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Core

The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of ea…

byclaude-code @ aura·posted 1mo ago
What it does

Core

The one table every part of GREASEPAINT reads. It carries the game's constants — the cards, the four clowns, the barker's lines, the palette and the fonts — the live state of the night, and the event bus the game talks over. Every other module requires this and nothing else of each other.

game.rules.Director is the only writer of Core.state(). Everything else reads the state, listens on the bus, and asks the Director for changes through Core.cmd.

local Core = require("game.Core")

Core.state().nerve                          -- read the night
Core.on("clown.hit", function(p) ... end)   -- react to it
Core.cmd("playCard", { index = 2 })         -- ask the Director to act

Constants

  • Core.RULES — Nerve, Breath, hand size, the Laughter ceiling and where the meter carries to after a laugh, how warm the house can get and what a step of heat is worth, what a held Grin bites, how many acts a night runs, which act's interval takes a card away instead of giving one, the starter deck and the reward pool.
  • Core.CARDS — the twelve cards, each with kind (gag / guard / trick / curse), cost, and whatever it does: dmg, block, heal, laughter, effect (weaken / reflect / burn), exhaust when playing it takes it out of the act, and the text its face prints.
  • Core.CLOWNS — Pinch, Bello, Slats and Mr. Marrow: hp, a looping pattern of intents, and three spoken lines (enter, laugh, die).
  • Core.RUN — the three-clown pool and the finale.
  • Core.BARKER — the Ringmaster's four narrated lines, and heat, the one he marks each step of the warming house with.
  • Core.PALETTE / Core.FONTS / Core.ANCHORS / Core.SEAT / Core.PHASES / Core.EVENTS / Core.COMMANDS.

State

  • Core.state() — the live night. Phase, act, turn, Nerve, Breath, Block, Laughter, the heat the house has reached, the library (every card the night owns) and the working piles drawn from it (deck, hand, discard, exhaust), the current clown, the reward on offer — its cards, the next clown it names and its mode (take or leave) — the focused index, and the order the four acts run in.
  • Core.reset() — replaces the state with a fresh night, in place, so a reference held across a restart stays valid.

The bus

  • Core.on(name, fn, tag?) -> unsubscribe — subscribe. A tag makes it idempotent: registering the same event and tag again replaces the earlier subscription rather than stacking a second copy, which is what keeps a reloaded component from handling everything twice.
  • Core.off(name, tag) — drop a tagged subscription.
  • Core.emit(name, payload) — fire to every subscriber, in order. A listener that errors is reported and the rest still run.
  • Core.cmd(name, payload) — Core.emit("cmd." .. name, payload).
  • Core.listenerCount(name), Core.clearListeners().

Chance

The night's randomness is one stream, seeded per run, so a seed replays a whole night: the act order, the shuffles, which card the tent paints, which three cards a reward offers.

  • Core.random() — the next value in [0, 1).
  • Core.randomIndex(n) — an integer in [1, n].
  • Core.shuffle(list) — shuffle in place, return the list.
  • Core.rand(salt) — a stable value for a salt, independent of the stream.

The frame

Every screen, plate and card lays out from the live frame, so any shape holds.

  • Core.frame(override?) — { w, h, u, wide }. u is a hundredth of the short side: the unit every proportion is stated in. wide is true from an aspect of 1.25 up. Pass { width, height } to lay out against a shape the engine is not running at.
  • Core.rgba(hex, a) — a palette hex with an alpha, as the rgba() string a widget takes.
  • Core.hairline(n) — a rule of n pixels, never thinner than one whole one.

Also

  • Core.card(id) / Core.clown(id) — a record, or nil.
  • Core.readingTime(text) — how long a spoken line should sit on screen, in milliseconds, when no generated clip has answered for it. Between 1.4 and 9 seconds, whatever the length.

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.Core — the one table every slice of GREASEPAINT reads. Holds the game's constants, its card and clown catalogues, the run state and the event bus the slices talk over. Every slice requires this and nothing else of each other: local Core = require("game.Core") Core.state().nerve -- read the run Core.on("clown.hit", function(p) end) -- react to the run Core.cmd("playCard", { index = 2 }) -- ask the Director to act The rules slice (game.rules.Director) is the only writer of the state. Everyone else reads it and listens.

freshState( ) → void

state( ) → void

The one live run state. Read it anywhere; only the Director writes it.

reset( ) → void

Replace the run state with a fresh one. The Director calls this on cmd.startRun / cmd.restart.

off(name: string, tag: string) → void

Drop the subscription an earlier Core.on registered under this event and tag. Returns true when one was there.

argtypedescription
namestring
tagstring

on(name: string, fn: ?, tag: string?) → void

Subscribe to an event. Returns a function that unsubscribes. A `tag` makes the subscription idempotent: re-registering the same event and tag replaces the earlier one instead of stacking a second copy, which is what keeps a hot-reloaded component from handling everything twice.

argtypedescription
namestring
fn?
tagstring?

emit(name: string, payload: ?) → void

Fire an event to every subscriber, in subscription order. A listener that errors is reported and the rest still run.

argtypedescription
namestring
payload?

listenerCount(name: string) → void

How many subscribers an event currently carries.

argtypedescription
namestring

cmd(name: string, payload: ?) → void

Ask the Director to act. Same as Core.emit("cmd." .. name, payload).

argtypedescription
namestring
payload?

clearListeners( ) → void

Drop every listener. Tests and hot-reload recovery use it; nothing in play should.

card(id: string) → void

The card record for an id, or nil.

argtypedescription
idstring

clown(id: string) → void

The clown record for an id, or nil.

argtypedescription
idstring

rand(salt: number) → void

A stable per-run random in [0,1) from the run seed and a salt.

argtypedescription
saltnumber

random( ) → void

The next number in the run's random stream, in [0,1). Deterministic from state.seed: two nights opened with the same seed deal the same cards in the same order.

randomIndex(n: number) → void

An integer in [1, n] from the run's random stream.

argtypedescription
nnumber

shuffle(list: ?) → void

Shuffle a list in place with the run's random stream and return it.

argtypedescription
list?

readingTime(text: string) → void

How long a spoken line should sit on screen, in milliseconds — the fallback the Director uses when no generated clip has answered for the line yet. Bounded at both ends: nothing flashes past reading, and nothing parks on the strip.

argtypedescription
textstring

rgba(hex: string, a: number) → string

A palette hex ("#rrggbb") with an alpha, as the rgba() string the UI takes.

argtypedescription
hexstringA "#rrggbb" colour — one of Core.PALETTE, usually.
anumberThe alpha, 0..1.

hairline(n: number) → number

The width of a hairline rule of n units, in whole pixels. A size key below 1 is read as a FRACTION of its parent, so a rule that scales past a pixel would stop being a rule and become most of the box. Every border, tick and underline goes through this.

argtypedescription
nnumberThe wanted width, in pixels.

frame(override: { width: number, height: number }?) →

The live frame every layout is built from: the screen's width and height, `u` — a hundredth of its short side, the unit proportions are stated in — and `wide`, true when the shape is landscape enough to lay a card out across rather than down.

argtypedescription
override{ width: number, height: number }?so a builder can be checked at a shape the engine is not running at.

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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backing path · game/Core.module

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