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>
94 lines
3.5 KiB
TypeScript
94 lines
3.5 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { type Graph, GraphInterpreter } from '../../src/core/graph';
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import {
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fakeContext,
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fakeEntity,
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graphEditor,
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makeBehavior,
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makeSpriteScene,
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place,
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startWorld,
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} from '../helpers';
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// Node-by-node behaviour lives in node-catalog.test.ts; what is left here needs a running
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// world (On click's hit test) or a whole flow (Spawn feeding its object downstream).
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describe('game-flow nodes', () => {
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it('fires On click when the mouse is pressed on the owner', () => {
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const f = makeSpriteScene('Button');
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const behavior = makeBehavior(f, 'OnPress', ['clicks']);
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// On click → clicks = clicks + 1
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const edit = graphEditor(f, behavior);
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const click = edit.addNode('OnClick');
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const get = edit.variables(['clicks']);
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const one = edit.addNode('Number', { value: 1 });
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const add = edit.addNode('Add');
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const set = edit.variables(['clicks'], { write: true });
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edit.wire([
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[click, 'exec', set, 'exec'],
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[get, 'clicks', add, 'a'],
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[one, 'value', add, 'b'],
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[add, 'result', set, 'clicks'],
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]);
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const button = place(f, f.spriteId, { x: 0, y: 0 });
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const logic = place(f, behavior.id, { x: 0, y: 0 }, button);
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const { world } = startWorld(f, { behaviors: true });
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const entity = world.findByObjectId(logic)!;
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world.movePointer(500, 500, true); // beside the button
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world.setPointerDown(true);
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world.tick(0.1);
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expect(entity.props.clicks).toBe(0);
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world.setPointerDown(false);
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world.movePointer(10, 10, true); // on the button
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world.setPointerDown(true);
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world.tick(0.1);
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expect(entity.props.clicks).toBe(1);
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world.tick(0.1); // still held – the press was one frame
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expect(entity.props.clicks).toBe(1);
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});
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});
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describe('Spawn node', () => {
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// On start → Spawn(crate at (5,7)) → Log(the spawned object)
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const graph: Graph = {
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nodes: [
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{ id: 'start', type: 'OnStart', x: 0, y: 0, params: {} },
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{ id: 'spawn', type: 'Spawn', x: 0, y: 0, params: { asset: 'crate', x: 5, y: 7 } },
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{ id: 'log', type: 'Log', x: 0, y: 0, params: {} },
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],
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edges: [
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{ id: 'e1', from: { node: 'start', port: 'exec' }, to: { node: 'spawn', port: 'exec' } },
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{ id: 'e2', from: { node: 'spawn', port: 'exec' }, to: { node: 'log', port: 'exec' } },
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{ id: 'e3', from: { node: 'spawn', port: 'object' }, to: { node: 'log', port: 'message' } },
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],
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};
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it('asks the context for a new instance at the inline position and outputs it', () => {
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const calls: unknown[] = [];
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const ctx = fakeContext({
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spawn: (assetId, position, parent) => {
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calls.push({ assetId, position, parent });
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return fakeEntity('Crate', position.x);
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},
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});
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new GraphInterpreter(graph).fire('OnStart', ctx);
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expect(calls).toEqual([{ assetId: 'crate', position: { x: 5, y: 7, z: 0 }, parent: null }]);
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expect(ctx.logs).toEqual(['Crate']); // the spawned object flowed into Log
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});
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it('logs a hint and continues when no asset is selected or the asset is unknown', () => {
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const ctx = fakeContext({ spawn: () => null });
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const noAsset: Graph = {
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...graph,
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nodes: graph.nodes.map((n) => (n.id === 'spawn' ? { ...n, params: {} } : n)),
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};
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new GraphInterpreter(noAsset).fire('OnStart', ctx);
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expect(ctx.logs).toEqual(['Spawn: no asset selected', '']);
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const ctx2 = fakeContext({ spawn: () => null });
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new GraphInterpreter(graph).fire('OnStart', ctx2);
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expect(ctx2.logs[0]).toBe('Spawn: asset crate not found');
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});
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});
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