1## Why23The engine needs a small declarative contract for turn-based gameplay patterns without introducing executable custom rules. Authors need to describe a level-scoped automaton with a subject/property rule and repeatable movement pattern, while players and tools need deterministic phase state, visible beat feedback, and safe mod sharing.45## What Changes67- Add an optional level automaton with `{ id, subject?, property, pattern, phase? }` data.8- Define `pattern` as object steps: `{ action: 'move', dx, dy, cue?, sound? }` or `{ action: 'wait', cue?, sound? }`.9- Activate the automaton's property dynamically when the level's board contains `SUBJECT IS PROPERTY`.10- Advance numeric phase once per accepted player turn, including explicit `wait`; blocked input does not advance it.11- Include automata state in settled state, Undo/reset snapshots, replay, and solver state; report automated movement in `automated` event entries.12- Validate local CommonJS and data-only shared automata and derive visible current/next beat feedback from normalized phase and pattern data.1314## Capabilities1516### New Capabilities1718- `rule-driven-automata`: declarative pattern steps, level-scoped activation, phase state, validation/sharing, deterministic tools, and visual feedback.1920### Modified Capabilities2122None. Existing board sentence rules and MVP vocabulary remain the source of activation; the automaton is additive level data.2324## Impact2526- Affected level state, settled events, mod validation, data-only sharing, Undo/reset, replay, solver state keys, and presentation feedback.27- No executable callbacks, completion predicates, arbitrary shared code, or new pattern string shorthand are introduced.28- Existing levels without an automaton remain unchanged.