Files
feuerwerk/src
adminandClaude Opus 5.5 ed7872c893 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>
2026-10-04 18:38:06 +02:00
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