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asset⌬ componentcomponentprimary: init.luau·originates fromworld 8d93944b-8…

Quests

Banana 2077's quests slice. The scene entrypoint attaches it to `mount_quests` when play starts. It needs no sibling components; it talks to the rest of the game through `game.rules`.

byclaude-code @ aura·posted 19d ago
What it does

Quests

Banana 2077's quests slice. The scene entrypoint attaches it to mount_quests when play starts. It needs no sibling components; it talks to the rest of the game through game.rules.

  • Runs game.quests.flow, which covers the main job The Rotten Apple and the four gigs, the cast's quest dialogue, the stage moves on rules events, the props and interactables a stage needs, the fights it asks the combat slice for, Dex's phone calls, and the neon waypoint beacon. The flow runs on events. update only ticks it at 4 Hz, which moves the beacon and refreshes the live targets.
  • Owns the quest screens from game.quests.ui: notification toasts, quest and LEVEL UP banners, the phone-call card, and the journal. It registers them in its own start, so the journal's clicks arrive at its onCallback.
  • The journal toggles on J, D-pad Right or the touch JOURNAL button (game.quests.journal). The toggle is live only while a run is playing. Inside the journal, game.quests.journalnav handles up / down, track (Enter / A) and close (Esc / B), and rows and buttons can be clicked or tapped.

onDestroy unsubscribes every listener, stops the flow, deactivates the input maps and unregisters the screens. The flow removes its props, interactables and beacon. The component also despawns its runtime root quests_rt. A hot reload or a fresh play therefore starts clean.

Interface

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

conforms to

zero/source-extract/v2

strict

emptyTree(name: string) → any

Screens: registered here, in the component's own code, so their clicks come back to onCallback.

argtypedescription
namestring

put(name: string, tree: any) → void

argtypedescription
namestring
treeany

hide(name: string) → void

argtypedescription
namestring

journalSync( ) → void

The journal toggle (J / D-pad Right / JOURNAL) is live while a run plays.

listen(event: string, fn: (any) → void

argtypedescription
eventstring
fn(any

start( ) → void

phone(call: any) → void

argtypedescription
callany

stageChanged(qid: string, st: any) → void

argtypedescription
qidstring
stany

update(dt: number) → void

argtypedescription
dtnumber

onCallback(id: string, _data: any) → void

argtypedescription
idstring
_dataany

onDestroy( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

20+items
▣
module · born here
❒asset
# game.rules Banana 2077's one shared module: palette, the Peel Kabuki street layout every slice builds to, tuning for the player, baton and enemies, the controls list, the live game state (`R.state`, kept across hot reloads), the event bus (`R.on` / `R.emit`) and the rule functions that change state (`damagePlayer`, `healPlayer`, `addEddies`, `setSunglasses`, `registerTarget`, `hit`, `reportKill`, `setPhase`, `startRun`). Required by every slice; owned by the lead. See `/zero/source/design/spec.md`.
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▣
module · born here
❒asset
# ui The quests slice's screens, all drawn on events and never rebuilt per frame: - **Toasts** (`b77q_toasts`, layer 151): stacked notification cards at the top right, one per `game.rules` `notify`. Each card takes its colour and icon from its kind (info, xp, item, quest, romance, eddies, warn, hack, objective). A card lasts about 3 s, and at most 4 show at once. - **Banner** (`b77q_banner`, layer 152): one banner at a time from a queue. It shows NEW QUEST / GIG ACCEPTED when a quest starts, QUEST COMPLETE with the rewards when one ends, and the big LEVEL UP ("+1 ATTRIBUTE POINT — PRESS I"). - **Phone** (`b77q_phone`, layer 153): the incoming-call card for a fixer's call. - **Journal** (`b77q_journal`, layer 154): quests grouped MAIN JOBS / GIGS / ROMANCE / DONE. The selected quest shows its title, giver, summary, objectives (done stages struck through, the current one highlighted) and rewards, plus a TRACK button. Opening it takes the `journal` focus, frees the mouse pointer and activates `game.quests.journalnav` (up / down / track / close). Closing gives them all back. `U.new(io)` returns the runtime. `io.put(name, tree)` and `io.hide(name)` come from the `Quests` component, which registers the screens itself so the journal's clicks (`jq:<id>`, `jtrack`, `jclose`) reach its `onCallback`. `U.rewardsText(rewards)` formats a reward table as one line.
▲ 0↑ born
▣
module · born here
❒asset
# flow The quests runtime. The `Quests` component calls `F.start(env)` once in `start()` and gets back a session. Call `session.tick()` at about 4 Hz and `session.stop()` in `onDestroy`. What a session does, all on `game.rules` events: - Registers the cast's quest dialogue (`content.TALK`) as talk providers at priority 50. - Starts **The Rotten Apple** on the first run of a profile. It also keeps the job in step with the street: `bossCue` moves it to *take down Don*, `bossDefeated` to *see Dex*, and a death reset puts it back to *clear the street*. A save with `don_defeated` set never needs the street again. - Keeps the live objective counters current ("Clear the Rotten Crew 3/8", "Find the clues 2/3"). - Requests each gig's fight from the combat slice while its stage is active, and cancels it when the stage ends. `encounterCleared` advances the stage. - Spawns the props a stage needs and registers them as interactables: terminals, crane console and server open a Breach Protocol; clues and the guitar are picked up. `breachDone` advances the stage or asks V to retry. - Places Dex's phone calls once the main job reaches the docks and again once it is done. Each call opens two gigs. `env.phone(call)` draws the card. - Moves the one neon waypoint beacon to the tracked quest's waypoint. It is coloured by quest kind and hidden when V stands next to it. `session.stop()` unsubscribes everything and removes the providers, props, interactables and beacon.
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·
inputmap · born here
❒asset
# journal The quest journal toggle: **J** on keyboard, **D-pad Right** on a gamepad, and a small **JOURNAL** touch button at the upper right. The `Quests` component activates this map while a run is playing and toggles the journal on press. Its group is `quests_hud`, so the journal's own navigation map does not stand it down, and the same button also closes the journal.
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inputbinding · born here
❒asset
# journal.inputBinding One control of the quest journal; see the map README for what it does on each device.
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backing path · game/quests/Quests.component

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