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tts-workshop/docs/bgm-commands.md
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hypercross 91cd3a16d7 docs: add bgm-engine message layer design
Define the message/queue/tick model, the three handler kinds (trigger,
orchestrator, command host), and the @tts/engine package split. Cross-link
from bgm-commands and bgm-tabletop, and add the engine to the architecture
package table.
2026-08-10 18:26:19 +08:00

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# bgm-commands
Command execution for [bgm](./bgm-format.md) board games, built into
[`@tts/tabletop`](./bgm-tabletop.md). A command is a unit of scripted
interaction — focus the camera, wait for a tap, move a part, show a caption —
that runs against the tabletop state store and render layer.
This doc covers **command execution**: the async lifecycle, run contexts, and
tap interaction. The message layer above this — how commands are *declared*
and *fired* (triggers, orchestrators, the message queue) — is specified in
[`bgm-engine.md`](./bgm-engine.md). The command host is the `@tts/tabletop`
implementation of the engine's `CommandHost` contract.
## 1. async commands
A command is an async function that returns a result. Every command ends in
one of three states:
- `ok` — completed normally.
- `cancel` — interrupted (a newer command superseded it, the user skipped, the
surface was disabled). **Not a failure.**
- `error` — genuinely failed (asset missing, bad path, a thrown exception).
`cancel` is distinct from `error`: a superseded or skipped command stops
cleanly, while a broken command surfaces loudly. The runtime treats them
differently — a script that is superseded unwinds without alarming the player,
but an `error` is reported.
```ts
type CommandResult =
| { status: 'ok' }
| { status: 'cancel' }
| { status: 'error'; error: Error };
```
## 2. run contexts
Each command invocation creates its own **run context**: the unit of
cancellation and the carrier of command-specific state.
```ts
interface CommandRun {
id: string;
command: Command;
status: 'running' | 'ok' | 'cancel' | 'error';
data: unknown; // command-specific state, e.g. a pending tap target
cancel(): void;
done: Promise<CommandResult>;
}
```
A command **owns its own state and its own waiting**; the runtime only
orchestrates. Its job is to start a run, track its status, cancel it when
superseded, and react to its terminal state. This keeps commands
self-contained and testable in isolation.
## 3. fire-and-forget vs self-managed waiting
Commands fall into two categories:
- **Fire-and-forget** (`focus`, `highlight`, `caption`) — start and return
`ok` immediately (or when their tween settles). The runtime does not block
on them.
- **Self-managed waiting** (`wait: tap`, a dialog) — the command resolves its
own promise when its condition is met. The runtime just awaits it.
Fire-and-forget commands still get a run context and a cancel path. A `focus`
tween superseded by a newer `focus` must be cancellable, or two cameras fight.
"Fire-and-forget" means the runtime doesn't await it, not that it has no
lifecycle.
**Supersede groups** cancel a running command when another in the same group
starts. A `focus` command belongs to a `camera` group, so a second `focus`
cancels the first.
```ts
interface Command {
id: string;
supersede?: string; // group; starting one cancels others in it
execute(ctx: CommandContext): Promise<CommandResult>;
}
```
## 4. tap interaction
Only tap interaction is supported. A tap on a part is detected and reported to
the command layer as a `TapEvent`. Parts may declare **trigger points**
named, circular regions the author wants to be tappable.
```ts
interface TriggerPoint {
id: string;
position: [number, number]; // part-local frame, mm
radius: number; // mm
}
interface TapEvent {
part: string; // package:type#id
position: [number, number]; // part-local frame, mm
trigger: TriggerPoint | null; // nearest within radius, or null
}
```
Rules:
- Trigger points are authored in the **part's local frame** (mm, relative to
the part's origin), not world space. A part moves, rotates, and flips
(facing), so a world-space point would break the moment it moves. The tap
point is transformed into the part's local frame at tap time.
- Distance is measured in the part's plane. The reported trigger point is the
nearest one within its `radius`; ties go to the first declared.
- **Every tap on the part is reported**, with the nearest trigger point (or
`null` when none is in range). The command decides how to react — resolve,
reject with a "wrong spot" shake, or ignore. The runtime stays dumb; the
command owns the UX.
Commands subscribe to the tap stream via the context and unsubscribe on
cancel, so a cancelled `wait: tap` never leaks a handler.
## 5. command context
The context a command receives is the handle to everything it can affect:
```ts
interface CommandContext {
pkg: Package;
store: TabletopStore; // movePart, setPart, enableSurface, ...
onTap(handler: (e: TapEvent) => void): () => void; // returns unsubscribe
// camera, highlight, and overlay handles are added as those subsystems land
}
```
## 6. where trigger points come from
The tap detector reads trigger points from a runtime map keyed by part id; it
does not care where they are declared. Declaration (on the part definition, in
a setup, or in a script) is the deferred "how to declare" half and lives in
`bgm-format.md`.
## Open decisions
- **Where commands are declared** — the `script` role and its schema
(`bgm-format.md`), deferred.
- **Animation** — a general "ease toward target placement" layer (preferred)
vs explicit per-move tweens.
- **Camera** — `CameraControls` (drei) vs hand-rolled.
- **Triggering** — does a setup reference a script to auto-run, or is a script
a separate page the player picks?
- **Narration** — pre-recorded audio assets per script, or TTS at runtime?