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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@@ -181,6 +181,7 @@ export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
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self: fakeEntity('self'),
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owner: fakeEntity('owner'),
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variables: { speed: 100 },
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states: {},
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time: 0,
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dt: 0.5,
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logs,
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@@ -213,9 +214,10 @@ export function runDef(
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ctx: NodeContext,
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inputs: Record<string, Value>,
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params: PropertyBag = {},
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entry = 'exec',
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): RunResult {
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const def = requireNodeDef(type);
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return def.run!(ctx, inputs, params, def);
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return def.run!(ctx, inputs, params, def, entry);
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}
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/** Runs one node definition in isolation and returns its data outputs. */
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