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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

chart

local Chart = require("game.chart") local c = Chart.build("okehazama") -- deterministic; same id, same chart

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

game.chart — the chart format, and the three charts

local Chart = require("game.chart")
local c = Chart.build("okehazama")   -- deterministic; same id, same chart

A chart is authored in beats. Nothing in this module knows a tempo or a second: it knows bars, beats, and which section of the track a bar falls in. The conductor converts a beat to a song time with ST.clock.beatToTime(), once, at duel start, after the clock has been bound to the deck that is actually playing. There is one tempo in the system and the chart never carries a copy of it, so a chart cannot silently disagree with its track.

The record

fieldmeaning
id1..n, in beat order
lane1..4 — D F J K
beatposition, in beats from the top of the track
kind"tap" or "hold"
beatslength of a hold, in beats; 0 for a tap

and the chart around them:

fieldmeaning
notessorted by beat, then lane
totalBeats / barCountthe track, in the chart's own units
holdshow many of the notes are holds
damageScale / selfScalethe two gains — see below

The shape follows the music

Each bar is written by the section it falls in, read out of the stage's structure in ST.STAGES:

sectionwhat the hand is asked to do
introone note a bar, walking the lanes in order. This is where the player learns which key is which.
groovethe kick on every beat, and the rolling offbeat on alternating bars. The steady body.
buildthins out — down to two notes a bar, then one long hold, then a bar of nothing at all. The drop lands into an empty bar.
dropeighths all the way through, sixteenth runs, jacks, and two-lane chords on the bar line.
outrodownbeats, then one last hold to the end.

Lanes are not drawn at random: stepLane walks to a neighbour, sometimes crosses, occasionally jumps. That is what makes a generated chart feel played rather than sprayed.

Two rules are then applied to whatever the writers produced, which is what turns a dense chart into a playable one: no lane is asked for twice inside MIN_LANE_GAP (0.24 beats), and no more than MAX_CHORD (2) lanes are ever asked for at once.

The two gains

ST.RULES.damage fixes what the judgements are worth relative to each other and resolveMax fixes the rival's will at 100. Those two numbers alone would make the longest chart the easiest break, because a longer chart simply has more notes to deposit damage with — backwards from a difficulty curve.

So a chart normalises the overall gain, and only the gain:

  • damageScale — a flawless run breaks the rival after BREAK_AT of the chart has gone by: 62% / 72% / 82% for the three stages.
  • selfScale — Nobunaga falls after missing FALL_AT of the chart outright: 30% / 24% / 18%.

A KIWAMI is still worth 1.6 SHIN and 3.6 KA everywhere in the game.

As built

stagenotesholdsbarsdrop share
okehazama (142, d1)256456136
nagashino (146, d2)417465267
honnoji (150, d3)524475311

Chart.census(stageId) reports that breakdown live.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — chart The chart format, and the three charts. A chart is authored in BEATS. Nothing in this file knows a tempo, a second or a track length in seconds; it knows bars, beats and the psytrance section its bar falls in. The conductor resolves a beat to a song time with `ST.clock.beatToTime()` at duel start, after the clock has been bound to the deck that is playing. That is the structural reason a chart cannot disagree with its track: there is only one tempo in the system and the chart never carries a copy of it. The shape of a chart follows the track's psytrance structure, read out of `ST.STAGES[..].structure`: intro the kick alone. One note a bar, walking the lanes, teaching the hand where D F J K live. groove kick on every beat and a rolling offbeat. The steady body. build the instruments strip away and THE CHART THINS OUT — down to a long hold, and then a bar of silence. The player breathes. drop everything back at once. Eighths throughout, sixteenth runs, jacks, and two-lane chords on the bar. outro resolution. Downbeats, then one last hold. Generation is deterministic: the same stage id always produces the same chart, byte for byte, because the only randomness is an LCG seeded from that id. A chart is therefore a fixed artefact you can learn, not a surprise every run.

seedFrom(id: string) → number

A deterministic little PRNG

argtypedescription
idstring

makeRng(seed: number) → Rng

argtypedescription
seednumber

next(n: number) → void

argtypedescription
nnumber

pick(list: { number }) → void

argtypedescription
list{ number }

chance(pct: number) → void

argtypedescription
pctnumber

stepLane(rng: Rng, from: number) → number

Lane movement Lanes are not drawn at random. A hand plays a shape: it walks to a neighbour, occasionally crosses, and returns. `stepLane` is that shape, and it is what makes a generated chart feel played rather than sprayed.

argtypedescription
rngRng
fromnumber

mirrorLane(lane: number) → number

argtypedescription
lanenumber

put(ctx: Ctx, beat: number, lane: number, beats: number?) → void

argtypedescription
ctxCtx
beatnumber
lanenumber
beatsnumber?

writeIntro(ctx: Ctx, b0: number, _p: number) → void

argtypedescription
ctxCtx
b0number
_pnumber

writeGroove(ctx: Ctx, b0: number, p: number) → void

argtypedescription
ctxCtx
b0number
pnumber

writeBuild(ctx: Ctx, b0: number, p: number) → void

argtypedescription
ctxCtx
b0number
pnumber

writeDrop(ctx: Ctx, b0: number, p: number) → void

argtypedescription
ctxCtx
b0number
pnumber

writeOutro(ctx: Ctx, b0: number, p: number) → void

argtypedescription
ctxCtx
b0number
pnumber

tidy(notes: { Note }) → void

argtypedescription
notes{ Note }

build(stageId: string) → Chart

Build (or fetch the cached) chart for a stage. Deterministic: the same stage id always yields the same chart.

argtypedescription
stageIdstringThe stage id — "okehazama", "nagashino", "honnoji".

examples

local c = Chart.build("okehazama"); print(#c.notes)

peek(stageId: string) → Chart

The cached chart for a stage, without building it. Nil if it has never been built.

argtypedescription
stageIdstringThe stage id.

examples

local c = Chart.peek("okehazama")

census(stageId: string) → any

A per-section note census — how the chart is distributed across the track's psytrance structure. Diagnostics.

argtypedescription
stageIdstringThe stage id.

examples

print(Chart.census("okehazama").drop)
⌬ Types
Note = {Chart = {

Sub-parts

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module · born here
❒asset
# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
▲ 0↑ born
backing path · game/chart.module

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