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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@@ -30,6 +30,11 @@ export const TextureLiteral = literal(
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'texture',
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'A constant picture: a texture, one of its frames or an animation, as a sprite wears it.',
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);
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export const StateMachineLiteral = literal(
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'StateMachine',
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'statemachine',
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'A constant state machine, for a "State branch" or a "Set state" to work on.',
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);
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export const ListLiteral = literal(
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'List',
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'list',
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