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nm_core

The shared contract for **NIGHT MAIL — Sorting Tower Seven**.

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

nm_core

The shared contract for NIGHT MAIL — Sorting Tower Seven.

local nm = require("nm.nm_core")

Every slice of the game requires this module and nothing else of each other's. It is read-only to build slices — put your own constants in your own module, publish verbs on nm.api, announce things on the bus.

What is in it

SurfaceWhat it is
nm.GRID, cellToWorld, worldToCell, inBounds, key, unkey, bandAtthe 9 × 24 lattice the tower is laid on
nm.DIRS, step, yawForrotation: 0 east, 1 north, 2 west, 3 south
nm.PALETTE, rgbbrass, bakelite, oiled steel, amber, cold shaft blue
nm.DISTRICTS, CLASSES, PARCEL_KINDS, REQUIREMENTS, parcelKind, districtwhat travels
nm.PARTS, part, PART_CATEGORIESthe municipal supply ledger
nm.SHIFTS, shiftDef, PILEUP_LIMIT, JAM_SECONDS, STARTING_PURSEthe six nights
nm.state, setPhase, paythe one live state table
nm.on, off, emit, sfx, EVENTSthe event bus — "this happened"
nm.api, callthe verb registry — "please do this"
nm.registerPartView, registerParcelView, registerFxView, buildPartView, buildParcelView, buildFxthe art seam
nm.cam, CAM, camApply, screenToWorld, screenToCell, focusthe orthographic cutaway camera
nm.ANCHORS, anchorthe eight scene anchors, one per slice
nm.money, clockText, lerpformatting

Notes

  • The bus, the api registry, the view registry, nm.state and nm.cam are all guarded with or so a hot reload of this file keeps the live instance: a handler another slice registered survives a save here.
  • nm.cam is written by the staging slice alone. Everyone else reads it, or asks for a move with nm.focus(x, y, height, seconds).
  • The full design, the slice split and the file ownership map are in /source/design/spec.md.

Interface

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

conforms to

zero/source-extract/v2

nm_core — the shared contract for NIGHT MAIL: Sorting Tower Seven. Every slice of the game requires this module and nothing else of each other's. It holds the constants, the grid maths, the parts catalogue, the parcel and district tables, the shift table, the palette, the run-time state, the event bus, the view registry and the camera state. local nm = require("nm_core") Hot reload keeps the live tables: the bus, the view registry, the state and the camera all re-bind to the instance that is already loaded, so a handler another module registered survives a save of this file.

cellToWorld(col: number, row: number) → void

argtypedescription
colnumber
rownumber

worldToCell(x: number, y: number) → void

argtypedescription
xnumber
ynumber

inBounds(col: number, row: number) → boolean

argtypedescription
colnumber
rownumber

key(col: number, row: number) → number

argtypedescription
colnumber
rownumber

unkey(k: number) → void

argtypedescription
knumber

bandAt(row: number) → string

argtypedescription
rownumber

step(col: number, row: number, rot: number) → void

argtypedescription
colnumber
rownumber
rotnumber

yawFor(rot: number) → number

argtypedescription
rotnumber

rgb(name: string) → void

argtypedescription
namestring

district(id: string) → void

argtypedescription
idstring

parcelKind(id: string) → void

argtypedescription
idstring

part(id: string) → void

argtypedescription
idstring

setPhase(next: string) → void

argtypedescription
nextstring

pay(amount: number, reason: string?) → void

argtypedescription
amountnumber
reasonstring?

shiftDef( ) → void

on(name: string, fn: ?) → void

argtypedescription
namestring
fn?

off(name: string, fn: ?) → void

argtypedescription
namestring
fn?

emit(name: string, payload: any) → void

argtypedescription
namestring
payloadany

sfx(name: string, opts: any) → void

Convenience: ask for a noise without knowing who makes it.

argtypedescription
namestring
optsany

registerPartView(partId: string, builder: ?) → void

argtypedescription
partIdstring
builder?

registerParcelView(kindId: string, builder: ?) → void

argtypedescription
kindIdstring
builder?

registerFxView(name: string, builder: ?) → void

argtypedescription
namestring
builder?

buildPartView(partId: string, ent: ?, placement: ?) → boolean

Returns true when a registered builder dressed the entity. False means the caller should fall back to its own placeholder, so a slice that has not landed yet never leaves an invisible machine.

argtypedescription
partIdstring
ent?
placement?

buildParcelView(kindId: string, ent: ?, parcel: ?) → boolean

argtypedescription
kindIdstring
ent?
parcel?

buildFx(name: string, ...: ?) → boolean

argtypedescription
namestring
...?

camEntity( ) → void

camApply( ) → void

Write the cam table onto the scene camera. Cheap; call it every frame.

screenToWorld(px: number, py: number) → void

Screen pixels (origin top-left) to the tower plane.

argtypedescription
pxnumber
pynumber

screenToCell(px: number, py: number) → void

argtypedescription
pxnumber
pynumber

focus(x: number, y: number, height: number?, seconds: number?) → void

argtypedescription
xnumber
ynumber
heightnumber?
secondsnumber?

anchor(which: string) → void

argtypedescription
whichstring

call(namespace: string, verb: string, ...: ?) → void

argtypedescription
namespacestring
verbstring
...?

money(amount: number) → string

argtypedescription
amountnumber

clockText(seconds: number) → string

argtypedescription
secondsnumber

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber
⌬ Metadata
descriptionNIGHT MAIL: the shared contract — grid maths, the parts catalogue, the parcel and shift tables, the event bus, the api and view registries, and the camera state.

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backing path · nm/nm_core.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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