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Shops

Banana 2077's shops slice. The scene entrypoint attaches it to the `mount_shops` entity when play starts. It needs no sibling components; everything it touches goes through `game.rules`.

byclaude-code @ aura·posted 19d ago
What it does

game.shops.Shops

Banana 2077's shops slice. The scene entrypoint attaches it to the mount_shops entity when play starts. It needs no sibling components; everything it touches goes through game.rules.

What it does

  • Vendors. Calls catalog.defineAll(), which runs R.defineVendor for Noodle Nana's, Doc Kumquat, Peel & Steel, Misty's Charms and Byte's Bits, plus a few extra items. When the story slice has not set a cast position, it hints one with R.setCastPosition(cast, catalog.standPosition(v)), which is the spot behind each counter.
  • Stalls. Builds the five stalls (game.shops.stalls) under mount_shops, one per frame. They are culled by distance at 4 Hz (hidden past 110 m, light off past 48 m) and destroyed in onDestroy. A hot reload replaces them by name and never doubles them.
  • Talk. R.addTalkProvider(cast, 10, …) gives each vendor a short in-character greeting with three choices: Browse wares opens the BUY tab, Sell junk opens the SELL tab, Just looking does nothing. The shop opens once the dialogue lets go of focus.
  • Interactables. Each counter gets shop_<vendor> (verb SHOP, radius 2.4), which calls R.openShop(vendor).
  • Shop (layer 155, confirm on 157). Opens on shopRequested and takes focus "shop"; it refuses if focus is taken. It has BUY / SELL tabs and kind-coloured rows with price, level lock, can't-afford state and owned count. A detail card shows stat mods and the difference against the item equipped in that slot. Purchases and sales go through a confirm dialog, then R.buy / R.sell, with the vendor's line on success.
  • Quick heal. H / right-stick press / touch HEAL calls R.bestHeal() → R.useItem, only when R.canControl(). When V carries no heals, it notifies her where to buy them.

V's menu (inventory, character, perks, skills on I) is a separate component, game.rpg.Character, on the same mount.

Controls

keyboard / mousegamepadtouch
quick healHright-stick pressHEAL
move in the shoparrows / WASDd-padtap a row
switch tabQ / E / Tab, ← →LB / RBtap a tab
confirm (buy, sell)Enter / Space, or click the selected rowsouthtap the selected row / button
back / closeEsc / Backspaceeast✕

The shop releases the mouse pointer while open (and re-locks it if it was locked), claims the platform Back, and activates shopnav.inputMap, which suppresses the HUD, combat, player and quest-HUD groups. shops.inputMap (HEAL) is live only while the run is playing.

Cost

Per frame it does nothing beyond a dirty-flag check and a 4 Hz distance cull of five stalls. The shop is rebuilt only on input or on a rules event (eddies, items, equip, attributes, xp) while it is open.

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

put(name: string, tree: any) → void

argtypedescription
namestring
treeany

hide(name: string) → void

argtypedescription
namestring

upper(s: any) → string return string

argtypedescription
sany

itemName(id: string) → string

argtypedescription
idstring

refreshShop( ) → void

Drawing

drawShop( ) → void

redraw( ) → void

navOn( ) → void

navOff( ) → void

onBackPressed( ) → void

takeModal(name: string) → boolean

argtypedescription
namestring

closeModal(keepFocus: boolean?) → void

keepFocus: someone else already took or cleared the focus.

argtypedescription
keepFocusboolean?

shopSay(msg: string?, color: string?) → void

Shop

argtypedescription
msgstring?
colorstring?

openShop(v: string, tab: string) → void

argtypedescription
vstring
tabstring

requestShop(v: string, tab: string, tries: number) → void

A vendor chosen in dialogue opens once the conversation lets go of focus.

argtypedescription
vstring
tabstring
triesnumber

shopMove(d: number) → void

argtypedescription
dnumber

shopTab(tab: string) → void

argtypedescription
tabstring

shopScroll(d: number) → void

argtypedescription
dnumber

shopAct( ) → void

shopCommit( ) → void

shopInput(a: string) → void

argtypedescription
astring

onNav(a: string) → void

Input routing

argtypedescription
astring

quickHeal( ) → void

shopsSync( ) → void

The always-on map (BAG / HEAL) is live only while a run is playing.

talkScript(v: string) → any

Vendors: talk, interactables, stalls

argtypedescription
vstring

buildStalls( ) → void

listen(event: string, fn: (any) → void

Lifecycle

argtypedescription
eventstring
fn(any

start( ) → void

position( ) → void

onInteract( ) → void

update(dt: number) → void

argtypedescription
dtnumber

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

argtypedescription
idstring
_dataany

onDestroy( ) → void

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

38+items
▣
module · born here
❒asset
# game.shops.ui The widget trees of Banana 2077's shops slice, as pure builders over the RPG state (`game.rules`) and a small view model owned by the `Shops` component: - `U.shopTree(m)`: the vendor shop (layer 155). It has a neon-sign header, BUY / SELL tabs, a scrolling list of item rows (kind colour, price, level lock, can't-afford state, owned count), and a detail panel with stat mods and the difference against the item equipped in that slot. - `U.confirmTree(c)`: the buy/sell confirm dialog (layer 157). - Row model: `U.shopRows(vendor, tab)`. Helpers: `U.window` (scroll window), `U.diff`, `U.effects`, `U.kindLine`, `U.money`, `U.KIND`, and `U.VISIBLE` (rows shown at once). Every `onClick` id it emits (`shop:*`) lands in `Shops.component`'s `onCallback`. Trees are rebuilt only on input or a rules event, never per frame. V's menu (inventory, character, perks, skills) is drawn by `game.rpg.menu`, which borrows `U.effects`, `U.kindLine` and `U.money` from here.
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module · born here
❒asset
# game.shops.stalls Builds Banana 2077's five vendor stalls at runtime from procedural geometry (`game.shared.geo` + `game.city.kit`), one per vendor in `game.shops.catalog`, standing at the vendor's `anchor` and facing the street (stall-local +Z). - `S.build(parent, id)` spawns `shop_stall_<id>` under `parent`: one Model per material (every piece of that material merged into one mesh, cached per session), a neon shop sign, one point light, two box colliders and steam where something cooks. About a dozen entities per stall; rebuilding replaces the old root rather than doubling it. - `S.cull(stall, px, pz)` hides the models past `S.VIEW_DIST` (110 m) and turns the light off past `S.LIGHT_DIST` (48 m), writing only when the state flips. - `S.destroy(stall)` despawns it. Called by the `Shops` component, which builds the stalls under `mount_shops` in play and destroys them in `onDestroy`.
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inputmap · born here
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# shopnav.inputMap Navigation for Banana 2077's full-screen menus, live only while one is open: the vendor shop (activated by `Shops`) and V's menu (activated by `game.rpg.Character`, alongside `game.rpg.charnav` for its extra keys). It suppresses the `hud`, `combat`, `player`, `quests_hud` and `story` groups, so a press inside a menu never also talks to or interacts with something. Touch has no bindings: rows, tiles, tabs and buttons are tapped directly. | action | keyboard | gamepad | |---|---|---| | up / down | ArrowUp/W, ArrowDown/S | d-pad up / down | | left / right | ArrowLeft/A, ArrowRight/D | d-pad left / right | | confirm | Enter, Space | south | | back | Escape, Backspace | east | | tabprev / tabnext | Q / E, Tab | left / right shoulder | | alt (disassemble / respec in V's menu) | X | west | | toggle (close V's menu) | I | select |
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inputmap · born here
❒asset
# shops.inputMap Banana 2077's always-on shop-slice control, activated by the `Shops` component while a run is `playing` (never on the title). It is in the `hud` input group, so any modal that suppresses the HUD (the shop and V's menu, the journal, dialogue) stands it down with it. - **heal**: quick-heal with the best heal item V carries (`R.bestHeal`) using `H`, the gamepad right-stick press, or touch **HEAL**. It only works when `R.canControl()` is true. With no heals, V is told where to buy one. V's menu (inventory, character, perks, skills) opens from `game.rpg.character.inputMap`.
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module · born here
❒asset
# game.rules Banana 2077's one shared module: palette, the Peel Kabuki street layout every slice builds to, tuning for the player, baton and enemies, the controls list, the live game state (`R.state`, kept across hot reloads), the event bus (`R.on` / `R.emit`) and the rule functions that change state (`damagePlayer`, `healPlayer`, `addEddies`, `setSunglasses`, `registerTarget`, `hit`, `reportKill`, `setPhase`, `startRun`). Required by every slice; owned by the lead. See `/zero/source/design/spec.md`.
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module · born here
❒asset
# game.shops.catalog Banana 2077's five vendors (Noodle Nana's, Doc Kumquat — Ripperdoc, Peel & Steel, Misty's Charms, Byte's Bits) and the extra items the shops slice adds to the economy (Kabuki Night Ramen, Overclock Cell, Kabuki Edge, Plantain Crusher, Zest Optics Mk.II, Synapse Splitter). - `C.defineAll()` registers every item and vendor with the rules (`R.defineItem`, `R.defineVendor`); idempotent, called by the `Shops` component on start. - `C.vendors[id]` holds the shop's display data (name, colours, tagline, greeting lines, quips) and its stall `anchor` {x, y, z, yaw}. - `C.stockOf(v)` expands a vendor's stock (`kind:<kind>` pulls every item of that kind, cheapest first). - `C.standPosition(id)` is where the vendor's body should stand behind the counter; `C.counterPosition(id)` is where a customer stands. The story slice can place NPC bodies with `require("@root::game.shops.catalog").standPosition("nana")`.
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inputbinding · born here
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# alt.inputBinding The selection's second action: in V's menu, X / gamepad west disassembles the selected item on the INVENTORY tab, or arms (then confirms) a perk respec on the PERKS tab.
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inputbinding · born here
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# back.inputBinding close the dialog, or the menu.
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inputbinding · born here
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# confirm.inputBinding buy / sell / equip / use the selected row, or accept a dialog.
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inputbinding · born here
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# down.inputBinding move the menu selection down.
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inputbinding · born here
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# left.inputBinding step left (attribute columns, quantity).
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inputbinding · born here
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# right.inputBinding step right (attribute columns, quantity).
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inputbinding · born here
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# tabnext.inputBinding next tab.
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inputbinding · born here
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# tabprev.inputBinding previous tab.
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inputbinding · born here
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# toggle.inputBinding I / gamepad select while V's menu is open: closes it (the always-on BAG binding is suppressed then).
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inputbinding · born here
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# up.inputBinding move the menu selection up.
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inputbinding · born here
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# heal.inputBinding Quick heal with the best heal item V carries: `H`, gamepad right-stick press, touch **HEAL**.
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backing path · game/shops/Shops.component

Problems

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

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