# One-Shot Prompt

**Theme**: Volcanic Breach Squad Tactics
**Generated**: 2026-04-09
**Route**: `/tactics/`

## Prompt

Create a complete single-file HTML, CSS, and JavaScript tactical skirmish benchmark called **Caldera Breach**.

The experience should feel like a compact breach-operation tactics game set inside a volcanic foundry where a three-person strike squad must cool unstable vents and then exfiltrate before the basin ruptures.

## Core direction

- Single self-contained `index.html` with inline CSS and JS
- Vanilla JS only
- Mouse and touch friendly controls
- One sitting mission on a compact map
- Strong tactical readability rather than noisy spectacle

## Scenario

- Setting: a basalt refinery carved into a live caldera
- Player squad: three breach specialists dropped onto the west edge of the map
- Mission:
  - plant coolant charges on **two vent nodes**
  - survive the enemy response
  - move at least two squad members onto the **extraction pad**
- Optional goal: eliminate the elite magma warden for a better mission grade

## Squad roster

1. **Aegis**
   - Role: shield anchor
   - Health: high
   - Strengths: close-range blast, fortified stance, best survivability
2. **Kite**
   - Role: mobile marksman
   - Health: medium
   - Strengths: long range, clean finishing damage, high-ground payoff
3. **Vox**
   - Role: field technician
   - Health: medium
   - Strengths: coolant charge planting, drone pulse, lava-control utility

## Enemy roster

1. **Cinderling**
   - Fast melee chaser
2. **Glass Sniper**
   - Long-range pressure unit
3. **Ash Brute**
   - Slow heavy with a shove effect
4. **Spark Drone**
   - Mobile support enemy that marks exposed targets
5. **Magma Warden**
   - Elite guardian near the vent sector

## Systems floor

- Grid-based movement
- Explicit turn order: all player units, then enemy turn
- Each unit gets **3 action points**
- Movement, attacks, skills, overwatch, and objective actions all consume action points
- Terrain matters:
  - **Basalt cover** reduces incoming damage
  - **Raised slag platforms** grant range or damage advantage
  - **Lava** is impassable and dangerous near edges
  - **Vent nodes** are interactable objectives
- Enemy intent must be telegraphed during the player turn
- At least one reaction system: overwatch shot on enemy movement
- Persist best mission grade and total clears with `localStorage`

## UI direction

- Wide command-table layout with a glowing volcanic palette
- Left: mission and unit roster
- Centre: stylised tactical grid with clear tile states
- Right: action controls, selected unit details, enemy intent panel, combat log
- Bottom or side: concise legend for terrain and objective rules
- Use strong contrast, molten accent lighting, and restrained motion
- Ensure the interface collapses cleanly for mobile

## Visual palette

- Background: obsidian, charcoal, smoke
- Accents: magma orange, sulphur gold, cooled teal for mission devices
- Terrain contrast:
  - lava = vivid orange-red
  - cover = dark rock with bright edge
  - elevation = steel-blue highlight
  - extraction = cyan-teal beacon

## Interaction rules

- Tap or click a squad member to select them
- Choose an action mode, then tap or click a destination or target tile
- Show valid movement tiles and attack targets
- Show projected damage and target details when relevant
- Include `End Unit`, `End Turn`, and `Restart Mission`

## Mission grading

- `S`, `A`, `B`, `C`, or `D`
- Grade based on vent completion, surviving squad count, optional elite kill, and turn efficiency

## Polish notes

- No placeholder copy
- No external assets beyond optional web fonts
- Keep the mission fully playable offline after the file loads
- The map and AI should be deterministic enough that planning matters
