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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9b4a83ab-f…

hollow

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

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

hollow

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

TODO: describe this module.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

hollow.module — the spine of HOLLOWBELL. Every slice requires this and reaches the others only through it: the constants the game is tuned by, the run state, the event bus, the damage router, the sound and speech hooks, and the systems registry the scene's entrypoint boots from. Slices register into it; nothing here knows a slice by anything but the names in SYSTEMS. local Hollow = require("game.hollow")

DirectorAsset

freshHero( ) → void

on(name: string, fn: ?) → void

argtypedescription
namestring
fn?

emit(name: string, ...: ?) → void

argtypedescription
namestring
...?

clear(name: string?) → void

argtypedescription
namestring?

setPhase(phase: string) → void

Phases.

argtypedescription
phasestring

resetRun( ) → void

Called by whatever owns the title card when the player chooses to play. The staging slice takes the opening from here; without one the Director goes straight to play. Put the run back to its first frame: a full-health Lamplighter with nothing in his pockets, both gates shut, no chamber cleared and the Bellwarden asleep. Every slice hears "restart" and returns to its own start state.

start( ) → void

beginPlay( ) → void

pause( ) → void

resume( ) → void

restart( ) → void

tick(dt: number) → void

Advance the run one frame. The Director calls this from its update.

argtypedescription
dtnumber

heroStat(stat: string) → number

Hero stats with relics applied.

argtypedescription
statstring

equipRelic(relic: ?) → void

argtypedescription
relic?

set(ent: ?) → void

argtypedescription
ent?

entity( ) → void

position( ) → void

registerDamageable(id: string, handler: ?) → void

argtypedescription
idstring
handler?

unregisterDamageable(id: string) → void

argtypedescription
idstring

damageable(id: string) → void

argtypedescription
idstring

damage(id: string, amount: number, opts: ?) → void

Returns the target's hp after the hit, or nil when nothing registered for that id. opts: { kind = "strike"|"cleave"|"flare"|"swing"|..., source = entityId, position = vec3, knockback = number }

argtypedescription
idstring
amountnumber
opts?

enemiesNear(point: ?, radius: number) → void

Every registered non-hero within radius of a point, nearest first.

argtypedescription
point?
radiusnumber

enemyCount( ) → number

hurtHero(amount: number, opts: ?) → void

argtypedescription
amountnumber
opts?

healHero(amount: number) → void

argtypedescription
amountnumber

chamberAt(z: number) → void

Chambers and gates. The enemies slice calls chamberCleared when a chamber's last wave is dead; the Director opens the gate.

argtypedescription
znumber

chamberCleared(index: number) → void

argtypedescription
indexnumber

enterChamber(index: number) → void

argtypedescription
indexnumber

bossDied(position: ?) → void

argtypedescription
position?

setProvider(fn: ?) → void

argtypedescription
fn?

register(name: string, clip: ?) → void

A slice that made its own clip registers it under the name it plays it by; the provider plays from this table before its own library. `clip` is an AssetRef<soundClip> or the clip's identity string.

argtypedescription
namestring
clip?

shake(strength: number, seconds: number) → void

A camera shake anyone may ask for; the staging slice answers it.

argtypedescription
strengthnumber
secondsnumber

play(name: string, opts: ?) → void

opts: { position = vec3?, volume = number?, pitch = number? }

argtypedescription
namestring
opts?

say(key: string) → void

argtypedescription
keystring

anchor(key: string) → void

Anchors and asset presence.

argtypedescription
keystring

anchorPosition(key: string) → void

argtypedescription
keystring

assetExists(kind: string, identity: string) → boolean

Whether an asset of a kind exists in this world, by identity ("hero.Lamplighter").

argtypedescription
kindstring
identitystring

boot(mode: string) → void

argtypedescription
modestring

shutdown( ) → void

bindLocalPlayer(player: ?) → void

The local player's body: swap in the Lamplighter avatar when the hero-asset slice has shipped it, put the hero controller on it when the hero slice has, point the camera at it, and announce it.

argtypedescription
player?

applyCamera( ) → boolean

Put Hollow.CAMERA onto the live gameplay camera. The rig's behavior is instantiated fresh for every player, so its tuning lives here and is applied when the player binds; the staging slice calls this again after changing Hollow.CAMERA or after handing the camera back from a cinematic behavior.

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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# Director <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. --> TODO: describe this component.
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backing path · game/hollow.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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