{% import "partials/condition_node.html" as pred %} {% import "partials/fields.html" as f %} {% import "partials/icons.html" as ic %} {# Actor x causal-progression swimlanes, drawn as a DAW arrangement view. The horizontal axis is *scenario progression*, not time: a card further right happens later in the story, but the distance between two cards means nothing. Borrowing a sequencer's furniture -- track headers down the left, a numbered ruler across the top and a bar line before every slot -- is what makes that direction readable: cards snap to numbered steps, so "further right" is a step number you can name rather than a gap you have to eyeball. The ruler counts steps and not seconds precisely because the axis is not time. Triggers hang under the action they fire, so there is no separate event lane to correlate by eye. #} {# Track colours come from `fields.entity_hue`, the same helper the condition cards tint their actor names with -- two copies of the palette would drift the moment an actor was reordered. #} {# Action categories only -- an unlisted one falls back to the generic accent. #} {%- set CATEGORY_HUES = { 'Vehicle / Motion': 'var(--actor-1)', 'Environment': 'var(--env)' } -%} {% macro add_action(draft, actor, phase='') %}
Add one to start building the scenario.