game-maker / suite (push) Successful in 10m7s
Four ways erase a derived port and take no edge with them: deleting a state, deleting the `State machine` literal, deleting `Behavior start`/`end`, deleting the asset. The common cause is `RemoveNodeCommand` clearing only its own graph, so the fix sits in `drawnDef` (graph/nested.ts) and touches no delete site. A right-click on an edge goes through `view.portAt` only — there is no curve hit-test. Without a port row such an edge is not merely invisible, it is unreachable, so the ghost row is the handle Disconnect hangs on. `resolveDef` stays untouched: it is the truth for interpreter, compiler, ConnectCommand and dropTarget, so nothing runs or connects through a ghost without a second guard.
350 lines
14 KiB
JavaScript
350 lines
14 KiB
JavaScript
import { edge, node } from '../lib/builders.mjs';
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import { LANES, scaffoldBehavior } from './lib/scaffold.mjs';
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/**
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* State machines: an asset made from the + menu, its states edited as nodes in the State machine
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* tab, read by a `State branch` and moved by a `Set state` in a behavior. The step removes
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* everything it made.
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*/
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export async function stateMachine(t) {
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const {
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check,
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sleep,
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json,
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evaluate,
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shot,
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mutate,
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press,
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click,
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clickText,
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locate,
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has,
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doubleClick,
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drag,
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mouse,
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} = t;
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const { typeText, undo, redo, world, play, stop } = t;
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const machines = () =>
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json(`__gm.state.project.assets
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.filter((a) => a.type === 'statemachine')
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.map((a) => ({ id: a.id, name: a.name, states: a.graph.nodes.map((n) => ({ id: n.id, name: n.params.name, x: n.x, y: n.y })) }))`);
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const states = async () => (await machines())[0]?.states ?? [];
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/** The overlay is drawn last, so a menu entry wins over a tab button or a row saying the same. */
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const clickLast = async (text) => {
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const p = await locate(text, true);
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await click(p.x, p.y);
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await sleep(200);
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};
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const stateLabel = (id) => json(`__gm.stateMachine.nodeLabel(${JSON.stringify(id)})`);
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const selection = () => json('__gm.state.selection');
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const outputsOf = async (nodeId) => (await json(`__gm.graph.nodeOutputs(${JSON.stringify(nodeId)})`)) ?? [];
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const inputsOf = async (nodeId) => (await json(`__gm.graph.nodeInputs(${JSON.stringify(nodeId)})`)) ?? [];
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const selectNode = async (nodeId) => {
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await evaluate(
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`__gm.state.select({ kind: 'node', assetId: 'sm-logic', nodeId: ${JSON.stringify(nodeId)}, nodeIds: [${JSON.stringify(nodeId)}] })`,
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);
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await sleep(400);
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};
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await press('Escape');
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await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
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await evaluate('__gm.state.select(null)');
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await sleep(200);
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// 26a. The + menu creates a state machine; selected, it opens its own tab.
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await clickText('+');
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await sleep(200);
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await clickLast('State machine');
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await sleep(400);
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const made = (await machines())[0];
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check(
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'the + menu creates a state machine asset',
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Boolean(made) && (await machines()).length === 1,
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JSON.stringify(await machines()),
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);
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const picked = await selection();
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check(
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'the new machine is selected and its tab opens on it',
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picked?.kind === 'asset' &&
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picked.assetId === made?.id &&
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(await json('__gm.tab()')) === 'statemachine' &&
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(await json('__gm.stateMachine.current()')) === made?.id,
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JSON.stringify({
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picked,
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tab: await json('__gm.tab()'),
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current: await json('__gm.stateMachine.current()'),
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}),
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);
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check(
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'the tab button has room for its label',
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(await json("__gm.shownLabel('State machine')")) === 'State machine',
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String(await json("__gm.shownLabel('State machine')")),
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);
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// 26b. Right-click places a state where the pointer is, numbered and selected; no header button.
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const canvas = await json('__gm.stateMachine.canvasRect()');
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const addState = async (dy) => {
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await click(canvas.x + 80, canvas.y + dy, 'right');
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await sleep(300);
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await clickLast('State');
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await sleep(300);
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};
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await addState(60);
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await addState(220);
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const two = await states();
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check(
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'right-click → State adds a state each time, named by its number',
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two.map((s) => s.name).join(',') === 'State 1,State 2',
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JSON.stringify(two),
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);
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check('the tab header has no + State button', !(await has('+ State')));
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check(
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'the new state is selected and its node shows its name',
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(await selection())?.nodeId === two[1]?.id && (await stateLabel(two[1]?.id)) === 'State 2',
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JSON.stringify({ selection: await selection(), label: await stateLabel(two[1]?.id) }),
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);
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const rects = await Promise.all(
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two.map((s) => json(`__gm.stateMachine.nodeRect(${JSON.stringify(s.id)})`)),
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);
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check(
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'each state sits where its right-click was, the second below the first',
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rects[0] && rects[1] && rects[0].y + rects[0].h <= rects[1].y,
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JSON.stringify(rects),
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);
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await shot('01-two-states');
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// 26b2. The header's Snap checkbox is the graph's: on, a dragged state lands on the 24 px grid.
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const GRID = 24;
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const stateXY = async (id) => (await states()).find((s) => s.id === id) ?? { x: NaN, y: NaN };
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check('snapping is off until it is asked for', (await json('__gm.stateMachine.snapping()')) === false);
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const snapLabel = await locate('Snap');
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const preSnap = JSON.stringify(await states());
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// The checkbox sits right of the "Snap" label; locate() gives the label's text centre.
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await click(snapLabel.x + 30, snapLabel.y);
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await sleep(150);
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check(
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'the Snap toggle switches it on without moving a state',
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(await json('__gm.stateMachine.snapping()')) === true && JSON.stringify(await states()) === preSnap,
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JSON.stringify(await states()),
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);
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// The selected state: dragging another would move the selection off it, and 26c renames the selected one.
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const dragged = two[1]?.id;
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const from = await json(`__gm.stateMachine.nodeAt(${JSON.stringify(dragged)})`);
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const wasAt = await stateXY(dragged);
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await drag(from.x, from.y, from.x + 50, from.y + 50);
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await sleep(200);
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const nowAt = await stateXY(dragged);
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check(
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'a dragged state lands on the grid, not where the pointer let go',
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nowAt.x % GRID === 0 && nowAt.y % GRID === 0 && (nowAt.x !== wasAt.x || nowAt.y !== wasAt.y),
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`${wasAt.x},${wasAt.y} → ${nowAt.x},${nowAt.y}`,
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);
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await undo();
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const backAt = await stateXY(dragged);
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check(
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'one undo takes the snapped drag back',
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backAt.x === wasAt.x && backAt.y === wasAt.y,
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`${backAt.x},${backAt.y}`,
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);
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await click(snapLabel.x + 30, snapLabel.y);
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await sleep(150);
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check('the toggle switches snapping off again', (await json('__gm.stateMachine.snapping()')) === false);
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// 26c. The inspector renames the selected state; the node follows.
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const nameField = await json("__gm.inspectorField('Name', true)");
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check('the inspector shows a Name field for the state', Boolean(nameField), JSON.stringify(nameField));
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await doubleClick(nameField.x, nameField.y);
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await typeText('Open');
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await press('Enter');
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await sleep(300);
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const renamed = (await states())[1];
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check(
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'typing in the Name field renames the state, on the node too',
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renamed?.name === 'Open' && (await stateLabel(renamed?.id)) === 'Open',
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JSON.stringify({ renamed, label: await stateLabel(renamed?.id) }),
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);
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// 26d. Undo and redo walk the rename and the additions back and forth.
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await undo();
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const afterOne = (await states()).map((s) => s.name).join(',');
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await undo();
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const afterTwo = (await states()).map((s) => s.name).join(',');
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await redo();
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await redo();
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const back = (await states()).map((s) => s.name).join(',');
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check(
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'undo takes the rename and then the state back, redo brings both',
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afterOne === 'State 1,State 2' && afterTwo === 'State 1' && back === 'State 1,Open',
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JSON.stringify({ afterOne, afterTwo, back }),
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);
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// 26e. The canvas palette offers a state and nothing else.
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await click(canvas.x + canvas.w - 40, canvas.y + canvas.h - 40, 'right');
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await sleep(300);
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const offered = await json('__gm.overlayTexts()');
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check(
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'right-click offers a State and no behavior node',
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offered.includes('State') && !offered.some((text) => /branch|Set state|Number|On start/i.test(text)),
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JSON.stringify(offered),
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);
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await press('Escape');
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await sleep(200);
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// 26f. A behavior reads the machine: Set state on start, State branch every frame.
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const [first, second] = (await states()).map((s) => s.id);
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const rig = await scaffoldBehavior(t, {
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assetId: 'sm-logic',
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name: 'Doors logic',
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boxId: 'sm-box',
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boxName: 'State box',
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logicId: 'sm-brain',
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y: LANES.stateMachine,
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graph: {
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nodes: [
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node('sm-start', 'OnStart', 0, 0),
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node('sm-set', 'SetState', 300, 0, { machine: made.id }),
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node('sm-update', 'OnUpdate', 0, 240),
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node('sm-branch', 'StateBranch', 300, 240, { machine: made.id }),
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node('sm-log', 'Log', 600, 200, { message: 'first state' }),
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node('sm-log2', 'Log', 600, 360, { message: 'second state' }),
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],
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edges: [
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edge('sm-e1', 'sm-start', 'exec', 'sm-set', first),
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edge('sm-e2', 'sm-update', 'exec', 'sm-branch', 'exec'),
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edge('sm-e3', 'sm-branch', first, 'sm-log', 'exec'),
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edge('sm-e4', 'sm-branch', second, 'sm-log2', 'exec'),
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],
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},
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});
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await selectNode('sm-branch');
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check(
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'selecting a behavior node opens the Behavior tab on that behavior',
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(await json('__gm.tab()')) === 'graph' && (await json('__gm.graph.current()')) === 'sm-logic',
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JSON.stringify({ tab: await json('__gm.tab()'), current: await json('__gm.graph.current()') }),
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);
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const branchOutputs = await outputsOf('sm-branch');
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const setInputs = await inputsOf('sm-set');
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const names = (lines) => lines.map((line) => line.trim());
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check(
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'State branch grows one output per state, named after it',
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names(branchOutputs).includes('State 1') && names(branchOutputs).includes('Open'),
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JSON.stringify(branchOutputs),
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);
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check(
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'Set state grows one input per state, named after it',
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names(setInputs).includes('State 1') && names(setInputs).includes('Open'),
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JSON.stringify(setInputs),
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);
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await shot('02-behavior-ports');
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await play();
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await sleep(600);
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const log = (await world())?.log ?? [];
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check(
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'in play the branch follows the state Set state put the machine in',
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log.includes('first state') && !log.includes('second state'),
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JSON.stringify([...new Set(log)]),
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);
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await stop();
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// 26g. An unconnected machine input shows a picker; picking a machine grows the state ports.
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await mutate(`
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const a = __gm.state.project.assets.find((x) => x.id === 'sm-logic');
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a.graph.nodes.push(${JSON.stringify(node('sm-fresh', 'StateBranch', 300, 520))});
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`);
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await selectNode('sm-fresh');
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check('without a machine a State branch has no state outputs', (await outputsOf('sm-fresh')).length === 0);
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// The row is named after the port, as the node body names it.
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const machineField = await json("__gm.inspectorField('machine', true)");
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await click(machineField.x, machineField.y);
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await sleep(300);
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const choices = await json('__gm.overlayTexts()');
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check(
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'the Machine picker offers the machine by name',
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choices.includes(made.name),
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JSON.stringify(choices),
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);
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await clickLast(made.name);
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await sleep(400);
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check(
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'picking it grows the state outputs',
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names(await outputsOf('sm-fresh')).includes('Open'),
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JSON.stringify(await outputsOf('sm-fresh')),
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);
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await shot('03-machine-picked');
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// 26i. A deleted state leaves its edge hanging; the port comes back as a ghost so it can be seen.
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const named = await states();
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const nameOf = (id) => named.find((s) => s.id === id)?.name;
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check(
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'before the deletion the edge to the second state is drawn',
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(await json("__gm.graph.edgeDrawn('sm-e4')")) === true,
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);
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await mutate(`
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const m = __gm.state.project.assets.find((x) => x.id === ${JSON.stringify(made.id)});
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m.graph.nodes = m.graph.nodes.filter((n) => n.id !== ${JSON.stringify(second)});
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`);
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await sleep(400);
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const ghosted = await outputsOf('sm-branch');
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check(
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'the deleted state leaves a row named after its key, and takes its name away',
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names(ghosted).includes(second) && !names(ghosted).includes(nameOf(second)),
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JSON.stringify({ ghosted, was: nameOf(second) }),
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);
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check(
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'the edge on it is drawn again instead of vanishing',
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(await json("__gm.graph.edgeDrawn('sm-e4')")) === true,
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);
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check(
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'the node warns about it',
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(await json("__gm.graph.nodeProblem('sm-branch')")) === '1 edge on a port that is gone',
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JSON.stringify(await json("__gm.graph.nodeProblem('sm-branch')")),
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);
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check(
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'the ghost pin can be reached, so the edge has a right-click handle',
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(await json(`__gm.graph.portAt('sm-branch', ${JSON.stringify(second)}, true)`)) !== null,
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);
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const pin = await json(`__gm.graph.portAt('sm-branch', ${JSON.stringify(second)}, true)`);
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const before = await json("__gm.graph.nodeRect('sm-branch')");
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const links = () => json('__gm.state.project.assets.find((a) => a.id === "sm-logic").graph.edges.length');
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const linksBefore = await links();
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// Measured mid-drag: after the release nothing would show either way, because a ghost has no type
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// and `openPaletteForDrop` gives up on that. The rubber band is the only visible difference.
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const empty = await json('__gm.graph.emptySpot()');
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await mouse('mouseMoved', pin.x, pin.y);
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await mouse('mousePressed', pin.x, pin.y, 'left', {});
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await mouse('mouseMoved', empty.x, empty.y, 'left', { buttons: 1 });
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await sleep(150);
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const dangling = await json('__gm.graph.danglingEdge()');
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await mouse('mouseReleased', empty.x, empty.y, 'left', {});
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await sleep(250);
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const after = await json("__gm.graph.nodeRect('sm-branch')");
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check(
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'pressing a ghost pin starts no rubber band, adds no link, and leaves the node where it was',
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dangling === false && (await links()) === linksBefore && after.x === before.x && after.y === before.y,
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JSON.stringify({ dangling, linksBefore, links: await links(), moved: after.x - before.x }),
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);
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check(
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'the state that is left keeps its edge and its name',
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(await json("__gm.graph.edgeDrawn('sm-e3')")) === true &&
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names(await outputsOf('sm-branch')).includes(nameOf(first)),
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JSON.stringify({ lines: await outputsOf('sm-branch'), kept: nameOf(first) }),
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);
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await shot('04-ghost-port');
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// 26h. Everything the step made goes away again.
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const left = await rig.remove();
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await mutate(`
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const p = __gm.state.project;
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p.assets = p.assets.filter((a) => a.id !== ${JSON.stringify(made.id)});
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`);
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await evaluate('__gm.state.select(null)');
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await sleep(300);
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check(
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'the step leaves nothing behind',
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left.objects === 0 && left.assets === 0 && (await machines()).length === 0,
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JSON.stringify({ left, machines: await machines() }),
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);
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}
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