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Controls Guide

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Controls Guide

Master the sophisticated control systems that make Warigami's strategic depth accessible and intuitive.

Control System Overview

Warigami features a carefully designed control scheme that balances RTS complexity with accessibility. The system separates direct unit control from combat management, allowing strategic focus without overwhelming micromanagement.

๐ŸŽฏ Direct Control Layer

Traditional RTS controls for key strategic units:

  • Prime, Pupils, Proteges: Direct selection and movement
  • Workers: Full command authority with override options
  • Platoon System: 9 control groups with camera navigation
  • Resource Management: Building placement and posting

๐Ÿ›๏ธ Building Interface Layer

Strategic command through building systems:

  • Playbook Projector: Group-based combat unit control
  • Tactical Commands: Formation, stance, and ability management
  • AI Coordination: High-level orders interpreted into behaviors
  • Scalable Complexity: Simple commands or detailed tactics

Camera Navigation

The fixed isometric camera provides optimal strategic viewing while supporting multiple navigation methods for different preferences.

๐Ÿ“น Basic Camera Movement

Input Action Notes
WASD Keys Pan camera in all directions Smooth, responsive movement
Mouse to Screen Edge Edge scrolling (optional) Can be toggled in settings
Middle Mouse Drag Drag panning Intuitive for trackpad users
Mouse Wheel Zoom in/out Maintains camera angle

๐Ÿš€ Advanced Navigation

Input Action Notes
Space Bar Base Jump Toggle Quick Palace/position switching
Double-Number Key Jump to Platoon Select platoon + camera jump
Minimap Click Direct camera navigation Instant positioning anywhere
Minimap Right-Click Move selected units Future: direct movement commands

Camera Mastery Tips

  • โšก Hybrid Approach: Use WASD for precise positioning, minimap for long jumps, and base jump for quick checks
  • ๐ŸŽฏ Angle Compensation: The system automatically adjusts for the 45 degree camera angle - click where you want to go
  • ๐Ÿ”„ During Selection: Camera can pan while making selections - great for large area selections

Unit Selection System

Warigami's revolutionary hybrid selection system provides pixel-perfect accuracy while supporting advanced features like camera panning during selection.

Selection Techniques

๐Ÿ–ฑ๏ธ Single Unit Selection

  • Left Click: Select individual unit
  • Shift + Left Click: Add/remove from selection
  • Left Click Empty Space: Deselect all units
  • Visual Feedback: Gold selection rings with 35% transparency appear behind selected units

๐Ÿ“ฆ Box Selection

  • Left Drag: Create selection rectangle
  • Minimum Distance: 5 pixels to prevent accidental box selection
  • Camera Panning: Selection box moves with terrain during camera pan
  • Revolutionary Feature: First RTS to support larger-than-screen selections with world anchoring

๐ŸŽฏ Selective Filtering

  • Selectable Units: Prime, Pupils, Proteges, Workers only
  • Non-Selectable: All combat units (controlled via Playbook Projector)
  • Smart Filtering: System ignores non-selectable units in selection area
  • Strategic Focus: Reduces micromanagement while maintaining tactical depth

UI Integration

๐Ÿ›ก๏ธ Input Masking

Selection system intelligently prevents conflicts with UI interactions:

  • Smart Boundary Detection: Drag starting inside UI areas is automatically blocked
  • Visual Feedback Continuity: Selection can extend over UI elements while maintaining visual feedback
  • Event Coordination: Integrated event system prevents UI/selection conflicts
  • Context Awareness: System recognizes when cursor is over interactive elements

๐Ÿ“Š Selection Panel Updates

Real-time information display synchronized with selected units:

  • Dynamic Unit Display: Unit counts and types automatically updated in real-time
  • Command Highlighting: Available commands highlighted based on current selection
  • Resource Integration: Paper, Plumbum, and Pitch requirements shown for folding actions
  • State Indicators: Unit health, experience, and special status displayed
  • Quick Actions: Direct access to common commands from selection panel

โšก Performance Optimization

Efficient systems designed for smooth gameplay experience:

  • Selective Updates: UI panels only refresh when selection changes
  • Event Batching: Multiple selection events combined into single UI update
  • Memory Management: Efficient cleanup of selection data structures
  • Responsive Design: UI adapts to different screen sizes and resolutions

Platoon System (Control Groups)

The platoon system provides professional-grade unit organization with integrated camera navigation, following RTS standards while adding innovative features.

Core Platoon Operations

๐Ÿ“‹ Assignment

Input Action Notes
Ctrl + 1-9 Assign selected units to platoon Replaces existing platoon contents
Mixed Unit Types Platoons can contain different unit types E.g., Prime + Pupils + Workers

๐ŸŽฏ Selection

Input Action Notes
1-9 Select all units in platoon Units show selection indicators
Double 1-9 Select platoon + jump camera 0.5 second window for double-click

Advanced Features

๐Ÿงน Smart Cleanup

Automatic maintenance of platoon integrity:

  • Destroyed units automatically removed from platoons
  • Null reference cleanup in LateUpdate()
  • No manual management required

๐Ÿ“ Angle Compensation

Camera jumping accounts for isometric angle:

  • Calculates proper viewing position for 45 degree camera
  • Units appear centered in view after jump
  • Maintains current camera height and zoom

๐Ÿ”— Event Integration

System integration for seamless operation:

  • OnPlatoonAssigned events for UI updates
  • OnPlatoonSelected events for system coordination
  • Clean separation of concerns for maintainability

Playbook Projector Interface

The revolutionary building-based combat control system that eliminates micromanagement while providing deep tactical options.

Command Interface

Example Playbook Projector panel layout:

  • [Pikemen: 12] [Stance: Defensive] [CMD]
  • [Pelters: 8] [Stance: Hold Fire] [CMD]
  • [Patchers: 4] [Mode: Auto-Heal] [CMD]
  • [Prowlers: 6] [Formation: Line] [CMD]
  • [Proxies: 24] [Swarm: Deployed] [CMD]

Command Categories

๐Ÿ›ก๏ธ Stance Commands

Control overall unit behavior and engagement rules:

  • Aggressive: Actively hunt enemies, long pursuit range
  • Defensive: Stay near buildings, short pursuit range
  • Hold Position: Do not move from current location
  • Patrol: Move in coordinated patterns

โš”๏ธ Formation Commands

Organize unit positioning and movement coordination:

  • Line: Spread units in battle line formation
  • Column: Units move in marching column
  • Spread: Maximum dispersion for area coverage
  • Defensive Circle: Protect central area or units

๐ŸŽฏ Target Priority

Set engagement preferences for tactical advantage:

  • Air First: Prioritize flying units
  • Ground First: Focus on ground threats
  • Nearest: Attack closest enemies
  • Weakest: Target damaged units

โœจ Special Abilities

Unit-specific actions and advanced behaviors:

  • Patcher Auto-Heal: Automatically repair nearby units
  • Proxie Auto-Deploy: Deploy swarms when enemies detected
  • Plaguebearer Curse Area: Apply debuffs to target zones
  • Formation Research: Unlock advanced tactical options

AI Command Interpretation

Understanding how high-level commands translate to individual unit behavior:

  1. Player Issues Command: "All Pikemen - Defensive Stance"
  2. Projector Broadcasts: Command sent to all Pikeman units
  3. Individual AI Response: Each Pikeman adjusts behavior parameters
  4. Tactical Execution: Units coordinate without micromanagement

Worker Command System

Advanced worker AI with strategic override commands that adapt to battlefield conditions.

๐Ÿ”„ Auto-Harvest

Default Behavior: Automatic resource gathering and transport

Worker Types: Paper Pickers, Prospectors, Paper Pushers

AI Features:

  • Intelligent pathing between resource nodes and storage
  • Automatic target switching when resources deplete
  • Efficient load balancing across multiple workers
  • Visual feedback with carried resource stacks

๐Ÿ›ก๏ธ Defend

Override Behavior: Prioritize area defense over resource work

Use Cases:

  • Enemy raids on resource nodes
  • Protecting key infrastructure during attacks
  • Maintaining worker presence during combat

Behavior Changes:

  • Workers engage enemies within range
  • Resource gathering becomes secondary priority
  • Stay near assigned defensive positions

โš”๏ธ Attack

Override Behavior: Participate in combat operations

Use Cases:

  • All-hands emergency defense
  • Coordinated assault requiring maximum forces
  • Overwhelming enemy positions with numbers

Behavior Changes:

  • Suspend all resource activities
  • Actively seek and engage enemies
  • Follow aggressive pursuit patterns

๐Ÿซฅ Hide

Override Behavior: Disable auto-behavior and seek shelter

Critical Use Cases:

  • Storm events approaching (30-60 seconds before)
  • Major enemy offensive requiring worker safety
  • Resource node contested - prevent worker casualties

Behavior Changes:

  • All automatic behaviors disabled
  • Workers seek shelter in nearest buildings
  • Can be manually commanded to specific locations
  • Resume Auto-Harvest when Hide is disabled

Global Worker Commands

UI toggles that affect all workers of a type simultaneously:

  • ๐ŸŒ All Paper Pickers -- Coordinate all Paper harvesting workers with a single command
  • โ›๏ธ All Prospectors -- Manage Plumbum mining operations across multiple sites
  • ๐Ÿ“ฆ All Paper Pushers -- Control resource distribution network efficiency
  • ๐Ÿ  All Workers -- Emergency commands affecting the entire workforce

Advanced Control Techniques

Master-level control methods that separate good players from great ones.

โšก Rapid Unit Cycling

Quickly inspect and command different unit groups:

  1. Assign key unit combinations to platoons 1-3
  2. Use single number keys for quick selection cycling
  3. Double-tap for instant camera navigation
  4. Issue commands without losing battlefield awareness

Pro Tip: Keep Prime in platoon 1, main army in 2-3, workers in 4-6

๐ŸŽฏ Multi-Front Management

Coordinate actions across multiple battlefield areas:

  1. Use base jump (Space) to check main base status
  2. Minimap click to resource nodes under threat
  3. Platoon double-tap to army positions
  4. Playbook Projector commands for tactical coordination

Timing: Complete full battlefield cycle in under 15 seconds

๐Ÿ”„ Dynamic Worker Management

Adapt worker behavior to changing battlefield conditions:

  1. Monitor threat levels via minimap and scouting
  2. Pre-emptively issue Hide commands before storms
  3. Switch to Defend when harassment detected
  4. Coordinate with combat unit positioning

Efficiency: Use global commands for rapid workforce coordination

๐ŸŽฎ Layered Command Execution

Combine multiple control systems for maximum efficiency:

  1. Strategic Layer: Playbook Projector for army-wide commands
  2. Tactical Layer: Platoon system for key unit groups
  3. Economic Layer: Worker commands for resource optimization
  4. Emergency Layer: Global overrides for crisis response

Integration: Each layer supports and enhances the others

Efficiency Optimization

  • โšก Minimize Mouse Travel: Use hotkeys and camera jumps instead of manual scrolling
  • ๐ŸŽฏ Predictive Positioning: Position camera ahead of where action will happen
  • ๐Ÿ”„ Queue Commands: Issue multiple orders during low-intensity moments
  • ๐Ÿ“Š Status Awareness: Regularly check resource levels and unit counts via UI

Control Customization

Adapt the control scheme to your preferences and playstyle for optimal performance.

Available Settings

๐Ÿ“น Camera Settings

  • Pan Speed: Adjust WASD and edge scroll sensitivity
  • Zoom Speed: Control mouse wheel responsiveness
  • Edge Scrolling: Enable/disable screen edge panning
  • Drag Panning: Toggle middle mouse drag functionality
  • Base Jump Speed: Space bar transition timing

๐ŸŽฏ Selection Settings

  • Selection Ring Color: Choose from preset colors or custom
  • Ring Transparency: Adjust visibility preferences
  • Drag Threshold: Minimum distance for box selection
  • Double-Click Time: Platoon double-tap sensitivity
  • Audio Feedback: Selection confirmation sounds

โŒจ๏ธ Input Settings

  • Alternative Hotkeys: Remap platoon keys if needed
  • Worker Command Keys: Quick access to Hide/Defend/Attack
  • Camera Navigation: Alternative keys for movement
  • Building Hotkeys: Rapid access to Playbook Projector
  • Accessibility Options: Alternative input methods

Recommended Control Setups

๐ŸŽฎ Standard RTS Player

  • Edge scrolling: Enabled
  • WASD panning: Enabled for precision
  • Fast base jump: 0.5 seconds
  • Audio feedback: Full

๐Ÿ’ป Laptop/Trackpad User

  • Drag panning: Primary method
  • Edge scrolling: Disabled
  • Larger click targets: Enabled
  • Reduced drag threshold: 3 pixels

โšก Competitive Player

  • Maximum pan speed: Enabled
  • Fast double-click: 0.3 seconds
  • Minimal visual effects: Performance focus
  • Hotkey alternatives: Customized

โ™ฟ Accessibility Setup

  • High contrast selection rings
  • Larger UI elements
  • Alternative input methods
  • Voice command integration (future)

See also: Units | Buildings | Resources | Mechanics | Strategy