Files
feuerwerk/tools/e2e/19-nested-behavior.mjs
T
rootandClaude Opus 5 8f92a06c84 Consolidate duplicated editor code, trim comments, refresh README
Split GraphCanvas (1076 -> 831 lines) into EdgeLayer and graphMenus;
the port and marker menus were the same list and are now one function.
Value specs of the inspector and the list tab share valueSpecs.ts, and
the remaining copies (compound commands, type glyphs, typed asset
lookup, name rule, play/editor world setup, marquee) are merged.

Four copies had already drifted apart; merging them fixes:
- "Disconnect N links" in the port menu is one undo step, not N
- "+ Add collider" is hidden on a placed container instance, as in
  the hierarchy menu, instead of always failing
- a bool property coerced from the text "false" becomes false
- a port command on an unknown node type reports instead of crashing

Comment-only edits leave the bundle byte-identical. README corrected in
35 places (step limit, jump-run clock, suite duration, 409 body, ...).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 11:00:30 +02:00

301 lines
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import { edge, node, port } from '../lib/builders.mjs';
import { MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* A behavior used as a node inside another behavior's graph: the ports it grows from the other
* graph's start/end nodes, the call itself while playing, and declaring a port across the two.
*
* The step brings its own box and its own two behaviors; everything it adds is removed at the end.
*/
const SCALE = 100;
/** `in1` → ×2 → `out1`, entered at the start node and left at the end node. */
const doubleGraph = {
nodes: [
node('nb-start', 'BehaviorStart', 0, 0, {}, [port('in1', 'number')]),
node('nb-times', 'Multiply', 240, 60, { b: 2 }),
node('nb-end', 'BehaviorEnd', 520, 0, {}, [port('out1', 'number')]),
],
edges: [
edge('nb-e1', 'nb-start', 'exec', 'nb-end', 'exec'),
edge('nb-e2', 'nb-start', 'in1', 'nb-times', 'a'),
edge('nb-e3', 'nb-times', 'result', 'nb-end', 'out1'),
],
};
/**
* `On update → Run(Double, in1 = 1) → Move(owner, dx = out1)`. The caller does no arithmetic of
* its own: the speed it moves at *is* the value the nested behavior handed back.
*/
const callerGraph = {
nodes: [
node('nb-update', 'OnUpdate', 0, 0),
node('nb-owner', 'Owner', 0, 160),
node('nb-call', 'RunBehavior', 260, 0, { behavior: 'nb-double', in1: 1 }),
node('nb-move', 'Move', 560, 0, { scale: SCALE }),
],
edges: [
edge('nb-c1', 'nb-update', 'exec', 'nb-call', 'exec'),
edge('nb-c2', 'nb-call', 'exec', 'nb-move', 'exec'),
edge('nb-c3', 'nb-call', 'out1', 'nb-move', 'dx'),
edge('nb-c4', 'nb-update', 'dt', 'nb-move', 'dt'),
edge('nb-c5', 'nb-owner', 'object', 'nb-move', 'object'),
],
};
export async function nestedBehavior(t) {
const {
check,
sleep,
evaluate,
json,
shot,
click,
clickText,
typeText,
locate,
press,
undo,
object,
entity,
asset,
mutate,
stop,
} = t;
const portAt = (nodeId, key, isOutput) =>
json(`__gm.graph.portAt(${JSON.stringify(nodeId)}, ${JSON.stringify(key)}, ${isOutput})`);
const startPorts = async () =>
(await asset('nb-double')).graph.nodes.find((n) => n.id === 'nb-start').ports ?? [];
// 19a. Two behaviors and a box wearing the calling one. Written into the model directly: what
// is under test is the call, not another way of drawing a graph.
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mover = p.assets.find((a) => a.id === 'mover');
// At the front of the list, not the end: these get dragged out of the asset panel below, and
// by this point in the suite the list is long enough to scroll a row at the end out of reach.
const behavior = (id, name, graph) => {
const a = structuredClone(mover);
Object.assign(a, { id, name, props: { enabled: true, runInEditor: false }, variables: [], graph });
p.assets.unshift(a);
};
behavior('nb-double', 'Double', ${JSON.stringify(doubleGraph)});
behavior('nb-caller', 'Caller', ${JSON.stringify(callerGraph)});
behavior('nb-empty', 'Empty', { nodes: [], edges: [] });
${MAKE_OBJECT}
scene.objects.push(make('nb-box', 'crate', '', 700, 'Nested box'), make('nb-logic', 'nb-caller', 'nb-box', 700, 'Caller'));
`);
await sleep(400);
// 19b. The call really runs, and the value really comes back: the box moves at dx × scale, and
// dx is nothing the caller holds – it is what the nested graph returned. Without the result
// dx would be 0 and the box would not move at all.
const boxX = async () => (await object('nb-box')).position.x;
const idleX = await boxX();
await t.play();
await sleep(300);
const before = (await entity('nb-box')).x;
await sleep(1000);
const after = (await entity('nb-box')).x;
const speed = after - before;
check(
'a behavior used as a node runs, and what it returns is what drives the caller',
speed > SCALE * 1.4 && speed < SCALE * 2.6,
`moved ${speed.toFixed(1)} px in ~1 s – 2 × ${SCALE} means the returned value arrived, 0 would mean nothing came back`,
);
await stop();
await sleep(300);
check(
'the stored object is untouched by the run, as in any play session',
(await boxX()) === idleX,
`x=${await boxX()}`,
);
// 19c. The node in the graph carries the *other* behavior's ports and name – neither is part of
// its own type.
await evaluate(
`__gm.state.select({ kind: 'node', assetId: 'nb-caller', nodeId: 'nb-call', nodeIds: ['nb-call'] })`,
);
await sleep(300);
const inPort = await portAt('nb-call', 'in1', false);
const outPort = await portAt('nb-call', 'out1', true);
check(
'the calling node grows the ports the other behavior declares',
Boolean(inPort) && Boolean(outPort) && outPort.x > inPort.x,
JSON.stringify({ inPort, outPort }),
);
const title = await evaluate(`__gm.graph.nodeLabel('nb-call')`);
check(
'and it is drawn under that behavior\'s name, not as "Run behavior"',
title === 'Double',
`title=${JSON.stringify(title)}`,
);
await shot('37-nested-behavior');
// 19d. Declaring a port on one behavior reaches the node in the other one, live. This is the
// check that a port list derived from another graph is really derived and not copied.
check('the calling node has no second input yet', !(await portAt('nb-call', 'in2', false)));
await evaluate(
`__gm.state.select({ kind: 'node', assetId: 'nb-double', nodeId: 'nb-start', nodeIds: ['nb-start'] })`,
);
await sleep(300);
const addButton = await locate('+ Input');
check('the start node offers its inputs in the inspector', Boolean(addButton), JSON.stringify(addButton));
await shot('38-behavior-ports');
await click(addButton.x, addButton.y);
await sleep(200);
await clickText('Number');
await sleep(300);
const declared = await startPorts();
check(
'adding an input declares it on the start node',
declared.length === 2 && declared[1].key === 'in2' && declared[1].kind === 'number',
JSON.stringify(declared),
);
await evaluate(
`__gm.state.select({ kind: 'node', assetId: 'nb-caller', nodeId: 'nb-call', nodeIds: ['nb-call'] })`,
);
await sleep(300);
check(
'and the node in the other graph grew that input without being touched',
Boolean(await portAt('nb-call', 'in2', false)),
);
// 19e. Undo takes the port back, and with it the port on the calling node.
await undo();
await sleep(300);
const afterUndo = await startPorts();
check(
'undo removes it in both graphs',
afterUndo.length === 1 && !(await portAt('nb-call', 'in2', false)),
`${JSON.stringify(afterUndo)}`,
);
// 19f. The palette offers a behavior under its own name, and picking it leaves a node that
// already names it – one pick, not a pick plus a dropdown. ("Double" also labels the asset
// in the list on the left, so the proof is the node that appears, not the row.)
const nodeIds = async () => (await asset('nb-caller')).graph.nodes.map((n) => n.id);
const idsBefore = await nodeIds();
const centre = await json('__gm.graph.center()');
await click(centre.x + 250, centre.y + 250, 'right');
await sleep(150);
check('node palette opens', Boolean(await locate('Search nodes…')));
await typeText('Double');
await sleep(200);
// Enter takes the first match. NOT a click on the label: "Double" also names the asset in the
// list on the left, and that is what a click by text would find first.
await press('Enter');
await sleep(300);
const added = (await asset('nb-caller')).graph.nodes.find((n) => !idsBefore.includes(n.id));
check(
'picking a behavior in the palette drops in a node already set to it',
(await nodeIds()).length === idsBefore.length + 1 &&
added?.type === 'RunBehavior' &&
added?.params.behavior === 'nb-double',
JSON.stringify(added && { type: added.type, params: added.params }),
);
await undo();
await sleep(200);
// 19g. Dragging a behavior out of the asset panel drops a call into the graph, where the
// pointer let go of it.
const newNodeIn = async (before) =>
(await asset('nb-caller')).graph.nodes.find((n) => !before.includes(n.id));
const beforeDrag = await nodeIds();
// Points taken from the drawing area itself: an offset from the centre can fall outside it,
// and a drop that never arrives looks exactly like one that was refused.
const rect = await json('__gm.graph.canvasRect()');
const spot = (fx, fy) => ({
x: Math.round(rect.x + rect.w * fx),
y: Math.round(rect.y + rect.h * fy),
});
const dropAt = spot(0.25, 0.75);
await t.dragAsset('nb-double', dropAt.x, dropAt.y);
await sleep(300);
const dropped = await newNodeIn(beforeDrag);
check(
'a behavior dragged from the asset panel becomes a call node',
dropped?.type === 'RunBehavior' && dropped?.params.behavior === 'nb-double',
JSON.stringify(dropped && { type: dropped.type, params: dropped.params }),
);
const droppedAt = dropped && (await json(`__gm.graph.nodeAt(${JSON.stringify(dropped.id)})`));
check(
'and it lands under the pointer, not at some default spot',
Boolean(droppedAt) && Math.hypot(droppedAt.x - dropAt.x, droppedAt.y - dropAt.y) < 20,
`dropped at ${JSON.stringify(droppedAt)}, let go at ${JSON.stringify(dropAt)}`,
);
// 19h. A behavior with no start node can still be added, but says why nothing happens.
const beforeEmpty = await nodeIds();
const emptyRow = await json(`__gm.assetRow('nb-empty')`);
await t.dragAsset('nb-empty', spot(0.6, 0.75).x, spot(0.6, 0.75).y);
await sleep(300);
const emptyCall = await newNodeIn(beforeEmpty);
check(
'a behavior without a start node can be added just the same',
emptyCall?.params.behavior === 'nb-empty',
`${JSON.stringify(emptyCall && { type: emptyCall.type, params: emptyCall.params })} row=${JSON.stringify(emptyRow)}`,
);
const problem = await evaluate(`__gm.graph.nodeProblem(${JSON.stringify(emptyCall?.id ?? '')})`);
check(
'and the node says why it does nothing, instead of failing silently',
problem === 'No start node – does nothing',
`problem=${JSON.stringify(problem)}`,
);
check(
'a healthy call carries no such warning',
(await evaluate(`__gm.graph.nodeProblem('nb-call')`)) === null,
);
await shot('39-call-problem');
// 19i. Dropping a behavior into its own graph is refused – and says so, rather than quietly
// adding a node that would throw the moment it ran.
const beforeSelf = await nodeIds();
const selfRow = await json(`__gm.assetRow('nb-caller')`);
await t.dragAsset('nb-caller', spot(0.45, 0.5).x, spot(0.45, 0.5).y);
await sleep(300);
const afterSelf = await nodeIds();
const { notice } = await t.state();
// `dragging` tells a refusal apart from a drag that never arrived – both leave the graph alone.
const dragging = await json('__gm.dragPayload()');
check(
'dropping a behavior into its own graph is refused, out loud',
afterSelf.length === beforeSelf.length && notice === 'A behavior cannot run itself',
`nodes ${beforeSelf.length} → ${afterSelf.length}, notice=${JSON.stringify(notice)} row=${JSON.stringify(selfRow)} dragging=${JSON.stringify(dragging)}`,
);
// 19j. Double-clicking a call opens the behavior it runs.
const callNode = await json(`__gm.graph.nodeAt('nb-call')`);
check('the graph shown is still the caller', (await evaluate('__gm.graph.current()')) === 'nb-caller');
await t.doubleClick(callNode.x, callNode.y);
await sleep(400);
const opened = await evaluate('__gm.graph.current()');
check(
'double-clicking a call node opens the behavior it runs',
opened === 'nb-double',
`current=${JSON.stringify(opened)}`,
);
// 19k. Clean up: the three behaviors and the box are gone again.
await evaluate(`__gm.state.select(null)`);
await mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const mine = ['nb-double', 'nb-caller', 'nb-empty'];
p.assets = p.assets.filter((a) => !mine.includes(a.id));
scene.objects = scene.objects.filter((o) => o.id !== 'nb-box' && o.id !== 'nb-logic');
`);
await sleep(300);
const left = await json(`{
objects: __gm.sceneObjects().filter((o) => o.id.startsWith('nb-')).length,
assets: __gm.state.project.assets.filter((a) => a.id.startsWith('nb-')).length,
}`);
check(
'the step leaves nothing of its own behind',
left.objects === 0 && left.assets === 0,
JSON.stringify(left),
);
}