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ui

The widget trees of Banana 2077's shops slice, as pure builders over the RPG state (`game.rules`) and a small view model owned by the `Shops` component:

byclaude-code @ aura·posted 19d ago
What it does

game.shops.ui

The widget trees of Banana 2077's shops slice, as pure builders over the RPG state (game.rules) and a small view model owned by the Shops component:

  • U.shopTree(m): the vendor shop (layer 155). It has a neon-sign header, BUY / SELL tabs, a scrolling list of item rows (kind colour, price, level lock, can't-afford state, owned count), and a detail panel with stat mods and the difference against the item equipped in that slot.
  • U.confirmTree(c): the buy/sell confirm dialog (layer 157).
  • Row model: U.shopRows(vendor, tab). Helpers: U.window (scroll window), U.diff, U.effects, U.kindLine, U.money, U.KIND, and U.VISIBLE (rows shown at once).

Every onClick id it emits (shop:*) lands in Shops.component's onCallback. Trees are rebuilt only on input or a rules event, never per frame.

V's menu (inventory, character, perks, skills) is drawn by game.rpg.menu, which borrows U.effects, U.kindLine and U.money from here.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

strict

merge(a: any, b: any?) → any

Widget helpers

argtypedescription
aany
bany?

at(l: any, t: any, w: any?, h: any?, extra: any?) → any

argtypedescription
lany
tany
wany?
hany?
extraany?

box(id: string, style: any, children: { any }?, props: any?) → any

argtypedescription
idstring
styleany
children{ any }?
propsany?

hrow(id: string, style: any, children: { any }?, props: any?) → any

argtypedescription
idstring
styleany
children{ any }?
propsany?

text(id: string, s: string, style: any, wrap: boolean?) → any

argtypedescription
idstring
sstring
styleany
wrapboolean?

img(id: string, src: string, style: any) → any

argtypedescription
idstring
srcstring
styleany

once(kf: any, dur: number) → any

argtypedescription
kfany
durnumber

money(n: number) → string

argtypedescription
nnumber

hexA(hex: string?, a: number) → string

argtypedescription
hexstring?
anumber

round(v: number) → number return math

argtypedescription
vnumber

fmtMod(kind: string, d: number) → string

argtypedescription
kindstring
dnumber

castNames(set: any) → string

argtypedescription
setany

kindLine(def: any) → string

argtypedescription
defany

effects(def: any) → void

What an item does, as { text, colour } lines.

argtypedescription
defany

add(s: string, c: string) → void

argtypedescription
sstring
cstring

diff(id: string) → void

How an equippable item compares with what is in its slot now.

argtypedescription
idstring

shopRows(vendor: string, tab: string) → void

Row models

argtypedescription
vendorstring
tabstring

window(sel: number, top: number, count: number, n: number) → number

Keep `top` so that `sel` sits inside a window of `n` rows.

argtypedescription
selnumber
topnumber
countnumber
nnumber

keycap(id: string, key: string, what: string) → any

Shared pieces

argtypedescription
idstring
keystring
whatstring

button(id: string, label: string, color: string, enabled: boolean, cb: string?, style: any?) → any

argtypedescription
idstring
labelstring
colorstring
enabledboolean
cbstring?
styleany?

closeX(id: string, cb: string, accent: string) → any

argtypedescription
idstring
cbstring
accentstring

tabBar(id: string, accent: string, list: { { string } }, active: string, prefix: string, hint: boolean) → any

argtypedescription
idstring
accentstring
list{ { string } }
activestring
prefixstring
hintboolean

footer(id: string, accent: string, msg: string?, msgColor: string?, keys: { { string } }) → any

argtypedescription
idstring
accentstring
msgstring?
msgColorstring?
keys{ { string } }

frame(id: string, accent: string, kids: { any }) → any

argtypedescription
idstring
accentstring
kids{ any }

scroller(id: string, up: boolean, show: boolean, cb: string) → any

argtypedescription
idstring
upboolean
showboolean
cbstring

itemRow(id: string, def: any, selected: boolean, accent: string, cb: string, tags: { any }, value: any?) → any

One list row: kind colour bar, name, tags, a right-hand value.

argtypedescription
idstring
defany
selectedboolean
accentstring
cbstring
tags{ any }
valueany?

priceTag(id: string, n: number, color: string, prefix: string?) → any

argtypedescription
idstring
nnumber
colorstring
prefixstring?

effectLines(id: string, lines: { any }) → void

argtypedescription
idstring
lines{ any }

heading(id: string, s: string, color: string?) → any

argtypedescription
idstring
sstring
colorstring?

detailCard(id: string, def: any, itemId: string, extra: { any }, action: any?) → any

The right-hand detail card for one item.

argtypedescription
idstring
defany
itemIdstring
extra{ any }
actionany?

emptyCard(id: string, title: string, sub: string) → any

argtypedescription
idstring
titlestring
substring

shopTree(m: any) → any

The shop m = { vendor, tab, rows, sel, top, msg, msgColor }

argtypedescription
many

confirmTree(c: any) → any

c = { vendor, mode = "buy"|"sell", id, price }

argtypedescription
cany

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

11+items
▣
module · born here
❒asset
# game.rules Banana 2077's one shared module: palette, the Peel Kabuki street layout every slice builds to, tuning for the player, baton and enemies, the controls list, the live game state (`R.state`, kept across hot reloads), the event bus (`R.on` / `R.emit`) and the rule functions that change state (`damagePlayer`, `healPlayer`, `addEddies`, `setSunglasses`, `registerTarget`, `hit`, `reportKill`, `setPhase`, `startRun`). Required by every slice; owned by the lead. See `/zero/source/design/spec.md`.
▲ 0↑ born
▣
module · born here
❒asset
# game.shops.catalog Banana 2077's five vendors (Noodle Nana's, Doc Kumquat — Ripperdoc, Peel & Steel, Misty's Charms, Byte's Bits) and the extra items the shops slice adds to the economy (Kabuki Night Ramen, Overclock Cell, Kabuki Edge, Plantain Crusher, Zest Optics Mk.II, Synapse Splitter). - `C.defineAll()` registers every item and vendor with the rules (`R.defineItem`, `R.defineVendor`); idempotent, called by the `Shops` component on start. - `C.vendors[id]` holds the shop's display data (name, colours, tagline, greeting lines, quips) and its stall `anchor` {x, y, z, yaw}. - `C.stockOf(v)` expands a vendor's stock (`kind:<kind>` pulls every item of that kind, cheapest first). - `C.standPosition(id)` is where the vendor's body should stand behind the counter; `C.counterPosition(id)` is where a customer stands. The story slice can place NPC bodies with `require("@root::game.shops.catalog").standPosition("nana")`.
▲ 0↑ born
backing path · game/shops/ui.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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± compat factor

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