70f360873364b635765c76c78dfa105b4bacdbb6
13
Commits
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0f6e628616 |
Check the declared type when a graph writes a typed variable (#271)
A list variable with an item type only kept its shape in the editor. A graph could write any list into it at runtime, and the List node had no type at all. Now the declaration decides what a write may store. - Writing a list into a typed list variable leaves out every item that does not have exactly the fields of the type. The rest is written and the console names each item that was left out, like Add item does. - The same rule holds for typed list fields inside a struct variable and for lists inside typed items, at any depth. - A typed struct variable refuses a struct with a field the type does not have, and a value that is no struct. A struct with missing fields still merges in as before, so a partial Pack keeps working. - The check runs in the Variables node (own variables and Variables assets) and in the Properties node when it sets a behavior variable of another object. - Ports learn their declaration through GraphLookup: what a variable declares about its type, and which behavior owns a graph. The rule itself lives in the new src/core/graph/typedValues.ts, fitsType moved there from SetItem. - The List node gets a Type setting. With a type its items are shaped and marked, follow the struct asset, count when the type is deleted and offer Split into fields in For each. The mark never reaches the running game. - A type on a List node holding something other than structs is refused with a console line. - Setting the List node back to None removes the marks, unlike a list variable. A node list has no per-item type row, so marked items could never be freed there. Undo brings everything back. - tests/core/kinds.test.ts looked for the value as the first parameter of a literal. Type now comes first on the List node, so the test finds the value by its key. Tests: - Gate: 198 files, 2869 tests (2856 + 13), CHECK EXIT 0 - e2e 55: 19 checks (+55j write at runtime, +2 for 55k List node) - e2e 54: 16 checks, smokes 24 / 19 / 21 - Five mutations, each fails between 1 and 4 tests - e2e total 1606 is computed (1603 + 3), no full run Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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f84defb9b6 |
Pick an object of the same scene for an Object variable (#258)
An Object variable could only be set by a graph while the game runs.
A placed object always showed "(null)", although the other objects of
its scene are there to choose from and the runtime can already find
any object by its id. Now the placed object stores a reference to one
of them, and the running game turns it into the real object.
- Stored as {"$object": "<id>"}. The empty placeholder stays as it
was, so old projects load unchanged and empty still means "(null)".
- The row of an Object variable on a placed object is a dropdown with
None and every object of the scene, indented like the Hierarchy.
The same goes for Object fields in structs and Object items in
lists, also in the Variables and List tabs.
- The behavior asset keeps "(null)". An asset has no scene, so "Apply
to asset" is gone from Object rows.
- The runtime resolves the reference when the Variables or Properties
node reads it. A destroyed target reads as null, a missing one shows
"(missing)" in the row.
- Inside a container only objects of the same container are offered.
The reference keeps the template id, so every placement finds its
own copy.
- Deleting the target clears the reference in the same undo step.
Paste points references inside the pasted group at the copies and
leaves outside references alone. Create container and Unpack carry
references along with the new ids.
- A value a graph writes while running stays in the run. The scene
keeps the picked object, also in "Run in editor".
Found on the way:
- Setting an override coerced every object slot to empty, in plain
values, struct fields and list items. The shared objectPlace() now
keeps the reference.
Not done:
- No eyedropper to pick in the scene, the dropdown is enough for now.
- Deleting a template object in the container editor does not clean up
references in other scenes. They read as null there.
Tests:
- ./check.sh: 187 files, 2724 tests, CHECK EXIT 0
- e2e 1-9, 51, 57: ALL PASSED, 389 checks
- e2e 1, 57 on the final bundle: ALL PASSED, 17 checks
- 13 unit tests in object-references.test.ts, 5 checks in e2e 57
- Counter-checks: 8 unit breaks fail their tests, the browser break
without a pick list fails 57b-57d
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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7979b8ff19 |
Let structs and lists hold objects across behavior runs (#238)
An object could only live in a dedicated object variable, kept in slots
beside the variable bag. Struct fields and list items could not hold
one, so a spawned object packed into a struct or list was lost. This
replaces the slots with one mechanism for all three places.
- "No object" has one resting form everywhere: {"$object": ""}. A
running game can tell an object slot from an empty text that way.
- During play the object handle lives directly in the value, also
nested in structs and lists. objectSlots.ts and the special paths for
Keep and Properties are gone.
- liveObjects.ts strips objects to (null) at every exit: overrides the
editor run writes back to the scene, saved values of persistent
Variables assets, live values in the inspector, and the world
snapshot of the test hooks (objects as names there).
- A destroyed object reads as (null) through isAlive, alone, in a
struct field or as a list item.
- "+ Field" and "+ Item" offer Object. The inspector and the list tab
show a fixed (null) row without input.
- Lists from Raycast all stay objects when written to a variable.
Before they turned into names.
- A struct that only changes by an object writes no override. A list
that grows by an object writes [(null)], its length really changed.
Found on the way: CI at
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98211a8d54 |
Let a variable hold an object across behavior runs
A spawned object was only reachable in the run that spawned it. The Spawn output could not go into a variable because "object" was a port-only kind, so the next run had no way back to the instance. - "Object" is now a variable kind. The reference lives for the run only. The file stores the declaration and an empty value. - The live reference sits in slots beside the variable bag (graph/objectSlots.ts), not in it. The bag is the behavior's props, and syncToModel would have written an object into the scene. - A destroyed object, or one from a restarted or left scene, reads as nothing. A dead reference is dropped from its slot. - Keep (#229) hands the slots of kept variables on to the next call of a sub-behavior. - Properties of kind Behavior reads and writes another behavior's object variable through the same slots. - The inspector shows "(null)" for it and offers no input. - A persistent Variables asset with an object variable shows a warning under "Persistent". Saved values never keep the object, every run starts it at (null). Objects inside lists and struct fields are left out on purpose. Emptiness is checked with Equals against an empty b. A node "Is valid" does not exist yet. The test helper graphEditor().variables() now also reads the kinds of a Variables asset a node points to. Tests: - ./check.sh: 169 files, 2463 tests, CHECK EXIT 0 - e2e 6 + 23: ALL PASSED, 146 checks (new 23k, 2 checks) - e2e 32: ALL PASSED, 18 checks (new 32f-ii) - 10 unit tests in tests/core/object-variable.test.ts, one of them runs a persistent asset over two runs - 5 counter-probes (value in bag, isAlive always true, no Keep hand-over, Properties without slots, object in saved values) each fail their test - e2e check total 1406, computed only Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> |
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8143130ed2 |
A shared value belongs to no behavior, so it becomes an asset of its own (#91)
game-maker / suite (push) Failing after 8m59s
This reverses the design of the previous commit. `PropertyDef.scope` is gone without replacement: a behavior variable is an object property again, without exception, and sharing is something you point at rather than something you declare twice. A **Variables asset** is declarations and nothing else -- no graph, no position, never placed, no tab of its own (`TAB_OF_ASSET` is already `Partial<>`, so that costs no line). A `Variables` node names one through its new `variablesAsset` setting, empty meaning the behavior's own variables as before, and then reads and writes one value per key for the whole run. Its property list follows the chosen source, which was the actual request: a value another graph declared is now offerable, where before every participant had to declare the name itself. That deletes more than it adds (-72 lines net): `globalConflicts` and its run-stopping kind clash, `SetVariableScopeCommand`, the scope picker, both object-inspector filters and the "shared by the whole run" note on the placed object. A typo is no longer a silent second variable -- naming an asset is picking from a list. And two Variables assets may carry the same key without meeting, because the asset is the key, not the name. The one shape it copies is the one that already existed: `Set state` picks its machine the same way. Lifetime is unchanged. The bag is built at `BehaviorSystem.start()` from the declarations and never written back, so playing in the editor cannot change the project -- which is the whole reason a counter must not be an object property (`World.syncToModel` would `commit()` it, and the coin counter would stand at 7 for good). Full symmetry across that gap, without mirroring anything. Two named wires: `Inspector.liveVariables` shows the values as they stand while a run is on and falls back to the declarations when it ends, and `adoptDeclarations()` takes a key into the run *only where the document changed it since the last sync*. Without that condition any unrelated project edit would snap a running counter back to its starting value; a counter-test bends exactly that and falls over. Nothing was ever cached, incidentally: `GraphInterpreter` only pulse-caches nodes without a `read`, and the variable node has one. The wire was missing. The state machine `Scope` row is now an ordinary `enum` row through `createFieldRow`. It was hand-built from an `HStack` with a ghost dropdown and began ~34px left of every value above it; the explanations beside `Local` and `Global` are gone from the menu, the sentence below the row keeps saying it. Machine scope is otherwise untouched -- `StateMachineAsset.scope`, `SetMachineScopeCommand`, `stateBag()` and its persistence all stand, so #59 stays closed as built and `Scope` as a type now carries machines alone. Six counter-proofs, each biting at its own guard. One of them did not bite at first: the suggestion list was computed twice, in `nodeSection` and `portSection`, so only the browser test covered the request itself. It is one named function now, `variableChoices`, with a unit test of its own. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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d1fcfe8b81 |
A shared value belongs to the run, so a declaration carries its scope (#91)
A variable or a state machine declared `global` keeps one value for the whole run instead of one per behavior instance. The scope sits on the declaration -- `PropertyDef.scope` and `StateMachineAsset.scope`, both optional, absence meaning `local` -- and `local` is never written, so every project made before this saves back unchanged. **The name is the key.** Two behaviors declaring a global `score` mean one variable; a behavior declaring `score` locally keeps its own. Kinds that disagree about one global name stop the run before it starts, with the two behaviors named; starting values that disagree are a warning on the behavior that declares it, and the first declaration wins (`globalConflicts`). The runtime needs no redirection layer. A global variable falls out of `schemaForObject`, so it never reaches `entity.props` -- and then the whole rule is "whoever declares the name takes their own value" (`graph/sharedState.ts`). The `Variables` node is untouched and stays transparent: switching a variable to global breaks no existing graph, because `GraphInterpreter.readAll` builds a fresh object per read anyway and only asks `port.key in all`. That same cut answers the inspector. A shared value has no owner, so the placed object shows no row for it and can hold no override -- `SetVariableScopeCommand` takes the deviations that were there and undo gives them back. Both places say it in words rather than leaving a glyph to be guessed: the declaration explains the mark below the list, and the placed object names the variable it no longer holds instead of claiming the behavior declares none -- which is what it said before, untruthfully. Screenshots of the e2e run turned that up; no check had been looking at it. `SharedState` hangs off `NodeContext`, is built in `BehaviorSystem.start()` from the *declarations* rather than from any instance (a global variable exists before its behavior is placed), and is thrown away with the run: nothing is written back, not even in the editor run. `GraphInterpreter.call` passes it on through `...ctx` while nested calls keep getting fresh local variables, which is why `program.defaults` is stripped of global keys. Two traps this hit. `defSignature`/`assetSignature` have to carry the scope or the inspector does not rebuild after the switch -- and a state machine has no rows at all, so its scope is appended to the signature by hand. And the object inspector does not go through `schemaForObject` for behaviors, it reads `asset.variables` directly; filtering in one place was not enough, and no unit test covered that path. The e2e caught it (`global: true` where false belonged), and the rule now lives in one named function, `objectRows`. Scopes `object` and `scene` are deliberately not built. The object case already has a route (`Object by name` -> `Properties`), and a run knows exactly one scene, so `scene` would be indistinguishable from `global` until #39 exists. Closes #59: a machine's scope is a word on the machine asset, not a setting per `Set state` node, so the same machine cannot live in two places at once. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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0376ae175d |
Title a collapsed Variables or Properties node by what it does
Collapsed, the node reads "Set 2 variables", "Get width" or "No properties"; expanded it is always "Variables" / "Properties". The Properties node shows its object type (and behavior) as a line under the title instead. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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7c63c884ef |
Replace the five variable nodes with one Variables node
A single node now lists any number of variables. Every entry is an output that reads the current value whenever it is pulled; an entry switched to Set is also an input and is written when the flow arrives. Exec pins only exist while at least one entry writes, and all inputs are read before any write, so one node can swap two variables. Get/Set variable, Get/Set variables and Variable are gone. Old project files are converted on load: each old node becomes a Variables node with the same variables, edges and typed values. A written port without a typed value now shows the zero of its kind on the node body, matching what the inspector shows and what the run writes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e9fa592078 |
Add the Variable node and show the variable name in node titles
Get/Set variable nodes now title themselves "Get <name>" / "Set <name>", and
the new Variable node just "<name>"; the title is the same folded or open,
and a collapsed node shrinks to it. The redundant "Variable: <name>" row is
gone unless the variable was deleted ("<name>?" is the only hint then).
The Variable node sets its value when an exec flow arrives and exposes the
value at any time. Its output is read when a downstream node pulls it, not
frozen at the write, so count = count + 1 is one Variable node plus an Add.
Get variable keeps reading once per pulse: switching it would change the
behaviour of existing games.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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f60358c951 |
Let a list hold structs, and read or write variables in bundles
A list item may now be a struct. The depth is bounded in the declaration
rather than by a comment: FieldKind (number|text|boolean|color) says what a
struct field holds, ListItemKind adds struct on top and says what a list
holds, so list -> struct -> primitive is the deepest storable shape and
sameValue stays finite. A struct item renders inline in the List tab, which
is why it needs no path in the slot address.
Four paths silently assumed a list item was a primitive: sameValue compared
items with ===, textOf would have printed [object Object], asListItem turned
a struct into text on Set item and Fill, and Index of used indexOf, which is
reference equality and could never have found a struct.
Tetris now runs on bundles. shapes is 112 {x, y} structs instead of 224 loose
numbers, piece and the candidate are structs, so Next move hands back a whole
candidate and each strand packs only the field it changes, since mergeStruct
leaves the rest standing. Declared behavior ports drop 49 -> 35, the master's
variables 18 -> 13, its graph 84/94 -> 69/76 nodes/edges.
Get variables and Set variables declare their ports from a list of variable
names, the way Pack and Expand already do, so one node can read or write
several at once. Renaming a variable rewires them, because there the port key
is the variable name.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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2cf788eedd |
Let a value be a bundle of named fields
PropertyValue was number | string | boolean | list. A struct joins it, which costs two things the typechecker found rather than I did. An object on a data edge used to mean a live entity, so asEntity would have taken a struct for one and asString would have read .name off it. EntityHandle now carries a symbol brand – a symbol so no field name can impersonate it, and it never serializes, which suits a thing that exists only while the game runs. It is built in exactly one place. String(value) would have written a struct as [object Object] at 39 call sites. They go through textOf(), which is identical for primitives. normalizeGraph dropped everything but primitives from node params, so the List node lost its value on every save ([3,1,4] round-tripped to undefined). Variables were spared: they have a schema, params have none. |
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d54a620ebd |
Add ESLint and Prettier, and close the node test gaps
Tooling: - Prettier as the single formatting authority (110 columns, single quotes, measured against the existing style); Markdown excluded because table-cell padding turns the README glossary into 1000-character lines. - Type-aware ESLint ending in eslint-config-prettier, so a rule always means "this is a bug", never "this looks different". - .editorconfig and an `npm run check` that runs typecheck, lint, format and tests in one go. Findings fixed on the first run: three more duplicate imports, four String(unknown) calls (parameter types narrowed instead of casts), two dead initialisers, two redundant casts, a console.log for a real error. Two warnings were false here and are disabled with a reason in place. Tests 132 -> 269: - node-catalog.test.ts covers every node with a run(), with a guard that fails when a new node has no row. - behavior-events.test.ts covers the ten event nodes through a running World, checking timing rather than existence. - Input's state machine (press/release/releaseAll) is reachable without DOM events now; the DOM handlers are thin adapters. Compare fell back to == without a configured operator although the schema default is <; aligned. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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1eb28314cf |
Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry separated, writeTyped() replaces duplicated typed writes - Comments: one style (JSDoc on non-obvious exports, // for decisions and traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars - Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts, commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe, Input.axis, setMode, titleText, World.worldPosition, unused ctor params) - Editor: Inspector split into inspector/ sections, App.ts into Editor.ts + debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared "Add collider" action, unified type labels/swatches - UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers, Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes - Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections - Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> |