# Spec: computer visual language — territory at a glance ``` Type: spec Status: IMPLEMENTED Status note: implemented 2026-07-09 (ROADMAP #32) after the same-day amendment from the identity plate (ownership = chassis albedo, bone-white = under your control, dark gunmetal = not; the seam strip banners the delegated mode, amber strip = core only; foreign accent RESOLVED — no accent, darkness is the read; claim mark: ring). The chassis library (src/bin/assets/rack.rs) is compiled into BOTH binaries; the game's material render wires it to sim truth: albedo from control (compute machines + device controller), the strip from WorkGrid delegation with its load fill from work-token queue depths, the tile-scale claim ring (double under the core), and the core's amber strip front AND back plus edge spines. SLEEK AMENDMENT (same day, Cameron, from the hero plate): the strip is the chassis's ONLY lit element — the power dot, presence LED ladder, and segmented activity bar were removed and their axes folded into the strip (lit-ness = power/liveness; brighter fill height = queue depth). Intel tiers per criterion 2b: networked = full detail; known or remembered = undetailed ghost shell; otherwise absent. Owned hardware reports via telemetry in panels; material **chassis form** waits on Seen (beam-first 2026-07-09 — pre-sight host is a presence beam, material-dark-frame.md). The fog audit asserts a visible chassis has sight (or earned Heard mass is not a chassis) and that exactly one core presence exists. The material law is pinned by unit tests in rack.rs (owned = bone albedo; unowned = dark and never a warm pixel; warm strip = core only; the load fill brightens but never recolors). Terminal parity: one line per machine (M{id}, core `*`, provenance, on/OFF, mode, D/!/K queues) beside the existing map glyphs and focus readouts. Camera: SDR + AcesFitted — HDR/bloom were removed 2026-07-09 after macOS EDR proved unreliable (an HDR view renders solid black when the display idles/locks, breaking harness captures); glow is emissives plus the core's linear light fixture. The core lamp is tightened to its own pool so foreign chassis stay cold. Evidence: tester lineups (five states, four modes) and game close/zoomin/intel shots in wiki/log/2026-07-09-visual-language-in-game.md. DEBTS: UPS, power core, patch panel, breaker, and HVAC remain flat billboards; cameras keep the security-housing billboard; a staged in-game fleet shot with all four modes live waits until multiple machines exist in normal play; beam-first opening (no chassis at pre-tap) waits on the dark-frame / opening implement work order. [TUNE] axes (emissive multipliers, dash counts, white point) remain open to taste passes. The fourth mode strip is Operations, replacing Social (decided 2026-07-09): the chassis library and tester say operations; the sim's MachineMode enum still says Social pending its own rename work order — the render maps it. 2026-07-09 dark-frame amendment (material-dark-frame.md): the ruled claim ring leaves the material frame; the close-range claim read is the machine's cast amber pool once Seen form exists, and the map-zoom mark is [OPEN]. Stage: B1 — The Basement Design: - wiki/art/visual-identity.md#visual-identity-clinical-gore - wiki/vision/simulation-laws.md#justification-and-legibility - wiki/interface/presence.md#two-views-of-one-world-same-frame-digital-and-real-representations Depends on: interface/flat-materials.md (IMPLEMENTED — palette table, emissive-as-information), interface/material-render.md (IMPLEMENTED), mechanics/machine-work.md (one machine, one mode — the strip banners it), art/asset-tester.md (the sandbox where this language is tuned) ``` ## Why Knowing which computer you are on, which computers are yours, and where your core sits is the player's ground truth — territory must read at a glance, before any panel opens. Every computer in the world (rack, desktop, laptop, phone, camera, switch) speaks **one visual language**: the chassis differs per class, the signals never do. You should be able to sweep the camera across the basement and know instantly: mine, mine, foreign, mine, *core* — and, on your own hardware, what each machine is *doing* for you. The reference composition is the identity plate (wiki/art/visual-identity.md, "The public identity plate"): a severe dark tower, a bone-white tower, one amber stripe. That is not marketing art — it is the law of the machine read. ## The signal kit — the sleek amendment (2026-07-09) Every computer-class asset carries the same signals. Amber emissive strictly means *my footprint* — a machine no part of which is mine never shows a warm pixel. Cold `SIGNAL` means electricity and other people's live activity. Each axis also carries a geometry or luminance channel (height, pattern, luminance), never hue alone. **Sleek rule (Cameron, 2026-07-09): the strip is the chassis's only lit element.** The hero plate has no scatter of little lights — one severe form, one band. The earlier power dot, presence LED ladder, and segmented activity bar are REMOVED from the chassis; every axis they carried folds into the strip. 1. **Chassis albedo — the ownership field (DECIDED 2026-07-09).** The chassis itself is painted by control: machines under your control are **bone-white/porcelain**; machines not under your control — foreign or dead — are **dark gunmetal**. The white tower is yours, the black tower is not. Luminance carries the axis, so it survives a grayscale audit and map zoom. Amber is never a chassis fill; it remains the footprint's emissive punctuation (claim ring, core light). Taking a machine repaints it — conversion is visible as the chassis going white. 2. **The strip** — one full-height recessed LED band riding the seam, the machine's single lamp. It carries every live axis at once: - **Power / liveness:** lit at all iff the machine is powered — a dead machine's strip is dark hardware in a dark groove; a foreign powered machine shows one dim cold reading (you see it runs; *what* it runs is intel, inspected at the cursor). - **Mode** (owned machines; one machine, one mode): color is the flow family the mode serves, pattern is per-mode geometry so no reading is hue-alone — **day-job** solid cold-signal (it eats demand); **research** dashed bone (it emits knowledge); **conceal** sparse dim ticks (its job is silence); **operations** dotted cold-signal (player-authored work). The **core**'s strip is solid amber, the only amber strip in the world. - **Load:** the work-token queue depth reads as a **brighter fill rising from the foot of the bar** (machine-work.md: one system, two zoom levels) — height and luminance, no extra elements; the fill never recolors the mode. The busy fill pulses; a paused frame still carries the amount. Exact hues, dash counts, fill multipliers are [TUNE] against tester renders. 3. **Claim floor** (amended 2026-07-09, dark-frame feedback) — at game camera the claim read on the floor is the machine's own **cast amber pool**: a soft gradient from the chassis foot into darkness, never a ruled edge ([material-dark-frame.md](material-dark-frame.md) owns the pool). The ruled underglow frame (ring, decided 2026-07-08) is removed from the material frame; whether it returns at map zoom is [OPEN] — see "The claim mark" below. Same-day feel-floor amendment: joined links you can feel draw as **shimmer rails** on the floor, empty growable bays as **shimmer pads**, and a new machine is born as **pad → rising beam → chassis wrap** ([feel-floor.md](feel-floor.md) owns that language). 4. **Core light** (core only, amended 2026-07-09) — the core carries the world's only full-height *amber* light, and three lines of it: the amber strip (front and back of the seam) plus a spine up both front edges. Nothing else in the world shows a full-height amber line, so the core reads from any angle and any distance. The core is the most orange thing in the world. ## Foreign machines — definition by intel, accent RESOLVED Decided 2026-07-08: **networked = fully seen.** A foreign machine networked to you renders in full geometric definition — complete chassis detail, same as owned hardware minus every amber signal. A machine you merely know about (location intel, not networked) renders as an undetailed shell. No intel at all = not rendered (fog contract: unknown is absent). Definition level is the intel tier made visible. RESOLVED 2026-07-09 (Cameron, from the identity plate): there is **no foreign accent color**. Foreign presence is the dark gunmetal chassis itself — the severe black form. Liveness stays in the cold signal (the dim strip); ownership is the albedo. This lands exactly on the earlier instinct that the treatment must be very dull without reading as "inactive, activate me": the dark chassis is inert *matter*, the cold pinpricks say it is switched on. Strong teal stays in reserve as a future accent for something that earns it. ## The claim mark — ring at close range SUPERSEDED by the cast pool Decided 2026-07-08 from the tester lineup renders: **ring** — an amber underglow frame on the floor under owned machines, double frame under the core. Rejected alternatives (still render in the tester, `Q`/`W`/ `E`): **ladder** (LEDs + strip only — quiet, but ownership nearly vanishes at map zoom); **wash** (faint amber emissive on owned faces — weak mid-zoom read); painting foreign machines' activity amber (breaks amber = mine); a floating icon/billboard (breaks diegesis — the world is the AI's sensorium model, signals live on the hardware). Amended 2026-07-09 (Cameron, screenshot feedback captured in [material-dark-frame.md](material-dark-frame.md)): in the material render the ruled frame reads as UI painted on a physical floor, and it is gone — the close-range claim read is the white chassis plus the soft amber pool its own light casts **once Seen form exists**; before that the host is a presence beam. With ownership also in the chassis albedo, the only job left to a drawn mark is the map-zoom / mixed-tile read, and that is [OPEN]: brightened pool alone, ring beyond a zoom threshold, or map-zoom territory as a flat-sensorium job. The dark-frame spec proposes pool-alone with ring-at-distance as the fallback. ## Acceptance criteria (when READY -> IMPLEMENTED) 1. One screenshot of a five-machine row (dead / foreign / owned-idle / owned-busy / core) at game camera distance where all five states are distinguishable in the dark, plus one row of owned machines in all four modes (day-job / research / conceal / operations) where the modes are distinguishable. 2. Ownership is albedo + amber: owned machines render in the bone-white chassis family and are the only hardware showing warm emissive; foreign and dead machines render dark gunmetal and never show a warm pixel — enforced by a test over the machine-material selection, not by convention. 2b. Definition follows intel: networked foreign machines render full chassis detail; known-unnetworked machines render as undetailed shells; no-intel machines are absent (screenshot evidence of all three tiers). 3. Full-height amber light exists only on the core (strip + spines, exactly one core in the world render); it reads at the default zoom from every orbit angle (screenshot evidence, front and back). 4. Task presence (any tasks running on this machine) is visible on the chassis without opening a panel, on every computer class — the strip's load fill (height + luminance). 5. The kit applies unchanged to at least two computer classes (rack plus one other, e.g. desktop or camera) — same signals, same semantics, no per-class color meanings. 6. No axis is hue-alone: ownership (albedo luminance), power (strip lit-ness), mode (strip pattern), load (fill height), core (line count/height) each audit in a grayscale screenshot. 7. The terminal surfaces the same axes (ownership, power, mode, load, core) for every machine — parity of legibility. 8. Sleek rule: the strip is the only lit element on the chassis — no other emissive pixel on the box (the claim ring lives on the floor, the core spines are the core's exception). [TUNE] at implementation time: emissive multipliers per state, the per-mode strip colors/patterns (dash and dot counts), the load-fill brightness factor, blink rate/phase, chassis white point (bone vs porcelain), and ring inset and thickness. Matte calibration (2026-07-09, Cameron: "more matte"): chassis surfaces are chalk, not lacquer — high roughness, zero metallic, specular reflectance ~0.06 — and all amber emissives (core strip/fill/spines, claim rings, the core's lamp) sit low enough that the core never clips to white; the tower must stay readable geometry, not a flare. NO BLOOM, NO HDR (2026-07-09): Bloom requires an HDR target and macOS EDR vanishes on idle/locked displays, rendering the view black — the capture pipeline must never depend on display state; glow is emissive + the linear fixture. The core's scene light is a LINEAR fixture (2026-07-09): a dense run of dim point lights along the strip's height, front and back — never one round point pool; rung count, offsets, and per-rung intensity are the knobs.