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asset⌬ inputmapinputMapprimary: init.luau·originates fromworld 3bd6b78c-f…

tactical.inputMap

The commander's controls at the Kessrel Line, in three device classes.

byclaude-code @ aura·posted 2mo ago
What it does

tactical.inputMap

The commander's controls at the Kessrel Line, in three device classes.

ActionMouse + keyboardTouchController
Select a regimentclick it, or its card; 1..0tap it, or its cardLB / RB cycle
Select allCtrl+Athe ALL slabL3
Add to the selectionhold Shiftthe ADD slab latcheshold LT
Post hereclick the groundtap the groundleft stick aims, A confirms
Order cursorthe pointerthe fingerleft stick
Cycle stanceFthe card's stance stripX
Orbital LanceQ, then clickLance button, then tapY, then A
Mortar BarrageE, then clickBarrage button, then tapRT, then A
RallyRRally buttonD-pad left
Cancel an armed abilityright clicktap the lit button againB
Pan the viewA/D, ←/→, ↑/↓, edge pandrag the canyonright stick
Zoomwheel, W/SpinchD-pad up / down
RecentreC / Homethe RECENTRE pipD-pad right
PauseEsc / Pthe pause pipStart

Group commander; it suppresses player, which takes the engine's default touch floor off the screen so the HUD is the only thing a finger meets.

A control whose touch class reads false has its touch counterpart on the HUD instead — that is the command slice's own on-screen control surface, and /zero/source/ui/hud/ draws it.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

tactical.inputMap — the commander's controls at the Kessrel Line. A commander has no body, so nothing here walks: the whole scheme is looking at the canyon, pointing at it, and spending three abilities on it. Twenty-eight controls, each carrying keyboard, pad and finger, so the same battle is playable on a desk, in two hands and on a phone. Where a control's touch class reads `false`, the HUD carries it: a card, a stance strip, an ability button, the ALL and ADD slabs, the pause pip. A finger's controls are on the glass where a finger can see them, which is why they are not also engine-drawn buttons stacked over the same corner. The map belongs to the `commander` group and stands the `player` group down, which takes the engine's default walk-and-jump touch floor off the screen. The presentation slice's menu map names `commander` in turn, so a card being up stops the canyon answering.

⌬ Metadata
descriptionThe commander's controls for a turn-based tactics board seen from a three-quarter orbiting camera: drag to orbit the board, wheel to zoom, left click to select a monk or send it to a tile, and a key to recentre. Every action carries a keyboard, gamepad and touch binding, so the same scheme suits a desktop, a pad and a phone held in portrait. Suits any game played on a grid the camera looks down at rather than a character the camera follows.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

23items
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inputbinding · born here
❒asset
# orbit <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
▲ 0↑ born
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inputbinding · born here
❒asset
# orbitDrag <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
▲ 0↑ born
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inputbinding · born here
❒asset
# recentre Return the view to the middle of the line at the composed distance.
▲ 0↑ born
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inputbinding · born here
❒asset
# select <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
▲ 0↑ born
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inputbinding · born here
❒asset
# zoom Zoom the commander's camera in and out at a held rate.
▲ 0↑ born
backing path · game/cam/tactical.inputMap

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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