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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+22 -20
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@@ -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';
+4 -9
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@@ -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));
}
}
+1 -1
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@@ -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 {
+2
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@@ -49,6 +49,8 @@ export function categoryColor(category: NodeCategory): number {
return c.categoryVariable;
case 'action':
return c.categoryAction;
case 'state':
return c.categoryState;
}
}
+17
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@@ -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);
}
}
+15 -7
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@@ -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;