339 lines
9.7 KiB
Markdown
339 lines
9.7 KiB
Markdown
# 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 file/URL path *or* an inline CSV string. If the value
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contains a newline it is inline CSV; otherwise it is a path. In YAML a block
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scalar (`|`) is the natural way to write inline CSV; in JSON you'd use `\n`.
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```yaml
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$variants: |
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id,name,faceCrop
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string,string,[number;number;number;number]
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fish,Fish,[0;0;5;2]
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grain,Grain,[1;0;5;2]
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wood,Wood,[2;0;5;2]
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```
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### CSV conventions
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CSV is parsed with `typed-csv`:
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- The first row is the header, the second row is the type declaration
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(`string`, `number`, `string[]`, ...), and the remaining rows are data.
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- Rows are validated against a zod schema derived from the type row.
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- **`crop` inside a CSV cell** uses `;` as the element separator
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(`[0;0;5;2]`), because `,` is the CSV delimiter. `typed-csv` loads it into
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an array with value `[0,0,5,2]`.
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---
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## 2. Definition discovery
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Definitions are organized in **packages**. A loader loads a package
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declaration, then uses its `include` paths to find the definitions.
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### Code blocks as virtual files
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A code block is a virtual definition file. To give it a name — so `include:`
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and `$variants` paths can resolve against it — add a `file=` segment to the
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code block's info string. The name is relative to the current markdown file:
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````md
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```yaml file=parts/cargo.yaml
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...
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```
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```csv file=parts/cargo.csv
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...
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```
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````
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- A block with `file=` is addressable by that path.
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- A block without `file=` is auto-named `./${hash}.yaml`, where `hash`
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is derived from its content. This makes every yaml block naturally
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discoverable by the default `include: ./**/*.yaml`. Identical blocks dedupe
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to the same hash.
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- The `file=` name is what `$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=` implies the file type from its extension; the language tag is
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optional and only for editor highlighting.
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- **Hash vs explicit `file=`:** a hashed name is for auto-discovery, not for
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referencing. To point at a specific yaml block by name, give it an explicit
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`file=`; otherwise its name is content-derived and unstable.
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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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---
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## 3. Roles
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json objects in yaml blocks are handled if they have a `role:` field 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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### 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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```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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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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### setup
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`setup` seeds the state store. 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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setup:
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/dock/0: harbor:boat#fleet
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/deck: harbor:card
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```
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The value on a setup path can be either a string, or a string list.
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The string can either be a one part string, or a type without an id.
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When id is omitted, it expands to all parts in that type during game state initialization.
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---
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## 4. Concepts
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### Game state
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The board's state is a **state store**: a map from path to a **stack** of
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parts. It is the authoritative record of where every part is placed.
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A path is a URL path with named params, like `/dock/1`.
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A part is identified by a `package:type#id` string.
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### Routing
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A route is a **visualization route**: it maps a part to a location on a
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surface. Routes match the keys of the state store, but they are defined by a
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surface and need not cover every placed part — a part with no matching route on
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a given surface is simply not shown there. Routes exist only for game parts; a
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surface is not a part and never appears on a route.
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A route matches all parts on the path; the placement of each individual part on
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the stack is a separate concern.
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A route is an express-style URL path with named params, plus the `x`, `y`, and
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`rotation` of its anchor. Routes are defined in a **list**, not a map, so the
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same route path may appear more than once:
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```yaml
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layout:
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- route: /dock/:seat
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x: 40
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y: 0
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rotation: 0
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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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### Candidates
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To match a class of routes against a list of positions, keep a single route with its param and give it a
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`candidates` array to match `:param` against, each candidate carrying its own `x`/`y`/`rotation`:
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```yaml
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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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```
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```csv
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seat,x,y,rotation
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string,number,number,number
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0,40,0,0
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1,40,20,0
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```
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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).
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When no candidates match, the whole route fails to match.
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### Stacking
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When multiple parts live on a path, only the top (last) one shows by default.
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To override this, add stacking strategies:
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```yaml
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layout:
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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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stacking:
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curve: M 0 0 C 20 -20 40 -20 60 0
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limit: 5
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align: center
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steps: 4
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```
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- `curve` — an SVG path string to spread the content along, relative to the
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anchor `x`, `y`, `rotation`.
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- `limit` — how many parts to display. `0` shows all, `3` shows the first 3,
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`-3` shows the last 3.
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- `align` — `start`, `end`, or `center` of the curve.
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- `steps` — the maximum number of parts per curve length unit. Defaults to
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`1`. See the positioning process below.
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#### positioning process
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1. **Determine the step length.** It is `curve length / max(steps, # of
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parts on path − 1)`.
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2. **Determine the alignment.** It places the span of
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`step length × (# of parts − 1)` on the curve.
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3. **Place each part.** Part `#0` is at the start, the last part at the end,
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each `step length` apart.
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### Edge cases
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- Object with no matching route → **not placed on this surface**. The game
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state is still valid — the part simply isn't visualized. A surface is a view
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over the state store, not a mirror of it, and may show only a subset (e.g. a
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player's hand on the HUD).
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- Route with no matching object → empty, fine.
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- Multiple routes match one path -> first route wins.
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- Multiple parts on one path → **stack** (see §4 Stacking). One route wins
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for all parts on a path, and the stacking strategy decides what's shown
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(it may drop parts that are not dropped on other matching routes).
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