docs: add free interaction design to bgm specs

Add the command/dialog split to the state-model and interactions docs, declare role dialog and zone facing in the format spec, and let setups declare which dialogs power open interactions.
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# bgm Interactions
The free-interaction layer (layer 3 of the layering) — how a player interacts
with a bgm game that has no rules yet: a sandbox. It builds on the state model:
see [`state-model.md`](./state-model.md) for components-vs-setup, path→stack ×
facing, and the anchoring scope.
> **Status:** Design. Proposes the operation set, the command/dialog split, and
> the deck-pick-up dialog before the interaction half of `@tts/tabletop` is
> built.
## 1. The operation set is closed and tiny
Two assumptions from the state model do most of the work:
1. **Parts are never created or destroyed** — the set of parts is fixed (the
setup's parts).
2. **State is only path, stack, and facing** — there is nowhere to store a free
position in space.
Together they collapse the *entire* space of free interaction into three
operations:
1. **`move(id, path, index?)`** — relocate a part to a path, at a stack
position (default: top of stack).
2. **`setFacing(id, facing)`** — change facing, within the part's physical
affordance.
3. **reorder** — a `move` with an explicit `index`.
That's it. There is no arbitrary positioning and no free placement in 3D because
the state model has nowhere to store one. "Free" means *unconstrained over these
three operations*, not "free in space."
## 2. Free interaction and rule play are the same operations
This is the payoff. Rule-enforced play (layer 4) is **the same three
operations, gated by a legality check**:
- The interaction layer produces an **intent** — "player wants
`move(card, /discard)`."
- **Sandbox mode**: apply it directly.
- **Rule mode**: validate the intent against the setup's shape + the rule script
first; reject if illegal.
So the rule engine needs no interaction vocabulary of its own — it is a **filter
over free interaction**. `move`/`setFacing` are the shared primitives; rules
decide which are legal in the current state. Drag-and-drop and a scripted move
both funnel through the same store mutation. That is the seam between layer 3
and layer 4.
## 3. Commands vs the dialog stack
There are two channels, and they do not mix:
- **Commands** — intent to *change state* (`move`, `setFacing`). They go through
the rule seam and mutate the store.
- **The dialog stack** — transient UI contexts (the deck pick-up, a "confirm
discard," a hint prompt). Opening/closing a dialog **never issues a command**
and never touches state; it is pure UI.
This simplifies the model. The dialog stack is **UI state, hosted by the layer-3
shell, not by the game-state store** — dialogs don't belong in path/stack/facing.
How they connect — one direction only:
- **Player-initiated**: a click on a deck pushes the deck dialog; the dialog's
insert button issues a `move` command.
- **Script-initiated**: a rule script pushes the same dialog (e.g. to force a
discard) and awaits the player's `move` through it. The script's open/close
is tied to the dialog stack; it can `pushDialog`/`popDialog` without mutating
game state.
So the deck dialog is **one implementation, driven either way** — by a player
click or by a rule script. Only the *trigger* differs.
Dialogs are **authored in the manifest**, not hardcoded. A `role: dialog`
definition declares the title, body, action buttons, and an optional widget
(a stack of parts). Setups declare which dialogs are the tool for which
interactions via `interactions:` (see [`format.md`](./format.md) §3). The
rule seam stays clean because a dialog's buttons issue commands while its
open/close is stack-only.
## 4. Compound interactions: the deck pick-up dialog
A dialog is where compound, multi-step manipulation lives, because it owns the
transient sub-state that the store must not. The prime example — inserting a
card into the middle of a deck:
1. pick up the deck
2. scroll through it to find the place
3. insert the card at the cursor
4. put the deck back
(even 0: put down your held hand of cards first).
The dialog is an **alternate view of the stack**: the deck is "lifted" off the
table into the dialog (it stays on its path; the rest of the table becomes
backdrop). Its contents are shown **in order**, with an **insertion cursor**
between cards that you scroll. The cursor *is* the index: `move(id, path,
index)`'s index is discovered by scrolling the visible deck, not typed.
This is a real interaction *mode*, owned by the dialog:
- The scroll position is state.
- Everything else pauses while it's open (or the held part is kept visible).
- It only exists for **stacks**; single parts just snap onto a path.
We treat it as a **reusable pattern** — a stack-inspector dialog — not a one-off
hack for one command, so `deal`, `draw`, and `look-at-the-top` can reuse the
same lifted-deck view.
## 5. The primitives map to concrete gestures
- **Move** — pick up a part → it leaves its stack (transient "in hand"); drag →
resolve the nearest path anchor within a threshold; drop → `move` (drop on
nothing returns to origin).
- **Facing** — click cycles the part through its physical affordance
(`face → back → standing`, or the declared list).
- **Reorder / insert** — the deck dialog above.
The "in hand" state is transient and illegal, so it lives **outside the store**
(a UI-level held part); only the committed outcome (drop) mutates the store.
## Open questions
- **Held source for insertion** — single held card (fits the physical model; the
dialog inserts it at the cursor), vs the dialog owns the source (you cursor a
card *from* the deck to lift). Lean single-held-card, but confirm it doesn't
fight the hand step.
- **Multi-part ops** — picking up a whole stack, dealing N cards. Deferred; the
single-part primitives are the foundation.
- **Scroll window** — a window over a subset of the deck can return with the
cursor's scroll position; exact widget is a render concern, not a state one.