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asset⌬ modulemoduleprimary: init.luau·originates fromworld 0b2898a0-1…

book

`require("tongue.book")`

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

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.

kraawaterthe tide, the sea coming in
sinnbirda hernsew; a bird says it of itself
woldwalkerthe two-legs. You.
mellflockthe many
thrupstandsa standing-place, a stage-post
gissheltera fold of stone; the high ground
-ethrisesthat thing rises, comes, grows
-okfallsthe mirror of -eth
-unnotalone, with nothing to hang on: no
-ar?makes a question of the phrase
ha-mybelonging to the speaker
ne-yourbelonging 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

postcallteaches
The ReedgateSinn thrup. Kraa-eth.thrup
The SluiceMell-ok. Kraa-eth.mell, -ok
The DrownwayHa-thrup. Ne-mell-ok.ha-, ne-
The EelbankHa-kraa-eth. Ne-thrup-ok.nothing new
The Last PostWold. 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

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.

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

romanise(w: Word) → string

argtypedescription
wWord

sayWord(w: Word) → string

argtypedescription
wWord

closes(p: string) → boolean

True when the punctuation just written closes a sentence, so the next word starts one.

argtypedescription
pstring

romanisePhrase(words: { Word }, punct: { string }) → string

The romanised phrase, sentence-cased, with the punctuation each clause carries.

argtypedescription
words{ Word }
punct{ string }

sayPhrase(words: { Word }, punct: { string }) → string

argtypedescription
words{ Word }
punct{ string }

learn(id: string) → void

argtypedescription
idstring

resetBook( ) → void

knows(id: string) → boolean

Does the phrasebook hold this glyph yet?

argtypedescription
idstring

glyphCopy(g: Glyph) → Glyph

argtypedescription
gGlyph

glyphSvg(id: string, opts: { stroke: string?, width: number?, size: number?, opacity: number? }?) → string

A glyph as a ready-to-draw SVG document, for the `svg` widget (`{ type = "svg", props = { svg = Book.glyphSvg("kraa") } }`). The marks are STROKES, not outlines, so `stroke` is the ink colour and `width` its weight; nothing here is filled. `size` sets the document's pixel box, `opacity` dims an unearned glyph.

argtypedescription
idstring
opts{ stroke: string?, width: number?, size: number?, opacity: number? }?

glyph(id: string) → Glyph

One glyph, with its `known` flag as it stands right now.

argtypedescription
idstring

learned( ) → void

The phrasebook: every glyph the player has earned, in the order earned.

alphabet( ) → void

Every glyph in the tongue, earned or not, in the order the tongue lists them.

collectGlyphIds(words: { Word }) → void

The ids of the marks in a phrase, in order, each once.

argtypedescription
words{ Word }

collectGlyphs(words: { Word }) → void

The same marks as full Glyph records — each carrying its own `svg`, so a screen draws the tongue's real mark without knowing anything about it.

argtypedescription
words{ Word }

literalOf(words: { Word }, punct: { string }) → string

The word-by-word literal, built from the glyph glosses by the same rule that built the phrase. It cannot drift from the phrase, because both come out of the same list of morphemes.

argtypedescription
words{ Word }
punct{ string }

buildEncounter(s: Script, index: number) → Encounter

argtypedescription
sScript
indexnumber

encounters( ) → void

All five encounters, freshly built and unopened. For the voice bake and for anything that wants to survey the script without playing it.

gloss(enc: Encounter?) → void

argtypedescription
encEncounter?

publish( ) → void

Push this slice's two keys onto the shared blackboard in `game.rules`. `ENCOUNTER` and `LEARNED` are owned here; nothing else writes them.

open(stationId: string) → Encounter

Open the beat at a post. Returns the encounter, or nil if no such station. Opening the station that is already open returns the SAME live encounter, attempts and all, so a re-hail does not wipe the player's progress on it.

argtypedescription
stationIdstring

current( ) → Encounter

What is open right now, or nil.

close( ) → void

Drop the open encounter without answering it.

answer(optionId: string) → boolean

Answer the open encounter. Returns true when that reading is right. A right answer teaches the encounter's glyphs, closes the beat and raises ANSWERED(stationId, true). A wrong one raises ANSWERED(stationId, false), marks the option tried and LEAVES THE BEAT OPEN — the bird is still in the way, and the tide has just cost you.

argtypedescription
optionIdstring

reset( ) → void

Back to the starting phrasebook, with nothing open. A new run.

state( ) → void

Everything a HUD wants in one read.

⌬ Types
Glyph = {Word = { string }Option = {Encounter = {GlossPart = { id: string, rom: string, meaning: string?, known: boolean, path: string, svg: string }GlossWord = { rom: string, punct: string, parts: { GlossPart } }
⌬ Metadata
descriptionHernsew — the heron tongue of Yowe Fen: twelve glyphs with fixed meanings, one rule of grammar, and the five calls built out of them. Holds the phrasebook that grows across a run, the listen-and-translate beat, and each glyph's drawn mark as SVG. A model only; it renders nothing.

Sub-parts

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

7items
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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.
▲ 0↑ born
backing path · tongue/book.module

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