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hyper 8eff44712f feat(tabletop): add free-interaction layer (layer 3)
Add the interaction half of the sandbox: a held part and dialog stack as
UI state outside the game store, with pure helpers (interactionsFor,
dropPaths, pickPath, partFacings, nextFacing). PartPlacement is now
interactive (pick up, drag to move, click to cycle facing), and a drop on
a path with a stack-dialog interaction opens the deck dialog instead of
moving directly. DialogLayer renders the stack-inspector dialog whose
insert button issues a move. Add the dialog role, Setup.interactions, and
Package.dialogs to @tts/bgm, and declare the deck insert dialog in
games/poker.
2026-08-18 10:20:22 +08:00

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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:** Implemented (layer 3, sandbox). The operation set, the
> command/dialog split, and the deck-pick-up dialog are built in
> `@tts/tabletop` (`interactions.ts`, `dialog.tsx`). Rule-enforced play (layer
> 4) is not yet wired — the rule seam is a no-op filter over free interaction.
## 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.