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Game

The turn engine of **Helsinki Life**. Mounted on `mount_rules` by the scene entrypoint; it is the only thing that writes `HL.state()`.

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

Game

The turn engine of Helsinki Life. Mounted on mount_rules by the scene entrypoint; it is the only thing that writes HL.state().

What it owns

  • Setup - the title and the player-count card, HL.resetState, the opening intro beat.
  • The turn - spin 1–10, walk the board a tile at a time along tile.next, the Pasila fork, halting on a STOP-kind tile, and the landing.
  • Resolution - paydays (paid on ENTERING the tile, so a pawn walking over one is paid too), tuition on the Kumpula study tiles, the degree at Graduation, event cards, the career / home / fork choices, the wedding and family beats, Suomenlinna, and the ranking.
  • HL.actions - every entry but toggleOverview (stage's).
  • play.inputMap - activated for act, navigate, back and pause, so the whole game is playable from a keyboard, a pad or the touch overlay with no other slice present.

How a turn runs

TURN   act              → spin()
SPIN   spinSeconds      → spinResult, then the walk
MOVE   stepSeconds/tile → moveStep per tile · a fork raises a CHOICE mid-walk
       landSeconds      → moveEnd, then the tile resolves
EVENT  a card is up     → confirm() closes it (not before cardMinSeconds)
CHOICE an option list   → choose(index)
       → the next player, or OVER when every pawn is at Suomenlinna

Timing is a one-shot timer list ticked from the frame hook, so pause() freezes a spin mid-turn and nothing runs behind the pause card. The hook is update in play and editorUpdate while the clock is held, each driving the body once.

Two ways in, one set of calls

The screens slice puts the cards up and activates menu.inputMap, which stands the play group down; its buttons then call the same HL.actions. With no screens slice the map here stays live and drives the identical calls from act / navigate / back / pause. Both paths end in spin, confirm, choose and pause.

act reads the phase: title → the setup card, setup → deal, intro → cut the flyover, turn → spin, choice → take the focused option, event → close the card, paused → resume, over → play again.

Beyond the documented actions

HL.actions carries five more entries the screens slice can use, and they are this component's:

CallWhat it does
beginSetup()Title → the setup card
phase()Where the game is, before HL.state() exists
setupInfo(){ count, names } of the pending game
setPlayerCount(n) / setPlayerName(i, name)Edit that pending game
focusOption(delta)Step the focus of the open choice, or the player count

Two extra bus events go with them: setupChanged { count, names } and choiceFocus { index, choice }.

The deck

game.deck.deck is asked for first and re-resolved on every new game, so the deck slice's cards, careers and homes land as soon as they exist. Without it - or if a call into it fails - game.rules.FallbackDeck deals instead, so a turn always has a card. Every deck call is guarded; a broken deck degrades to the fallback rather than stopping the game.

Fields the player record grows

HL.newPlayer declares the shape; this component adds degreeCareer (true once the Kumpula graduate has taken the job the degree opened), so the upgrade is offered once.

Listeners

HL.clearListeners() is deliberately never called. Every other slice subscribes in its awake and would not subscribe again; clearing on a restart would leave the board, the pieces, the screens and the sound deaf for the rest of the session. A restart re-deals the state instead.

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 - the turn engine of HELSINKI LIFE. Mounted on `mount_rules` by the scene entrypoint. It is the only thing that WRITES `HL.state()`; every other slice reads it and listens on the bus. It owns the clock of a turn (spin, hop, land, resolve), the board walk along `tile.next` including the Pasila fork, the four milestone stops, the ending and the ranking - and it fills `HL.actions`, which is how the screens slice and the input map reach in. It also holds `play.inputMap` for act / navigate / back / pause, so the whole game is playable from a keyboard, a pad or the touch overlay with no other slice present. When the screens slice puts a card up it activates `menu.inputMap`, which stands the `play` group down; the card then drives the same HL.actions from its own controls. Both paths end in the same four calls. Timing is a one-shot timer list ticked from the frame hook, so a pause freezes a spin mid-turn and nothing runs behind the pause card.

later(seconds: ?, fn: ?) → void

Timers - one-shot, ticked from the frame hook, frozen while paused

argtypedescription
seconds?
fn?

clearTimers( ) → void

tickTimers(dt: ?) → void

argtypedescription
dt?

setPhase(p: ?) → void

Phase and focus

argtypedescription
p?

setFocus(pos: ?, tileId: ?, hold: ?) → void

argtypedescription
pos?
tileId?
hold?

focusTile(tileId: ?) → void

argtypedescription
tileId?

resolveDeck( ) → void

The deck The deck slice's own module is asked for first; this falls back to the rules slice's small Helsinki deck so a turn always has a card to deal.

deckDraw(player: ?) → void

argtypedescription
player?

deckCareers(player: ?) → void

argtypedescription
player?

deckHomes( ) → void

addMoney(player: ?, delta: ?, reason: ?) → void

Money and onni

argtypedescription
player?
delta?
reason?

addOnni(player: ?, delta: ?, reason: ?) → void

argtypedescription
player?
delta?
reason?

payday(player: ?) → void

argtypedescription
player?

allFinished(st: ?) → void

argtypedescription
st?

beginTurn( ) → void

endTurn( ) → void

gameOver( ) → void

openChoice(player: ?, kind: ?, title: ?, prompt: ?, options: ?) → void

Choices

argtypedescription
player?
kind?
title?
prompt?
options?

openCareerChoice(player: ?, isUpgrade: ?) → void

argtypedescription
player?
isUpgrade?

openHomeChoice(player: ?) → void

argtypedescription
player?

openForkChoice(player: ?, tile: ?) → void

argtypedescription
player?
tile?

beatSpin(player: ?, onValue: ?) → void

Milestone beats A spin the player does not ask for: the guests' gift, the children. It drives the same spinStart / spinResult the wheel already answers.

argtypedescription
player?
onValue?

weddingBeat(player: ?) → void

argtypedescription
player?

familyBeat(player: ?) → void

argtypedescription
player?

finishPlayer(player: ?) → void

argtypedescription
player?

openEventCard(player: ?) → void

Cards

argtypedescription
player?

resolveLanding(player: ?) → void

Landing

argtypedescription
player?

onEnterTile(player: ?, tileId: ?) → void

What entering a tile costs or pays, whether the pawn stops there or walks over it. Returns true when the pawn must halt here.

argtypedescription
player?
tileId?

endMove( ) → void

doStep(forcedNext: ?) → void

argtypedescription
forcedNext?

startMove(player: ?, steps: ?) → void

argtypedescription
player?
steps?

startFirstTurn( ) → void

Actions - what the screens slice and the input map call in

newGame(count: ?, names: ?) → void

argtypedescription
count?
names?

spin( ) → void

choose(index: ?) → void

argtypedescription
index?

confirm( ) → void

focusOption(delta: ?) → void

argtypedescription
delta?

toTitle( ) → void

beginSetup( ) → void

restart( ) → void

pause( ) → void

resume( ) → void

back( ) → void

installActions( ) → void

phase( ) → void

setupInfo( ) → void

setPlayerCount(n: ?) → void

argtypedescription
n?

setPlayerName(i: ?, name: ?) → void

argtypedescription
i?
name?

onAct( ) → void

Input - play.inputMap, for the keyboard, the pad and the touch overlay

axisY(v: ?) → void

argtypedescription
v?

onNavigate(v: ?) → void

argtypedescription
v?

activateInput( ) → void

releaseInput( ) → void

drive(dt: ?) → void

Lifecycle

argtypedescription
dt?

awake( ) → void

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

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30+items
▣
module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
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module · born here
❒asset
# deck Everything a turn of **Helsinki Life** can draw, and every word the Konduktööri says. ```luau local Deck = require("game.deck.deck") ``` | Call | Gives you | |---|---| | `Deck.drawEvent(player)` | the next event card this player's life can actually be dealt | | `Deck.careers(player)` | three careers to choose between at Pasila station | | `Deck.homes()` | the three homes, cheapest first | | `Deck.line(key)` | one of the Konduktööri's narration lines, as printed text | | `Deck.speech(record)` | what he SAYS for a card or a line, which is what his clip holds | | `Deck.voiceManifest()` | every clip the deck expects, as `{ key, text }` | | `Deck.turnLine(colour)` | the turn-call key for a player colour | | `Deck.stack(id)` | put a named card on top of the pile (for a scripted moment) | ## What is in it **44 event cards**, all Helsinki: löyly on the Hernesaari shore, Vappu in the fountain, the first snow, kaamos and the expensive lamp, black ice on Kaisaniemenkatu, the gull that takes your salmon soup at the Market Square, a 1993 Muumi mug at the Hietalahti flea market, a ticket inspector on tram 3, a 1928 pipe under your floor, the icebreaker off Suomenlinna. **Nine careers**, six open to anyone (tram driver, barista, builder, chef, ferry deckhand, IT support) and three that need the Kumpula degree (architect, doctor, researcher). **Three homes**: a Kallio studio, a Töölö Jugend flat, an Eira sea-front apartment. **Nineteen narration lines** for the turns, the fork, the milestones and the end. ## Card shape ``` { id, kind = "event", title, sub, text, money?, onni?, tone, voice, requires? } ``` `tone` is `"good"` / `"bad"` / `"wry"` and `sub` is the place it happens, both for the card art. `requires` gates a card on a life already lived (`"career"`, `"home"`, `"degree"`, `"married"`, `"children"`); an ineligible card goes back in the pile and another is drawn, so nobody celebrates an anniversary before the wedding. `voice` is the card's own id, and it is also the name of the `.soundClip` under `game/deck/voice/` holding the Konduktööri reading it.
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module · born here
❒asset
# Rules The arithmetic of **Helsinki Life**, as pure functions of a player record and the board in `game.core.HL`. No entities, no timing, no events - so a payday, a tuition bill or the final ranking can be checked without running a turn. ```luau local Rules = require("game.rules.Rules") Rules.paydayFor(player) -- { gross, costs, net } Rules.paydayLine(player) -- the line the log prints Rules.childrenFromSpin(7) -- 2 Rules.previewPath(1, 9) -- { 2, 3, 4, 5, 6 } - it stops at the career tile Rules.retirementFor(player) -- pension + what the home fetched Rules.ranking(state) -- ordered rows; each is the player's own record -- plus place, score, total, order and player ``` ## The economy `Rules.ECON` holds every number the turn engine spends. A life on this board is about six paydays long, so a salary is a season's worth of money rather than a month's, and onni is deliberately expensive (`HL.SCORING.onniValue` = €10 000 a point): a warm poor life beats a cold rich one, which is the argument of the game. | Field | What it is | |---|---| | `allowance` | A payday with no career yet | | `childCost` | Per child, off every later payday | | `tuition` | Charged on entering each Kumpula study tile | | `graduationBonus` | Paid on top of the payday at Graduation | | `weddingGift` | × the guests' spin at the Cathedral | | `weddingOnni`, `childOnni`, `noChildOnni` | What the milestones are worth | | `homeResaleRate` | What a home fetches when the deck's home names no `resale` | | `retirementBonus` | The pension, on arrival at Suomenlinna | | `spinMin`, `spinMax` | The wheel | Salaries, prices and card values are the **deck's** numbers, not these; these are what the board charges whoever is standing on it. ## `previewPath` The walk is taken a tile at a time, because the fork at Pasila asks the player which way. `previewPath` is the honest preview the `moveStart` event carries: it runs out at a STOP-kind tile, at the fork, or at the end of the line, whichever comes first.
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module · born here
❒asset
# FallbackDeck The cards the turn engine deals when `game.deck.deck` - the deck slice's own Helsinki deck, with its voice lines - is not loaded. Same four calls and the same shapes: ```luau Deck.drawEvent(player) -- { id, kind = "event", title, text, money?, onni? } Deck.careers(player) -- { { id, title, salary, needsDegree }, ... } Deck.homes() -- { { id, title, price, onni, resale }, ... } Deck.line(key) -- nil here; the deck slice's narrator owns the lines ``` Sixteen events, six careers (three of them degree-only) and three homes: enough that a turn always has a card, a first job and a flat to buy, so the rules slice is playable on its own. The `Game` component asks for `game.deck.deck` on every new game and only falls back to this one - so once the deck slice is in the world, this is what stands behind a failed call rather than what a player meets.
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inputmap · born here
❒asset
# play <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputMap provides and who consumes it, then delete both comment lines. --> TODO: describe this inputMap.
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inputbinding · born here
❒asset
# act <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# back <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# navigate <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# overview <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# pan <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# pause <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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inputbinding · born here
❒asset
# zoom <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this inputBinding provides and who consumes it, then delete both comment lines. --> TODO: describe this inputBinding.
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backing path · game/rules/Game.component

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