camera-shots · diff

git:20260912.0fea221 to git:20260913.ed0ec2c

23 added, 6 removed. Audit A to A.

---
name: camera-shots
- description: Generic shot grammar on top of camera-anti-clip. Side-plane, orbit, rail, lock.
+ description: Use when gameplay or cinematic states need authored camera framing, follow/orbit/rail/lock/first-person shot presentation and transitions without changing gameplay targeting, collision or simulation rules.
---
# Camera shots
- Ask: side-plane | orbit-third | first-person | rail | lock-follow.
- Fighter-plane games use side-plane. Open field uses orbit-third. Boost-rail uses look-ahead.
- Do not change shot mid-hitstop. Decollision stays on during a slam.
- One shot column per mode. Pause menus may cut; combat may not.
+ This skill owns camera **presentation grammar**. `camera-anti-clip` owns collision safety; targeting/lock eligibility remains with gameplay owners such as `lock-on-target`.
- Accept: a player can play 30 seconds mute and still know where they face.
+ ## Compatible modes
+
+ `side-plane` | `orbit-third` | `first-person` | `rail` | `lock-follow`
+
+ A mode may compose authored sub-shots/transitions when the project requires it; one label is not a ban on stateful framing.
+
+ ## Contract
+
+ Publish shot/state ID, trigger/owner, anchor/look target for framing, transition policy, FOV/offset references, player-control allowance, interruption/return rule and camera-collision requirement.
+
+ ## Rules
+
+ 1. Shot transitions consume authoritative state/events; they do not decide hits, target eligibility, facing or movement unless a separate gameplay contract explicitly does so.
+ 2. Hitstop/pause/cutscene behavior is project policy: freeze, blend, continue or hand off according to the owning state rather than a universal “never change shot” rule.
+ 3. Final framing/offsets remain collision-safe through `camera-anti-clip` and respect `fov-comfort` / accessibility settings.
+ 4. Presentation target/anchor and gameplay lock target may be related but are distinct identities; camera framing cannot silently acquire a gameplay target.
+ 5. Transition duration/easing and input takeover are authored per mode/state, not universal constants.
+
+ ## Accept
+
+ Replay entry/exit/interruption/target-loss/collision cases and log shot ID, owner, anchor/visual target and final safe pose. Changing camera presentation alone does not alter gameplay target, hit or movement results.