Assume a pausing in-game dialog primitive in the tutorial sketch

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-09-17 15:21:12 +02:00
commit cf60fd0707

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@ -44,7 +44,7 @@ on **events, never polling**.
- dock and undock;
- pickup completed;
- warp arrival;
- Ink choice made.
- dialog closed, or a dialog choice made.
Primitives, marked by whether they exist on `codex/item-provenance` today:
@ -61,10 +61,11 @@ Primitives, marked by whether they exist on `codex/item-provenance` today:
| Flee out of detection range | missing | a state steering away from a target |
| Sweep a set of positions (a search pattern) | missing | a patrol over positions, not orbits |
| Agent warps through a wormhole | missing | needs the `Run` lifecycle cut |
| Ink beat hooks from the director | missing | `LocalMenu` plays stories bound to orbitals only |
| In-game dialog that pauses the game | assumed (operator, 2026-09-17) | the director opens a dialog, the simulation step pauses, and closing it or making a choice is an event |
| Ink beat hooks from the director | missing | `LocalMenu` plays stories bound to orbitals only; the dialog primitive can host Ink |
The **missing** rows are the whole agent-side cost of the tutorial: four small states, one
director, and an Ink hook. Everything else the script asks for already exists.
director, and an Ink hook into the dialog primitive. Everything else the script asks for already exists.
## Beats