Replace the per-part lift with a local Y-axis tilt that fans the stack, and add zStart/zEnd to ramp the stack's height across the curve so it arches in 3D. Update the poker deck and docs accordingly.
406 lines
12 KiB
Markdown
406 lines
12 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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A surface also declares how it is **mounted**: as the root table surface, on a
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HUD area, or as a child of another surface. `mount` is always an object, with
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`x`, `y`, and `rotation` (defaulting to `0`) anchoring it like a route. The
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`kind` selects the mount type:
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- `table` — the root table surface (default).
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- `hud` — mounted to a HUD area, e.g. a player's hand.
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- `child` — mounted relative to a parent surface. A surface lists its
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`children` (`type#id` refs) so a surface can be repeated, like a player
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board; each child is mounted relative to its parent's anchor.
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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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mount:
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kind: table
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x: 0
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y: 0
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rotation: 0
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children:
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- board#player
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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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```yaml
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type: hud
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id: hand
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role: surface
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size: [200, 100]
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mount:
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kind: hud
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area: bottom-left
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```
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```yaml
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type: board
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id: player
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role: surface
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size: [200, 200]
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mount:
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kind: child
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x: 100
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y: 50
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rotation: 0
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```
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### setup
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`setup` seeds the state store: the enabled surfaces and the part placement.
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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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surfaces:
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- board#harbor
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- hud#hand
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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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`surfaces` lists the surfaces enabled at the start. A surface not listed is
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disabled and not rendered. When `surfaces` is omitted, all surfaces are
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enabled.
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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**: the set of **enabled surfaces** and a
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map from path to a **stack** of parts. It is the authoritative record of which
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surfaces are in play and 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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A surface is enabled or disabled; a disabled surface is not rendered. Setup
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seeds the enabled set (see §3), and it changes at runtime as the game
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progresses (e.g. enabling the main board after an expansion-chooser scene).
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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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tilt: 0.1
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zStart: 0
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zEnd: 30
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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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- `tilt` — rotation in radians per shown part about the card's local Y (long)
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axis. Each part tilts `tilt` more than the previous, fanning the stack so
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its edges stay visible. It applies even without a `curve`, so a bare `tilt`
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fans a straight pile.
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- `zStart` / `zEnd` — the height (surface-normal) in mm at the start and end
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of the `curve`. The stack ramps linearly between them across its span,
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lifting it in 3D. Requires a `curve`.
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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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4. **Lift each part.** The part's height is `zStart + (zEnd − zStart) × u`,
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where `u` is its normalized position along the `curve`.
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5. **Tilt each part.** Each part is rotated `tilt × # of parts before it`
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about its local Y (long) axis.
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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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