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>
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@@ -8,6 +8,24 @@ export interface BehaviorProgram {
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defaults: PropertyBag;
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}
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export type BehaviorLookup = (assetId: string) => BehaviorProgram | null;
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/** One state of a machine: the node id is what a port and the runtime hold, the name is the label. */
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export interface MachineState {
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id: string;
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name: string;
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}
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export const NO_BEHAVIORS: BehaviorLookup = () => null;
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export interface StateMachine {
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name: string;
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states: MachineState[];
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}
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/**
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* What a node may look up in the project around its graph: the behaviors it can run and the
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* state machines it can read. One handle, so no caller can resolve a node with half of it.
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*/
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export interface GraphLookup {
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behavior(assetId: string): BehaviorProgram | null;
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machine(assetId: string): StateMachine | null;
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}
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export const NO_LOOKUP: GraphLookup = { behavior: () => null, machine: () => null };
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