A stinger has to start on the next beat or bar of the song that is playing, not whenever the frame happens to run. Play sound, Play note and Play pattern now take the number of a song or pattern playback and plan their start on the audio clock, as the music is heard. - New inputs sync (a playback number) and quantize (Next bar by default, decision 6) on Play sound, Play note and Play pattern. - The landing is worked out in Playbacks (landOn), on the next beat, bar or marker of the playback as it is heard. SoundLibrary and the audio switch only pass it on, and only on the clock the stinger plays on. - A pattern with sync plays in the tempo of the playback. It takes its bake only when both tempos match. - Without a link, or when the playback is not heard, the node starts at once as before. - The sync ports live in their own module musicSync.ts. Putting them in songSync.ts would have made an import cycle through Play song. Tests: - Unit: 8 new (6 in song-play, 1 each in sound-library and audio-switch), all green. - Counter-probes: 12 bends, all red. - e2e 65 on atx: ALL PASSED, 74 checks. New 65k4: the pattern (own tempo 100) started exactly 8 beats after the song and played at the song's 120 BPM. Without sync it is red (6.2 beats, 100 BPM). - Gate on atx: CHECK EXIT 0, 334 files, 5152 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
603 lines
21 KiB
TypeScript
603 lines
21 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 { 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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};
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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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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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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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),
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stopSong: (songId, fadeOut) => ctx.silenced.push(`song ${songId} (fade ${fadeOut})`),
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stopPlayback: (playback, fadeOut) => ctx.silenced.push(`playback ${playback} (fade ${fadeOut})`),
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// Every sound lasts a quarter of a second, as if it had been loaded.
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soundLength: () => 0.25,
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// The tail of a voice is its number in tenths of a second, so a test can tell one from another.
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soundTail: (voice) => voice / 10,
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// A voice by its number, and letting ring, are written into the line, so one list says it all.
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stopSound: (assetId, letRing) => ctx.silenced.push(letRing ? `${assetId} (let ring)` : assetId),
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stopVoice: (voice, letRing) => ctx.silenced.push(`voice ${voice}${letRing ? ' (let ring)' : ''}`),
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tuned: [],
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tuneSound: (voice, fxParams, time, ease) => ctx.tuned.push({ voice, fxParams, time, ease }),
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buses: [],
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tuneBus: (bus, fxParams, time, ease) => ctx.buses.push({ bus, fxParams, time, ease }),
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setBusVolume: (bus, volume, time, ease) => ctx.buses.push({ bus, volume, time, ease }),
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// The last volume set, else that of an asset nobody touched.
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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));
|
||
}
|