HEXWORK - A Lantern in the Deep: 3D ASCII terminal roguelike RPG in Rust. Entirely designed and built by Muse Spark 1.3 to evaluate if I like the model.
hexwork assets data contracts.schema.md
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contracts.toml schema #

Canonical slice contracts (assets/data/contracts.toml). Design traces: docs/03 §3.7, docs/02 §3.

Shape: top-level array of [[contract]] tables. Count: 6.

Intent-comment convention #

Every [[contract]] carries an intent string field explaining its tier/pay and poster logic. Data field, not a TOML # comment. Same convention in all 7 data files.

Fields #

field type required meaning
id string yes snake_case key (rats_in_granary). Referenced by towns.
title string yes board heading (Rats in the granary).
tier integer yes 1-5 difficulty tier (vermin → hauntings → saints → Deep doors).
pay_cu integer yes copper-unit pay.
poster string yes who posted it (name + place).
known_hazards string[] yes what the poster tells you (may be incomplete, never lies).
unknown_hint string yes what the poster doesn't know. NEVER empty (schema law): the discoverable-by-gossip half (docs/03 §3.7).
floor integer yes dungeon floor the work sits on (1-based).
prep_notes string yes loadout + questions advice (prep-before-fight law, docs/03 §3.7).
intent string yes why this tier/pay/poster (see convention above).