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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import type { GraphLookup } from '../graph/lookup';
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import { statesOf } from '../graph/stateMachine';
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import { resolveAssetProps } from '../properties/resolve';
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import { findAssetOf, type Project } from './Project';
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/**
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* What a graph may see of the project around it. A behavior's `defaults` are its variable values;
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* every call copies them, so a nested behavior never carries state from one call to the next.
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*/
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export function graphLookup(project: Project): GraphLookup {
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return {
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behavior: (assetId) => {
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const asset = findAssetOf(project, assetId, 'behavior');
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if (!asset) return null;
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return { name: asset.name, graph: asset.graph, defaults: resolveAssetProps(asset) };
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},
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machine: (assetId) => {
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const asset = findAssetOf(project, assetId, 'statemachine');
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return asset ? { name: asset.name, states: statesOf(asset.graph) } : null;
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},
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};
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}
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