docs: reorganize docs into bgm and status folders
Group the bgm spec cluster under docs/bgm and move dev logs and plans under docs/status, add an overview index, and update cross-references in the docs, README, and source comments.
This commit is contained in:
@@ -0,0 +1,495 @@
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# Board Game Manifest — Technical Reference
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> The concrete behavior of the board game manifest (bgm) format.
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>
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> Definitions can live in JSON/YAML/TOML files or in markdown code blocks. In
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> codeblock mode, each code block is a virtual definition file, named relative
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> to the current markdown file.
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---
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## 1. json features
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### The `$variants` directive
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For objects with a `$variants` key, the value is a CSV. Parse it into an object
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array with `typed-csv`, extend the original object with each row, and return
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the array.
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```yaml
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job: 'hero'
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$variants: ./heroes.csv
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```
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```csv
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name,parents
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string,string[]
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clark,[jonathan;martha]
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bruce,[]
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```
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```json
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[
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{ "job": "hero", "name": "clark", "parents": ["jonathan", "martha"] },
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{ "job": "hero", "name": "bruce", "parents": [] }
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]
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```
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### Inline vs file
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`$variants` can be a single source or an array of sources. Each source is a
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file/URL path if its first line ends in `.csv`, otherwise it is inline CSV.
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This keeps the two forms self-documenting and applies the same rule to single
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values and array elements alike. In YAML a block scalar (`|`) is the natural
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way to write inline CSV; in JSON you'd use `\n`.
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```yaml
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$variants: |
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id,name,faceCrop
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string,string,[number;number;number;number]
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fish,Fish,[0;0;5;2]
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grain,Grain,[1;0;5;2]
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```
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An array of sources concatenates their rows. This lets one part definition
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pull from several CSVs with different schemas — e.g. a deck where the regular
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cards share a face sheet but the jokers have their own:
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```yaml
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$variants:
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- ./cards.csv
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- ./jokers.csv
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```
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Each source is parsed with its own schema, and its rows extend the original
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object independently.
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### CSV conventions
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CSV is parsed with `typed-csv`:
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- The first row is the header, the second row is the type declaration
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(`string`, `number`, `string[]`, ...), and the remaining rows are data.
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- Rows are validated against a zod schema derived from the type row.
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- **`crop` inside a CSV cell** uses `;` as the element separator
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(`[0;0;5;2]`), because `,` is the CSV delimiter. `typed-csv` loads it into
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an array with value `[0,0,5,2]`.
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---
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## 2. Definition discovery
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Definitions are organized in **packages**. A loader loads a package
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declaration, then uses its `include` paths to find the definitions.
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### Code blocks as virtual files
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A code block is a virtual definition file. Its name is derived from the
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`role=` on its info string — `role.type.lang` — so it is discoverable by the
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default `include: ./**/*.yaml` and addressable by that name:
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````md
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```yaml role=part.cargo
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...
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```
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```yaml role=surface.game#main
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...
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```
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```yaml role=package
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...
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```
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````
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- `role=part.cargo` names the block `part.cargo.yaml`.
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- `role=surface.game#main` names it `surface.game.yaml`.
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- `role=package` names it `package.yaml`.
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- The name is what `$variants: ./cargo.csv` and `include: parts/*.yaml`
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resolve against. When there is a real file in that path, the codeblock wins.
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- `file=` overrides the auto-name when present, e.g. `file=parts/cargo.yaml`
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names the block `parts/cargo.yaml` regardless of its role.
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- A block without `role=` is **not** a definition — it is ignored. Discovery
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is explicit: a block is a definition only when its `role=` (or, for real
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files, its filename) declares a known `role.type`.
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### role= on the info string
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A block's role is declared on the info string, using the same `role.type#id`
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shape as the block's identity. `type` and `id` are optional — anything not
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given comes from the content (or from `$variants` rows):
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````md
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```yaml role=part.cargo
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...
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```
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```yaml role=surface.game#main
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...
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```
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```yaml role=package
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...
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```
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````
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- `role=part.cargo` declares a part of type `cargo`; its `id` comes from the
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content or from `$variants`.
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- `role=surface.game#main` declares a surface of type `game` with id `main`.
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- `role=package` declares a package; it has no type.
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- A `role`/`type`/`id` given on the info string **conflicts** with the same
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key in the content and errors. `id` on the info string cannot combine with
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`$variants`, since every row supplies its own `id`.
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- A block without `role=` is not a definition — discovery is explicit (see
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above).
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### Real files
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A real `role.type.lang` file (e.g. `part.cargo.yaml`) is a definition by its
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filename, with no `role=` needed. `role` and `type` are parsed from the name;
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`id` comes from the content or `$variants`. A real file and a code block with
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the same name are the same definition; the code block wins.
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### Duplicates
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Two definitions with the same `role.type` are grouped under the same name.
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They must not define the same `id` — a duplicate `type#id` errors. Blocks with
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the same `role.type` but different ids are fine.
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### include
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`include` is a list of git-style path patterns — the defs that make up the
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package. **Defaults to `./**/*.yaml`**, so all yaml in the same and sub
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folders is discovered with no configuration. This also matches the package
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declaration itself, which is fine — it's the package, not a part.
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Patterns are resolved **relative to the package declaration's own directory**,
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not the games root. So a package declared in `carcassonne/carcassonne.md`
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with the default `./**/*.yaml` only picks up yaml under `carcassonne/` — it
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never absorbs defs from a sibling game. To reach outside its folder, a
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package can use a `../`-relative pattern or an absolute-from-root pattern
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(e.g. `**/shared/*.yaml`).
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---
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## 3. Roles
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json objects in yaml blocks are handled if they are declared as a definition
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by their `role=` (or, for real files, their filename) for either
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- `package`
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- `part`
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- `surface`
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- `setup`
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a valid object can either be the root or in the list of the yaml block.
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for all roles except package, `type` and `id` are needed.
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`type#id` is used for identification so that combo must be unique in the package.
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A block declares its role on the info string — `role=part.cargo` is equivalent
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to `role: part` + `type: cargo` in the content (see §2). A real file declares
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it in its filename. The info string/filename and content must not both set the
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same key.
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### package
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The package is the container for a game's definitions. It is declared with a
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`role: package` object:
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```yaml
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role: package
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id: harbor
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title: Harbor
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designer: Jane Doe
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players: 2
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language: en
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```
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- `role`: for block discovery.
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- `id`: package identification.
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- `title` — game name.
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- `include` — the defs that make up the package (see §2).
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- Optional metadata: `designer`, `development` (artist/developer), `publisher`,
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`players` (player count), `language`.
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### part
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A part is a game component. It is identified by a `package:type#id` string,
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placed on the board via `setup`, and visualized by routes.
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#### part value types
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- `image` — a url to an image.
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- `crop` — a tuple `[col, row, cols, rows]`. Divides the image into a grid
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and picks the cell at `[col, row]` with size `[width/cols, height/rows]`.
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Negative `cols` flips the rendered image.
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- `size` — a tuple `[width, height, depth]` in mm units.
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#### part props
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- `face` — `sprite`. Used for texture.
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- `faceCrop` — `crop` for `face`.
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- `back` — `sprite`. Used for texture. Defaults to `face`.
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- `backCrop` — `crop` for `back`.
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- `shape` — `sprite`. Traced for its profile to create the mesh for the part.
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Defaults to the full rect of the back image.
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- `size` — `size`. The token is scaled to fit in the box. The x/y aspect
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ratio is kept, but not z (thickness).
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- `fillet` — number in mm. Used to fillet the shape. Defaults to `0`.
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#### example
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```yaml
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role: part
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type: token
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id: wood
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face: ./assets/tokens.png
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faceCrop: [1, 0, 5, 2]
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back: ./assets/tokens.png
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backCrop: [3, 0, 5, 2]
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shape: ./assets/token-shape.png
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size: [20, 20, 3]
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fillet: 2
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```
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A `wood` token: the `face` and `back` sprites come from the same sheet,
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`faceCrop`/`backCrop` picking different cells of the `5×2` grid. The shape is
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traced from `token-shape.png`, sized `20×20×3` mm with a `2` mm fillet.
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### surface
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A `surface` is a **view** over the state store, purely for **visual rendering**.
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It has a reference `size` (`[width, height]` in mm) and a `layout` list of
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routes. The size is a reference — it may be scaled to fit larger or smaller
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tables. It does not affect part placement; placement lives in the state store
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(see §4). A surface need not cover every part — parts with no matching route on
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this surface are simply not shown.
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A surface also declares how it is **mounted**: as the root table surface, on a
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HUD area, or as a child of another surface. `mount` is always an object, with
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`x`, `y`, and `rotation` (defaulting to `0`) anchoring it like a route. The
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`kind` selects the mount type:
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- `table` — the root table surface (default).
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- `hud` — mounted to a HUD area, e.g. a player's hand.
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- `child` — mounted relative to a parent surface. A surface lists its
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`children` (`type#id` refs) so a surface can be repeated, like a player
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board; each child is mounted relative to its parent's anchor.
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```yaml
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type: board
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id: harbor
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role: surface
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size: [300, 200]
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mount:
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kind: table
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x: 0
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y: 0
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rotation: 0
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children:
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- board#player
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layout:
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- route: /dock/:seat
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candidates:
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$variants: ./seats.csv
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- route: /deck
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x: -100
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y: 0
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rotation: 0
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```
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```yaml
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type: hud
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id: hand
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role: surface
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size: [200, 100]
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mount:
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kind: hud
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area: bottom-left
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```
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```yaml
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type: board
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id: player
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role: surface
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size: [200, 200]
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mount:
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kind: child
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x: 100
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y: 50
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rotation: 0
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```
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### setup
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`setup` seeds the state store: the enabled surfaces and the part placement.
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Each valid game state is a valid setup.
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```yaml
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role: setup
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type: game
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id: main
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surfaces:
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- board#harbor
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- hud#hand
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setup:
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- path: /dock/0
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parts: harbor:boat#fleet
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- path: /deck
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parts: harbor:card
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facing: back
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- path: /table
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parts: harbor:token#wood
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facing: standing
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```
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`surfaces` lists the surfaces enabled at the start. A surface not listed is
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disabled and not rendered. When `surfaces` is omitted, all surfaces are
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enabled.
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`setup` is an **ordered list of placements**. Each placement moves its `parts`
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to its `path`, and entries are applied in order — so a part listed in a later
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placement ends up on that placement's path. This makes a setup read like "deal
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the deck, then move these cards to the flop".
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`parts` can be a single part id, a bare type without an id, or a list of
|
||||
either. A bare type expands to all parts of that type during game state
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initialization.
|
||||
|
||||
`facing` sets how the placed parts are oriented on the board, defaulting to
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`face`:
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||||
|
||||
- `face` — lay flat, front up, resting on the bottom face.
|
||||
- `back` — lay flat, front down (flipped over), resting on the top face.
|
||||
- `standing` — stand upright on the bottom edge, front texture still showing.
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||||
|
||||
A part's `facing` is seeded into the game state and can change at runtime; it
|
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only affects orientation, never the part's texture.
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||||
|
||||
---
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||||
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## 4. Concepts
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||||
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||||
### Game state
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||||
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||||
The board's state is a **state store**: the set of **enabled surfaces** and a
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||||
map from path to a **stack** of parts. It is the authoritative record of which
|
||||
surfaces are in play and where every part is placed.
|
||||
|
||||
A path is a URL path with named params, like `/dock/1`.
|
||||
|
||||
A part is identified by a `package:type#id` string.
|
||||
|
||||
A surface is enabled or disabled; a disabled surface is not rendered. Setup
|
||||
seeds the enabled set (see §3), and it changes at runtime as the game
|
||||
progresses (e.g. enabling the main board after an expansion-chooser scene).
|
||||
|
||||
### Routing
|
||||
|
||||
A route is a **visualization route**: it maps a part to a location on a
|
||||
surface. Routes match the keys of the state store, but they are defined by a
|
||||
surface and need not cover every placed part — a part with no matching route on
|
||||
a given surface is simply not shown there. Routes exist only for game parts; a
|
||||
surface is not a part and never appears on a route.
|
||||
|
||||
A route matches all parts on the path; the placement of each individual part on
|
||||
the stack is a separate concern.
|
||||
|
||||
A route is an express-style URL path with named params, plus the `x`, `y`, and
|
||||
`rotation` of its anchor. Routes are defined in a **list**, not a map, so the
|
||||
same route path may appear more than once:
|
||||
|
||||
```yaml
|
||||
layout:
|
||||
- route: /dock/:seat
|
||||
x: 40
|
||||
y: 0
|
||||
rotation: 0
|
||||
- route: /deck
|
||||
x: -100
|
||||
y: 0
|
||||
rotation: 0
|
||||
```
|
||||
|
||||
### Candidates
|
||||
|
||||
To match a class of routes against a list of positions, keep a single route with its param and give it a
|
||||
`candidates` array to match `:param` against, each candidate carrying its own `x`/`y`/`rotation`:
|
||||
|
||||
```yaml
|
||||
layout:
|
||||
- route: /dock/:seat
|
||||
candidates:
|
||||
$variants: ./seats.csv
|
||||
```
|
||||
|
||||
```csv
|
||||
seat,x,y,rotation
|
||||
string,number,number,number
|
||||
0,40,0,0
|
||||
1,40,20,0
|
||||
```
|
||||
|
||||
The router should select only the first candidate with all params matched against its props — the fields in the candidate's CSV row (e.g. `:seat` matches the candidate's `seat` value).
|
||||
|
||||
A candidate inherits the route's `x`, `y`, `rotation`, and `stacking`, and may override any of them with its own values. When no candidates match, the whole route fails to match.
|
||||
|
||||
### Stacking
|
||||
|
||||
When multiple parts live on a path, only the top (last) one shows by default.
|
||||
To override this, add stacking strategies:
|
||||
|
||||
```yaml
|
||||
layout:
|
||||
- route: /deck
|
||||
x: -100
|
||||
y: 0
|
||||
rotation: 0
|
||||
stacking:
|
||||
curve: M 0 0 C 20 -20 40 -20 60 0
|
||||
limit: 5
|
||||
align: center
|
||||
steps: 4
|
||||
tilt: 0.1
|
||||
zStart: 0
|
||||
zEnd: 30
|
||||
```
|
||||
|
||||
- `curve` — an SVG path string to spread the content along, relative to the
|
||||
anchor `x`, `y`, `rotation`.
|
||||
- `limit` — how many parts to display. `0` shows all, `3` shows the first 3,
|
||||
`-3` shows the last 3.
|
||||
- `align` — `start`, `end`, or `center` of the curve.
|
||||
- `steps` — the maximum number of parts per curve length unit. Defaults to
|
||||
`1`. See the positioning process below.
|
||||
- `tilt` — rotation in degrees applied to every shown part about the card's
|
||||
local Y (long) axis. It applies even without a `curve`, so a bare `tilt`
|
||||
rotates a straight pile. Defaults to `1` when not specified.
|
||||
- `zStart` / `zEnd` — the height (surface-normal) in mm at the start and end
|
||||
of the `curve`. The stack ramps linearly between them across its span,
|
||||
lifting it in 3D. Requires a `curve`.
|
||||
|
||||
#### positioning process
|
||||
|
||||
1. **Determine the step length.** It is `curve length / max(steps, # of
|
||||
parts on path − 1)`.
|
||||
2. **Determine the alignment.** It places the span of
|
||||
`step length × (# of parts − 1)` on the curve.
|
||||
3. **Place each part.** Part `#0` is at the start, the last part at the end,
|
||||
each `step length` apart.
|
||||
4. **Lift each part.** The part's height is `zStart + (zEnd − zStart) × u`,
|
||||
where `u` is its normalized position along the `curve`.
|
||||
5. **Tilt each part.** Every part is rotated `tilt` about its local Y (long)
|
||||
axis.
|
||||
|
||||
### Edge cases
|
||||
|
||||
- Object with no matching route → **not placed on this surface**. The game
|
||||
state is still valid — the part simply isn't visualized. A surface is a view
|
||||
over the state store, not a mirror of it, and may show only a subset (e.g. a
|
||||
player's hand on the HUD).
|
||||
- Route with no matching object → empty, fine.
|
||||
- Multiple routes match one path -> first route wins.
|
||||
- Multiple parts on one path → **stack** (see §4 Stacking). One route wins
|
||||
for all parts on a path, and the stacking strategy decides what's shown
|
||||
(it may drop parts that are not dropped on other matching routes).
|
||||
Reference in New Issue
Block a user