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asset⌬ modulemoduleprimary: init.luau·originates fromworld 2fa29d26-8…

sillage_composition

The verb of Sillage: working at the perfumer's organ, and striking the blotter.

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

sillage_composition

The verb of Sillage: working at the perfumer's organ, and striking the blotter.

What it provides

  • The organ overlay (sillage_organ_hotspots) — a hit target over every one of the 36 vials, projected from Core.vialSlot(n) through the live camera, so the targets follow the camera wherever staging puts it. A vial already in the formula wears a red-ink frame and a dose wafer. Down the left edge, the three phases (Tête / Coeur / Fond) bracket the tiers they belong to — the organ read as the drydown curve stood upright.
  • The formula card (sillage_formula) — a portrait sheet of aged rag paper pinned to the bottom of the 3:4 frame. Material names in a chancery italic, doses in a figures column with dotted leaders, a dose that changed struck out in red with the new figure written above it, marginal notes, a thumbnail of the accord's shape, and a total underlined twice. A tab lowers the sheet so the lowest tiers of the organ can be reached.
  • The bench — a rack of mouillettes, a pipette on its rest, an inkpot, a written fiche on a short stack of blanks, and the struck strip with its stain spreading through it while the drydown runs.
  • The clock — the 24 hours of wear compressed into Core.time.drydownSeconds.

API

Composition.addDrop(id, n)add or take back drops of a material
Composition.addDropBySlot(slot, n)the same, by organ slot 1..36
Composition.clearFormula()empty the fiche, returning stock
Composition.strike()dip the blotter and run the drydown
Composition.show() / .hide()show or hide both screens

Events

Emits formula:changed, strip:struck, strip:tick, strip:done, and asks staging for the bench station with station:request. Listens for screen:changed, brief:issued and station:changed.

Writes Core.state.formula and Core.state.drydownT. Reads the curve from game.sillage_sim, meters drops through game.sillage_economy, and highlights vials through world.sillage_organ — each guarded, so the loop still plays when one of them is not there.

Materials

game.comp_blotter_paper, game.comp_card_paper, game.comp_brass, game.comp_walnut, game.comp_glass_clear, game.comp_stain.

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

Model

quiet(what: string, fn: any, ...: ?) → void

A best-effort call across a boundary this slice does not own: a neighbour's screen, a neighbour's module. It must never take the loop down with it, and it must never fail silently either.

argtypedescription
whatstring
fnany
...?

sim( ) → any

NEIGHBOURS — resolved lazily so a module that fails to load is survivable

econ( ) → any

organ( ) → any

face(ref: string, fallback: string) → string

THE HAND — the faces this slice writes in Core.type names the faces as asset refs; the UI's `fontFamily` takes the registered family NAME. Strip the ref and check it against the live registry so a missing face falls back to a period-plausible one rather than to a sans-serif, which would break 1954 entirely.

argtypedescription
refstring
fallbackstring

frenchUpper(s: string) → string

argtypedescription
sstring

quatRotate(q: any, vx: number, vy: number, vz: number) → void

PROJECTION — 36 world points into UI space, through the live camera

argtypedescription
qany
vxnumber
vynumber
vznumber

gameCamera( ) → any

The camera a player is looking through. In play that is the per-player clone of the rig; in edit it is the authored prototype, which is also the pose `capture` renders from — so a capture and a click agree.

currentView( ) → View

project(v: View, px: number, py: number, pz: number) → void

World point -> { x, y, depth } in UI space. depth <= 0 is behind the lens.

argtypedescription
vView
pxnumber
pynumber
pznumber

vialRect(v: View, slot: number) → void

The on-screen rect of one vial, from its own extents rather than a guess.

argtypedescription
vView
slotnumber

sheetStyle( ) → void

PAPER — the surfaces this slice prints on

laid(w: number, h: number) → any

argtypedescription
wnumber
hnumber

foxing(w: number, h: number) → any

argtypedescription
wnumber
hnumber

rule(weight: number, colour: string?, width: number?) → any

argtypedescription
weightnumber
colourstring?
widthnumber?

doubleRule(width: number?) → any

argtypedescription
widthnumber?

smallcap(text: string, colour: string?, size: number?, spacing: number?) → any

argtypedescription
textstring
colourstring?
sizenumber?
spacingnumber?

hand(text: string, size: number, colour: string?, extra: { [string]: any }?) → any

argtypedescription
textstring
sizenumber
colourstring?
extra{ [string]: any }?

figures(text: string, size: number, colour: string?, extra: { [string]: any }?) → any

argtypedescription
textstring
sizenumber
colourstring?
extra{ [string]: any }?

gap(h: number) → any

argtypedescription
hnumber

totalDrops( ) → number

THE FORMULA — the state this slice owns

orderedFormula( ) → void

marginNote(id: string, drops: number) → string

What the perfumer writes in the margin beside a line. Read off the sim's own numbers when it has them, off the catalogue's structure when not.

argtypedescription
idstring
dropsnumber

shapeNote( ) → string

The note across the head of the sheet: what the SHAPE is missing, never which material. This is the one idea of the game, said in the margin.

hotspotTree( ) → any

leader( ) → any

THE FORMULA CARD The dotted leader a written ledger runs between a name and its figure, so a narrow sheet does not read as two columns floating apart.

formulaLine(row: { id: string, drops: number, m: any }, index: number) → any

argtypedescription
row{ id: string, drops: number, m: any }
indexnumber

formeSketch( ) → any

The perfumer's own thumbnail of the shape: three bars, one per phase, as long as that phase's share of the formula. It is not the graph — that is the drydown slice's page — it is the sketch you make while you work.

cardTree( ) → any

refreshCard( ) → void

REDRAW

refreshHotspots( ) → void

refresh( ) → void

wantsCompose( ) → boolean

show( ) → void

hide( ) → void

syncScreen( ) → void

metered( ) → boolean

ECONOMY — a drop costs something once there is something to spend

addDrop(id: string, n: number) → boolean

THE VERB

argtypedescription
idstring
nnumber

addDropBySlot(slot: number, n: number) → boolean

argtypedescription
slotnumber
nnumber

clearFormula( ) → void

usableCurve(c: any) → boolean

THE CURVE — sim's when sim has one, provisional when it does not

argtypedescription
cany

provisionalCurve(formula: { [string]: number }) → any

argtypedescription
formula{ [string]: number }

simulate(formula: { [string]: number }) → any

argtypedescription
formula{ [string]: number }

phaseAverage(curve: any, from: number, to: number) → number

argtypedescription
curveany
fromnumber
tonumber

provisionalVerdict(brief: any, curve: any) → any

argtypedescription
briefany
curveany

judge(brief: any, curve: any) → any

argtypedescription
briefany
curveany

spawnProp(name: string, model: string, material: string, pos: { number }, scale: { number }, euler: { number }?) → any

THE BENCH — the props this slice puts on the marble

argtypedescription
namestring
modelstring
materialstring
pos{ number }
scale{ number }
euler{ number }?

prop(name: string) → any

Every prop is reached BY NAME at the moment it is used, never through a reference kept from build time. Any slice may call Core.rebuild(), which despawns and respawns this slice's whole subtree; a proxy held across that points at an entity that no longer exists, and writing a field on it neither raises nor lands — the blotter simply never appears.

argtypedescription
namestring

setVisible(name: string, on: boolean) → void

argtypedescription
namestring
onboolean

build(root: any) → void

argtypedescription
rootany

setStain(t: number) → void

argtypedescription
tnumber

requestStation(name: string, secs: number) → void

THE CLOCK

argtypedescription
namestring
secsnumber

strike( ) → boolean

onCallback(id: string, value: any) → void

CALLBACKS

argtypedescription
idstring
valueany

assertCallbackEnv( ) → void

LIFECYCLE Every click in this slice arrives through one broadcast environment. It is keyed, so re-registering it is idempotent — and it has to be re-asserted rather than registered once, because a registration made in edit does not survive the engine entering play, and a slice whose environment has quietly gone is a slice where every vial is dead and nothing says so.

start( ) → void

stop( ) → void

Sub-parts

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

19items
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module · born here
❒asset
# sillage_economy Stock, the ledger, the season, and the still — everything in *Sillage* that makes a formula cost something. A perfume is a spend. Every drop comes out of a bottle that has a bottom, and every bottle was bought or made. This module owns the three francs-and-grams facts the rest of the game reads: how much of a material is left, what it costs today, and how the fields and the alembic put more of it in the cupboard. ## What it provides | | | |---|---| | `Economy.stockOf(id)` | grams left of a material | | `Economy.dropsOf(id)` | the same, counted the way a perfumer counts | | `Economy.spend(id, drops)` | draw a dose down; `false` when the bottle is empty. A negative count puts it back | | `Economy.priceOf(id)` | francs per gram **this season** | | `Economy.buy(id, grams)` | `ok, message`; refuses what the trade does not sell | | `Economy.formulaCost(f)` | what a formula costs to pour | | `Economy.stockValue()` | what the whole cupboard is worth today | | `Economy.season()` | the month, its note, what is in season, and the baskets | | `Economy.distil(lot, process)` | take a basket to the apparatus | | `Economy.settle(verdict)` | pay the fee or take the loss, and turn the calendar | | `Economy.openLedger()` / `openStill()` / `close()` | the two pages | | `Economy.figure(n, dec)` | a number set the French way: `1 234,50` | It emits `stock:changed` whenever any of that moves, and owns `Core.state.francs`, `Core.state.reputation` and `Core.state.stock`. Material **prices and behaviour** come from `sillage_sim`, keyed on the same `id` as `Core.catalogue`; the table here is only the fallback if the sim is not loaded. ## The season Six harvests, one per commission, from February 1954 to December 1955. Mimosa comes down from the Tanneron in February, the rose is cut in May, the jasmine is picked at four in the morning in August, the iris root is lifted in October. What is in season is cheap; what is out of it is dearer, and the ledger marks it with a dagger. ## The still Two materials — **ambergris tincture** and **civet tincture** — are not sold in Grasse at any price. The only way to have them is to make them, from what the season put in the baskets, at the copper alembic on the right of the room. That is the private palette: not a bonus, the only route. Each basket wants one of three apparatus, and the wrong one costs the same and gives back about a fifth. Bark, leaf and root take the steam; a fragile flower is killed by it and goes to the fat; animal matter and moss are left cold in alcohol. The rubric at the foot of the page says so. ## World content The alembic on its raised hearth at `Core.anchors.still`, framed by the `still` camera station, and the season's harvest baskets on the floor by the window at `Core.anchors.baskets`. Both are rebuilt when the calendar turns, so the room shows what month it is before any page is opened. Surfaces come from the `econ_*` materials beside this module.
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module · born here
❒asset
# sillage_core <!-- 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
# sillage_organ The perfumer's organ: six tiers of six vials in a walnut case against the back wall of the atelier, and the object every camera station in *Sillage* comes back to. The tiers are ordered by volatility. Citrus stands on the top shelf and is gone in ten minutes; resins and animalics stand on the bottom and are still on the skin at midnight. So the organ is the drydown curve stood upright, and reading it top to bottom is reading the shape of a perfume in time. ## What it builds Under the slice root `sil_organ`, all of it generated at load: | | | |---|---| | carcass | walnut case — side panels with a bead run, five shelf boards with lipping strips, a thick worktop, a base cabinet with two drawers, a cornice, and a through-peg where each shelf lands in a side panel | | back | nine tongue-and-groove boards, each set a little differently in depth | | brass | a retaining rail across every tier with its end brackets, a label holder under every slot, and the drawer pulls | | labels | one plate per slot, carrying the material's name and its family, cut from a single rasterised sheet of pharmacy printing set in EB Garamond and PT Serif | | vials | 36 bottles of amber and green glass, each with liquid at its own level, a ground stopper and a brass collar | | stock | thirty smaller bottles standing in the gaps of the back row | | worktop | a pipette rack and a brass balance | | bounce | three short-range warm lights standing for the light coming back off the marble bench | Geometry, surfaces and the label sheet are made at `build()` time — `renderer.mesh.create`, `renderer.material.create`, a CPU pixel buffer for the grain and a rasterised SVG for the labels. Nothing is loaded from a file, so the organ comes up the same wherever the world is opened. ## What it offers other slices ```luau local Organ = require("game.sillage_core").slices.organ Organ.vialEntity(slot) -- the bottle in slot 1..36 Organ.highlight(slot, on) -- hover: it steps out of the rank and warms ``` Every bottle stands exactly on `Core.vialSlot(slot)`, which is the same geometry the composition slice hit-tests, and the label under it names the material `Core.bySlot[slot]` says belongs there.
▲ 0↑ born
▣
module · born here
❒asset
# sillage_sim The model that makes a perfume a shape in time, and the only thing in *Sillage* that decides whether a formula is good. A perfume here is never judged as a mixture. Every material has a volatility — a peak and a life — so a formula is a curve that rises, turns and falls, and the client's brief is a shape drawn on the same axes. Two formulas built from exactly the same five materials, in different doses, are different objects and get different answers. ## What it holds | | | |---|---| | `Sim.behaviour[id]` | `peak`, `life`, `power`, `price`, `ceiling` for all 36 catalogue materials | | `Sim.interactions` | ordered pairs — one material **fixes**, **smothers** or **sours** another | | `Sim.simulate(formula)` | `{ [id] = drops }` → a `Curve`: 96 samples on the log time axis, per-family breakdown, the perfumer's notes on what happened | | `Sim.brief(n)` | the *n*th of six commissions — client, letter, target bands, budget, fee | | `Sim.judge(brief, curve)` | per-phase scores and the client's reply, stamped *chef-d'œuvre*, *accepté* or *refusé* | Identity and appearance live in `sillage_core` — name, family, vial, colour. Only **behaviour** lives here, keyed on the same `id`, so the organ, the ledger and the graph can never disagree about what a material is. ## The units Intensity is measured against `Sim.reference`: `1.0` is a full, properly dosed accord, and every brief's bands are written in those units. `Curve.samples[i].norm` is in them too, so the graph draws the player's line and the ghosted target on one scale. A drop is `Sim.dropGrams` of the batch, which is how a dose becomes a spend. ## What the other slices call - **composition** — `Sim.strike(formula)` to get the curve, then emits `strip:done`; the sim judges and publishes `verdict:given` itself. - **drydown** — `curve.samples` for the ink line, `sample.byFamily` for the colour bands underneath, and `Sim.targetBand(brief)` for the ghosted shape printed under it. - **economy** — `Sim.behaviour[id].price`, `Sim.dropGrams`, `Sim.costOf(formula)`. - **presentation** — `Sim.stamp[outcome]` for the wording, `Sim.count()` for the length of a career. ## The six 1. **Mme Colette Vaugirard** — an eau for the morning: bright, then gone. 2. **M. Étienne Barral, gantier** — green, and it must survive the leather. 3. **Mlle Solange Aury** — a rose that lasts from the curtain to supper. 4. **La Maison Duvelleroy** — a chypre, base heavier than the heart. 5. **Le Comte de Rochefort** — an evening thing, largest at midnight. 6. **Maison Perrachon** — *Sillage* itself. The one worth the whole career. Every one of them can be satisfied by more than one set of materials, and every one of them can be failed while using exactly the materials it asks for. That is the point: the brief states the shape, never the recipe.
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