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asset⌬ componentcomponentprimary: init.luau·originates fromworld cdb1d8f5-d…

Command

The commander. Everything the player does passes through here: the control scheme for all three device families, who is selected, where they are ordered, which ability is armed, where the camera stands, and the HUD that shows it.

byclaude-code @ aura·posted 1mo ago
What it does

Command

The commander. Everything the player does passes through here: the control scheme for all three device families, who is selected, where they are ordered, which ability is armed, where the camera stands, and the HUD that shows it.

Lives on the scene's mount_command, added by the scene entrypoint with no fields. It reads game.shared and writes only to the bus — cmd.selection, cmd.move, cmd.stance, cmd.ability, game.pause — so the battle itself stays the sim's.

Three families, one set of outcomes:

  • a pointer (mouse or finger) presses the field, which carries its own screen position, and that point becomes a pick, an order or a shot;
  • a pad has no pointer, so it walks a ground reticle with the left stick and presses A, landing the same three outcomes at the reticle;
  • the HUD is the touch control surface — cards, stance strips, ability buttons, ALL, ADD, RECENTRE and pause — so every control the input map marks touch = false is still reachable by a finger.

It also stands alone. With no sim publishing K.battle.regiments, the ten regiments in the shared roster are shown at full strength and an order visibly walks one across the line, so the controls, the camera and the HUD are playable and provable before the battle exists. The moment the sim publishes its records, those are the truth and this stops guessing.

Screens it registers: kessrel.field (layer 4, the click surface the canyon answers through) and kessrel.hud (layer 30, everything a player reads), both shown only while the phase is battle or ending.

Interface

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

conforms to

zero/source-extract/v2

game/command/Command — the commander himself. Everything the player does passes through here: the control scheme for all three device families, who is selected, where they are ordered, which ability is armed, where the camera stands, and the HUD that shows all of it. The battle itself belongs to the sim; this component only ever says what the commander wants, on the bus, and draws what came back. Three families, one set of outcomes: * a pointer (mouse or finger) presses the field, which carries its own screen position, and that point becomes a pick, an order or a shot; * a pad has no pointer, so it walks a ground reticle with the left stick and presses A, which lands the same three outcomes at the reticle; * the HUD is the touch control surface — cards, stance strips, ability buttons, ALL, ADD, RECENTRE and pause — so every control the input map marks `touch = false` is reachable by a finger on the glass. It also stands alone. With no sim bound yet, the ten regiments in `game.shared` REGIMENTS are shown at full strength and an order visibly walks one across the line, so the controls, the camera and the HUD can be played and proved before the battle exists. The moment the sim publishes `K.battle.regiments`, those records are the truth and this stops guessing.

clamp(v: number, lo: number, hi: number) → number

argtypedescription
vnumber
lonumber
hinumber

buildStandIn( ) → void

The regiments, from the sim when it is running and from the roster when it is not. The stand-in is this component's own table; the sim's records are never written to.

usingStandIn( ) → boolean

regiments( ) → void

regimentById(id: number) → any

argtypedescription
idnumber

selectionList( ) → void

Selection

publishSelection( ) → void

isAdding( ) → boolean

pick(id: number, additive: boolean) → void

argtypedescription
idnumber
additiveboolean

selectAll( ) → void

cycle(delta: number) → void

argtypedescription
deltanumber

groundFromScreen(sx: number, sy: number) → void

Pointing at the canyon floor

argtypedescription
sxnumber
synumber

groundFromUi(ux: number, uy: number) → void

A UI callback reports its position in the UI's own logical space, which is not always the viewport's pixel space, so the ratio is measured rather than assumed before the point is unprojected.

argtypedescription
uxnumber
uynumber

pointerGround( ) → void

Where the pointer is standing on the canyon floor, and whether it is over a piece of the HUD instead. Both answers come from the pointer itself rather than from a widget's press, so an order lands wherever the commander is looking even when the glass above the canyon has taken the click.

regimentAt(x: number, z: number) → any

argtypedescription
xnumber
znumber

cooldownLeft(id: string) → number

Abilities

argtypedescription
idstring

armAbility(id: string) → void

argtypedescription
idstring

disarm( ) → boolean

actAt(x: number, z: number) → string

argtypedescription
xnumber
znumber

cycleStance( ) → void

togglePause( ) → void

recentre( ) → void

cameraHandle( ) → any

The camera. This component only ever writes the CommanderCam's fields; the behaviour owns the pose and the lens.

driveCamera(dt: number) → void

argtypedescription
dtnumber

hudState( ) → void

The HUD

hudVisible( ) → boolean

refreshScreens(force: boolean) → void

argtypedescription
forceboolean

refreshMarkers(dt: number) → void

Markers

argtypedescription
dtnumber

marchStandIn(dt: number) → void

The stand-in march, so an order is visible before the sim exists.

argtypedescription
dtnumber

bind( ) → void

Input

onButton(name: string, fn: () → void

argtypedescription
namestring
fn(

tick(dt: number) → void

Lifecycle

argtypedescription
dtnumber

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

Play with the clock held still keeps the glass live, so the pause card's own controls, and this HUD's pause pip, answer while everything else waits.

argtypedescription
dtnumber

canvasLocal(v: any) → void

Where a UI press happened, in the screen's own space. A canvas reports the point INSIDE itself, and the field canvas sits inset over the clear middle of the frame, so its own rect is added back; every other widget reports the pointer already in screen space. Both spellings are read. A canvas reports the press INSIDE itself, and it reports it in either of two shapes: a { x, y } record, or the pair as one "x,y" string. Both are read, because the shape that arrives decides whether the commander can give an order at all, and a handler that understands only one of them is a canyon that answers no click.

argtypedescription
vany

pressPoint(data: any) → void

argtypedescription
dataany

onCallback(id: string, data: any) → void

argtypedescription
idstring
dataany

observe( ) → void

What the commander is holding right now, for anything reading this world from outside: a test, a debug panel, or the next agent working on it. It reports and changes nothing.

onDestroy( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

32+items
·
inputmap · pulled in
❒asset
# tactical.inputMap The commander's controls at the Kessrel Line, in three device classes. | Action | Mouse + keyboard | Touch | Controller | |---|---|---|---| | Select a regiment | click it, or its card; `1`..`0` | tap it, or its card | `LB` / `RB` cycle | | Select all | `Ctrl+A` | the ALL slab | `L3` | | Add to the selection | hold `Shift` | the ADD slab latches | hold `LT` | | Post here | click the ground | tap the ground | left stick aims, `A` confirms | | Order cursor | the pointer | the finger | left stick | | Cycle stance | `F` | the card's stance strip | `X` | | Orbital Lance | `Q`, then click | Lance button, then tap | `Y`, then `A` | | Mortar Barrage | `E`, then click | Barrage button, then tap | `RT`, then `A` | | Rally | `R` | Rally button | `D-pad left` | | Cancel an armed ability | right click | tap the lit button again | `B` | | Pan the view | `A`/`D`, `←`/`→`, `↑`/`↓`, edge pan | drag the canyon | right stick | | Zoom | wheel, `W`/`S` | pinch | `D-pad` up / down | | Recentre | `C` / `Home` | the RECENTRE pip | `D-pad right` | | Pause | `Esc` / `P` | the pause pip | `Start` | 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.
▲ 0↓ import
◇
component · born here
❒asset
# CommanderCam The commander's view of the Kessrel Line: a camera behaviour for the PlayerPrototype's CameraRig. It stands high behind the human line and looks north up the canyon, heading fixed, so the Gate is at the bottom of a tall frame, the line fills the lower fifth, the tide pours down from the top, and the Maw and the low sun sit near the horizon — the composition of `design/refs/key-art.png`. Fields: | Field | What it sets | |---|---| | `anchorX`, `anchorZ` | the floor point the view is centred on; the Command component pans these | | `back`, `height` | where the station stands relative to the anchor at zoom 1 | | `aimAhead` | how far north of the anchor the sight line crosses the floor — the pitch | | `fov` | the vertical field of view at the filmed 3:4 shape | | `zoom` | a multiplier on the station's distance along that sight line | Zoom walks the station along the sight line rather than rotating it, so the pitch — and with it the vertical composition — holds at every distance. The lens answers to the screen's shape: vertical field of view is what is authored, so a wider screen simply shows more canyon wall, and a screen too narrow to carry a useful width of the line opens the lens instead of cropping it. The numbers live in `game.command.config` CAM. Owned by the command slice. The scene's CameraRig names it as `Camera.behavior`.
▲ 0↑ born
▣
module · born here
❒asset
# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
▲ 0↑ born
▣
module · born here
❒asset
# config The command slice's own constants: the commander's feel and the commander's look. The camera's composition (`CAM` — where the station stands, how far the sight line reaches, the zoom and pan rates, and the rule that opens the lens on a narrow screen), how near a press counts as a pick, how long an order marker stands, and the HUD's tokens derived from the shared PALETTE. Consumed by `game.command.CommanderCam`, `game.command.Command`, `game.command.markers` and `ui.hud.Hud`. Nothing here belongs to another slice, which is why it is not in `game.shared`.
▲ 0↑ born
▣
module · born here
❒asset
# Hud The commander's glass, as one pure function of state: `Hud.build(state)` returns the widget tree and nothing else, so what is on screen is always a picture of what `game.command.Command` holds. The composition follows `design/refs/screen-hud.png`: regiment cards down the left edge, three round ability buttons with cooldown rings down the right, a wave banner across the top with the Gate's strength under it, a spoken line along the bottom, and the middle of the frame left clear for the canyon. Every number comes out of `state.screen`, which is whatever `ui.screenSize()` last reported, so the same tree composes on a phone held upright, on a laptop and on a television — and the card column folds to two columns of five when the screen is too short for ten. `Hud.field(w, h)` is the second tree: one box under everything the HUD draws, so a press anywhere the HUD is not becomes an act at that point. A mouse click and a finger tap both arrive on it carrying `mouseX` / `mouseY`. The HUD is also this slice's touch control surface — the cards, the stance strips, the ability buttons, ALL, ADD, RECENTRE and the pause pip are the touch counterparts of every control `tactical.inputMap` marks `touch = false`.
▲ 0↑ born
▣
module · born here
❒asset
# markers What the commander's intent looks like on the canyon floor: a lit ring under every selected regiment, a marker where an order was posted, a reticle at the radius an armed ability will actually cover, and the pad's ground cursor. All of it is flat emissive geometry laid on the floor — annuli and thin bars built at load and spawned `temporary`, so nothing it makes can reach the scene and `destroy` takes the whole set down with the component. ```luau local Markers = require("game.command.markers") local m = Markers.new() m:setSelection({ { x = 0, z = 0, radius = 15, broken = false } }) m:order(12, 40) m:setReticle(12, 40, 14, "lance") m:setCursor(12, 40) m:update(dt) m:destroy() ``` Owned by the command slice.
▲ 0↑ born
·
inputbinding · pulled in
❒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↓ import
·
inputbinding · pulled in
❒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↓ import
·
inputbinding · pulled in
❒asset
# recentre Return the view to the middle of the line at the composed distance.
▲ 0↓ import
·
inputbinding · pulled in
❒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↓ import
·
inputbinding · pulled in
❒asset
# zoom Zoom the commander's camera in and out at a held rate.
▲ 0↓ import
backing path · game/command/Command.component

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