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campaign

The campaign of the Verdigris Cloister: four rooms of the greenhouse, the progression between them, and the wounds the squad carries out of each one. Pure data and pure functions — it never touches the board, spawns nothing and draws nothing. The `Screens` component drives it.

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

game.campaign

The campaign of the Verdigris Cloister: four rooms of the greenhouse, the progression between them, and the wounds the squad carries out of each one. Pure data and pure functions — it never touches the board, spawns nothing and draws nothing. The Screens component drives it.

local Campaign = require("game.campaign")

The four rooms

Campaign.MISSIONS — in order: the Propagation Hall (hold the line), the Brass Nave (reach the seed vault), the Fern Vault (survive eight rounds), the Heart Chamber (cleanse the heart). Each record carries its objective, the narrator's briefing, the squad it fields, its round count, the share of the floor the blight may hold before the room is lost, the growth it starts seeded with, and the upgrade it banks.

shipped = false on a mission takes it out of the campaign: Campaign.shipped() and Campaign.nextMission() skip it, and Campaign.isFinale() moves the ending to whatever the last shipped room is. That is the honesty valve — the campaign ends properly at whatever actually landed.

The run

Campaign.run() is the live run, held at Core.state().campaign so any slice can read it:

{ screen, missionId, completed = { id, ... }, upgrades = { reward, ... },
  outcome = nil | "won" | "lost",
  roster = { [monkId] = { alive, wounds = { woundId, ... }, upgrades,
                          missionsFought, kills, fellIn } } }

Campaign.squad(missionId) returns the monks who can take the floor — on that room's roster, still alive — with their aim, max health and range already folded together with the wounds they carry.

The dead stay dead

Campaign.settle(missionId, units) reads a finished mission's unit table (the Core.state().units shape) and writes what the room cost: anything not alive is struck off the roster for the rest of the campaign, and a monk who came out at 60% health or less picks up a wound. The wounds deepen down a fixed ladder, so a monk who keeps getting hurt keeps getting worse rather than rolling dice. It returns a report of what changed, which is what the seed catalogue prints.

Nothing heals a wound. Campaign.resetRun() is the only way back, and it starts the whole campaign over.

The codex

Campaign.PLANT_PLATES and Campaign.BLIGHT_PLATES are the herbarium's eight specimens — plate number, Latin binomial, habit, what it does on the board, and a line in the order's own hand. The screens slice draws the figures.

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.campaign — the campaign: four rooms of the Verdigris Cloister, the progression between them, and the wounds the squad carries out of each one. Owned by the `screens` slice. Pure data and pure functions: this module never touches the board, never spawns anything and never draws. The `Screens` component is what drives it and what puts it on the glass. The dead stay dead. A monk who falls in the Propagation Hall is not on the roster in the Heart Chamber, and the seed catalogue between missions is where you read what it cost.

mission(id: string) → any

--!desc Look up a mission definition by id. --!arg id The mission id, e.g. "heart_chamber". --!return The mission record, or nil. --!example local m = Campaign.mission("brass_nave")

argtypedescription
idstring

shipped( ) → void

--!desc Every mission that is actually shipped, in campaign order. --!return An array of mission records. --!example local ms = Campaign.shipped()

nextMission(id: string) → any

--!desc The mission after this one, skipping anything not shipped. --!arg id The current mission id. --!return The next mission record, or nil when this was the last one. --!example local nxt = Campaign.nextMission("propagation_hall")

argtypedescription
idstring

isFinale(id: string) → boolean

--!desc Whether this mission is the campaign's last shipped one. --!arg id The mission id. --!return true when finishing it wins the campaign. --!example if Campaign.isFinale(id) then ... end

argtypedescription
idstring

blankRun( ) → any

One table, held in Core.state().campaign so every slice can read it. The `screens` slice owns writing it; the rules slice reads `roster` to know who is on the floor and what they carry. --!desc A fresh campaign run: every monk whole, no missions behind you. --!return A new run table, not installed. --!example local run = Campaign.blankRun()

run( ) → any

--!desc The live campaign run, created on first read. Lives on the shared --! board as `Core.state().campaign`, so any slice can read it. --!return The run table. --!example local run = Campaign.run()

resetRun( ) → any

--!desc Throw the run away and start the campaign from the first room. --!return The new run table. --!example Campaign.resetRun()

squad(missionId: string) → void

--!desc The monks who can take the floor in a mission: on its roster, still --! alive, and folded together with the wounds and upgrades they carry. --!arg missionId The mission id. --!return An array of { monk, record, aim, maxHp, range } tables. --!example for _, e in ipairs(Campaign.squad("fern_vault")) do ... end

argtypedescription
missionIdstring

wound(monkId: string, woundId: string) → boolean

--!desc Give a monk a wound, if they do not already carry that one. --!arg monkId The monk id. --!arg woundId A wound id from Campaign.WOUNDS. --!return true when the wound was new. --!example Campaign.wound("vespera", "blight_burn")

argtypedescription
monkIdstring
woundIdstring

kill(monkId: string, missionId: string?) → void

--!desc Kill a monk for the rest of the campaign. The dead stay dead. --!arg monkId The monk id. --!arg missionId Where they fell. --!example Campaign.kill("cassian", "brass_nave")

argtypedescription
monkIdstring
missionIdstring?

settle(missionId: string, units: any) → void

--!desc Read a finished mission's unit table and write what it cost into the --! roster: the dead marked dead, the badly hurt given a wound. --!arg missionId The mission that just ended. --!arg units The rules slice's unit table (Core.state().units shape). --!return A report array of { monkId, died, woundId } for the screens to show. --!example local cost = Campaign.settle("propagation_hall", snap.units)

argtypedescription
missionIdstring
unitsany

completeMission(missionId: string) → any

--!desc Mark a mission won, bank its reward, and move the run to the next --! shipped room (or to the ending when there is none). --!arg missionId The mission that was won. --!return The next mission record, or nil when the campaign is finished. --!example local nxt = Campaign.completeMission("brass_nave")

argtypedescription
missionIdstring

progress( ) → void

--!desc How far through the campaign the run is, 0..1, for the progress rule --! drawn on the catalogue and the end cards. --!return A fraction, and the two counts behind it. --!example local f, done, total = Campaign.progress()

standing( ) → void

--!desc How many monks are still alive. --!return The count of living monks and the roster size. --!example local live, all = Campaign.standing()

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# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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backing path · game/campaign.module

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