @@ export type Asset =
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| ColliderAsset
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| ContainerAsset
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| TextureAsset
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| AnimationAsset;
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| AnimationAsset
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| StateMachineAsset;
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/** The assets edited as a node graph – what the graph canvas and the graph commands work on. */
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export type GraphAsset = BehaviorAsset | StateMachineAsset;
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export function isGraphAsset(asset: Asset): asset is GraphAsset {
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return asset.type === 'behavior' || asset.type === 'statemachine';
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}
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export function isSceneAsset(asset: Asset): asset is SceneAsset {
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return asset.type === 'scene';
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@@ -8,6 +8,7 @@ export const ASSET_TYPES = [
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'container',
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'texture',
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'animation',
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'statemachine',
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] as const;
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export type AssetType = (typeof ASSET_TYPES)[number];
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@@ -22,13 +23,17 @@ export const ASSET_TYPE_LABELS: Record<AssetType, string> = {
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container: 'Container',
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texture: 'Texture',
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animation: 'Animation',
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statemachine: 'State machine',
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};
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/** Textures and animations are not placeable: they are pictures a sprite wears through `texture`. */
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export type PlaceableAssetType = Exclude<AssetType, 'scene' | 'texture' | 'animation'>;
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/**
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* Textures and animations are not placeable: they are pictures a sprite wears through `texture`.
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* A state machine is not either: a behavior refers to it by id.
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*/
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export type PlaceableAssetType = Exclude<AssetType, 'scene' | 'texture' | 'animation' | 'statemachine'>;
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export function isPlaceableType(type: AssetType): type is PlaceableAssetType {
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return type !== 'scene' && type !== 'texture' && type !== 'animation';
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return type !== 'scene' && type !== 'texture' && type !== 'animation' && type !== 'statemachine';
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}
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export function isAssetType(value: unknown): value is AssetType {
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@@ -1,4 +1,11 @@
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import { type Asset, type ContainerAsset, isSceneAsset, type SceneAsset } from './Asset';
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import {
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type Asset,
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type ContainerAsset,
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type GraphAsset,
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isGraphAsset,
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isSceneAsset,
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type SceneAsset,
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} from './Asset';
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/** 2: a placed container carries no copy of its template. */
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export const PROJECT_FORMAT_VERSION = 2;
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@@ -38,6 +45,11 @@ export function listScenes(project: Project): SceneAsset[] {
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return project.assets.filter(isSceneAsset);
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}
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export function findGraphAsset(project: Project, assetId: string): GraphAsset | undefined {
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const asset = findAsset(project, assetId);
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return asset && isGraphAsset(asset) ? asset : undefined;
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}
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/**
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* Everything that holds placed objects. A container's `objects` are a template, so anything
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* walking "all placed objects" must cover both or it silently skips the templates.
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@@ -1,15 +0,0 @@
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import type { BehaviorLookup } from '../graph/lookup';
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import { resolveAssetProps } from '../properties/resolve';
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import { findAssetOf, type Project } from './Project';
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/**
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* What a `Run behavior` node needs from the project. `defaults` are the asset's variable values;
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* every call copies them, so a nested behavior never carries state from one call to the next.
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*/
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export function behaviorLookup(project: Project): BehaviorLookup {
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return (assetId) => {
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const asset = findAssetOf(project, assetId, 'behavior');
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if (!asset) return null;
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return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(asset) };
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};
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}
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@@ -0,0 +1,22 @@
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import type { GraphLookup } from '../graph/lookup';
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import { statesOf } from '../graph/stateMachine';
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import { resolveAssetProps } from '../properties/resolve';
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import { findAssetOf, type Project } from './Project';
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/**
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* What a graph may see of the project around it. A behavior's `defaults` are its variable values;
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* every call copies them, so a nested behavior never carries state from one call to the next.
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*/
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export function graphLookup(project: Project): GraphLookup {
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return {
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behavior: (assetId) => {
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const asset = findAssetOf(project, assetId, 'behavior');
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if (!asset) return null;
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return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(asset) };
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},
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machine: (assetId) => {
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const asset = findAssetOf(project, assetId, 'statemachine');
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return asset ? { name: asset.name, states: statesOf(asset.graph) } : null;
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},
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};
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}
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