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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@@ -1,4 +1,11 @@
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import { type Asset, type ContainerAsset, isSceneAsset, type SceneAsset } from './Asset';
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import {
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type Asset,
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type ContainerAsset,
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type GraphAsset,
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isGraphAsset,
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isSceneAsset,
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type SceneAsset,
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} from './Asset';
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/** 2: a placed container carries no copy of its template. */
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export const PROJECT_FORMAT_VERSION = 2;
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@@ -38,6 +45,11 @@ export function listScenes(project: Project): SceneAsset[] {
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return project.assets.filter(isSceneAsset);
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}
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export function findGraphAsset(project: Project, assetId: string): GraphAsset | undefined {
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const asset = findAsset(project, assetId);
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return asset && isGraphAsset(asset) ? asset : undefined;
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}
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/**
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* Everything that holds placed objects. A container's `objects` are a template, so anything
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* walking "all placed objects" must cover both or it silently skips the templates.
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