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
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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));
}
}