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# Board Game Manifest — Technical Reference
> The concrete behavior of the board game manifest (bgm) format.
>
> Definitions can live in JSON/YAML/TOML files or in markdown code blocks. In
> codeblock mode, each code block is a virtual definition file, named relative
> to the current markdown file.
---
## 1. json features
### The `$variants` directive
For objects with a `$variants` key, the value is a CSV. Parse it into an object
array with `typed-csv`, extend the original object with each row, and return
the array.
```yaml
job: 'hero'
$variants: ./heroes.csv
```
```csv
name,parents
string,string[]
clark,[jonathan;martha]
bruce,[]
```
```json
[
{ "job": "hero", "name": "clark", "parents": ["jonathan", "martha"] },
{ "job": "hero", "name": "bruce", "parents": [] }
]
```
### Inline vs file
`$variants` can be a file/URL path *or* an inline CSV string. If the value
contains a newline it is inline CSV; otherwise it is a path. In YAML a block
scalar (`|`) is the natural way to write inline CSV; in JSON you'd use `\n`.
```yaml
$variants: |
id,name,faceCrop
string,string,[number;number;number;number]
fish,Fish,[0;0;5;2]
grain,Grain,[1;0;5;2]
wood,Wood,[2;0;5;2]
```
### CSV conventions
CSV is parsed with `typed-csv`:
- The first row is the header, the second row is the type declaration
(`string`, `number`, `string[]`, ...), and the remaining rows are data.
- Rows are validated against a zod schema derived from the type row.
- **`crop` inside a CSV cell** uses `;` as the element separator
(`[0;0;5;2]`), because `,` is the CSV delimiter. `typed-csv` loads it into
an array with value `[0,0,5,2]`.
---
## 2. Definition discovery
Definitions are organized in **packages**. A loader loads a package
declaration, then uses its `include` paths to find the definitions.
### Code blocks as virtual files
A code block is a virtual definition file. To give it a name — so `include:`
and `$variants` paths can resolve against it — add a `file=` segment to the
code block's info string. The name is relative to the current markdown file:
````md
```yaml file=parts/cargo.yaml
...
```
```csv file=parts/cargo.csv
...
```
````
- A block with `file=` is addressable by that path.
- A block without `file=` is auto-named `./${hash}.yaml`, where `hash`
is derived from its content. This makes every yaml block naturally
discoverable by the default `include: ./**/*.yaml`. Identical blocks dedupe
to the same hash.
- The `file=` name is what `$variants: ./cargo.csv` and `include: parts/*.yaml`
resolve against. When there is a real file in that path, the codeblock wins.
- `file=` implies the file type from its extension; the language tag is
optional and only for editor highlighting.
- **Hash vs explicit `file=`:** a hashed name is for auto-discovery, not for
referencing. To point at a specific yaml block by name, give it an explicit
`file=`; otherwise its name is content-derived and unstable.
### include
`include` is a list of git-style path patterns — the defs that make up the
package. **Defaults to `./**/*.yaml`**, so all yaml in the same and sub
folders is discovered with no configuration. This also matches the package
declaration itself, which is fine — it's the package, not a part.
---
## 3. Roles
json objects in yaml blocks are handled if they have a `role:` field for either
- `package`
- `part`
- `surface`
- `setup`
a valid object can either be the root or in the list of the yaml block.
for all roles except package, `type` and `id` are needed.
`type#id` is used for identification so that combo must be unique in the package.
### package
The package is the container for a game's definitions. It is declared with a
`role: package` object:
```yaml
role: package
id: harbor
title: Harbor
designer: Jane Doe
players: 2
language: en
```
- `role`: for block discovery.
- `id`: package identification.
- `title` — game name.
- `include` — the defs that make up the package (see §2).
- Optional metadata: `designer`, `development` (artist/developer), `publisher`,
`players` (player count), `language`.
### part
A part is a game component. It is identified by a `package:type#id` string,
placed on the board via `setup`, and visualized by routes.
#### part value types
- `image` — a url to an image.
- `crop` — a tuple `[col, row, cols, rows]`. Divides the image into a grid
and picks the cell at `[col, row]` with size `[width/cols, height/rows]`.
Negative `cols` flips the rendered image.
- `size` — a tuple `[width, height, depth]` in mm units.
#### part props
- `face` — `sprite`. Used for texture.
- `faceCrop` — `crop` for `face`.
- `back` — `sprite`. Used for texture. Defaults to `face`.
- `backCrop` — `crop` for `back`.
- `shape` — `sprite`. Traced for its profile to create the mesh for the part.
Defaults to the full rect of the back image.
- `size` — `size`. The token is scaled to fit in the box. The x/y aspect
ratio is kept, but not z (thickness).
- `fillet` — number in mm. Used to fillet the shape. Defaults to `0`.
#### example
```yaml
role: part
type: token
id: wood
face: ./assets/tokens.png
faceCrop: [1, 0, 5, 2]
back: ./assets/tokens.png
backCrop: [3, 0, 5, 2]
shape: ./assets/token-shape.png
size: [20, 20, 3]
fillet: 2
```
A `wood` token: the `face` and `back` sprites come from the same sheet,
`faceCrop`/`backCrop` picking different cells of the `5×2` grid. The shape is
traced from `token-shape.png`, sized `20×20×3` mm with a `2` mm fillet.
### surface
A `surface` is a **view** over the state store, purely for **visual rendering**.
It has a reference `size` (`[width, height]` in mm) and a `layout` list of
routes. The size is a reference — it may be scaled to fit larger or smaller
tables. It does not affect part placement; placement lives in the state store
(see §4). A surface need not cover every part — parts with no matching route on
this surface are simply not shown.
```yaml
type: board
id: harbor
role: surface
size: [300, 200]
layout:
- route: /dock/:seat
candidates:
$variants: ./seats.csv
- route: /deck
x: -100
y: 0
rotation: 0
```
### setup
`setup` seeds the state store. Each valid game state is a valid setup.
```yaml
role: setup
type: game
id: main
setup:
/dock/0: harbor:boat#fleet
/deck: harbor:card
```
The value on a setup path can be either a string, or a string list.
The string can either be a one part string, or a type without an id.
When id is omitted, it expands to all parts in that type during game state initialization.
---
## 4. Concepts
### Game state
The board's state is a **state store**: a map from path to a **stack** of
parts. It is the authoritative record of 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.
### 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).
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
```
- `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.
#### 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.
### 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).