Files
feuerwerk/tests/core/property-ports.test.ts
T
rootandClaude Fable 5.1 e7d82bd1a9 State machines: asset, tab, State branch and Set state nodes (#51)
A state machine is an asset whose graph holds one `State` node per state
(no ports, name as title), edited in a new "State machine" tab that reuses
the graph canvas: right-click places "State n", snap toggle shared with the
Behavior tab via SnapToggle. `statemachine` is a value kind like texture
(port, literal node, variable, struct field, tagged list item).

Behaviors use it through `State branch` (one exec output per state) and
`Set state` (one exec input per state; the interpreter now hands `run` the
entry port). States live per behavior instance in NodeContext.states, with
no initial state. Ports derive from the inline picker or a wired
`State machine` literal; BehaviorLookup became GraphLookup with
behavior(id) and machine(id).

The Graph tab is labelled "Behavior" (key unchanged). Unit tests
(state-machine, kinds, catalog, ports), e2e step 26 and README added.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 18:00:23 +02:00

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/**
* Properties: the Variables node for the object it is handed. Its type decides what a port carries:
* a property of that type keeps its own default and field, Any names plain ports of a picked kind.
*/
import { describe, expect, it } from 'vitest';
import { CommandError } from '../../src/core/commands/Command';
import { CollapseNodesCommand } from '../../src/core/commands/graphCommands';
import { AddPortCommand, RenamePortCommand } from '../../src/core/commands/portCommands';
import { RenameVariableCommand } from '../../src/core/commands/variableCommands';
import {
type DeclaredPort,
GraphInterpreter,
inlineInputDef,
NO_LOOKUP,
OBJECT_BEHAVIOR_PARAM,
OBJECT_TYPE_PARAM,
propertyPort,
resolveDef,
} from '../../src/core/graph';
import type { BehaviorAsset } from '../../src/core/model/Asset';
import { graphLookup } from '../../src/core/model/graphLookup';
import type { PropertyBag } from '../../src/core/model/Properties';
import { fakeContext, fakeEntity, graphEditor, makeBehavior, makeProject, roundTrip } from '../helpers';
const SPRITE = { [OBJECT_TYPE_PARAM]: 'sprite' };
const set = (key: string): DeclaredPort => ({ key, kind: 'number', write: true });
/** `On start → Properties{…} on self`, its `width` output then stored in `seen`. */
function onSelf(ports: DeclaredPort[], params: PropertyBag = SPRITE) {
const fixture = makeProject();
const behavior = makeBehavior(fixture, 'B', ['seen']);
const edit = graphEditor(fixture, behavior);
const start = edit.addNode('OnStart');
const self = edit.addNode('Self');
const props = edit.properties(ports, params);
const store = edit.variables(['seen'], { write: true });
edit.wire([
[start, 'exec', props, 'exec'],
[self, 'object', props, 'object'],
[props, 'exec', store, 'exec'],
[props, 'width', store, 'seen'],
]);
return { fixture, behavior, props };
}
function run(behavior: BehaviorAsset, fixture: ReturnType<typeof makeProject>, props: PropertyBag) {
const self = { ...fakeEntity('self'), props: { ...props } };
const ctx = fakeContext({ self, variables: { seen: 0 } });
new GraphInterpreter(behavior.graph, graphLookup(fixture.project)).fire('OnStart', ctx);
return { props: self.props, seen: ctx.variables.seen };
}
describe('a node that reads and writes properties of an object', () => {
it("writes an unconnected input as its property's default, and reads it back after", () => {
const { fixture, behavior } = onSelf([set('width'), set('color')]);
expect(run(behavior, fixture, { width: 10, color: 0 })).toEqual({
props: { width: 100, color: 0xffffff },
seen: 100,
});
});
it('writes the value typed on the node once there is one', () => {
const { fixture, behavior, props } = onSelf([set('width')]);
props.params.width = 64;
expect(run(behavior, fixture, { width: 10 }).props.width).toBe(64);
});
it('reads a property at the moment it is asked, so one node counts it up', () => {
const fixture = makeProject();
const behavior = makeBehavior(fixture, 'B');
const edit = graphEditor(fixture, behavior);
const start = edit.addNode('OnStart');
const self = edit.addNode('Self');
const coins = edit.properties([set('coins')]);
const add = edit.addNode('Add', { b: 1 });
edit.wire([
[start, 'exec', coins, 'exec'],
[self, 'object', coins, 'object'],
[coins, 'coins', add, 'a'],
[add, 'result', coins, 'coins'],
]);
const self_ = { ...fakeEntity('self'), props: { coins: 5 } };
const interpreter = new GraphInterpreter(behavior.graph, graphLookup(fixture.project));
for (let i = 0; i < 2; i++) interpreter.fire('OnStart', fakeContext({ self: self_ }));
expect(self_.props.coins).toBe(7);
});
it('switches an object off and, left unconnected, on – what Set enabled did', () => {
const switched = (typed: PropertyBag, before: boolean) => {
const fixture = makeProject();
const behavior = makeBehavior(fixture, 'B');
const edit = graphEditor(fixture, behavior);
const start = edit.addNode('OnStart');
const self = edit.addNode('Self');
const node = edit.properties([{ key: 'enabled', kind: 'boolean', write: true }], {
[OBJECT_TYPE_PARAM]: 'container',
});
Object.assign(node.params, typed);
edit.wire([
[start, 'exec', node, 'exec'],
[self, 'object', node, 'object'],
]);
return run(behavior, fixture, { enabled: before }).props.enabled;
};
expect([switched({ enabled: false }, true), switched({}, false)]).toEqual([false, true]);
});
it('has flow pins only while a property is set, and they sit above the object input', () => {
const { behavior, props } = onSelf([set('width'), { key: 'height', kind: 'number' }]);
const keys = () => {
const def = resolveDef(props, behavior.graph, NO_LOOKUP)!;
return { inputs: def.inputs.map((p) => p.key), outputs: def.outputs.map((p) => p.key) };
};
expect(keys()).toEqual({ inputs: ['exec', 'object', 'width'], outputs: ['exec', 'width', 'height'] });
props.ports = props.ports!.map(({ write: _, ...p }) => p);
expect(keys()).toEqual({ inputs: ['object'], outputs: ['width', 'height'] });
});
});
describe('what a port carries, by the type of the node', () => {
const width: DeclaredPort = { key: 'width', kind: 'number' };
it("takes the def of its own type, not another type's that shares the key", () => {
expect(propertyPort(width, SPRITE)).toMatchObject({ default: 100, field: { min: 1 } });
expect(propertyPort(width, { [OBJECT_TYPE_PARAM]: 'camera' })).toMatchObject({
default: 640,
field: { decimals: 0 },
});
});
it('edits a typed-in value with the field of that property', () => {
const text = { [OBJECT_TYPE_PARAM]: 'text' };
expect(inlineInputDef(propertyPort({ key: 'color', kind: 'number' }, text)).kind).toBe('color');
expect(inlineInputDef(propertyPort({ key: 'align', kind: 'text' }, text)).kind).toBe('enum');
// A kind the property does not travel as (a hand-edited file) is left a plain port.
expect(propertyPort({ key: 'width', kind: 'text' }, SPRITE).field).toBeUndefined();
});
it('keeps a port under Any plain, at the zero of its kind, whatever its name', () => {
expect(propertyPort(width, {})).toMatchObject({ default: 0 });
expect(propertyPort(width, {}).field).toBeUndefined();
expect(propertyPort({ key: 'ready', kind: 'boolean' }, {}).default).toBe(false);
});
it('shows its type as a setting row, and the behavior only under that type', () => {
const fixture = makeProject();
const edit = graphEditor(fixture, makeBehavior(fixture, 'B'));
const hidden = (params: PropertyBag) => {
const node = edit.properties([], params);
return resolveDef(node, { nodes: [node], edges: [] }, NO_LOOKUP)!.hiddenParams?.(node.params);
};
expect(hidden(SPRITE)).toEqual([OBJECT_BEHAVIOR_PARAM]);
expect(hidden({})).toEqual([OBJECT_BEHAVIOR_PARAM]);
expect(hidden({ [OBJECT_TYPE_PARAM]: 'behavior' })).toEqual([]);
});
it('is titled Properties while open and says what it does once collapsed', () => {
const fixture = makeProject();
const behavior = makeBehavior(fixture, 'B');
const edit = graphEditor(fixture, behavior);
const width = { key: 'width', kind: 'number' } as const;
const nodes = [
edit.properties([set('width'), set('height')], SPRITE),
edit.properties([width, { key: 'height', kind: 'number' }], SPRITE),
edit.properties([set('width')], SPRITE),
edit.properties([width], SPRITE),
edit.properties([], SPRITE),
];
const titles = () => nodes.map((node) => resolveDef(node, behavior.graph, NO_LOOKUP)!.label);
expect(new Set(titles())).toEqual(new Set(['Properties']));
fixture.stack.execute(
new CollapseNodesCommand(
behavior.id,
nodes.map((node) => node.id),
true,
),
);
expect(titles()).toEqual([
'Set 2 properties',
'Get 2 properties',
'Set width',
'Get width',
'No properties',
]);
});
});
describe('the keys a port cannot take', () => {
it('keeps the object input and the settings their own', () => {
const { fixture, behavior, props } = onSelf([set('width')]);
for (const key of ['object', OBJECT_TYPE_PARAM, OBJECT_BEHAVIOR_PARAM]) {
expect(() =>
fixture.stack.execute(new AddPortCommand(behavior.id, props.id, { key, kind: 'number' })),
).toThrow(CommandError);
expect(() => fixture.stack.execute(new RenamePortCommand(behavior.id, props.id, 'width', key))).toThrow(
CommandError,
);
}
});
it('drops a port from a file that would take one of them', () => {
const { fixture, behavior, props } = onSelf([set('width')]);
props.ports = [
...props.ports!,
{ key: 'object', kind: 'number' },
{ key: OBJECT_TYPE_PARAM, kind: 'text' },
];
const loaded = roundTrip(fixture.project);
const asset = loaded.assets.find((a) => a.id === behavior.id) as BehaviorAsset;
const node = asset.graph.nodes.find((n) => n.id === props.id)!;
expect((node.ports ?? []).map((p) => p.key)).toEqual(['width']);
});
});
describe('a renamed variable', () => {
it('pulls along the ports of Properties nodes pointing at its behavior, in every graph', () => {
const fixture = makeProject();
const game = makeBehavior(fixture, 'Game', ['coins']);
const player = makeBehavior(fixture, 'Player', ['coins']);
const edit = graphEditor(fixture, player);
const pointing = { [OBJECT_TYPE_PARAM]: 'behavior', [OBJECT_BEHAVIOR_PARAM]: game.id };
const ofGame = edit.properties([set('coins')], { ...pointing, coins: 3 });
const any = edit.properties([set('coins')]);
const ofPlayer = edit.properties([set('coins')], { ...pointing, [OBJECT_BEHAVIOR_PARAM]: player.id });
const log = edit.addNode('Log');
edit.connect(ofGame, 'coins', log, 'message');
const keys = () => [ofGame, any, ofPlayer].map((n) => n.ports!.map((p) => p.key).join());
fixture.stack.execute(new RenameVariableCommand(game.id, 'coins', 'gold'));
expect(keys()).toEqual(['gold', 'coins', 'coins']);
expect(ofGame.params).toMatchObject({ gold: 3 });
expect(player.graph.edges.map((e) => `${e.from.port}>${e.to.port}`)).toEqual(['gold>message']);
fixture.stack.undo();
expect(keys()).toEqual(['coins', 'coins', 'coins']);
expect(ofGame.params).toMatchObject({ coins: 3 });
});
it('leaves a port alone whose new key the node already has', () => {
const fixture = makeProject();
const game = makeBehavior(fixture, 'Game', ['coins']);
const pointing = { [OBJECT_TYPE_PARAM]: 'behavior', [OBJECT_BEHAVIOR_PARAM]: game.id };
// `gold` is the port of a variable deleted since.
const node = graphEditor(fixture, game).properties([set('coins'), set('gold')], pointing);
fixture.stack.execute(new RenameVariableCommand(game.id, 'coins', 'gold'));
expect(node.ports!.map((p) => p.key)).toEqual(['coins', 'gold']);
});
});