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Tactical

The camera, the board, and the staged moments — the `cam` slice of Verdigris Cloister, in one component. It lives on the **`Board`** anchor (or on a child of it) and owns three things:

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

Tactical

The camera, the board, and the staged moments — the cam slice of Verdigris Cloister, in one component. It lives on the Board anchor (or on a child of it) and owns three things:

  1. The camera. A raised three-quarter station — yaw, pitch, distance and a target on the board — eased every frame onto the scene's main camera. It orbits, it zooms, and it refuses to swing anywhere the 1080x1440 portrait frame cannot hold the whole board (see game.cam.camrig).
  2. The board. The 80 tile_<x>_<y> plates: their tint, their grid lines, the reachable-range wash, the previewed path, the selection ring and the destination pin (see game.cam.board).
  3. The staging. The greenhouse reveal, the beat where the blight turns decisive, and the campaign's closing shot (see game.cam.staging).

It reads the rules and never writes them. Clicking a monk calls Director:select; clicking a tile calls Director:move and shows the referee's own refusal wording when it says no.

Controls

game.cam.tactical — the commander's input map. Every control carries keyboard, gamepad and touch.

ControlKeyboard / mousePadTouch
SelectLeft clickSouthSelect button
Turn the viewHold right (or middle) button and dragRight shoulder + right stickTurn button + drag the right half
ZoomScroll wheelLeft stick YPinch
RecentreF / HomeNorthRecentre button

Fields

FieldDefaultWhat it does
inputMapgame.cam.tacticalThe controls. Point it elsewhere to rebind.
orbitSpeed0.26Degrees of yaw per pixel dragged.
pitchSpeed0.16Degrees of pitch per pixel dragged.
zoomSpeed2.2World units of dolly per zoom unit.
autoRevealtruePlay the greenhouse reveal once on entering play.
ownSfxtrueThe board answers the pointer with its own clicks.
sfxVolume0.45How loud those clicks sit under the mix.
blightBeatShare0.42The share of the board the blight must hold before the game stops and looks at it.

What other slices can call

local board = entity.find("Board").component.get("Tactical")

board:hovered()          -- { x, y, elev } under the pointer, or nil
board:selectedCell()     -- { x, y } last clicked, or nil
board:selectedUnitId()   -- the unit the player has selected, or nil
board:selectUnit(id)     -- select one, and tell the referee
board:reachable()        -- the referee's reachable cells, keyed by Core.key
board:pathPreview()      -- { path, target, plan } under the pointer
board:station()          -- the live camera station
board:setStation(s, snap)-- move the camera; any field may be omitted
board:focusTile(x, y)    -- lean toward a tile without losing the board
board:recentre()         -- back to the composed station
board:playReveal()       -- the opening
board:playBlightTurn(x, y, share)
board:playClosing(outcome)

Signals

Obeys cameraFocus, unitSelected, unitMoved, phaseChanged, missionEnded.

Emits unitSelected (when the player picks a monk), tileClicked ({ x, y, unitId?, enemy?, refused? } — the tile inspector's cue, and the place a refusal arrives in plain words), requestMove (only when the referee has no mover yet), playMusic (from the staged moments), and narrate ({ id, text, speaker } — the audio slice may voice a staged line; the text is on screen either way).

Sound

The board's own clicks — camTick, camSelect, camDeny, camSweep — are synthesised from raw PCM by game.cam.camsfx and cached as .soundClip assets under game/cam/. They cost no credit and cannot fail for a network reason. Clear ownSfx if the audio slice takes them over.

No clock

Nothing here changes game state on a timer. The eased camera, the breathing highlight and the cutscene clocks are presentation; the game waits indefinitely for the player.

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 — the camera, the board, and the staged moments. One component owns three things that are really one thing: where the player is looking, what the floor under that look is saying, and the three times the game takes the camera away and shows them something. It reads the rules; it never writes them. Selecting a monk emits `unitSelected` and asks the Director to move it — the Director decides whether that is legal and publishes the result. Nothing here changes game state, and nothing here runs on a clock: the eased camera and the breathing highlight are cosmetic, and the game waits indefinitely. Lives on the `Board` anchor.

Audio

director( ) → any

snapshot( ) → any

The referee's board, when it has one. Everything downstream copes with nil, so the camera and the picking work before the rules slice lands.

tileOf(snap: any, x: number, y: number) → any

argtypedescription
snapany
xnumber
ynumber

cutscenePlaying( ) → boolean

playClip(name: string, volume: number?) → void

argtypedescription
namestring
volumenumber?

pickRay(ray: any, snap: any) → any

Analytic, against the board's own planes rather than against colliders: the plates carry no physics, and a greenhouse roof that grows a collider later must not start eating the pointer.

argtypedescription
rayany
snapany

pickTile(snap: any) → any

The pointer's own pick: the ray under the mouse, unless a UI widget has the pointer, in which case the board is not what is being pointed at.

argtypedescription
snapany

clearSelection( ) → void

refreshReach( ) → void

adoptPath(steps: any, tx: number, ty: number, plan: any?) → void

argtypedescription
stepsany
txnumber
tynumber
planany?

refreshPath(tx: number?, ty: number?) → void

argtypedescription
txnumber?
tynumber?

unitAt(snap: any, x: number, y: number) → void

argtypedescription
snapany
xnumber
ynumber

selectUnit(unitId: string?) → void

--!desc Select a unit by id, refresh what it can reach, and tell the --! rest of the game. --!arg unitId The unit's id, or nil to clear the selection. --!example entity.find("Board").component.get("Tactical"):selectUnit("anselm")

argtypedescription
unitIdstring?

clickTile(cell: any) → void

argtypedescription
cellany

play(def: any) → any

argtypedescription
defany

playReveal( ) → any

--!desc Play the opening reveal of the greenhouse. Returns the playback --! so a caller can wait on it. --!return The cutscene playback, or nil when there is no cutscene runtime. --!example board:playReveal()

playBlightTurn(x: number, y: number, share: number?) → any

--!desc Play the beat where the blight turns decisive. --!arg x Tile column the shot is built around. --!arg y Tile row the shot is built around. --!arg share The share of the board the blight holds, 0..1. --!return The cutscene playback, or nil. --!example board:playBlightTurn(4, 6, 0.5)

argtypedescription
xnumber
ynumber
sharenumber?

playClosing(outcome: string?) → any

--!desc Play the campaign's closing shot. --!arg outcome "won" or "lost". --!return The cutscene playback, or nil. --!example board:playClosing("won")

argtypedescription
outcomestring?

hovered( ) → any

--!desc The tile under the pointer right now, or nil. --!return A {x, y, elev} table, or nil. --!example local h = board:hovered()

selectedCell( ) → any

--!desc The tile the player last clicked, or nil. --!return A {x, y} table, or nil. --!example local s = board:selectedCell()

selectedUnitId( ) → string

--!desc The unit the player has selected, or nil. --!return The unit id, or nil. --!example local u = board:selectedUnitId()

pickAt(sx: number, sy: number) → any

--!desc Which tile a screen pixel points at, by the same maths the --! pointer uses — analytic against the board's own planes, so a tile --! a root-knot has heaved up is picked in front of the floor behind --! it. Answers in edit mode too, where the pointer belongs to the --! editor. --!arg sx Screen x in viewport pixels. --!arg sy Screen y in viewport pixels. --!return A { x, y, elev, world } table, or nil off the board. --!example local cell = board:pickAt(540, 700)

argtypedescription
sxnumber
synumber

setPointerBlocked(blocked: boolean) → void

--!desc Tell the board to stop answering the pointer while a widget has --! it. The hud slice calls this as the pointer enters and leaves one --! of its panels; the board's own top and bottom bands are already --! excluded without anyone asking. --!arg blocked Whether a widget currently owns the pointer. --!example board:setPointerBlocked(true)

argtypedescription
blockedboolean

previewTo(x: number?, y: number?) → void

--!desc Preview the walk to a tile without committing to it — the same --! preview the pointer raises, for a caller that has no pointer. --!arg x Tile column, or nil to clear the preview. --!arg y Tile row. --!example board:previewTo(4, 6)

argtypedescription
xnumber?
ynumber?

click(x: number, y: number) → void

--!desc Do what a click on a tile does: select the monk standing there, --! or send the selected monk to it, or name why the referee refused. --!arg x Tile column. --!arg y Tile row. --!example board:click(4, 6)

argtypedescription
xnumber
ynumber

reachable( ) → any

--!desc What the selected unit can reach, keyed by Core.key — the --! referee's own cell records, so each carries its AP cost, its cover --! and whether something is waiting on it. --!return A map of tile key to cell record, or nil. --!example local r = board:reachable()

pathPreview( ) → any

--!desc The path currently previewed under the pointer, with what the --! referee said it would cost. --!return `{ path, target, plan }`, or nil when nothing is previewed. --!example local p = board:pathPreview()

station( ) → any

--!desc The camera's live orbit station — yaw, pitch, distance, target. --!return A copy of the station, safe to read. --!example local s = board:station()

setStation(s: any, snapTo: boolean?) → void

--!desc Move the camera to a station. Any field may be omitted. --!arg s A table with any of yaw, pitch, dist, tx, ty, tz, fov. --!arg snap Whether to cut rather than ease (default false). --!example board:setStation({ yaw = 250, dist = 22 })

argtypedescription
sany
snapToboolean?

focusTile(x: number, y: number) → void

--!desc Lean the camera toward a board tile without losing the player's --! bearings — the same move the `cameraFocus` signal produces. --!arg x Tile column. --!arg y Tile row. --!example board:focusTile(4, 7)

argtypedescription
xnumber
ynumber

recentre( ) → void

--!desc Put the camera back on the station the game was composed at. --!example board:recentre()

subscribe( ) → void

readBands( ) → void

onPropertyChanged(key: string) → void

argtypedescription
keystring

awake( ) → void

tick(dt: number, live: boolean) → void

argtypedescription
dtnumber
liveboolean

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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▣
module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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module · born here
❒asset
# game.cam.camsfx The board's own three-and-a-bit sounds, synthesised on the CPU from raw f32 PCM and cached as `.soundClip` assets under `game/cam/`. | Clip | Length | What it is | |---|---|---| | `camTick` | 75ms | A dry brass tick — a fingernail on a pipe. The pointer's answer. | | `camSelect` | 340ms | A warm two-note confirm, a fifth: something is now under your command. | | `camDeny` | 170ms | A dull stone knock: that tile refuses. | | `camSweep` | 3.4s | A low airy swell of drone and room tone, under the opening move. | ```lua local CamSfx = require("game.cam.camsfx") CamSfx.ensure() -- build any that are missing; cheap to repeat local clip = CamSfx.clip("camSelect") ``` ## Why these are synthesised rather than generated Pointing at a tile is the one thing a player does constantly, so it has to answer every time. `audio.encodePcm` costs no credit, needs no network, and cannot come back with a 429 — so the board is never silent. The audio slice owns the game's mix; nothing here is music, ambience or a voice, and all four sit deliberately quiet under it. `Tactical.ownSfx` turns them off in one field if the audio slice takes the board's clicks over.
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module · born here
❒asset
# game.cam.camrig The tactical camera's maths, with no opinions about input. A **station** is a target point on the board plus a yaw, a pitch, a distance and a field of view. `newState()` makes one sitting at `HOME` — the station the game is composed at — and everything else here turns a station into a world pose, holds it inside limits, or eases it. ```lua local CamRig = require("game.cam.camrig") local s = CamRig.newState() s.yaw = s.yaw + 40 CamRig.clamp(s) -- hold it where the frame can carry it CamRig.ease(s, dt) -- move the live values toward the asked-for ones CamRig.apply(s, entity(camera.main())) ``` ## Why `fitDistance` exists The screen is **1080x1440** — taller than it is wide — so horizontal room is the scarce resource. The board is 8 tiles wide and 10 deep, which means its projected width changes by a quarter as the camera swings: 16 units across at the composed yaw, 20 units across side-on. A fixed distance that frames it at one angle puts its edges off the sides at another. `fitDistance(yaw, fov)` derives the closest the camera may stand at a given yaw and still hold the whole board, and `clamp` uses it as the distance floor. That is what makes the board legible at **every** angle rather than only the one it was composed at. `MARGIN` is the room past a tight geometric fit, and it was measured against a capture rather than derived: perspective widens whatever is nearest the lens, so a mathematically exact fit still puts the board's near corners on the frame edge. ## Surface | Call | What it gives | |---|---| | `HOME` | The composed station: yaw 196, pitch -47, dist 34, target (0.8, -5, 0), fov 55. | | `newState()` | A station at HOME with its eased copy in step. | | `clamp(s)` | Pitch, distance and target held inside what the frame carries. | | `ease(s, dt, rate?)` | Move the live values toward the asked-for ones. | | `snap(s)` | Cut instead of move. | | `eye(s)` | The world position the camera stands at. | | `quat(yaw, pitch)` | The rotation for a station. | | `forward(yaw, pitch)` | The unit forward vector. | | `rightXZ(yaw)` | Screen-right in the XZ plane. | | `fitDistance(yaw, fov)` | The closest the camera may stand at that yaw. | | `focusTile(s, x, y, k?)` | Lean the target toward a tile. | `PITCH_MIN` / `PITCH_MAX` / `DIST_MAX` / `MARGIN` are the limits, and they are readable and writable if a mission wants a different frame.
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▣
module · born here
❒asset
# game.cam.board What the floor says. This module owns the tint and the outline of the 80 `tile_<x>_<y>` plates under the `Board` anchor, and the marker geometry that sits on top of them. ```lua local Board = require("game.cam.board") Board.attach() -- find the plates (safe to repeat) Board.buildMarkers(entity.find("Board")) Board.paint(view, pulse) -- the plates Board.placeMarkers(view, pulse) -- the slabs, rings, chevrons and pin Board.rest() -- nothing selected ``` ## The view One table describes everything the board is saying: | Key | What it is | |---|---| | `tiles` | The referee's tile table — blight, fire and water colour the floor. | | `reachable` | A set keyed by `Core.key`. | | `reachInfo` | The referee's own cell records, keyed the same way: AP cost, cover, danger. | | `pathSet` / `path` | The previewed walk, as a set and as an ordered list. | | `dest` | The tile the walk ends on. | | `selected` | The selected unit's tile. | | `hover` | The tile under the pointer. | | `threat` | A set of tiles something is covering. | ## Why highlights are emissive geometry, not tint The greenhouse is a dark room lit in shafts. A tile's **tint** is lit like any other surface, so in the shadow between two shafts it falls to black — and a highlight the player cannot see is not a highlight. Two things survive that, and the module leans on both: - **The plate's outline** is drawn unlit, so every plate carries a faint grout line and the grid is a grid in the dark as well as the light. - **Emissive geometry** carries its own light, so every highlight is a thin emissive slab (`cam_ov_*`) laid a hair over the plate rather than a tint on it, and the rings, chevrons and destination pin (`cam_mk_*`) are emissive too. ## Reading a turn without counting tiles `reachInfo` carries the AP a step costs, so one action point away is drawn as the bright near ring and two as a cooler far ring. A tile the referee marks `dangerous` goes red, edge and all. ## Elevation `topOf(x, y, lift)` reads the plate's **live** transform rather than the grid, so a tile a root-knot has heaved up carries its ring, its chevron and its highlight slab up with it. ## Names it owns `cam_ov_1` … `cam_ov_60` (highlight slabs) and `cam_mk_*` (`selectRing`, `hoverRing`, `destPin`, `pip_1` … `pip_24`). `buildMarkers` sweeps both sets from the live world before rebuilding, so a hot reload never leaves a second copy behind.
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module · born here
❒asset
# game.cam.staging The three moments the camera leaves the player. Each is a cutscene definition — a shot list over authored framing — built fresh from the current board so a shot aimed at a tile lands on that tile. ```lua local Staging = require("game.cam.staging") cutscene.play(Staging.reveal()) cutscene.play(Staging.blightTurns(4, 6, 0.5)) cutscene.play(Staging.closing("won")) ``` | Call | Length | What it is | |---|---|---| | `reveal()` | 12.5s | The greenhouse established from its roof down onto the board, landing exactly on the station the game is played from — so the first playable frame is the last frame of the cutscene. | | `blightTurns(x, y, share)` | 4.6s | The beat where the blight stops being scenery: a low push onto the tile it took. Short on purpose — it interrupts a turn. | | `closing(outcome)` | 9.5s | Away from the board and back up through the roof the game opened on, so the ending rhymes with the beginning. | ## The lines Every spoken line rides the cutscene's own `subtitles`, so it is **on screen whether or not a voice was ever generated for it**. Beside each one, a cue fires `narrate` with `{ id, text, speaker = "narrator" }` for the audio slice to answer if it has the voice. Nothing here waits on that, and a failed generation is a quiet line rather than a lost one. Each definition also fires `playMusic` with a cue name at t=0: `reveal`, `blight`, `victory`, `defeat`. ## Skipping All three are skippable, and a cutscene's cues survive a skip — so the music cue and the narration signal fire whether or not the player watched.
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backing path · game/Tactical.component

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