Commander: team tactics + environment knowledge + alerts #5
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The plan
The Commander is the small picture, this moment: one team, its tactics, its knowledge. It runs a team of NPCEntities, works from what its NPCs know plus its local environment knowledge, executes the Director's objectives by deciding HOW, and owns the alert state of its team. This issue turns the spine's Commander into a tactician. It depends on the order-vocabulary issue (what it can order) and the knowledge-ledger issue (what its ledger means).
Current state
addons/daisy/src/commander.gdhas the spine:roster,knowledge_ledger,environment_knowledge(a Dictionary that nothing writes to yet),alert_levelwith two rungs (ALERT_CALM,ALERT_ALERTED),issue_order(vocabulary-gated),receive_objective(translatesreinforceintomove_toorders for every living unit),on_npc_lost(the silent drop — no entry, no alert),on_body_found(writesunit_lost, raises the alert, tells the Director), andset_alert(pushes the level to the team). The worked example from the design — fox scouting and baiting, two light infantry as handlers, heavy gunner holding a smaller area — is not implemented anywhere.What changes
Build the Commander, in order:
environment_knowledgeand how it is authored: turf, local layout, positions that matter — chokepoints, cover, hold positions, patrol routes. Authoring is per-Commander configuration, not per-NPC. And the hard rule stands: environment knowledge is about the environment, never about live NPC status — it must never tell the Commander a patrol went missing. Write the rule as a test: no entry inenvironment_knowledgemay reference a roster member's live state.What done looks like
A Commander assigns roles per the worked example, climbs and descends the settled alert ladder, works from authored environment knowledge that contains no live NPC status, and re-plans on the settled cadence — each proven by a test. The design doc's Commander section matches.
Open questions