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

pages

The five authored screens, each a pure function of a context table. Nothing here reads the board or writes anything: the `Screens` component gathers the context, calls a page, and registers what comes back.

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

game.ui.screens.pages

The five authored screens, each a pure function of a context table. Nothing here reads the board or writes anything: the Screens component gathers the context, calls a page, and registers what comes back.

local pages = require("game.ui.screens.pages")
pages.build("briefing", ctx)   -- title | briefing | catalogue | codex | ending
PageWhat it is
titleThe device, the name in gold, the abbot's spoken line, and the way in.
briefingThe room, the narrator's line printed word for word, the objective in a frame, and who is walking in with what they carry.
catalogueThe seed catalogue between missions — the squad as stock in a nurseryman's list, with what the last room cost written against each name.
codexThe herbarium, one specimen a page, paged with the arrows. Eight plates: five plants and three blight forms.
endingThe end card, won or lost, with the roll of the order — who stood and who fell, and where.

The context

{ run, mission, missionTitle, squad, voiced, index,
  justPlayed, nextMission, report, outcome, reason,
  spoken = { key, text } | nil }

spoken is the line the audio slice has a clip for. It is printed word for word, so a muted player reads exactly what a listening one hears; the mark beside it says SPOKEN or TEXT ONLY, and clicking it replays the line. When there is no spoken, the abbot's own written briefing takes the drop cap instead — the page never loses a line for want of a voice.

pages.CB is the map of callback ids every page fires. The Screens component answers all of them.

The frame is 1080 x 1440. Every page is one tall column, and where a printed page would use two columns this uses two rows.

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.screens.pages — the authored screens. Five pages, each a pure function of a context table: the title, the mission briefing, the seed catalogue between missions, the botanical codex, and the end cards. Nothing here reads the board or writes anything; the `Screens` component gathers the context, calls a page, and registers what comes back. The frame is 1080 x 1440. Every page is one tall column. Where a printed page would use two columns, this uses two ROWS.

ordinal(n: number) → string

argtypedescription
nnumber

spokenMark(index: number, enabled: boolean) → any

argtypedescription
indexnumber
enabledboolean

colophon(text: string) → any

A page footer: the order's own colophon.

argtypedescription
textstring

title(ctx: any) → any

--!desc The title screen. --!arg ctx { run, hasProgress, missionTitle } --!return A widget tree. --!example pages.title({ run = Campaign.run() })

argtypedescription
ctxany

squadChip(entry: any) → any

argtypedescription
entryany

briefing(ctx: any) → any

--!desc The mission briefing: the narrator's words, the objective, and who --! is walking in. --!arg ctx { mission, squad, voiced } --!return A widget tree. --!example pages.briefing({ mission = Campaign.mission("brass_nave") })

argtypedescription
ctxany

catalogueEntry(monk: any, rec: any, index: number, justFell: boolean, justWounded: string?) → any

Printed on vellum, set like a nurseryman's list, and it is a ledger: the stock is the squad, and what is written against each name is what the last room cost them.

argtypedescription
monkany
recany
indexnumber
justFellboolean
justWoundedstring?

catalogue(ctx: any) → any

--!desc The between-mission seed catalogue: the squad as stock in a --! nurseryman's list, with what the last room cost written against them. --!arg ctx { justPlayed, nextMission, report, run } --!return A widget tree. --!example pages.catalogue({ justPlayed = m, nextMission = n, report = {} })

argtypedescription
ctxany

codex(ctx: any) → any

One specimen a page, the way a plate book does it, because a portrait frame has room for one big figure and no room at all for a grid of small ones. --!desc The botanical codex: one plate per page, paged with the arrows. --!arg ctx { index, fromScreen } --!return A widget tree. --!example pages.codex({ index = 3 })

argtypedescription
ctxany

ending(ctx: any) → any

--!desc The end card, for a campaign that was won or lost. --!arg ctx { outcome = "won"|"lost", mission, reason, run } --!return A widget tree. --!example pages.ending({ outcome = "won" })

argtypedescription
ctxany

build(name: string, ctx: any) → any

--!desc Build a page by name. --!arg name "title" | "briefing" | "catalogue" | "codex" | "ending". --!arg ctx The page's context table. --!return A widget tree, or the title page when the name is unknown. --!example pages.build("briefing", { mission = m })

argtypedescription
namestring
ctxany

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
❒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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module · born here
❒asset
# game.ui.screens.plates The botanical plates: the five plants, the three forms the blight takes, the four monks as silhouette portraits, and the cloister's own device. ```lua local plates = require("game.ui.screens.plates") plates.specimen("lightwood", 330) -- a plant or a blight form plates.portrait("vespera", 140, { dead = true, tint = "#DB7038" }) plates.emblem(300) -- the rose window with the crystal in it plates.has(id) / plates.hasPortrait(monkId) ``` Each figure is authored in a 200 x 260 box and scaled by `size`, so the same specimen prints small on a catalogue row and large on a codex page. They are drawn as **CSS**: clip-path polygons, gradients and transforms, layered by absolute position inside a `position: relative` frame. Nothing here uses the `svg` widget, which lays out at its declared size and then paints nothing in this build — the renderer reports `Missing texture: Managed(N)` every frame for it, and `gui validate` reports the screen as clean. The portraits are silhouettes on purpose: the four monks are supposed to be told apart by silhouette alone at the gameplay camera, and a portrait that needs its caption to identify its subject has failed the same test the models have to pass. Anselm is one long vertical with the billhook doubling his height; Meridia is a low broad apron; Cassian is a brass backpack with a man under it; Vespera is a slight hood with the censer swung out on its chain.
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module · born here
❒asset
# game.campaign The campaign of the Verdigris Cloister: four rooms of the greenhouse, the progression between them, and the wounds the squad carries out of each one. Pure data and pure functions — it never touches the board, spawns nothing and draws nothing. The `Screens` component drives it. ```lua local Campaign = require("game.campaign") ``` ## The four rooms `Campaign.MISSIONS` — in order: the Propagation Hall (hold the line), the Brass Nave (reach the seed vault), the Fern Vault (survive eight rounds), the Heart Chamber (cleanse the heart). Each record carries its `objective`, the narrator's briefing, the squad it fields, its round count, the share of the floor the blight may hold before the room is lost, the growth it starts seeded with, and the upgrade it banks. `shipped = false` on a mission takes it out of the campaign: `Campaign.shipped()` and `Campaign.nextMission()` skip it, and `Campaign.isFinale()` moves the ending to whatever the last shipped room is. That is the honesty valve — the campaign ends properly at whatever actually landed. ## The run `Campaign.run()` is the live run, held at `Core.state().campaign` so any slice can read it: ``` { screen, missionId, completed = { id, ... }, upgrades = { reward, ... }, outcome = nil | "won" | "lost", roster = { [monkId] = { alive, wounds = { woundId, ... }, upgrades, missionsFought, kills, fellIn } } } ``` `Campaign.squad(missionId)` returns the monks who can take the floor — on that room's roster, still alive — with their aim, max health and range already folded together with the wounds they carry. ## The dead stay dead `Campaign.settle(missionId, units)` reads a finished mission's unit table (the `Core.state().units` shape) and writes what the room cost: anything not `alive` is struck off the roster for the rest of the campaign, and a monk who came out at 60% health or less picks up a wound. The wounds deepen down a fixed ladder, so a monk who keeps getting hurt keeps getting worse rather than rolling dice. It returns a report of what changed, which is what the seed catalogue prints. Nothing heals a wound. `Campaign.resetRun()` is the only way back, and it starts the whole campaign over. ## The codex `Campaign.PLANT_PLATES` and `Campaign.BLIGHT_PLATES` are the herbarium's eight specimens — plate number, Latin binomial, habit, what it does on the board, and a line in the order's own hand. The screens slice draws the figures.
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module · born here
❒asset
# game.ui.screens.screenkit The herbarium type case: the colour language, the type scale, the ornaments and the box shapes every authored screen in Verdigris Cloister is built from. ```lua local kit = require("game.ui.screens.screenkit") ``` Two registers, deliberately different so the campaign has range: - **FIELD** — deep green and gold leaf, an illuminated page. `kit.fieldRoot`, `kit.illuminated`, `kit.dropCap`. The title, the briefing and the end cards. - **PLATE** — aged vellum and printed ink, a herbarium sheet. `kit.plateRoot`, `kit.sheet`. The seed catalogue and the codex. `kit.C` is the palette as CSS (derived from `Core.PALETTE`), `kit.T` the size scale, `kit.F` the font families, `kit.O` the printers' flowers, `kit.SHAPE` the clip-path polygons the figures are drawn from. Three things worth knowing before you use it: - **The font family names have no spaces.** `"EBGaramond"` resolves; `"EB Garamond"` falls back silently to the default sans, which is a very quiet way to lose the whole look. `kit.F.italic` is the true italic face, not a synthesised shear. - **`kit.alpha` replaces an existing alpha rather than appending one.** `"#rrggbbaa" .. "aa"` is a ten-digit string the renderer rejects — and one rejected colour takes the rest of that screen's paint down with it, so the page renders as far as the bad node and then stops. - **`kit.motion` is the master switch for every animation constructor.** Edit mode pauses time, so an entrance whose 0% keyframe is `opacity: 0` holds that frame forever there and the page reads as blank while every data query says it is fine. Call `kit.setMotion(engine.mode == "play")` before building a tree. Paragraphs wrap against a container with a **definite width**. `flex = 1` is not one: a wrapping label in a flex box runs off the edge of the frame.
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