IMachine Base interface for a finite state machine.
 IState A state in a state machine.
 ITransition Transition interface used by BasicState.
 BasicState Simple state that allows for generic transition rules.
 DeathState State which destroys its owning container when it is entered.
 DelayState State that enforces a delay (measured in ticks) before attempting to transition.
 FSMComponent Component that wraps a state machine and updates it based on game ticks.
 Machine Implementation of IMachine; probably any custom FSM would be based on this.
 PropertyTransition Check that a component container property evaluates to some value before changing state.
 ThinkingMachineInstance A state machine which shares its description with other machines.
 Transition Basic, always-on transition.
 TransitionEvent Machine fires this event whenever it changes state.