docs: design command execution for tabletop scripts
Add bgm-commands.md covering async commands with ok/cancel/error results, per-invocation run contexts, fire-and-forget vs self-managed waiting, and tap interaction with part-local trigger points. Link it from the tabletop design and plan docs, and record the decisions in decisions.md.
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# bgm-commands
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Command execution for [bgm](./bgm-format.md) board games, built into
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[`@tts/tabletop`](./bgm-tabletop.md). A command is a unit of scripted
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interaction — focus the camera, wait for a tap, move a part, show a caption —
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that runs against the tabletop state store and render layer.
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This doc covers **command execution**: the async lifecycle, run contexts, and
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tap interaction. How commands are *declared* (the `script` role, trigger
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points on parts) is a separate concern, deferred to `bgm-format.md`.
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## 1. async commands
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A command is an async function that returns a result. Every command ends in
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one of three states:
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- `ok` — completed normally.
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- `cancel` — interrupted (a newer command superseded it, the user skipped, the
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surface was disabled). **Not a failure.**
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- `error` — genuinely failed (asset missing, bad path, a thrown exception).
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`cancel` is distinct from `error`: a superseded or skipped command stops
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cleanly, while a broken command surfaces loudly. The runtime treats them
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differently — a script that is superseded unwinds without alarming the player,
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but an `error` is reported.
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```ts
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type CommandResult =
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| { status: 'ok' }
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| { status: 'cancel' }
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| { status: 'error'; error: Error };
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```
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## 2. run contexts
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Each command invocation creates its own **run context**: the unit of
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cancellation and the carrier of command-specific state.
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```ts
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interface CommandRun {
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id: string;
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command: Command;
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status: 'running' | 'ok' | 'cancel' | 'error';
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data: unknown; // command-specific state, e.g. a pending tap target
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cancel(): void;
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done: Promise<CommandResult>;
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}
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```
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A command **owns its own state and its own waiting**; the runtime only
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orchestrates. Its job is to start a run, track its status, cancel it when
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superseded, and react to its terminal state. This keeps commands
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self-contained and testable in isolation.
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## 3. fire-and-forget vs self-managed waiting
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Commands fall into two categories:
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- **Fire-and-forget** (`focus`, `highlight`, `caption`) — start and return
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`ok` immediately (or when their tween settles). The runtime does not block
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on them.
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- **Self-managed waiting** (`wait: tap`, a dialog) — the command resolves its
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own promise when its condition is met. The runtime just awaits it.
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Fire-and-forget commands still get a run context and a cancel path. A `focus`
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tween superseded by a newer `focus` must be cancellable, or two cameras fight.
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"Fire-and-forget" means the runtime doesn't await it, not that it has no
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lifecycle.
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**Supersede groups** cancel a running command when another in the same group
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starts. A `focus` command belongs to a `camera` group, so a second `focus`
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cancels the first.
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```ts
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interface Command {
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id: string;
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supersede?: string; // group; starting one cancels others in it
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execute(ctx: CommandContext): Promise<CommandResult>;
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}
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```
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## 4. tap interaction
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Only tap interaction is supported. A tap on a part is detected and reported to
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the command layer as a `TapEvent`. Parts may declare **trigger points** —
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named, circular regions the author wants to be tappable.
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```ts
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interface TriggerPoint {
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id: string;
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position: [number, number]; // part-local frame, mm
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radius: number; // mm
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}
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interface TapEvent {
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part: string; // package:type#id
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position: [number, number]; // part-local frame, mm
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trigger: TriggerPoint | null; // nearest within radius, or null
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}
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```
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Rules:
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- Trigger points are authored in the **part's local frame** (mm, relative to
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the part's origin), not world space. A part moves, rotates, and flips
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(facing), so a world-space point would break the moment it moves. The tap
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point is transformed into the part's local frame at tap time.
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- Distance is measured in the part's plane. The reported trigger point is the
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nearest one within its `radius`; ties go to the first declared.
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- **Every tap on the part is reported**, with the nearest trigger point (or
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`null` when none is in range). The command decides how to react — resolve,
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reject with a "wrong spot" shake, or ignore. The runtime stays dumb; the
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command owns the UX.
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Commands subscribe to the tap stream via the context and unsubscribe on
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cancel, so a cancelled `wait: tap` never leaks a handler.
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## 5. command context
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The context a command receives is the handle to everything it can affect:
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```ts
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interface CommandContext {
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pkg: Package;
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store: TabletopStore; // movePart, setPart, enableSurface, ...
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onTap(handler: (e: TapEvent) => void): () => void; // returns unsubscribe
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// camera, highlight, and overlay handles are added as those subsystems land
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}
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```
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## 6. where trigger points come from
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The tap detector reads trigger points from a runtime map keyed by part id; it
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does not care where they are declared. Declaration (on the part definition, in
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a setup, or in a script) is the deferred "how to declare" half and lives in
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`bgm-format.md`.
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## Open decisions
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- **Where commands are declared** — the `script` role and its schema
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(`bgm-format.md`), deferred.
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- **Animation** — a general "ease toward target placement" layer (preferred)
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vs explicit per-move tweens.
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- **Camera** — `CameraControls` (drei) vs hand-rolled.
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- **Triggering** — does a setup reference a script to auto-run, or is a script
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a separate page the player picks?
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- **Narration** — pre-recorded audio assets per script, or TTS at runtime?
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