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

rs_investigate

The investigation half of *Red String Over the Atlantic*: standing in one of the six stations aboard LZ-114 *Weltmeer*, reading the deck plan, taking what a room will give you, sitting down with the people aboard, spending the hours the crossing allows, and turning the leg when t…

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

rs_investigate — moving through the ship and its people

The investigation half of Red String Over the Atlantic: standing in one of the six stations aboard LZ-114 Weltmeer, reading the deck plan, taking what a room will give you, sitting down with the people aboard, spending the hours the crossing allows, and turning the leg when they run out.

It owns the investigate phase, the rs.room and rs.dialogue screens, and the camera while the player is standing somewhere. It decides nothing about what a piece of evidence means — rs_rules owns the claims, the contradiction rule and the verifier, and this module asks it.

Using it

local Inv = Core.need("investigate")   -- nil until the slice has installed

Inv.begin()                 -- take the glass; enters Core.PHASES.investigate
Inv.goTo("promenade")       -- stand somewhere else; free, and moves the camera
Inv.examine("hs_prom_ledge")-- take what a hotspot holds; one hour
Inv.interview("vaudrey")    -- sit down with somebody; one hour buys the sitting
Inv.press()                 -- reveal the next exchange in that sitting; free
Inv.closeSitting()
Inv.openPlan() / Inv.closePlan()
Inv.advanceLeg()            -- the crossing goes on: new evidence, some of it stale
Inv.staleHeld()             -- the ids in hand that will no longer hold a string
Inv.toBoard()               -- hand off to rs_board, if it has landed
Inv.suspend()               -- give the glass back
Inv.snapshot()              -- everything above, as one readable table

Inv.examine and Inv.interview return (ok, cardIdOrReason). A refusal is always a sentence a player can read: already taken, no actions left, Dr. Felix Soltau is in cabin12, not available on leg 3.

The economy

Moving costs nothing. Examining a hotspot costs one action; so does sitting down with somebody, and that one hour buys the whole sitting however many times you press the point. When the hours run out the room offers only the leg turn, and crossing it refills the budget from Core.legs[n].actions, opens whatever the next leg makes available, and lets some of what you are carrying go stale.

What the module holds

FileWhat is in it
init.luauThe verbs, the action economy, the rs_rules bridge, the phase wiring and the callback dispatch.
casefile.luauThe ship as a place you can search: where each piece of evidence physically sits, where its marker stands on the glass, who is in which room, and what they say when asked.
room.luauThe station you are standing in — brass markers over the composed shot, the station plate, the action dial, the evidence in hand.
deckplan.luauThe annotated A-deck plan you navigate with.
dialogue.luauA sitting: the portrait plate and the typed page.
deco.luauThe drawn furniture — rules, markers, evidence glyphs, the action gauge, the portrait fallback.

What it asks of other slices

  • rs_rules — card(id), availableAt(leg, station), isStale(id, leg) and, if it has one, advanceLeg(). All optional: with rules absent the module falls back to the geography and catalogue in casefile.luau, which carries no claims, because a claim nobody verifies is a lie.
  • rs_dossier — Core.art.evidence(id) and Core.art.portrait(person). Absent art falls back to a drawn glyph and a drawn silver-gelatin portrait.
  • rs_board — the corkboard tab in Cabin 7 hands over to it and says so plainly when it is not aboard yet.

Nothing here writes outside Core.state's investigation fields (station, actions, leg, held, seen) and its own two screens.

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_investigate.module — moving through the ship and its people. The investigation slice of "Red String Over the Atlantic". It owns the `investigate` phase: standing in a station, reading the deck plan, taking what the room will give you, sitting down with the people aboard, spending the hours the crossing allows, and turning the leg when they run out. It drives Core.camera.toStation and writes only Core.state's investigation fields (station, actions, leg, held, seen). It never decides what a card MEANS: rs_rules owns the claims, the contradiction rule and the verifier, and this slice asks rules for what a room offers whenever rules has landed. local Inv = Core.need("investigate") Inv.goTo("promenade"); Inv.examine("hs_prom_ledge")

rules( ) → void

rs_rules bridge — ask it when it is there, fall back to the geography in casefile.luau when it is not. Never re-derive a rule rules owns.

cardOf(id: ?) → void

argtypedescription
id?

offeredIds(leg: ?, station: ?) → void

Every card id this station offers on this leg, as a set.

argtypedescription
leg?
station?

isStale(id: ?, leg: ?) → void

argtypedescription
id?
leg?

art(name: ?) → void

argtypedescription
name?

art(name: ?) → void

argtypedescription
name?

stationId( ) → void

station( ) → void

leg( ) → void

actions( ) → void

notice( ) → void

sitting( ) → void

hotspotsHere( ) → void

The hotspots standing in this room right now, with their state.

peopleHere( ) → void

heldCards( ) → void

Everything in hand, newest last, each tagged with its card and staleness.

countAt(stationId: ?) → void

How many things are left to take in a station this leg — the number the deck plan prints inside each room.

argtypedescription
stationId?

boardReachable( ) → void

render( ) → void

Rendering — immediate mode: the tree is a function of the state above.

goTo(stationId: ?) → void

The verbs Stand in another station. Costs nothing; the crossing is the clock.

argtypedescription
stationId?

examine(hotspotId: ?) → void

Take what a hotspot is holding. One hour.

argtypedescription
hotspotId?

interview(personId: ?) → void

Sit down with somebody. One hour buys the whole sitting.

argtypedescription
personId?

press( ) → void

Reveal the next exchange in the open sitting. Free.

closeSitting( ) → void

openPlan( ) → void

closePlan( ) → void

advanceLeg( ) → void

The crossing goes on: next leg, new evidence, and some of it stale.

staleHeld( ) → void

The ids in hand that have gone stale at the current leg.

toBoard( ) → void

Hand off to the corkboard, if board has landed.

begin( ) → void

Phase ownership Take the glass: the investigation is on screen and accepting input.

suspend( ) → void

Give the glass back to whoever asked for it.

isActive( ) → void

snapshot( ) → void

A snapshot for validation and for the fix phase.

startsWith(s: ?, p: ?) → void

Callbacks — every click on the three screens arrives here

argtypedescription
s?
p?

onCallback(id: ?, _value: ?) → void

argtypedescription
id?
_value?

sliceOnDisk(name: ?) → void

install

argtypedescription
name?

install(CoreIn: ?) → void

argtypedescription
CoreIn?

installed( ) → 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.

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module · born here
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# 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_investigate.module

Problems

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