Let a behavior be a node in another graph
A behavior that has a Start and an End node can now be dropped into any other graph as a node of its own. What is declared on the start node becomes the inputs of that node, what hangs on the end node its outputs; the port list is derived from the sub graph, not copied, so declaring a port in one graph grows the node in the other without touching it. The node carries the behavior's name and the palette lists behaviors by name, so a call is one grab instead of a node plus a dropdown. An embedded behavior has no object and therefore no place for variables: every call starts on the asset defaults and communicates only through its ports. That is the conservative direction - state can still be added later, and shared state already has a home in a behavior object in the scene. Node ids are unique per graph only, so each call gets its own pulse cache; without that, two graphs would collide. Renaming a port used to silently drop the value typed on the calling node. It is carried along now, project wide, like the edges.
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@@ -18,6 +18,24 @@ export interface GraphNode {
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x: number;
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y: number;
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params: PropertyBag;
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/**
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* Ports the node declares itself, on top of the fixed ones of its type. Only the behavior
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* start/end nodes carry this – they are what gives a nested behavior its signature.
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*/
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ports?: DeclaredPort[];
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}
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/** A port a start/end node declares. `kind` maps to the PortType of the same name (`text` → string). */
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export interface DeclaredPort {
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key: string;
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kind: DeclaredPortKind;
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}
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export const DECLARED_PORT_KINDS = ['number', 'boolean', 'text', 'object'] as const;
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export type DeclaredPortKind = (typeof DECLARED_PORT_KINDS)[number];
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export function declaredPortType(kind: DeclaredPortKind): PortType {
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return kind === 'text' ? 'string' : kind;
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}
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export interface GraphEdge {
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