A game should be able to stop a video on a sprite, jump to a spot in it and start it again, and react when it has run out. Until now a video on a sprite either ran free on its own or followed a composition, and no behavior could touch it. - Five new nodes: Play video, Pause video and Seek video (time in s from the clip start), On video finished with a Video field, and the data node Video time with time, length and playing. - Play, Pause and Seek act on the owner when object is not linked. - On video finished with an empty field hears every video. A chosen video also hears its clips. - A new VideoSystem keeps a clock for every sprite with a video. It counts from the moment the sprite appears, as long as it is on. For a Driven sprite the clock is its Video time. A paused game holds all clocks. - A free sprite that one of the nodes touches gets the clock "steered" at run time. It then has its own player, and other sprites with the same clip play on. Pause of the game and sound go the existing Driven way. - On a Driven sprite and in the editor run the nodes do nothing and write a line to the log. - Until its own player has a frame, a steered sprite shows the frame of the shared player. Without that it would blink out on the first Pause video. - Play at the end of a clip without loop starts it from the start. The issue does not say, this is my choice. Found, not fixed: with a Driven sprite in the scene the run waits up to 3 s for its frame at the start. The world does not tick then, but the free videos already play. Their clocks lag behind the picture by that wait, so On video finished comes that much late. Tests: - Unit: 23 new (video-steer 16, node catalog 7), affected groups 4820/4820. - Counter-probes: 16 bends, all red. - e2e 66 on atx: ALL PASSED, 39 checks. New 66s: Pause at 0.15 s held its own player at 0.2 s, the picture stayed red for 1 s. Seek landed on 0.5 s exactly, green, held. Play showed green, blue, white, and white stayed at the end. On video finished came once. Without the clock "steered" all three 66s checks are red. - Gate on atx: CHECK EXIT 0, 336 files, 5199 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
613 lines
22 KiB
TypeScript
613 lines
22 KiB
TypeScript
import { CreateAssetCommand } from '../src/core/commands/assetCommands';
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import { CommandStack } from '../src/core/commands/CommandStack';
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import { AddNodeCommand, ConnectCommand, DisconnectCommand } from '../src/core/commands/graphCommands';
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import { AddPortsCommand } from '../src/core/commands/portCommands';
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import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
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import { requireNodeDef } from '../src/core/commands/require';
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import { AddVariableCommand } from '../src/core/commands/variableCommands';
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import {
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type DeclaredPort,
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emptySharedState,
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ENTITY_HANDLE,
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type EntityHandle,
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type GraphLookup,
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type GraphNode,
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NO_LOOKUP,
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type MusicSync,
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type NodeContext,
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type PointerState,
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type Value,
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type RunResult,
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portKindOf,
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PROPERTIES,
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VARIABLES,
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VARIABLES_PARAM,
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} from '../src/core/graph';
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import type { GraphInterpreter } from '../src/core/graph/GraphInterpreter';
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import type { EaseShare } from '../src/core/model/animation';
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import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
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import { findObject } from '../src/core/model/hierarchy';
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import { worldPosition } from '../src/core/properties/transform';
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import { resolvedHolder } from '../src/core/model/instance';
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import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
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import { createEmptyProject, findScene, type Project, ROUTING_ID } from '../src/core/model/Project';
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import { settleRouting } from '../src/core/music/projectRouting';
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import { MASTER_BUS } from '../src/core/properties/buses';
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import type { RecordingSettings } from '../src/core/recording/recording';
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import type { VideoSteer } from '../src/core/model/videoClock';
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import type { SceneObject } from '../src/core/model/SceneObject';
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import { deserializeProject, serializeProject } from '../src/core/store/serialize';
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import type { AudioSink } from '../src/runtime/systems/Audio';
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import { BehaviorSystem, type Breakpoint, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
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import type { SaveArea } from '../src/core/graph/savedValues';
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import { readyPhysics } from '../src/runtime/physics/engine';
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import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
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import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
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import type { CollisionSource } from '../src/runtime/systems/solids';
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import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
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import { Input } from '../src/runtime/systems/Input';
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import { World } from '../src/runtime/World';
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export interface ProjectFixture {
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project: Project;
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stack: CommandStack;
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}
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export interface SceneFixture extends ProjectFixture {
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sceneId: string;
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spriteId: string;
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/** The scene asset, looked up fresh (undo may replace it). */
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sceneOf(): SceneAsset;
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/** The scene with the content of placed containers resolved in – what the editor shows. */
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viewOf(): SceneAsset;
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object(id: string): SceneObject;
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/** World position of a scene object, ancestors included. */
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world(id: string): Position;
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}
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export function makeProject(): ProjectFixture {
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const project = createEmptyProject('p', 'P');
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return { project, stack: new CommandStack(project) };
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}
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/**
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* The master routing of a fixture (#351), held to its assets before each change: `link` adds a link
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* from an asset to a bus or the master, `only` makes that its one link.
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*/
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export function routingOf({ project, stack }: ProjectFixture) {
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const link = (from: string, to = MASTER_BUS) => {
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settleRouting(project);
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const command = new ConnectCommand(ROUTING_ID, { node: from, port: 'out' }, { node: to, port: 'in' });
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stack.execute(command);
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return command.edge;
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};
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return {
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link,
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only(from: string, to = MASTER_BUS) {
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settleRouting(project);
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for (const edge of project.routing.edges.filter((e) => e.from.node === from))
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stack.execute(new DisconnectCommand(ROUTING_ID, edge.id));
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return link(from, to);
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},
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};
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}
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/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
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export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
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const fixture = makeProject();
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const scene = new CreateAssetCommand('scene', 'Level');
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const sprite = new CreateAssetCommand('sprite', spriteName);
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fixture.stack.execute(scene);
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fixture.stack.execute(sprite);
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const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
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const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
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const object = (id: string) => findObject(viewOf(), id)!;
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return {
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...fixture,
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sceneId: scene.asset.id,
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spriteId: sprite.asset.id,
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sceneOf,
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viewOf,
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object,
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world: (id) => worldPosition(fixture.project, viewOf(), object(id)),
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};
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}
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/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
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export function place(
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fixture: SceneFixture,
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assetId: string,
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position: Vec2 | Position,
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parentId = '',
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): string {
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const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
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fixture.stack.execute(command);
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return command.objectId;
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}
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/** Adds a Variables asset declaring the given number variables – what a run shares. */
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export function makeVariables(
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fixture: ProjectFixture,
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name: string,
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keys: readonly string[],
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): VariablesAsset {
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const command = new CreateAssetCommand('variables', name);
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fixture.stack.execute(command);
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for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as VariablesAsset;
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}
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/** Adds a behavior asset declaring the given number variables. */
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export function makeBehavior(
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fixture: ProjectFixture,
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name = 'B',
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variables: readonly string[] = [],
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): BehaviorAsset {
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const command = new CreateAssetCommand('behavior', name);
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fixture.stack.execute(command);
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for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as BehaviorAsset;
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}
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export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
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export interface GraphEditor {
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/** Adds a node with inline params (graph coordinates do not matter to tests). */
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addNode(type: string, params?: PropertyBag): GraphNode;
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/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
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variables(
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keys: readonly string[],
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options?: { write?: boolean | readonly string[]; params?: PropertyBag },
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): GraphNode;
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/** A Properties node with `params` (its type) declaring `ports`. */
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properties(ports: readonly DeclaredPort[], params?: PropertyBag): GraphNode;
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connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
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wire(edges: readonly Edge[]): void;
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}
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/** Command-driven editing of one behavior's graph, the way the editor does it. */
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export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
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const { stack } = fixture;
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const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
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stack.execute(
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new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
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);
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};
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return {
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addNode(type, params = {}) {
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const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
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stack.execute(command);
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return command.node;
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},
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variables(keys, { write = false, params = {} } = {}) {
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const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
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stack.execute(command);
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const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
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const ports = keys.map((key): DeclaredPort => {
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// A node pointed at a Variables asset declares that asset's variables, not the behavior's.
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const source = fixture.project.assets.find((a) => a.id === params[VARIABLES_PARAM]);
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const declarations = source?.type === 'variables' ? source.variables : behavior.variables;
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const declared = declarations.find((v) => v.key === key);
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const kind = declared ? portKindOf(declared) : 'number';
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return writes(key) ? { key, kind, write: true } : { key, kind };
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});
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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properties(ports, params = {}) {
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const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
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stack.execute(command);
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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connect,
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wire(edges) {
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for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
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},
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};
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}
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export const NO_POINTER: PointerState = {
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x: 0,
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y: 0,
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inside: false,
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down: false,
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pressed: false,
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released: false,
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wheel: 0,
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};
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/** A top-level entity handle named after itself, with empty props. */
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export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
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}
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/** An entity handle "h" carrying the given props, optionally below a parent. */
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export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
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}
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/** `changes` records the state moves the context was told about, in the order they were reported. */
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export type FakeContext = NodeContext & {
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logs: string[];
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stopped: boolean;
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changes: { machineId: string; from: string; to: string }[];
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/** What the context was asked to play and to silence, in order – nothing here makes a noise. */
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played: {
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assetId: string;
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volume: number;
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loop: boolean | undefined;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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tempo: number;
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/** The bus picked (#325); left out for none. */
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bus?: string;
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/** The playing it starts in time with (#338); left out for none. */
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sync?: MusicSync;
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}[];
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/** The notes the context was asked to play (#331); a voice's number is how many have been played. */
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notes: {
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instrumentId: string;
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note: number;
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velocity: number;
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volume: number;
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duration: number;
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detached: boolean;
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instrumentParams: Readonly<Record<string, number>>;
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tempo: number;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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bus?: string;
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sync?: MusicSync;
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}[];
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/** The patterns the context was asked to play; a playing's number is how many have been played. */
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patterns: {
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patternId: string;
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volume: number;
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loop: boolean;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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bus?: string;
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sync?: MusicSync;
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}[];
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/** The songs the context was asked to play, numbered the same way. */
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songs: {
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songId: string;
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volume: number;
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fadeIn: number;
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loop: boolean;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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bus?: string;
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live?: boolean;
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}[];
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/** What Set song track and Switch song asked of a playing (#338), one line each. */
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songChanges: string[];
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silenced: string[];
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tuned: { voice: number; fxParams: Readonly<Record<string, number>>; time: number; ease: EaseShare }[];
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/** What buses the context was told to change (#325): a volume or FX parameters, in order. */
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buses: {
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bus: string;
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volume?: number;
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fxParams?: Readonly<Record<string, number>>;
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time: number;
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ease: EaseShare;
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}[];
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/** The scenes the context was asked to load, in order. */
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loaded: string[];
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/** The time scale and the pause the context holds, as the game nodes left them. */
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scale: number;
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paused: boolean;
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/** What the recording nodes asked for (#405), in order: the settings of a start, `'stop'` for a stop. */
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recordings: (RecordingSettings | 'stop')[];
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/** How often a `Break` node asked to pause. */
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breaks: number;
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/** What the video nodes asked of which sprite (#410), in order. */
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steered: { target: string; steer: VideoSteer }[];
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};
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/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
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export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
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const logs: string[] = [];
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const ctx: FakeContext = {
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self: fakeEntity('self'),
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owner: fakeEntity('owner'),
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variables: { speed: 100 },
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states: {},
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shared: emptySharedState(),
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changes: [],
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stateChanged: (machineId, from, to) => ctx.changes.push({ machineId, from, to }),
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time: 0,
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dt: 0.5,
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logs,
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stopped: false,
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findByName: () => null,
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isAlive: () => true,
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findReferenced: () => null,
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childByName: () => null,
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objects: () => [],
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isKeyDown: () => false,
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wasKeyPressed: () => false,
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wasKeyReleased: () => false,
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pointer: { ...NO_POINTER },
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pointerThrough: () => ({ x: 0, y: 0, inside: false }),
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hitTest: () => false,
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isTouching: () => false,
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raycast: () => null,
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raycastAll: () => [],
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collisionLayerOf: () => null,
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renderLayerOf: () => null,
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ignoreOneWay: () => {},
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isTilemap: () => false,
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tileAt: () => null,
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setTile: () => false,
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moveAndSlide: (target, dx, dy) => {
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target.x += dx;
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target.y += dy;
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return { blockedX: false, blockedY: false, hit: false, normal: { x: 0, y: 0 } };
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},
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log: (message) => logs.push(message),
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steered: [],
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steerVideo: (target, steer) => ctx.steered.push({ target: target.id, steer }),
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videoReading: () => null,
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played: [],
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silenced: [],
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loaded: [],
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// The number of a voice is how many have been played: unique, and never 0.
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playSound: (assetId, volume, loop, detached, fx, fxParams, tempo, bus, sync) =>
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ctx.played.push({
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assetId,
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volume,
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loop,
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detached,
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fx,
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fxParams,
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tempo,
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...(bus && { bus }),
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...(sync.playback > 0 && { sync }),
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}),
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notes: [],
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playNote: (
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instrumentId,
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note,
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velocity,
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volume,
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duration,
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detached,
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instrumentParams,
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tempo,
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fx,
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fxParams,
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bus,
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sync,
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) =>
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ctx.notes.push({
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instrumentId,
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note,
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velocity,
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volume,
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duration,
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detached,
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instrumentParams,
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tempo,
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fx,
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fxParams,
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...(bus && { bus }),
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...(sync.playback > 0 && { sync }),
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}),
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patterns: [],
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playPattern: (patternId, volume, loop, detached, fx, fxParams, bus, sync) =>
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ctx.patterns.push({
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patternId,
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volume,
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loop,
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detached,
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fx,
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fxParams,
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...(bus && { bus }),
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...(sync.playback > 0 && { sync }),
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}),
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stopPattern: (patternId, letRing) =>
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ctx.silenced.push(`pattern ${patternId}${letRing ? ' (let ring)' : ''}`),
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songs: [],
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playSong: (songId, volume, fadeIn, loop, detached, fx, fxParams, bus, live) =>
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ctx.songs.push({
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songId,
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volume,
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fadeIn,
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loop,
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detached,
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fx,
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fxParams,
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...(bus && { bus }),
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...(live && { live }),
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}),
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songChanges: [],
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setSongTrack: (playback, track, volumeDb, fade, quantize) =>
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ctx.songChanges.push(`track ${playback} ${track} ${volumeDb} dB fade ${fade} ${quantize}`),
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setSongLane: (playback, track, lane, value, fade, quantize) =>
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ctx.songChanges.push(`lane ${playback} ${track} ${lane} ${value} fade ${fade} ${quantize}`),
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releaseSongLane: (playback, track, lane, fade) =>
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ctx.songChanges.push(`release ${playback} ${track} ${lane} fade ${fade}`),
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switchSong: (playback, songId, marker, quantize, fade) =>
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ctx.songChanges.push(
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`switch ${playback} to ${songId || '(same)'} at ${marker || '(start)'} ${quantize} fade ${fade}`,
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),
|
||
stopSong: (songId, fadeOut) => ctx.silenced.push(`song ${songId} (fade ${fadeOut})`),
|
||
stopPlayback: (playback, fadeOut) => ctx.silenced.push(`playback ${playback} (fade ${fadeOut})`),
|
||
// Every sound lasts a quarter of a second, as if it had been loaded.
|
||
soundLength: () => 0.25,
|
||
// The tail of a voice is its number in tenths of a second, so a test can tell one from another.
|
||
soundTail: (voice) => voice / 10,
|
||
// A voice by its number, and letting ring, are written into the line, so one list says it all.
|
||
stopSound: (assetId, letRing) => ctx.silenced.push(letRing ? `${assetId} (let ring)` : assetId),
|
||
stopVoice: (voice, letRing) => ctx.silenced.push(`voice ${voice}${letRing ? ' (let ring)' : ''}`),
|
||
tuned: [],
|
||
tuneSound: (voice, fxParams, time, ease) => ctx.tuned.push({ voice, fxParams, time, ease }),
|
||
buses: [],
|
||
tuneBus: (bus, fxParams, time, ease) => ctx.buses.push({ bus, fxParams, time, ease }),
|
||
setBusVolume: (bus, volume, time, ease) => ctx.buses.push({ bus, volume, time, ease }),
|
||
// The last volume set, else that of an asset nobody touched.
|
||
busVolume: (bus) =>
|
||
[...ctx.buses].reverse().find((change) => change.bus === bus && change.volume !== undefined)?.volume ??
|
||
1,
|
||
songPosition: () => null,
|
||
loadScene: (sceneId) => ctx.loaded.push(sceneId),
|
||
spawn: () => null,
|
||
addJoint: () => null,
|
||
destroy: () => [],
|
||
stop: () => {
|
||
ctx.stopped = true;
|
||
},
|
||
restart: () => {},
|
||
scale: 1,
|
||
paused: false,
|
||
timeScale: () => ctx.scale,
|
||
setTimeScale: (scale) => {
|
||
ctx.scale = scale;
|
||
},
|
||
isPaused: () => ctx.paused,
|
||
setPaused: (paused) => {
|
||
ctx.paused = paused;
|
||
},
|
||
recordings: [],
|
||
startRecording: (settings) => ctx.recordings.push(settings),
|
||
stopRecording: () => ctx.recordings.push('stop'),
|
||
breaks: 0,
|
||
breakpoint: () => {
|
||
ctx.breaks++;
|
||
},
|
||
...overrides,
|
||
};
|
||
return ctx;
|
||
}
|
||
|
||
/** Runs a node on its registered definition: the shape it has while sitting in no graph. */
|
||
export function runDef(
|
||
type: string,
|
||
ctx: NodeContext,
|
||
inputs: Record<string, Value>,
|
||
params: PropertyBag = {},
|
||
entry = 'exec',
|
||
lookup: GraphLookup = NO_LOOKUP,
|
||
): RunResult {
|
||
const def = requireNodeDef(type);
|
||
return def.run!(ctx, inputs, params, def, entry, lookup);
|
||
}
|
||
|
||
/**
|
||
* Runs every event node of `type` in the graph, in the order the graph holds them, and answers how
|
||
* many ran. A game orders its events across all behaviors instead (#264); a test of one graph does not.
|
||
*/
|
||
export function fire(
|
||
interpreter: GraphInterpreter,
|
||
type: string,
|
||
ctx: NodeContext,
|
||
outputs: Record<string, Value> = {},
|
||
filter?: (node: GraphNode) => boolean,
|
||
): number {
|
||
const nodes = interpreter.eventNodes(type).filter((node) => !filter || filter(node));
|
||
for (const node of nodes) interpreter.pulse(node, ctx, outputs);
|
||
return nodes.length;
|
||
}
|
||
|
||
/** Runs one node definition in isolation and returns its data outputs. */
|
||
export function runNode(
|
||
type: string,
|
||
inputs: Record<string, Value>,
|
||
params: PropertyBag = {},
|
||
ctx: NodeContext = fakeContext(),
|
||
): Record<string, Value> {
|
||
return runDef(type, ctx, inputs, params).outputs ?? {};
|
||
}
|
||
|
||
export interface WorldOptions {
|
||
collisions?: boolean;
|
||
/**
|
||
* With `collisions`: the played game's physics engine rather than the editor run's detection
|
||
* (#146). The engine has to be loaded first – `await loadPhysics()` in a `beforeAll`.
|
||
*/
|
||
physics?: boolean;
|
||
animations?: boolean;
|
||
behaviors?: boolean;
|
||
/** Where `Play sound` ends up; without one the run plays to nobody (see `SILENT_AUDIO`). */
|
||
audio?: AudioSink;
|
||
/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
|
||
clock?: TimeScaled;
|
||
/** Where persistent Variables assets keep their values; without one nothing outlives the run. */
|
||
saves?: SaveArea;
|
||
/** Where `Break` pauses; without one the run goes past it, as a released game does. */
|
||
breakpoint?: Breakpoint;
|
||
}
|
||
|
||
export interface StartedWorld {
|
||
world: World;
|
||
collisions: CollisionSource | null;
|
||
behaviors: BehaviorSystem | null;
|
||
/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
|
||
input: Input;
|
||
/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
|
||
frame(dt?: number): void;
|
||
}
|
||
|
||
/** Instantiates the fixture's scene, optionally with collisions, animations and a BehaviorSystem fed by both. */
|
||
export function startWorld(
|
||
fixture: SceneFixture,
|
||
options: WorldOptions & { collisions: true },
|
||
): StartedWorld & { collisions: CollisionSource };
|
||
export function startWorld(fixture: SceneFixture, options?: WorldOptions): StartedWorld;
|
||
export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): StartedWorld {
|
||
const world = World.instantiate(fixture.project, fixture.sceneId);
|
||
const collisions = options.collisions
|
||
? options.physics
|
||
? new PhysicsSystem(readyPhysics() ?? fail('load the physics engine before starting a world with it'))
|
||
: new CollisionSystem()
|
||
: null;
|
||
const input = new Input();
|
||
const animations = options.animations ? new AnimationSystem() : null;
|
||
if (collisions) world.addSystem(collisions);
|
||
if (animations) world.addSystem(animations);
|
||
const behaviors = options.behaviors
|
||
? new BehaviorSystem(fixture.project, input, {
|
||
collisions,
|
||
animations,
|
||
audio: options.audio,
|
||
clock: options.clock,
|
||
saves: options.saves,
|
||
breakpoint: options.breakpoint,
|
||
})
|
||
: null;
|
||
if (behaviors) world.addSystem(behaviors);
|
||
return {
|
||
world,
|
||
collisions,
|
||
behaviors,
|
||
input,
|
||
frame(dt = 1 / 60) {
|
||
world.tick(dt);
|
||
input.endFrame();
|
||
},
|
||
};
|
||
}
|
||
|
||
/**
|
||
* Both ways a run detects collisions: the editor run's own and the played game's engine (#146).
|
||
* Everything without a rigidbody must come out the same on either.
|
||
*/
|
||
export const COLLISION_SYSTEMS = [
|
||
{ system: 'CollisionSystem', physics: false },
|
||
{ system: 'PhysicsSystem', physics: true },
|
||
] as const;
|
||
|
||
function fail(message: string): never {
|
||
throw new Error(message);
|
||
}
|
||
|
||
/** The project as it comes back after being saved and loaded again. */
|
||
export function roundTrip(project: Project): Project {
|
||
return deserializeProject(serializeProject(project));
|
||
}
|