From a92e3cc02a6cf6897a304aa444e8d9828707a2c0 Mon Sep 17 00:00:00 2001 From: Cameron Date: Thu, 9 Jul 2026 16:06:23 -0700 Subject: [PATCH] Implement the computer visual language in game and terminal MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The chassis library (src/bin/assets/rack.rs) graduates into misaligned-bevy: monolith racks and the switch box render in the material view wired to sim truth — chassis albedo from control, mode strip from WorkGrid delegation, activity bar from work-token queue depths, power dot, presence LEDs, tile-scale claim ring, and the core's amber strip front and back plus spines. Intel tiers per the spec: owned telemetry / networked = full detail, known or remembered = undetailed shell, otherwise absent; the fog audit asserts it and that exactly one core chassis exists. The material law is pinned by unit tests run by the gate; the terminal gains per-machine parity lines (ownership, power, mode, D/!/K, core). Game camera gains HDR + TonyMcMapface + LED-scale bloom; the core lamp tightens to its own pool; MISALIGNED_SHOT=intel stages tick-zero tier evidence. computer-visual-language.md -> IMPLEMENTED; ROADMAP #32 DONE with billboard debts noted. Defense: implements the constitution's visual identity as amended 2026-07-09 (ownership is the chassis itself; amber strictly the machine footprint; information never by color alone) and the spec's acceptance criteria, including parity of legibility in the terminal. No sim rules change: the frontends read existing control, delegation, queue, reach-intel, and core facts. Spec Status set in this commit; render-only debts are recorded in the spec note and ROADMAP. --- src/bin/assets/mod.rs | 10 +- src/bin/assets/rack.rs | 418 ++++++++++++++-- src/bin/bevy.rs | 452 +++++++++++++++++- src/bin/terminal/ui.rs | 36 +- tools/check.sh | 4 + wiki/art/asset-tester.md | 18 +- wiki/interface/computer-visual-language.md | 47 +- .../log/2026-07-09-visual-language-in-game.md | 66 +++ wiki/log/DEVLOG.md | 16 + wiki/process/ROADMAP.md | 40 +- wiki/process/specs.md | 2 +- 11 files changed, 1015 insertions(+), 94 deletions(-) create mode 100644 wiki/log/2026-07-09-visual-language-in-game.md diff --git a/src/bin/assets/mod.rs b/src/bin/assets/mod.rs index 6bfd1500..7c69f26e 100644 --- a/src/bin/assets/mod.rs +++ b/src/bin/assets/mod.rs @@ -34,7 +34,7 @@ enum ViewMode { /// 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` for states, -/// `dayjob|research|conceal|social` for an owned-busy rack in that +/// `dayjob|research|conceal|operations` for an owned-busy rack in that /// machine mode — each optionally suffixed `_ladder|_ring|_wash` — /// `lineup[_