Tactical Action · Guides & deep dives

V4 Diagram Atlas

The host and shared layer supply contracts, not identical behavior.

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This atlas is the visual orientation layer for V4's five-cell tactical-action universe. It explains cell hosting, action flow, durable play records, session state, plugin composition, ownership, content production, and release evidence. Focused pages and current implementation/test/build evidence remain authoritative.

Multi-cell runtime landscape#

flowchart TB Player[Player input and platform] --> Host[V4 game host] Host --> Cell[Activated ruleset cell] Cell --> FPS[Tactical FPS] Cell --> Stealth[Stealth and real-time tactics] Cell --> ARPG[Action RPG] Cell --> RTS[Real-time strategy] Cell --> Arcade[2D run-and-gun] FPS --> Shared[Shared GAS input animation AI and presentation] Stealth --> Shared ARPG --> Shared RTS --> Shared Arcade --> Shared Shared --> World[World streaming procgen modes and content] Shared --> Online[Authority persistence progression and live service] World --> Evidence[(Saves replays telemetry assets and audits)] Online --> Evidence Evidence --> Release[Build platform security compliance and operations]

The host and shared layer supply contracts, not identical behavior. Each cell owns its rules, camera, input semantics, AI specialization, content, and performance envelope inside the shared platform boundaries.

Player action sequence#

sequenceDiagram actor Player participant Input as Input mapping participant Cell as Active cell policy participant GAS as Shared ability runtime participant Authority as Server or deterministic authority participant World as AI and world systems participant Present as Animation camera audio and VFX Player->>Input: Device action Input->>Cell: Cell-specific semantic command Cell->>GAS: Ability request with target context GAS->>Authority: Validate state cost timing and ownership alt refused Authority-->>Present: Rejection or recovery feedback else admitted Authority->>World: Apply governed gameplay effect World-->>Authority: Resulting authoritative state Authority-->>GAS: Confirmed outcome GAS-->>Present: Replicated cue and presentation data Present-->>Player: Cell-specific feedback end

Input mapping, cell semantics, shared ability machinery, authority, world effect, and presentation are different responsibilities. Predictive feedback cannot become the source of truth for a multiplayer or persisted effect.

Durable cell and session records#

erDiagram ACCOUNT ||--o{ PROFILE : owns PROFILE ||--o{ SAVE_SLOT : maintains CELL_DEFINITION ||--o{ CELL_VERSION : versions CELL_VERSION ||--o{ SESSION : configures MODE_DEFINITION ||--o{ SESSION : selects SESSION ||--|{ PARTICIPANT : includes PROFILE ||--o{ PARTICIPANT : controls SESSION ||--o{ REPLAY : records SAVE_SLOT ||--o{ WORLD_REVISION : versions WORLD_REVISION ||--o{ PROGRESSION_EVENT : contains CELL_VERSION ||--o{ CONTENT_BUNDLE : requires CONTENT_BUNDLE ||--o{ ASSET_PROVENANCE : records SESSION ||--o{ AUDIT_EVENT : produces

Cell, mode, content, profile, session, replay, and world-save versions stay explicit so cross-cell activation, migration, rollback, and incident review do not depend on an ambiguous global version.

Cell session lifecycle#

stateDiagram-v2 [*] --> Selecting Selecting --> Activating: cell mode and content compatible Selecting --> Refused: entitlement platform or compatibility failure Activating --> Loading: plugins and authoritative data ready Activating --> Failed: plugin asset or migration failure Loading --> Active: world and participants synchronized Active --> Paused: mode permits governed pause Paused --> Active Active --> Transitioning: map phase or cell change Transitioning --> Active: compatible target loaded Transitioning --> Recovering: interrupted transition Recovering --> Active: restore succeeds Recovering --> RolledBack: prior snapshot restored Active --> Completed: terminal mode state Completed --> Saving: results and world revision commit Saving --> Ended: durable receipts confirmed Refused --> [*] Failed --> [*] RolledBack --> [*] Ended --> [*]

Activation, loading, active play, transition, recovery, save, and result settlement are separately observable. Cell change cannot silently reinterpret an incompatible save or content bundle.

Plugin and contract composition#

classDiagram class V4GameHost { activateCell() activateMode() pinVersions() } class SharedGameplay { abilityContract inputContract animationContract } class CellPlugin { ruleset cameraPolicy aiExtensions } class WorldServices { streaming persistence procgen } class OnlineServices { authority matchmaking progression } V4GameHost --> CellPlugin : activates CellPlugin --> SharedGameplay : specializes V4GameHost --> WorldServices : composes V4GameHost --> OnlineServices : composes SharedGameplay --> WorldServices : affects OnlineServices --> CellPlugin : enforces version

The host controls composition and versions; the shared layer exposes extension contracts; the cell supplies behavior; world and online services remain shared authorities rather than cell-private shortcuts.

Cell and platform estate#

mindmap root((V4 estate)) Cells Tactical planning and breach Stealth schedules and command Action RPG abilities and bosses RTS economy armies and determinism Arcade run-and-gun stages Shared gameplay GAS animation and input Perception crowds and AI director World streaming and procgen Presentation UI and accessibility Product systems Campaign co-op PvP and horde Training replay and signature modes Creator content community and vault Online esports progression and live service Platform Build data telemetry and performance Security compliance and trust Hardware peripherals and XR Certification operations and launch

Use this map to select the owning feature and architecture pages before making a cross-cell claim. Shared capabilities still require per-cell acceptance and performance evidence.

Content production journey#

journey title From V4 cell content to supported build section Define Choose cell mode player promise and authority: 5: Design Author data assets provenance and compatibility: 5: Content, Engineering section Integrate Implement shared contract and cell specialization: 4: Engineering Wire world presentation online and telemetry: 5: Engineering section Verify Test target cell and cross-cell regressions: 5: QA Validate performance accessibility security and cook: 5: QA, Release section Release Stage platform cohort and prove rollback: 5: Release, SRE Update docs decisions evidence and support: 5: Owners

A content preview or cell-only test is insufficient; the supported path includes host activation, shared services, platform packaging, and recovery.

Evidence order#

timeline title V4 release evidence Contract : Cell promise and specialization boundary : Shared schemas plugin and compatibility policy Runtime : Host activation gameplay world and authority : Presentation persistence services and telemetry Verification : Per-cell and cross-cell automated journeys : Accessibility performance security and content evidence Candidate : Cook certification operations migration and rollback : Staged cohort and observability Supported : Named cells modes platforms content versions and regions : Current regression incident and recovery evidence

This timeline orders proof; it does not claim all cells mature together.

How to use this atlas#

Start with the landscape and estate, trace a player action and cell session, review data and composition with the ER/class diagrams, and use the production journey/evidence order at release review. Continue to the V4 guide, feature index, and architecture index.