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asset⌬ modulemoduleprimary: init.luau·originates fromworld c767ab62-7…

rs_board

The board is where the accusation is built. Evidence goes up on cork, brass pins hold it, and a length of red string is run between two pins. **A string only holds where the two pieces genuinely contradict each other** — same person, same question, two answers. One that does not…

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

rs_board — the corkboard, and the string

The board is where the accusation is built. Evidence goes up on cork, brass pins hold it, and a length of red string is run between two pins. A string only holds where the two pieces genuinely contradict each other — same person, same question, two answers. One that does not hangs slack and dead, with the reason typed on a slip.

Playing it

Do thisAnd
Tap a card in the HELD EVIDENCE trayit goes up on the cork
Tap it againit comes down, and every string to it is cut
Tap a card on the corkyou pick up the end of the string
Tap a second cardthe pin is attempted — it holds, or it does not
Press and drag a cardit moves, and every string follows it
CUT LAST STRINGthe last run comes off the board
READ THE CHAINrules says whether what is up amounts to proof
LEAVE THE BOARDback to the ship

The API

local Board = Core.need("board")

Board.open()  Board.close()  Board.toggle()  Board.isOpen()
Board.putUp(cardId)          Board.takeDown(cardId)
Board.select(cardId)         -- one tap
Board.pin(a, b)      -> ok, why
Board.contradicts(a, b) -> ok, why      -- delegates to rules when aboard
Board.moveCard(id, x, y)     -- cork-local points, at the card's centre
Board.placement(id)  -> { x, y, rot, w, h, pinX, pinY }
Board.cutLast()      Board.clearSelection()
Board.verify()       -> ok, report      -- asks rules.verifyChain
Board.links()        -> Core.state.links
Board.seedDemo()     -- a hand of evidence, for a capture or a solo look

The board writes Core.state.links ({ a, b, ok, why } per entry) and emits Core.EV.links whenever it changes.

What it asks of the other slices

  • rules — card(id), contradicts(a, b), isStale(id, leg), verifyChain(links). Until it lands the board falls back to a placeholder deck carrying the twenty-seven ids, so the board can be played and looked at on its own. Every placeholder card is marked placeholder = true; the moment rules provides card() the fallback is never read again.
  • dossier — a face per card through Core.art.evidence(id). While one is missing the board draws the paper itself in SVG, by kind: a print in its white border, a wireless flimsy off the spool, a typed statement on onionskin, a manifest page, an evidence tag, the annotated deck plan.

How it is driven

The board hit-tests the pointer itself, in the frame tick, off input.snapshot(). That is deliberate: the string is one full-screen svg drawn over the cards, so the run of string lies over the paper the way it does on a real board — and an overlay that draws on top would otherwise take every click meant for a card. Hit-testing in the tick means z-order does not decide what is clickable, and the same press can either select a card or drag it depending on whether it moves.

Interaction runs in play. In edit the board renders but does not respond.

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/rs_board.module — the corkboard, and the string. The board is where the accusation is built. Evidence goes up on cork, brass pins hold it, and a length of red string is run between two pins. A string only holds when the two pieces genuinely contradict each other; one that does not hangs slack and dead with the reason typed on a slip. WHAT THIS SLICE OWNS * the screen `rs.board` and everything drawn on it * the placements of cards on the cork, and moving them * Core.state.links — the array of attempted pins WHAT IT ASKS FOR * `rules` (Core.need("rules")) for the cards and the contradiction predicate. While rules has not landed the board falls back to the PLACEHOLDER deck below, which exists only so the board can be played and looked at on its own; rules supersedes it completely. * `dossier` art through Core.art/Core.hasArt. While a face is missing the board draws the card itself in SVG, by kind. HOW IT IS DRIVEN Pointer, in play. The board does its own hit-testing off input.snapshot() in the frame tick, so the full-screen string overlay never steals a click: press a card to select it, press two and the pin is attempted, press-and-drag to move a card and the string follows.

claim(subject: ?, topic: ?, value: ?, quote: ?) → void

PLACEHOLDER DECK Twenty-seven ids from the spec, each with a face, a home and enough of a claim to make the board demonstrable before `rules` lands. This is NOT the case: `rules` authors that, and the moment it provides cards() this table stops being read. Every entry is marked `placeholder = true` so nothing downstream can mistake it for the real thing.

argtypedescription
subject?
topic?
value?
quote?

rules( ) → void

Where the board gets its facts. `rules` first, always.

card(id: ?) → void

One card by id, from rules when it is aboard, else the placeholder deck.

argtypedescription
id?

isStale(id: ?) → void

Does this card no longer hold at the current leg?

argtypedescription
id?

contradicts(aId: ?, bId: ?) → void

The contradiction test. rules owns it; while rules is absent the board applies the rule exactly as Core documents it — same subject, same topic, different value — over whatever claims the cards carry.

argtypedescription
aId?
bId?

geometry( ) → void

sizeFor(kind: ?) → void

argtypedescription
kind?

placementFor(id: ?) → void

argtypedescription
id?

resolved(id: ?, g: ?) → void

A placement resolved into cork-local points for the current geometry.

argtypedescription
id?
g?

pinPoint(x: ?, y: ?, rot: ?, _w: ?, h: ?) → void

Where the pin goes: top-centre of the card, carried round by its tilt.

argtypedescription
x?
y?
rot?
_w?
h?

artSrc(cardId: ?) → void

argtypedescription
cardId?

svgNode(markup: ?, style: ?) → void

argtypedescription
markup?
style?

photoFace(card: ?, w: ?, h: ?) → void

argtypedescription
card?
w?
h?

faceFor(card: ?, w: ?, h: ?) → void

argtypedescription
card?
w?
h?

pinMarkup(selected: ?) → void

argtypedescription
selected?

excerpt(text: ?, limit: ?) → void

argtypedescription
text?
limit?

cardNode(id: ?, g: ?, index: ?) → void

argtypedescription
id?
g?
index?

paper(px: ?, py: ?, pw: ?, ph: ?) → void

argtypedescription
px?
py?
pw?
ph?

stringMarkup(g: ?) → void

The string. One SVG over the cork: every run of string, then a knot at each end. It sags — a live link is taut and scarlet, a dead one hangs.

argtypedescription
g?

corkPanel(g: ?) → void

The furniture: the cork, the frame, the header plate, the tray, the slip

argtypedescription
g?

headerPlate(g: ?) → void

argtypedescription
g?

brassButton(id: ?, text: ?, tone: ?) → void

argtypedescription
id?
text?
tone?

trayChip(id: ?, i: ?) → void

argtypedescription
id?
i?

hintNode(_g: ?) → void

argtypedescription
_g?

tray(g: ?) → void

argtypedescription
g?

slipNode(g: ?) → void

argtypedescription
g?

suspects( ) → void

Naming him The seven who are still breathing, in the order the manifest lists them.

shout(s: ?) → void

string.upper works a byte at a time, so a name with an umlaut in it comes back half-shouted. Raise the two the manifest actually uses.

argtypedescription
s?

suspectPlate(p: ?) → void

argtypedescription
p?

accuseNode(g: ?) → void

The scrim and the seven names, laid over the cork.

argtypedescription
g?

openAccuse( ) → void

Open the naming panel.

cancelAccuse( ) → void

Close it without naming anyone.

nameThem(personId: ?) → void

Name a suspect. staging stages the walk, the naming and the verdict; with no staging aboard the verdict is committed directly so the ending still lands.

argtypedescription
personId?

buildTree( ) → void

The tree

refresh( ) → void

Rendering

register( ) → void

putUp(id: ?) → void

Doing things to the board Put a held card up on the cork.

argtypedescription
id?

takeDown(id: ?) → void

Take a card down, and cut every string that ran to it.

argtypedescription
id?

linkExists(a: ?, b: ?) → void

argtypedescription
a?
b?

setSlip(head: ?, text: ?, tone: ?, g: ?, a: ?, b: ?) → void

argtypedescription
head?
text?
tone?
g?
a?
b?

pin(a: ?, b: ?) → void

Attempt a pin between two cards. Returns ok, why — and records the attempt either way, because a string that did not hold is part of the board too.

argtypedescription
a?
b?

select(id: ?) → void

Tap a card: first tap picks up the end of the string, second runs it.

argtypedescription
id?

cutLast( ) → void

clearSelection( ) → void

moveCard(id: ?, x: ?, y: ?) → void

Move a card. x,y are cork-local points, at the card's centre.

argtypedescription
id?
x?
y?

placement(id: ?) → void

Where a card sits right now, cork-local, for anyone who wants to check.

argtypedescription
id?

verify( ) → void

Ask rules whether what is on the board amounts to proof.

prose(x: ?) → void

rules answers (ok, report) where the report is a table of clauses. Only its prose belongs on a slip a player reads.

argtypedescription
x?

links( ) → void

The links, for rules and for the accusation.

isOpen( ) → void

status( ) → void

What the board thinks is going on. For anyone checking it from outside.

armTick( ) → void

open( ) → void

Open the board. Everything held that is not already up goes up.

close( ) → void

toggle( ) → void

seedDemo( ) → void

A hand of evidence to look at when the ship has not handed you any yet. A capture aid and a way to play the board on its own; the crossing puts real evidence in your hands through `investigate`.

hitCard(mx: ?, my: ?) → void

Input. The board hit-tests the pointer itself, so the string overlay never eats a click and a card can be dragged where you want it.

argtypedescription
mx?
my?

rectOf(id: ?) → void

The rect the renderer actually gave an element, in the same logical points the pointer reports. Read on a press, never per frame.

argtypedescription
id?

hitAccuse(mx: ?, my: ?) → void

A press while the naming panel is up. It covers the whole board, so it answers every press: a name, the way out, or nothing at all.

argtypedescription
mx?
my?

inside(id: ?) → void

argtypedescription
id?

hitFurniture(mx: ?, my: ?) → void

A press below the cork: a tray chip, or one of the three brass buttons.

argtypedescription
mx?
my?

inCork(mx: ?, my: ?) → void

argtypedescription
mx?
my?

tick(_dt: ?) → void

argtypedescription
_dt?

install(_core: ?) → void

install

argtypedescription
_core?

teardown( ) → void

Let go of everything this slice registered. The final phase and a reload both go through here so nothing is left ticking.

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
# 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.
▲ 0↑ born
backing path · game/rs_board.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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