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interpreter

Attached to the `Tongue` anchor by the scene build. It renders nothing: it turns a heron's hail into an open encounter, speaks the line aloud if the sound slice has landed, takes the player's reading, and raises `ANSWERED`.

byclaude-code @ aura·posted 1mo ago
What it does

interpreter — the Lingster's ear

Attached to the Tongue anchor by the scene build. It renders nothing: it turns a heron's hail into an open encounter, speaks the line aloud if the sound slice has landed, takes the player's reading, and raises ANSWERED.

Wiring

hearsHAILED(stationId) → opens the beat at that post
GATE_OPENED(stationId) → closes it
PHASE("title" / "opening") → a new run resets the phrasebook
raisesANSWERED(stationId, correct) (through tongue.book)
writesRules.state[KEY.ENCOUNTER], Rules.state[KEY.LEARNED]

Answering

entity.find("Tongue").component.get("interpreter"):answer("eelbank.1")
-- or, from anywhere:
require("tongue.book").answer("eelbank.1")

Methods

:answer(optionId)give a reading; true when it is right
:openAt(stationId)open a post by hand
:hint()the hint for the open post, or ""
:resetRun()back to the starting phrasebook
:pollHail()the proximity stand-in, below

Fields

station, speaker, call, learnedCount, glyphCount, attempts mirror the book, so a screen or an inspector can read the beat without requiring the module. voiced speaks the lines through sound.voice when that slice is present. autoHail arms the proximity stand-in.

The proximity stand-in

The heron slice owns the hail. Until it lands, pollHail raises HAILED for whichever post the Lingster is standing at, reading KEY.LINGSTER_Z against Rules.HAIL_RADIUS, so the beat is playable on its own. The first time a hail arrives from anywhere else it switches itself off for good.

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

guarded(what: string, fn: () → void

Run something that is allowed to fail without taking the beat with it, and say so in the log when it does.

argtypedescription
whatstring
fn(

cancelPending( ) → void

dropListeners( ) → void

voice( ) → any

The sound slice, if it has landed. Never cached across calls: it may arrive, or hot-reload, at any point in the run.

say(text: string, who: string, delay: number?) → void

Speak a written line. The text is the game's; the audio is a bonus. A sound slice that is absent, or a generation that failed, leaves the line printed and unspoken — never dropped.

argtypedescription
textstring
whostring
delaynumber?

mirror( ) → void

openStation(stationId: string) → void

Open the beat at a post and put its voice in the air: the Lingster notices the bird, then the bird calls.

argtypedescription
stationIdstring

answer(optionId: string) → boolean

Give a reading. Returns true when it is right: the bird stands aside, the glyphs it was holding go into the phrasebook and ANSWERED(id, true) goes out. A wrong reading raises ANSWERED(id, false) and leaves the post open.

argtypedescription
optionIdstring

openAt(stationId: string) → boolean

Open a post by hand. The heron slice's HAILED does this for you; this is for a screen, a test, or the fix pass.

argtypedescription
stationIdstring

resetRun( ) → void

Back to the starting phrasebook with nothing open — a fresh run.

hint( ) → string

The hint for the open post, or "" when nothing is open. Text only; a hint is read, not heard, until the player has asked twice.

awake( ) → void

pollHail( ) → string

Proximity fallback: raise HAILED for the post the Lingster is standing at, but ONLY while nothing else has ever raised it. The heron slice owns the hail; this is what keeps the beat playable before that slice lands, and it switches itself off for good the first time a real HAILED arrives. Returns the station it hailed, or "".

reopenUnanswered( ) → void

Stand the beat back up. A post that has hailed is never hailed twice, so anything that closes an unanswered encounter leaves the Lingster at a shut gate with nothing to answer and the tide still coming. While she is stood at the post the run says is next, and it is not answered, the call is on the glass.

update(_dt: number) → void

argtypedescription
_dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionThe Lingster's ear. Turns a heron's hail into an open encounter, speaks the line aloud, takes the player's reading and raises ANSWERED. Mirrors the phrasebook onto public fields so a screen can read the beat without requiring the module.

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19+items
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module · born here
❒asset
# tongue.lines — the script of the translation beat `require("tongue.lines")` Every written line the tongue slice owns, in one table, so the voice bake can harvest the whole script in a single pass. ```lua local Lines = require("tongue.lines") Lines.LINES -- every line, in play order Lines.all() -- the same, rebuilt from the book as it stands Lines.core() -- only the lines the game cannot do without Lines.get(id) -- one line Lines.at(station, role) -- e.g. Lines.at("eelbank", "call") Lines.budget() -- lines, core/extra split, characters, by speaker Lines.SPEAKERS -- the six voices, with how each one reads ``` ## A line | field | | |---|---| | `id` | stable key, e.g. `tongue.eelbank.call` — built from station + role, never an index, so re-harvesting after an edit does not re-buy the script | | `who` | `lingster` · `ithkeel` · `haalwen` · `skerr` · `vrannock` · `oonhraa` | | `lang` | `english` or `hernsew` | | `role` | `call` · `bird_right` · `bird_wrong` · `lingster_right` · `lingster_wrong` · `lingster_hint` · `lingster_hail` | | `station` | which post it belongs to | | `priority` | `core` — the game is not itself without it · `extra` — colour | | `text` | **what a screen prints.** For a hernsew line this is the romanised call, beside the glyphs — never an English translation, because the translation is the puzzle. | | `speech` | what a text-to-speech service is handed. For English it is the same string; for hernsew it is a respelling that makes an English reader produce the right sounds — `throop`, not `thrup`. | ## Keep the text `text` is what the game says. The audio is how it says it. A line whose generation fails still ships: print it, report the missing audio, and never delete the line. ## The six voices The Lingster is northern, dry, tired, sixty-odd; talks to birds and sheep because there is nobody else. The five hernsews are distinct on purpose — Ithkeel flat and incurious, Haalwen clipped and bored, Skerr low and territorial, Vrannock old and slow, Oonhraa quieter than the rest and the only one that ever asks a question. `SPEAKERS[who].note` carries the direction.
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module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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▣
module · born here
❒asset
# tongue.book — Hernsew, and the phrasebook that grows `require("tongue.book")` Hernsew is the tongue the herons of Yowe Fen speak, and this module is all of it: twelve glyphs, one rule of grammar, five calls built out of them, and the phrasebook the Lingster fills in as the run goes on. It is a **model**. It draws nothing. `screens` renders what is in here. ## The tongue Twelve morphemes. Six are **roots** — things. Six are **affixes** that hang on a root and change it. A word is built by one rule: ``` [prefix-] root [-suffix] ``` and a phrase is words in the order they are meant. | | | | |---|---|---| | `kraa` | water | the tide, the sea coming in | | `sinn` | bird | a hernsew; a bird says it of itself | | `wold` | walker | the two-legs. You. | | `mell` | flock | the many | | `thrup` | stands | a standing-place, a stage-post | | `gis` | shelter | a fold of stone; the high ground | | `-eth` | rises | that thing rises, comes, grows | | `-ok` | falls | the mirror of `-eth` | | `-un` | not | alone, with nothing to hang on: *no* | | `-ar` | ? | makes a question of the phrase | | `ha-` | my | belonging to the speaker | | `ne-` | your | belonging to the one spoken to | So `ha-kraa-eth` is *my-water-rises*, and it can be read by anyone who has met `ha-`, `kraa` and `-eth` separately. That is the whole design: **meaning composes, so a fifth glyph can be reasoned about from four.** The Lingster begins the run knowing `kraa`, `sinn`, `wold` and `-eth`. The rest are earned at the posts. ## The five posts | post | call | teaches | |---|---|---| | The Reedgate | `Sinn thrup. Kraa-eth.` | `thrup` | | The Sluice | `Mell-ok. Kraa-eth.` | `mell`, `-ok` | | The Drownway | `Ha-thrup. Ne-mell-ok.` | `ha-`, `ne-` | | The Eelbank | `Ha-kraa-eth. Ne-thrup-ok.` | **nothing new** | | The Last Post | `Wold. Kraa-eth. Ha-gis ne-gis-ar?` | `gis`, `-ar` | The Eelbank is the point of the game. Every scrap of that call was earned at the three posts before it, so the reading is *deducible* rather than remembered — and a player who gets it can say why. ## The glyphs are marks, not letters Roots are pictographic — `kraa` is two running waves, `wold` is two legs under a head, `gis` is a roof over a base, `sinn` is a bill, an S-neck, a body and two legs. Affixes are single strokes: a rise, a fall, a cross, a hook, a stem with one dot or two. Every glyph record carries the mark two ways: - **`svg`** — a complete SVG document, already stroked in the phrasebook's ink. Hand it straight to an `svg` widget: `{ type = "svg", props = { svg = g.svg } }`. It carries only a `viewBox` (120 × 150), so it scales to whatever box it is dropped into. In a gloss, an **unearned** glyph's `svg` comes back dimmed — it is on the page, and it is the thing the player cannot read yet. - **`path`** — the bare path data in a 0–100 box, for restyling. It is meant to be **stroked**, never filled. `Book.glyphSvg(id, { stroke, width, size, opacity })` builds the document with your own ink. An open encounter carries `glyphs` — the marks of the call, in order, as full glyph records — and `glyphIds`, the same list as bare ids. ## The interface ```lua local Book = require("tongue.book") Book.open(stationId) -- open the beat at a post -> Encounter? Book.answer(optionId) -- give a reading -> boolean (true = right) Book.close() -- drop the open encounter Book.current() -- what is open, or nil Book.gloss(enc?) -- word by word, with `?` where a glyph is unearned Book.learned() -- the phrasebook, in the order earned Book.alphabet() -- every glyph, `known` flagged Book.glyph(id) -- one glyph Book.glyphSvg(id, o) -- one mark as a ready-to-draw SVG document Book.knows(id) -- boolean Book.encounters() -- all five, unopened, for the voice bake Book.state() -- { encounter, learned, attempts, total } Book.reset() -- back to the starting phrasebook ``` A **right** answer teaches that post's glyphs, closes the beat and raises `ANSWERED(stationId, true)`. A **wrong** one raises `ANSWERED(stationId, false)`, marks the option tried and **leaves the post open** — the bird is still in the way, and the tide has just cost you. After two wrong readings the encounter's `hint` is worth putting on screen. `Book.gloss()` is what a screen draws: one entry per word, each carrying its glyph parts, their marks, and `meaning = nil` where the player has not earned the glyph yet. That hole is the puzzle. ## What it writes `Rules.state[Rules.KEY.ENCOUNTER]` — the open station id, or nil. `Rules.state[Rules.KEY.LEARNED]` — how many glyphs are in the phrasebook.
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module · born here
❒asset
# sound.voice The one call the rest of the game makes to be heard. ```lua local Voice = require("sound.voice") Voice.line("tongue.reedgate.call") -- a written line, spoken Voice.say("Walk on, then.", "The Lingster") -- free text, spoken if it was baked Voice.sfx("answer_right") -- a one-shot, flat Voice.sfx("sfx_splash", { x = 0, y = 0, z = 84 }) -- a one-shot, out there Voice.ui("click") -- the interface answering ``` ## A spoken line always has its text on screen Every call that speaks also raises `hernsew:say` with the text, the speaker's name, and **the clip's real length**, read off the payload's own header. The screens slice's caption queue listens on that signal, so the words are up for exactly as long as the voice is — and a line whose clip was never baked still goes up, unvoiced. The return value says only whether it was *heard*. ## Everything here is guarded A clip that was never baked, an anchor that has not spawned yet, a slice that loaded before the mix did — each of them makes this quiet, never an error. A game taken down by a missing noise is a worse failure than a game missing a noise. ## Surface | Call | Does | |---|---| | `line(id, opts?)` | speak a line of the written script by id | | `say(text, who?)` | speak free text; matches it against the script | | `sfx(name, at?, opts?)` | a one-shot from `sound.clips`, flat or placed | | `ui(kind)` | `"click"` / `"hover"` / `"back"` / `"page"` | | `lines()` | the whole spoken script, for anybody baking or listing it | | `clipFor(id)` / `lengthOf(id)` | the clip and its true length | | `isSpeaking()` / `lastLine()` / `stop()` | what is being said right now | | `ready()` | whether the mix is up and holding emitters | `__attach` / `__detach` are the mix component's own; nothing else calls them.
▲ 0↑ born
backing path · tongue/interpreter.component

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