Let a called behavior share the caller's local state machines

A local state machine started over in every Run behavior call, so a
state set in a sub-behavior was gone by the next call. A character
controller split into sub-behaviors could therefore never remember
that it was attacking. Scene or global scope would keep the state, but
then every character shares it.

- A call now runs on the states of the instance that runs it, however
  deep. A state one call sets is still set in the next one, and the
  call begins in the start state like the instance does.
- A move made inside a call is reported like one the caller made. The
  caller's On state entered and On state exited hear it, the event
  nodes of the called graph stay silent as before.
- Two objects running the same behavior still hold a state each.
- This reverses the rule from #229 that local machines of a called
  behavior are not kept. Keep stays a switch for variables only.

Tests:
- Two unit tests that pinned the old rule now expect the shared state.
- New world test: a sub-behavior closes a door per object, the
  caller's events hear it, and the next call finds it closed.
- Counter-check: with the old call context the 3 tests fail.
- Gate on melektaus-atx: 239 files, 3600 tests.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-04 18:38:06 +02:00
1 parent d80d5cce26
commit ed7872c893
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@@ -240,17 +240,10 @@ export class GraphInterpreter {
this.callStack.push(call.behaviorId);
this.callSites.push(site);
this.calledBehaviors.add(call.behaviorId);
// Fresh states every call, and nothing of the caller's variables or states. What it does to a
// local machine therefore dies with the call and is not reported; a `global` machine is the
// run's, so moving that one is a move like any other.
const inner: NodeContext = {
...ctx,
variables,
states: {},
stateChanged: (machineId, from, to) => {
if (machineId in ctx.shared.states) ctx.stateChanged(machineId, from, to);
},
};
// Nothing of the caller's variables, but its local machines: a local machine belongs to the
// running instance however deep the call, so what a call sets is still set on the next one,
// and the move is heard like one the caller made itself.
const inner: NodeContext = { ...ctx, variables };
try {
for (const entry of entries) {
this.trace?.onNode(entry.id);