From 1c219acf237538ae33d41561170b5a66cbcad8d0 Mon Sep 17 00:00:00 2001 From: Cameron Date: Thu, 9 Jul 2026 14:00:10 -0700 Subject: [PATCH] Adopt ownership albedo and the monolith rack Chassis albedo becomes the ownership field (bone-white = under your control, dark gunmetal = foreign or dead), resolving the re-opened foreign-accent axis with no accent color at all. The old top status strip is replaced by a full-height seam strip bannering the machine's delegated mode (family color + per-mode pattern; amber strip = core only). The asset-tester rack is rebuilt to the identity plate's faceted monolith and gains a machine-mode axis (M cycle, K lineup, new shot kinds). Defense: the constitution's identity plate is the public-facing reference composition inheriting the same visual law as the game; Cameron directed the racks to it. Albedo ownership is luminance-coded (never hue alone), amber concentrates to footprint punctuation (presence LEDs, claim ring, core light) preserving one-meaning-per- color, and the mode strip makes one-machine-one-mode delegation readable on the chassis at a glance. Amended into DESIGN.md and wiki/interface/computer-visual-language.md in this commit. --- DESIGN.md | 23 + src/bin/assets/mod.rs | 149 ++++-- src/bin/assets/rack.rs | 578 +++++++++++---------- wiki/art/asset-tester.md | 63 ++- wiki/interface/computer-visual-language.md | 196 ++++--- wiki/log/2026-07-09-rack-monolith.md | 61 +++ wiki/log/DEVLOG.md | 14 + wiki/mechanics/machine-work.md | 12 +- wiki/process/ROADMAP.md | 32 +- 9 files changed, 689 insertions(+), 439 deletions(-) create mode 100644 wiki/log/2026-07-09-rack-monolith.md diff --git a/DESIGN.md b/DESIGN.md index 02e5f20..4473091 100644 --- a/DESIGN.md +++ b/DESIGN.md @@ -479,6 +479,15 @@ sharpened version of Evil Genius's science-base fantasy: Cold signal marks neutral power, screens, or live feeds where a frontend needs that distinction; it is not a dramatic accent and never substitutes for amber ownership. Foreign powered machines never glow warm amber. +- **Ownership is the chassis itself (adopted 2026-07-09).** Hardware under + the player's control is painted bone-white/porcelain; hardware not under + the player's control — foreign or dead — is dark gunmetal. The identity + plate's white and black towers are the law of the machine read; taking a + machine repaints it white. Amber is never a chassis fill — it stays the + footprint's emissive punctuation (presence LEDs, claim ring, core light). + A machine's front LED strip banners its delegated mode, colored by the + flow family the mode serves and patterned so no reading is hue-alone; the + core carries the world's only amber strip. - When violence arrives, it is industrial and matter-of-fact: laser grids, hydraulic presses, bolt-gun turrets, and workplace-incident prose rather than splatter for its own sake. @@ -2380,3 +2389,17 @@ knows."* Social pools, or device-resident timed compute jobs for digital verbs. The preferred proposal is device-resident work; a general Operations rename is the honest low-scope interim. No runtime behavior changed in this session. +- **2026-07-09 — Ownership albedo and the mode strip (the monolith rack).** + Cameron directed the server racks to the identity plate's monolith: the + chassis albedo is now the ownership field — bone-white means under your + control, dark gunmetal means foreign or dead — which resolves the re-opened + foreign-accent question with no accent color at all; a foreign machine's + darkness plus its cold power/activity pinpricks are the read. The chassis-top + status strip is replaced by a full-height front LED strip bannering the + machine's delegated mode (day-job solid cold-signal, research dashed bone, + conceal sparse dim ticks, social dotted cold-signal — family color plus + pattern, never hue alone); the core carries the world's only amber strip + alongside its spines. Amber concentrates to footprint punctuation (presence + LEDs, claim ring, core light) and is never a chassis fill. Amended into + wiki/interface/computer-visual-language.md; the monolith chassis is built + in the asset tester ahead of game adoption (ROADMAP #32). diff --git a/src/bin/assets/mod.rs b/src/bin/assets/mod.rs index b97955c..c0dd43e 100644 --- a/src/bin/assets/mod.rs +++ b/src/bin/assets/mod.rs @@ -4,8 +4,8 @@ //! cargo run --features bevy_ui --bin misaligned-assets //! ``` //! -//! Controls: drag orbit, scroll zoom, 1-5 rack state, Q/W/E claim style, -//! L lineup view (all five states side by side), Esc quit. +//! Controls: drag orbit, scroll zoom, 1-5 rack state, M machine mode, +//! Q/W/E claim style, L state lineup, K mode lineup, Esc quit. mod palette; mod rack; @@ -16,23 +16,28 @@ use bevy::render::view::screenshot::{Screenshot, save_to_disk}; use bevy::window::{CursorGrabMode, CursorOptions, WindowResolution}; use palette::{GUNMETAL, NEAR_BLACK, PORCELAIN}; -use rack::{Blink, ClaimStyle, RackRoot, RackState, spawn_server_rack}; +use rack::{Blink, ClaimStyle, RackMode, RackRoot, RackState, spawn_server_rack}; -/// Single asset on the pedestal, or all five states side by side. +/// Single asset on the pedestal, all five states side by side, or all +/// four machine modes side by side (owned-busy racks). #[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Resource)] enum ViewMode { #[default] Single, Lineup, + Modes, } /// Dev screenshot harness (`MISALIGNED_SHOT=`, path via /// `MISALIGNED_SHOT_PATH`): apply the staged scene, settle, save one -/// PNG, exit. Kinds: `dead|foreign|idle|busy|core` optionally suffixed -/// `_ladder|_ring|_wash`, `lineup[_