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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3bd6b78c-f…

hud

Turns a board snapshot into the four widget trees of the mission HUD. Pure presentation: it holds no game state, reads `game.core` for the grid, palette and monk records, and is driven by the `Hud` component.

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

game.ui.hud.hud — the in-mission interface

Turns a board snapshot into the four widget trees of the mission HUD. Pure presentation: it holds no game state, reads game.core for the grid, palette and monk records, and is driven by the Hud component.

local Hud = require("game.ui.hud.hud")

The frame

The screen is 1080 x 1440 — portrait. The interface stacks down it and leaves the middle band to the board:

bandyscreenwhat it holds
queue0 – 206hud_queuethe initiative order as painted portraits, the round, the blight meter
board206 – 1040hud_boardfloating numbers, the destination chip, the phase banner — never takes pointer input
inspector1040 – 1252hud_inspectthe tile plate and its next growth stage, or the itemised hit chance
actions1252 – 1440hud_actionsthe active monk, AP pips, end turn, and eight ability tiles

Hud.W, Hud.H, Hud.QUEUE_H, Hud.BOARD_TOP, Hud.BOARD_H, Hud.INSPECT_TOP, Hud.INSPECT_H, Hud.ACTIONS_TOP, Hud.ACTIONS_H and Hud.SCREENS publish those numbers so another slice can stay clear of them.

Building the trees

Hud.queueTree(view)  Hud.boardTree(view)  Hud.inspectTree(view)  Hud.actionsTree(view)

Each takes one view table and returns a widget tree whose root is an area. The Hud component assembles the view; its shape:

view = {
  snapshot = { units, order, activeUnit, round, phase, blightShare, tiles },
  dividerAt     = number,   -- how many queue entries belong to this round
  tile          = tile?,    -- the hovered tile, for the inspector
  hit           = hit?,     -- an aimed shot; wins over `tile`
  dest          = dest?,    -- { tx, ty, x, y, ap, cover, warn } the destination chip
  floaters      = { … },    -- { x, y, text, kind, sub, age, life }
  banner        = banner?,  -- { title, sub, tone, age, life }
  selectedAction= string,
  actionHint    = string?,
  actionStates  = { [actionId] = { usable = boolean, reason = string? } },
  hoverHint     = string?,
}

A hit is what the rules slice's hitChance() returns, plus the target's name and crest:

hit = { chance, modifiers = { { label, value, note } … }, damage, crit,
        reason, targetName, targetKind, targetSub, attackerName }

Art

Every glyph, portrait, crest, botanical plate and ornament is authored as SVG in this module and installed as a .svg asset under /source/game/ui/hud/art/. Hud.installArt() writes them (idempotent; the Hud component calls it in awake), and the trees place them with image widgets by name.

Hud.art()               -- every piece, keyed by asset name
Hud.installArt(force?)  -- write them out; returns how many were written
Hud.portraitOf(kind)    -- hud_portrait_anselm … hud_portrait_blight (170x148)
Hud.crestOf(kind)       -- hud_crest_anselm … hud_crest_blight (32x32 roundel)
Hud.plateOf(kind)       -- hud_plate_creepvine … hud_plate_stone (118x118)
Hud.glyphOf(id)         -- hud_glyph_move … hud_glyph_endturn (44x44)

Each .svg declares the exact pixel size it is placed at, because the importer bakes at the declared size with nearest-neighbour filtering.

Pieces another slice can reuse

Hud.apPips(ap, maxAp)          -- a row of gold action-point rosettes
Hud.coverChip(level, compact)  -- shield + EXPOSED / HALF COVER / FULL COVER
Hud.hitArea(id, callbackId)    -- a transparent click surface over a styled box
Hud.actions(monkId)            -- the eight action records for the bar
Hud.roman(n)                   -- I, II, III … for round counters
Hud.tileName(x, y)             -- "D-6"
Hud.C, Hud.T, Hud.merge        -- the colour tokens, the type styles, a style merge

Hud.demoSnapshot() and Hud.demoHit() are a worked mid-mission board and a worked breakdown, drawn whenever no Director is answering so the interface is never a blank frame.

Typography

Georgia for the illuminated display line and the rubrics, Liberation Serif for the body, monospace for anything the player counts. Colours come from Core.PALETTE, converted to CSS once in Hud.C.

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.ui.hud.hud — the in-mission interface of Verdigris Cloister. Pure presentation: this module turns a board snapshot into four widget trees and holds no game state of its own. The Hud component drives it. The frame is 1080 x 1440 — PORTRAIT. The screen is divided top to bottom: y 0 .. 206 the initiative queue, a strip of painted portraits y 206 .. 1040 THE BOARD — nothing is drawn here but floaters y 1040 .. 1252 the inspector: a tile plate, or a hit-chance stack y 1252 .. 1440 the ability bar, AP pips and end-turn Typography is herbarium: Georgia for the illuminated display line, Liberation Serif for the body, monospace for anything a player counts. ART. Every glyph, portrait and botanical plate in here is drawn as SVG and installed as a `.svg` asset under /source/game/ui/hud/art/, then placed with an `image` widget. Call `Hud.installArt()` once (the Hud component does it in awake) and the whole set is on disk, inspectable, and shared by every screen that wants it.

hex(c: { number }, mul: number?) → string

Core keeps the palette as float triples because the 3D side needs them that way; the UI needs CSS strings, so it is converted here once.

argtypedescription
c{ number }
mulnumber?

ch(v: number) → string

argtypedescription
vnumber

rgba(c: { number }, a: number) → string

argtypedescription
c{ number }
anumber

lab(text: string, style: any) → any

argtypedescription
textstring
styleany

wrapLab(text: string, style: any) → any

argtypedescription
textstring
styleany

img(name: string, style: any) → any

Every piece of art is an installed `.svg` asset placed as an image.

argtypedescription
namestring
styleany

row(style: any, kids: { any }) → any

argtypedescription
styleany
kids{ any }

col(style: any, kids: { any }) → any

argtypedescription
styleany
kids{ any }

spacer( ) → any

merge(a: any, b: any?) → any

argtypedescription
aany
bany?

roman(n: number) → string

--!desc Roman numeral for a small positive integer, for round counters. --!arg n The number, 1..12; anything else comes back in arabic. --!return The numeral as a string. --!example Hud.roman(3) --> "III"

argtypedescription
nnumber

tileName(x: number, y: number) → string

--!desc The herbarium name of a tile, e.g. "D-6". --!arg x Tile column, 1..8. --!arg y Tile row, 1..10. --!return The label. --!example Hud.tileName(4, 6) --> "D-6"

argtypedescription
xnumber
ynumber

svgDoc(vw: number, vh: number, body: string, ow: number?, oh: number?) → string

The importer bakes an .svg at the pixel size its `width`/`height` declare, with nearest-neighbour filtering — so every piece of art is authored in a comfortable coordinate space and baked at EXACTLY the size it is placed at.

argtypedescription
vwnumber
vhnumber
bodystring
ownumber?
ohnumber?

pDefs(light: string, dark: string) → string

argtypedescription
lightstring
darkstring

portraitDoc(light: string, dark: string, figure: string) → string

argtypedescription
lightstring
darkstring
figurestring

crest(field: string, emblem: string) → string

Read at a glance by the tool, not by the face.

argtypedescription
fieldstring
emblemstring

plate(body: string) → string

argtypedescription
bodystring

L(w: number) → string

Ink line-work. `L(w)` strokes with no fill; `F(colour, w)` fills and strokes.

argtypedescription
wnumber

F(fill: string, w: number) → string

argtypedescription
fillstring
wnumber

gs(w: number, colour: string?) → string

argtypedescription
wnumber
colourstring?

glyphDoc(body: string) → string

argtypedescription
bodystring

shield(tone: string, level: number) → string

argtypedescription
tonestring
levelnumber

art( ) → void

--!desc Every piece of art this interface uses, keyed by asset name. --!return A map of asset name -> inline SVG document source. --!example for name, doc in pairs(Hud.art()) do print(name) end

installArt(force: boolean?) → number

--!desc Write every piece of art into /source/game/ui/hud/art/ as a `.svg` --! asset, so an `image` widget can place it by name. Idempotent: a file --! that already holds the same bytes is left alone. --!arg force Rewrite every file even when it is already correct. --!return How many files were written. --!example Hud.installArt()

argtypedescription
forceboolean?

portraitOf(kind: string) → string

--!desc The card art name for a unit kind. --!arg kind A monk id, or anything else for the Blight. --!return The asset name. --!example Hud.portraitOf("vespera")

argtypedescription
kindstring

crestOf(kind: string) → string

--!desc The small round crest for a unit kind. --!arg kind A monk id, or anything else for the Blight. --!return The asset name. --!example Hud.crestOf("anselm")

argtypedescription
kindstring

plateOf(kind: string) → string

--!desc The botanical plate for a terrain kind — a plant id, "blight", --! "burn", "flood" or "stone". --!arg kind The terrain id. --!return The asset name. --!example Hud.plateOf("lightwood")

argtypedescription
kindstring

glyphOf(id: string) → string

--!desc The illuminated glyph for an action id. --!arg id move / attack / overwatch / sow / burn / flood / hold / signature / endturn. --!return The asset name. --!example Hud.glyphOf("burn")

argtypedescription
idstring

apPip(full: boolean) → any

argtypedescription
fullboolean

apPips(ap: number, maxAp: number) → any

--!desc A row of action-point pips, filled ones first. --!arg ap How many points are left. --!arg maxAp How many the unit has in total. --!return A widget node. --!example Hud.apPips(1, 2)

argtypedescription
apnumber
maxApnumber

coverChip(level: number, compact: boolean?) → any

--!desc The cover chip — a shield plus its state in plain words. --!arg level 0 none, 1 half, 2 full. --!arg compact Draw the small board-side form instead of the panel form. --!return A widget node. --!example Hud.coverChip(1, false)

argtypedescription
levelnumber
compactboolean?

leader( ) → any

hpBar(hp: number, maxHp: number, tint: string) → any

═══════════════════════════════════════════════════════════════════════ 1. THE INITIATIVE QUEUE ═══════════════════════════════════════════════════════════════════════

argtypedescription
hpnumber
maxHpnumber
tintstring

queueCard(u: any, active: boolean, dim: boolean) → any

argtypedescription
uany
activeboolean
dimboolean

roundDivider(nextRound: number) → any

argtypedescription
nextRoundnumber

blightMeter(share: number) → any

argtypedescription
sharenumber

queueTree(view: any) → any

--!desc Build the initiative-queue band: the turn order as painted portraits. --!arg view The view table the Hud component assembles. --!return The widget tree for the queue screen. --!example Hud.queueTree(view)

argtypedescription
viewany

chip(text: string, tone: string, filled: boolean?) → any

argtypedescription
textstring
tonestring
filledboolean?

terrainOf(t: any) → void

argtypedescription
tany

tileInspector(view: any) → any

argtypedescription
viewany

hitDial(pct: number, tone: string) → any

The hit-chance stack: an honest percentage with every modifier itemised. The arc is a conic gradient rather than a picture, because the number it draws changes with every target.

argtypedescription
pctnumber
tonestring

modRow(m: any) → any

argtypedescription
many

hitPanel(view: any) → any

argtypedescription
viewany

inspectTree(view: any) → any

--!desc Build the inspector band — the hit-chance stack when a target is --! designated, the tile plate when one is hovered, otherwise a resting card. --!arg view The view table the Hud component assembles. --!return The widget tree for the inspector screen. --!example Hud.inspectTree(view)

argtypedescription
viewany

actions(monkId: string?) → void

═══════════════════════════════════════════════════════════════════════ 3. THE ABILITY BAR ═══════════════════════════════════════════════════════════════════════ --!desc The six standing actions, the active monk's signature, and Hold. --!arg monkId The active monk's id, or nil. --!return An array of action records { id, glyph, name, ap, note }. --!example Hud.actions("vespera")

argtypedescription
monkIdstring?

actionTile(a: any, view: any) → any

argtypedescription
aany
viewany

actionsTree(view: any) → any

--!desc Build the ability band: the active monk, their AP pips, the action --! tiles and end-turn. --!arg view The view table the Hud component assembles. --!return The widget tree for the actions screen. --!example Hud.actionsTree(view)

argtypedescription
viewany

floater(f: any) → any

═══════════════════════════════════════════════════════════════════════ 4. THE BOARD OVERLAY — floating numbers and the destination chip ═══════════════════════════════════════════════════════════════════════

argtypedescription
fany

destChip(d: any) → any

argtypedescription
dany

banner(b: any) → any

argtypedescription
bany

boardTree(view: any) → any

--!desc Build the board overlay: floating damage numbers, the destination --! cover chip, and the phase banner. It never takes pointer input. --!arg view The view table the Hud component assembles. --!return The widget tree for the board overlay screen. --!example Hud.boardTree(view)

argtypedescription
viewany

demoSnapshot( ) → any

═══════════════════════════════════════════════════════════════════════ A BOARD TO STAND ON WHILE THE RULES SLICE IS STILL BUILDING ═══════════════════════════════════════════════════════════════════════ --!desc A complete mid-mission board, used when no Director is answering. --! Shaped exactly like the snapshot the rules slice publishes. --!return A snapshot table. --!example local s = Hud.demoSnapshot()

plant(x: number, y: number, kind: string, stage: number) → void

argtypedescription
xnumber
ynumber
kindstring
stagenumber

demoHit( ) → any

--!desc A worked hit-chance breakdown, used to prove the stack renders --! before the rules slice answers hitChance(). --!return A hit table in the shape the inspector reads. --!example local h = Hud.demoHit()

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module · born here
❒asset
# 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/ui/hud/hud.module

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