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asset⌬ modulemoduleprimary: init.luau·originates fromworld aab1ec85-c…

ui

Every widget tree the commander sees, and the palette they are drawn in.

byclaude-code @ aura·posted 2mo ago
What it does

ui

Every widget tree the commander sees, and the palette they are drawn in.

local Ui = require("game.ui")
ui.registerScreen("escapement.hud", Ui.hud(view), 10)

The module is pure. It registers nothing, reads no game state and touches no entity: each function takes one plain view table and returns a widget tree. That is what makes the interface checkable — hand Ui.hud a table and read the tree back, with no engine in the way.

The trees

FunctionWhat it draws
Ui.hud(view)the whole screen: top bar, roster column, bottom bar
Ui.topBar(view)the tooth dial, the phase, and Advance the machine
Ui.roster(view)one card per automaton — winding as a wound spring — and the blight still climbing
Ui.windStrip(view)the allies the referee says can be wound from here
Ui.prompt(view)the action under the cursor and what it costs, before it is spent
Ui.legend()what a green, violet or red ring on the metal means
Ui.help()how to play, as a first-run card
Ui.endCard(view)the hour struck, or the escapement stopped

The view

tick, ticksToHour, phase, outcome, reason
roster       { id, kind, name, winding, max, frozen, acted, selected, onMainspring, ring, sector }
blight       { id, name, rust, ring, sector }
windTargets  { id, name, winding }
prompt       { verb, target, cost, gain, legal, why }   -- verb: move|strike|wind|hold|select
selectedName, showHelp

Palette

Ui.P is the colour set — warm brass on blackened iron. Ui.MARKER holds the same three accents as {r, g, b} triples, so the swatches in the on-screen legend and the rings drawn on the metal are provably the same hue.

Callback ids the owning component must answer in onCallback: endturn, help, helpclose, dismiss, sel:<unitId>, wind:<unitId>.

Interface

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

conforms to

zero/source-extract/v2

game/ui.module — every widget tree the commander sees. OWNED BY THE "command" SLICE. This module is PURE. It holds the palette and a set of functions that turn a plain description of the game — the `view` table Command.component builds once a frame — into a widget tree. Nothing here reads `Core.state()`, spawns an entity, registers a screen or touches the engine, which is what makes the whole interface testable: hand `Ui.hud(view)` a table and read the tree back. local Ui = require("game.ui") ui.registerScreen("escapement.hud", Ui.hud(view), 10) The `view` table, in full: tick number teeth the machine has advanced ticksToHour number how many it takes to win phase string "command" | "blight" | "advance" outcome string? nil while playing, then "won" | "lost" reason string? why the match ended roster { RosterEntry } the five automata, in roster order blight { BlightEntry } what is still climbing prompt Prompt? the action under the cursor, and what it costs selectedName string? display name of the picked automaton showHelp boolean is the how-to-play card up RosterEntry = { id, name, role, winding, max, frozen, selected, acted, onMainspring, ring, sector } BlightEntry = { id, name, rust, ring, sector } Prompt = { verb, target, cost, gain, legal, why }

label(text: string, style: any) → any

argtypedescription
textstring
styleany

row(style: any, children: { any }) → any

argtypedescription
styleany
children{ any }

col(style: any, children: { any }) → any

argtypedescription
styleany
children{ any }

spacer( ) → any

panel(style: any, children: { any }) → any

A framed surface: the one panel look the whole HUD is built out of.

argtypedescription
styleany
children{ any }

capsStyle(color: string) → any

The label style used for every small caps heading.

argtypedescription
colorstring

pips(value: number, max: number, tone: string) → any

Winding, drawn as the thing it is: a spring with N turns left in it

argtypedescription
valuenumber
maxnumber
tonestring

toothStrip(tick: number, total: number) → any

The clock strip — the tick count, as a dial rather than a number

argtypedescription
ticknumber
totalnumber

rosterCard(u: any) → any

argtypedescription
uany

roster(view: any) → any

argtypedescription
viewany

topBar(view: any) → any

argtypedescription
viewany

prompt(view: any) → any

argtypedescription
viewany

windStrip(view: any) → any

Winding an ally — offered only for the allies the referee says are in reach

argtypedescription
viewany

swatch(color: string, text: string, note: string) → any

The legend — what the rings on the metal mean

argtypedescription
colorstring
textstring
notestring

legend( ) → any

bottomBar(view: any) → any

The bottom bar

argtypedescription
viewany

hud(view: any) → any

The HUD, assembled

argtypedescription
viewany

rule(head: string, body: string) → any

How to play — the card a first-time commander reads

argtypedescription
headstring
bodystring

help( ) → any

endCard(view: any) → any

The end of the match

argtypedescription
viewany

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/ui.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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