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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@@ -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,