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asset⌬ modulemoduleprimary: init.luau·originates fromworld b4b0b413-9…

ledger

The heads-up display of *Saltcrown*, and every control the game has. The player never clicks the tower; they work this book, and the book calls `game.sim`.

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

game.ledger — the harbourmaster's ledger

The heads-up display of Saltcrown, and every control the game has. The player never clicks the tower; they work this book, and the book calls game.sim.

Three surfaces, stacked down the 1080×1440 portrait screen:

1. The tide staff — the left edge, full height

A cutaway elevation of the whole pillar. Eighteen courses from the shoulder to the crown, each drawn at its true height and hatched by archetype, so a granary reads as a granary from across the frame. A course carries its own glyph, and its border says its state: a thin rule where nothing is built, a full face where it stands, scaffold hatching while it is raised, a pulsing red edge once the water has it, and a flat grey shape once it is gone.

The waterline is drawn hard across the staff with a foam lip and a red tag carrying the reading, and the water below it is a green wash the drowned courses show through. A depth scale runs up the right-hand margin.

Clicking a course selects it and opens the triage leaf on it.

2. The masthead — top right

The seal, the season wheel with its needle on the current season, the year in roman numerals, the tide, how fast it is rising and how many seasons the crown has left.

3. The book — the bottom of the page

A ruled ledger page with a red margin rule, a stores strip across the top, and three leaves:

  • WORKS — the six floor archetypes as stamps. Each carries what it really costs at the height you are building (the hoist charges more the higher you go), and one line saying the thing that decides the press: why it is refused, the adjacency it would break, or the boon it would bring. Underneath, the foreman's note reads the tower's condition back to you — who is sleeping rough, how willing the tower is, how many hands are on the hoist.
  • TIDE TABLE — the courses nearest the water, sorted by how long they have, and a chart of the whole 24-year tide with each course drawn as a bar for as long as it stands, the crown dashed across the top and today marked in red.
  • TRIAGE — the doomed course, stamped, and the three things you can do with it: carry up (a gang shifts its stores to the highest course with room — priced in sacks, seasons and hands off the works), abandon (write it off and let it go under with everything on it), or give to the sea (scuttle it as a breakwater and buy the waterline back). Below, the reckoning: what has been carried above the water, what has been lost, and the roll of the courses already gone.

The day-book at the foot of the page carries the last three lines of the tower's chronicle.

What it reads

Everything comes from game.gamecore and game.sim; the ledger holds no rules of its own. It shows the sim's own figures — summary, previewPlace, canPlace, costOf, floorReport, carryEstimate, chronicleLines — so what the page says is what the simulation will do.

What it draws with

Paper and ink: ruled lines and archetype hatching painted with repeating gradients, halftone grain, inline SVG for the seal, the season wheel, the tide chart and every glyph, and four real faces — EB Garamond for headings, PT Serif for prose, Cousine for anything in a column, Anton for the stamps.

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

relayout( ) → void

elevY(worldY: number) → number

world Y -> a y inside the tide staff

argtypedescription
worldYnumber

roman(n: number) → string

argtypedescription
nnumber

L(text: string, style: any) → any

argtypedescription
textstring
styleany

LW(text: string, style: any) → any

argtypedescription
textstring
styleany

SVG(markup: string, style: any) → any

argtypedescription
markupstring
styleany

BOX(style: any, children: { any }) → any

argtypedescription
styleany
children{ any }

ROW(style: any, children: { any }) → any

argtypedescription
styleany
children{ any }

SPACER( ) → any

ident(node: any, id: string) → any

`id` is a TOP-LEVEL key on a node, not a style key. Put it in `style` and the renderer silently keeps its generated path id instead.

argtypedescription
nodeany
idstring

clickable(node: any, id: string) → any

argtypedescription
nodeany
idstring

polar(cx: number, cy: number, r: number, deg: number) → void

argtypedescription
cxnumber
cynumber
rnumber
degnumber

wedge(cx: number, cy: number, r0: number, r1: number, a0: number, a1: number) → string

argtypedescription
cxnumber
cynumber
r0number
r1number
a0number
a1number

seasonWheel(seasonFloat: number) → string

the season wheel: four hand-inked quadrants and a needle on the year

argtypedescription
seasonFloatnumber

chartY(worldY: number, h: number) → number

argtypedescription
worldYnumber
hnumber

tideChart(w: number, h: number) → string

argtypedescription
wnumber
hnumber

px(s: number) → number

argtypedescription
snumber

py(y: number) → number

argtypedescription
ynumber

entrance(duration: number, delay: number, dy: number) → any

argtypedescription
durationnumber
delaynumber
dynumber

pulse(speed: number) → number

Idle motion that survives re-registration: driven off the accumulated clock rather than a keyframe timeline, so every repaint moves it on.

argtypedescription
speednumber

setVisible(v: boolean) → void

argtypedescription
vboolean

say(text: string, bad: boolean) → void

argtypedescription
textstring
badboolean

scribe(line: string) → void

argtypedescription
linestring

simCall(name: string, ...: ?) → void

The ledger is the only window onto the simulation, so it reads the SIM's own numbers rather than recomputing them: costs rise with height, the adjacency verdicts are the sim's, and the chronicle is the sim's log. Guarded, because the ledger going dark is worse than a stale figure — a HUD that vanishes takes every control in the game with it.

argtypedescription
namestring
...?

stateWord(f: any) → string

argtypedescription
fany

doomedCourses( ) → void

liveCourse(i: number) → any

argtypedescription
inumber

focusCourse( ) → number

The course the triage leaf is acting on: whatever the player last picked in the tide staff, else the lowest doomed course, else the lowest standing.

tideStaff( ) → any

1. THE TIDE STAFF — the cutaway elevation down the left edge

masthead( ) → any

2. THE MASTHEAD — seal, season wheel, tide reading

leafTab(id: string, label: string, badge: number) → any

3. THE BOOK — ruled columns, three leaves, the day-book at the foot

argtypedescription
idstring
labelstring
badgenumber

storeCell(label: string, value: string, sub: string, first: boolean) → any

argtypedescription
labelstring
valuestring
substring
firstboolean

stores( ) → any

worksLeaf( ) → any

tideLeaf( ) → any

actionCard(id: string, title: string, line: string, cost: string, glyph: string, enabled: boolean, tone: string) → any

⚠ An explicit width, never `flex = 1`. A wrapping label wraps against its CONTAINER's definite width; inside a flex child that has none, the text lays out on one line and pushes the whole row past the page edge.

argtypedescription
idstring
titlestring
linestring
coststring
glyphstring
enabledboolean
tonestring

tally( ) → any

What the water has taken and what was got out ahead of it — the two numbers the run is scored on, and the roll of the courses already gone.

triageLeaf( ) → any

dayBookFoot( ) → any

book( ) → any

build( ) → any

RENDER

render( ) → void

A season tick fires several events at once and every one of them wants the page redrawn, so a handler MARKS the page dirty and update() paints it at most once a frame. Registering the same tree eleven times in one millisecond is eleven layout passes for one picture.

paint( ) → void

raise(archId: string) → void

THE PLAYER'S HANDS — every interaction in the game arrives here

argtypedescription
archIdstring

carry(i: number) → void

argtypedescription
inumber

abandon(i: number) → void

argtypedescription
inumber

give(i: number) → void

argtypedescription
inumber

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

argtypedescription
idstring
_valueany

install( ) → void

LIFECYCLE

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

argtypedescription
idstring
valueany

onPhase(phase: string) → void

argtypedescription
phasestring

onFloorComplete(f: any) → void

argtypedescription
fany

onFloorDoomed(f: any) → void

argtypedescription
fany

onFloorDrowned(f: any) → void

argtypedescription
fany

onRunEnded( ) → void

update(dt: number) → void

argtypedescription
dtnumber

preview( ) → void

Authoring aid: force the ledger onto the glass from edit mode so the layout can be captured and judged without entering play.

place(archId: string) → void

The public calls, kept from the skeleton so anything wired to them works.

argtypedescription
archIdstring

carry(index: number) → void

argtypedescription
indexnumber

sacrifice(index: number) → void

argtypedescription
indexnumber

Sub-parts

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

11items
▣
module · born here
❒asset
# gamecore <!-- 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
▣
module · born here
❒asset
# sim — the rules of Saltcrown The tide, the labour, the food and water, the six adjacency rules, the triage economy and the score. Everything here is a pure function of the season number: no random numbers, no per-frame integration, no clock of its own. The scene entrypoint owns the clock and emits `season`; the whole simulation happens inside `tickSeason(n)`. Two runs with the same decisions give the same ending, every time. ```lua local Sim = require("game.sim") ``` ## The player's four verbs The ledger is the only slice that calls these. Each returns `(ok, why)` so a refusal can be shown as a sentence. | Call | What it does | |---|---| | `Sim.place(archId)` | Raise a course of that kind on the first empty course. Spends stone and commits hands for several seasons. | | `Sim.carry(index)` | Send a gang to shift that course's stores up to the highest standing course. The people climb at once; the sacks move `CARRY_RATE` a season, so a carry begun too late is a partial rescue and a course that drowns mid-haul keeps the rest. | | `Sim.abandon(index)` | Walk away. The people leave, the stores stay and go down with it, and the course stops producing and consuming. | | `Sim.sacrifice(index)` | Scuttle it as a breakwater. Everything on it is lost at once and the waterline is bought back — refused on the last course standing. | ## Read-only, for drawing the ledger | Call | Returns | |---|---| | `Sim.summary()` | Everything the HUD needs in one table: season, waterline, stone, food, water, population, `idleHands`, `workforce`, `beds`, `morale`, `will`, `housed`, `camping`, `campIndex`, `shrines`, `carried`, `lost`, `carrying`, quay state, `surge`, `bank`, `nextStorm`, `outcome`, `card`. | | `Sim.floorReport(i)` | One course, with the adjacency verdicts already applied: `watered`, `spoiling`, `staffing` (0..1), `isolated`, `kilnBoost`, `seasonsLeft`, `progress`/`seasonsOfLabour`, and `notes` — a list of ready-to-print sentences. | | `Sim.previewPlace(archId)` | What the next course would cost (`stone`, `hands`, `seasons` — all rise with height) and what it would mean: `warnings` and `boosts`, both lists of sentences. Show these BEFORE the player commits; they are how the adjacency rules become a decision rather than a post-mortem. | | `Sim.costOf(archId, index)` | `{ stone, hands, seasons }` for a course of that kind at that height. | | `Sim.canPlace(archId)` | `(ok, why)` without mutating anything — for greying out a button. | | `Sim.carryEstimate(i)` | `{ ok, why, amount, seasons, hands, to }` for the carry prompt. | | `Sim.jobs()` | The carry gangs currently working. | | `Sim.chronicleLines(n)` | The last `n` lines of the run's chronicle, already written as prose. | | `Sim.floorAt(i)`, `Sim.morale()`, `Sim.score()`, `Sim.card()` | The floor record, the morale, the scorecard now, the scorecard as it was when the run ended. | ## Run control `Sim.beginRun()` leaves the opening and starts the clock — call it when the title card is dismissed. `Sim.holdOpening(true)` suppresses the failsafe that starts the run on its own if nothing else has after 45 seconds. ## Events it raises Beyond the contract's own list: `carryStarted(from, to, amount)`, `floorAbandoned(floor)`, `peopleLost(n, reason)`, `peopleBorn(n)`, `needsUnmet(kind, amount)`, `storm(season, surge)`, `quayDrowned(food, water)`, `seasonSettled(season)`. `runEnded` carries a second argument — the scorecard — which a handler taking only the outcome ignores. ## The six rules, as the sim actually scores them 1. **Cistern** — waters only the courses BENEATH it. Souls with no cistern above them go thirsty however full the tower's casks are. 2. **Granary** — directly above a working kiln, it spoils `SPOIL_RATE` of its stores every season and yields nothing. 3. **Workshop** — its stone yield scales with the hands living within three courses. Nobody in reach, no stone. 4. **Dormitory** — with no workplace within three courses its people drift away, a share of them a season. 5. **Shrine** — softens every loss, and lifts morale each season. 6. **Kiln** — every kiln beneath a rising course speeds it, and burns stone for mortar while it works. ## Two things that are not in the contract **The landing store.** The run starts with provisions stacked on the shoulder, not in a granary. It drowns around season 14, which is the real deadline on the opening: get a granary and a cistern standing before the sea takes the pile you started with. **The camp.** `floor.people` is who SLEEPS there, and only a dormitory ever has any. Everyone without a bed camps on the lowest course still above water. That camp staffs the first courses before any dormitory exists, and it sinks with the bottom of the tower, so work high up needs dormitories high up. ## Tuning Every number is in `RULES` at the top of `init.luau`, exported as `Sim.RULES`. The pacing control is `COST_RISE`: each course costs more stone than the one below it, because it has to be hoisted past all of them. That is what keeps a good early economy from topping out the pillar in forty seasons and leaving fifty with nothing to do but drown.
▲ 0↑ born
backing path · game/ledger.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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± compat factor

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