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asset⌬ modulemoduleprimary: init.luau·originates fromworld 18898ce3-1…●6problems

rules

Lanternwake turns on one dial. Raise the lantern and Dr. Vane can see, read and work — and every eye in the fen can see her. Hood it and she is invisible and useless. This module owns that dial, the movement it costs her, the things she can reach out and touch, and what happens w…

byclaude-code @ aura·posted 2mo ago
What it does

game.rules — the loop and the lantern

Lanternwake turns on one dial. Raise the lantern and Dr. Vane can see, read and work — and every eye in the fen can see her. Hood it and she is invisible and useless. This module owns that dial, the movement it costs her, the things she can reach out and touch, and what happens when the Hollow Vicar catches up.

It spawns everything it needs under the scene's Rules container, marks it temporary, and re-makes it on every load. Nothing here is baked into the scene.

Controls

ControlKeyboardPadWhat it does
lanternF / Qnorthraise / hood the lantern
creepCtrl / Ceastcreep: quiet, slow
sprintShiftleft shoulderrun: fast, and loud
interactEwestuse whatever the prompt names

lantern and creep come from rules/lanternwake.inputMap, which this module activates alongside the engine's default map. Both maps compose; neither suppresses the other.

State it writes

phase · lanternUp · lanternLit — the fields Core.state names rules as the writer of. Plus two additive fields this module owns:

fieldmeaning
Core.state.prompt{ id, label, blocked } for the thing under the reticle, or nil
Core.state.deathshow many times the Vicar has reached her

Core.lightAt() follows lanternUp / lanternLit straight out of the box, so the fog, the Vicar's eyes and anything else that reads light move the moment the hood does.

The interaction registry

Anything a player can look at and press. Register over the bus — no slice has to require this one:

Core.emit("registerInteractable", {
    id         = "mill_sluice",           -- required, unique; re-registering replaces
    label      = "Free the sluice",       -- what the prompt says
    pos        = { -38, 1, 22 },          -- a point, or a function returning one
    entity     = someEntityOrId,          -- ...or an entity to track instead
    reach      = 2.6,                     -- metres, default 3.0
    needsLight = true,                    -- refuses while the hood is down
    blockedLabel = "Too dark to read",    -- optional override of the refusal text
    once       = false,                   -- retire it after one use
    sfx        = "clue_read",             -- optional `sfx` key on use
    onUse      = function(rec) end,       -- optional callback
})

Core.emit("unregisterInteractable", "mill_sluice")
Core.emit("setInteractableEnabled", "mill_sluice", false)

Rules picks the nearest enabled one inside its reach that the player is actually facing, publishes it as Core.state.prompt, and emits promptChanged(prompt) when it changes — that is the HUD's cue. On a press it calls onUse and emits interacted(id, record).

An interactable marked needsLight shows a refusal instead of a prompt while the hood is down, and pressing it makes Vane say so. That is the whole tension of the game: the work needs the light, and the light is what brings the Vicar.

Events

Emitted by this module:

eventwhen
phaseChanged(new, old)any phase transition (via Core.setPhase)
gameStartthe title has been dismissed and the opening begins
controlReturnedthe opening is over and the player has the body
lanternToggled(isUp)the hood moved
promptChanged(prompt)the thing under the reticle changed
interacted(id, record)something was used
sfx(key, pos)lantern_open, lantern_hood, footstep_stone, sigil_claim, caught, crypt_open, ui_back
speak(key, text)Vane on being caught, on waking, at the gate

Listened for:

eventeffect
beginGameleave the title (the title screen's button)
introDonethe opening is finished; hand control over
sigilSolved(key)move the checkpoint to that site
cryptOpenlight the gate ward and arm the way out
playerCaughtdouse the lantern, hold the beat, respawn — or end it
lanternDouse / lanternRelightput the flame out / light it again
registerInteractable / unregisterInteractable / setInteractableEnabledthe registry above

The phases

boot ──▶ title ──▶ intro ──▶ explore ──┬──▶ caught ──▶ explore   (respawn)
                                       ├──▶ lost                 (caught after the crypt opened)
                                       └──▶ won                  (through the gate)

title waits for beginGame, or for interact / lantern to be pressed. If no UI slice has put a screen up (Core.state.uiScreen == "none") it moves on by itself after two seconds, so the game is playable with the screens half-built; there is a 12 s backstop either way, so a title screen that never emits beginGame costs a pause, not the game. intro waits for introDone, or seven seconds.

Death is not the end until the crypt is open. A catch before that returns her to the last site she solved with every sigil still counted — sigilSolved moves the checkpoint, and nothing in this module touches Core.state.sigils. A catch after cryptOpen is the end of the night: that is the endgame chase, and it ends in lost.

won needs both: the crypt open, and the churchyard gate at (0, 0, 42) used. Until the crypt is open the gate is registered but disabled, and its ward-lamp is dark.

Sound

Every noise goes out as Core.emit("sfx", key, worldPos) so the sound slice owns the mix. This module also synthesises its own hood and footfall clips with audio.encodePcm and plays them only when no sound slice is present (game/sound.module absent), so the lantern is never silent on a half-built world and never doubled on a finished one.

Footfalls are metered by distance, not time, so the gait sets the rhythm: 2.30 m between steps creeping, 1.75 m walking, 1.28 m running — and the running step is nearly twice as loud as the walking one.

Reading the live state

A hot reload hands a fresh copy of a module to the next caller while the running scene keeps the one it built with, so require("game.rules").debug() can answer for a module that never ran. The live loop therefore mirrors itself onto the container as an entity attribute, which is engine state and survives the split:

entity.find("rules_state").attribute.get("rules")
--> phase=explore;lanternUp=true;lanternLit=true;light=1.00;raise=1.00;...

rules_state is a temporary entity of this slice's own, under the Rules container. It is deliberately not the container itself: an attribute written onto a scene-owned entity counts as a live scene edit and blocks world.commit for everyone sharing the world.

Rules.debug() returns the same picture as a table when you are holding the live instance.

Interface

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

conforms to

zero/source-extract/v2

game.rules — LANTERNWAKE's loop and its one dial. THE LANTERN IS THE GAME. Raised, Dr. Vane can read a ledger, find a keyhole and see the lane; she is also the only warm thing in a fen full of fog, and the Hollow Vicar steers by it. Hooded, she is invisible and useless. Every other system in Lanternwake reads that one bit through `Core.lightAt()`, and this module is what moves it. What lives here: * the lantern — a held prop, an amber point light, and the raise that swings it up and out * the movement — walk / creep / run tuned from Core.TUNING, with footfalls that get loud when you run * the interactions — a generic "look at a thing, get a prompt, press to use it" registry that mystery and hunt both build on, reachable over the event bus * the phases — boot → title → intro → explore → caught/won/lost * the consequences — checkpoints at solved sites, respawn with the sigils intact, and the gate that ends the night Everything it spawns is parented under the `Rules` container and marked temporary: this content is code-owned and re-made on every scene load.

AudioModelLight

xyz(v: any) → void

Small vector helpers (kept local; Transform.vec is the engine's)

argtypedescription
vany

sub(a: { number }, b: { number }) → void

argtypedescription
a{ number }
b{ number }

len(a: { number }) → number

argtypedescription
a{ number }

norm(a: { number }) → void

argtypedescription
a{ number }

dot(a: { number }, b: { number }) → number

argtypedescription
a{ number }
b{ number }

lerp(a: number, b: number, t: number) → number

argtypedescription
anumber
bnumber
tnumber

playerCamera( ) → any

Where the player is looking The camera sits behind the shoulder, so the direction from the camera to the body IS the direction the player is facing. Reading it that way needs no quaternion convention and survives the camera behaviour changing. The player's OWN rig, not `camera.main()` — during a cutscene the main camera is the director's, and the lantern would swing to follow a shot the player is not looking through.

viewBasis(playerPos: { number }) → void

argtypedescription
playerPos{ number }

synthLanternOpen( ) → void

Audio this slice owns The lantern hood and the footfalls are noises the RULES make, so this module can author them. It always emits the canonical `sfx` events for the sound slice; it only plays its own clips when no sound slice is present, so a shared world never doubles a footstep.

synthLanternHood( ) → void

synthFootstep( ) → void

ensureClip(name: string, existing: any, synth: () → void

`existing` is resolved by the CALLER from a literal identity: a resolve on a computed name cannot be statically pinned, and an unpinnable reference blocks publishing the whole world.

argtypedescription
namestring
existingany
synth(

buildAudio(container: any) → void

argtypedescription
containerany

playOwn(clipKey: string, volume: number, pitch: number) → void

Play one of this slice's own clips. Silent when a sound slice owns the mix.

argtypedescription
clipKeystring
volumenumber
pitchnumber

noise(key: string, pos: { number }?, own: string?, volume: number?, pitch: number?) → void

The one call the rest of this module makes to be heard: it always tells the world, and it fills the gap itself when nobody is listening.

argtypedescription
keystring
pos{ number }?
ownstring?
volumenumber?
pitchnumber?

surface(name: string, found: any, props: { [string]: any }) → any

The lantern

argtypedescription
namestring
foundany
props{ [string]: any }

materials( ) → void

buildLantern(container: any, brass: any, glass: any) → void

argtypedescription
containerany
brassany
glassany

driveLantern(dt: number) → void

Drive the prop, the light and the flame from `raise` (0 hooded, 1 up).

argtypedescription
dtnumber

anchorOf(rec: any) → void

The interaction registry Anything in the world a player can look at and press. Slices register over the bus so nobody has to require anybody: Core.emit("registerInteractable", { id = "mill_sluice", label = "Free the sluice", pos = { -38, 1, 22 }, -- or entity = <id | proxy> reach = 2.6, -- optional, metres needsLight = true, -- refuses while the lantern is hooded onUse = function(rec) ... end, }) Core.emit("unregisterInteractable", "mill_sluice") When one is used, rules calls its `onUse` AND emits `Core.emit("interacted", id, record)` for anyone else listening.

argtypedescription
recany

register(spec: any) → string

argtypedescription
specany

unregister(id: string) → void

argtypedescription
idstring

setEnabled(id: string, on: boolean) → void

argtypedescription
idstring
onboolean

interactables( ) → void

prompt( ) → void

What the HUD should be showing right now, or nil.

refreshFocus( ) → void

useFocus( ) → void

buildGate(container: any, iron: any, glass: any) → void

The gate — the way out

argtypedescription
containerany
ironany
glassany

onUse( ) → void

armGate( ) → void

controller( ) → void

Movement

collectSolids( ) → void

unwedge( ) → void

dressAvatar( ) → void

walk(e: any, depth: number) → void

argtypedescription
eany
depthnumber

tuneMovement( ) → void

trackMotion(dt: number) → void

How fast the body is actually moving, and therefore how loud it is.

argtypedescription
dtnumber

loudness( ) → number

The number the hunt slice wants when it asks how loud she is: 0 standing, 1 running flat out.

playerSpeed( ) → number

setLantern(up: boolean) → void

The lantern dial

argtypedescription
upboolean

toggleLantern( ) → void

One press is one toggle, however many things heard the press. The activated input map outlives the module generation that activated it: a rebuild hands this slice a fresh state table whose list of activated maps is empty, so `releaseInput` has nothing to release and the previous generation's `lantern:onPressed` closure stays subscribed. After an even number of rebuilds the key toggled the lantern up and straight back down and read as a dead control — the game's one and only dial, silently inoperative, with the control itself still reporting that it fired. Duplicate subscriptions all fire from the same input pump inside one frame, so the frame the slice is on is an exact key: the first toggle of a frame wins and the rest are the same press arriving again.

setLit(lit: boolean) → void

argtypedescription
litboolean

teleport(to: { number }) → void

The phase machine

argtypedescription
to{ number }

begin( ) → void

restart( ) → void

Another night. Both end cards offer it, and it has to work from `won`, `caught` and `lost` alike: the phase goes back to the bill, the body goes back to the coach-stop, the lantern is hooded and lit again, and the count of sigils is left to the mystery slice — it clears its own progression on `gameStart`, which the next Rules.begin() emits.

handControl( ) → void

win( ) → void

respawn( ) → void

onCaught( ) → void

onSigil(siteKey: string) → void

argtypedescription
siteKeystring

activate(ref: any, name: string) → any

Input

argtypedescription
refany
namestring

bindInput( ) → void

releaseInput( ) → void

listen( ) → void

The bus Registered from `build()`. Every handler is keyed or idempotent, so a double subscription costs nothing.

mirror( ) → void

The live mirror A hot reload hands a FRESH copy of this module to whoever requires it next, while the running scene keeps the instance it built with — so `require("game.rules").debug()` from outside the game can be reading a module that never ran. The live loop therefore writes its own record onto the `Rules` container as an entity attribute, which is engine state and survives the split: entity.find("Rules").attribute.get("rules") Format is `key=value;` pairs, deliberately flat and readable. It is written onto a TEMPORARY entity of this slice's own, never onto the `Rules` container: the container belongs to the scene, and an attribute written on a scene entity is a live scene edit, which blocks `world.commit` for every agent sharing the world until somebody bakes it.

build( ) → void

Lifecycle

start( ) → void

The village rebuilds its collision on every build, and this list is only correct once every slice has finished putting its solids in the world, so it is gathered when the night actually starts rather than during build().

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

debug( ) → void

Introspection — `require("game.rules").debug()`

Sub-parts

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material · born here
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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inputmap · born here
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# lanternwake Lanternwake: the lantern hood and the creep.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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material · born here
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material · born here
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material · born here
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# vane_coat <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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module · born here
❒asset
# core <!-- 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.
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inputbinding · born here
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# creep The 'Creep' control.
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inputbinding · born here
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# lantern The 'Lantern' control.
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backing path · game/rules.module

Problems

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

These counts cover only the parts this page shows. Problems on the parts it leaves out are not counted here.

6+problems

Inside

6 problems across 1 item
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dep.dangling.guid_unknown · L285
dep `rules_lantern_open` -> 774b3e50-53ea-5d61-8c95-98b5205c2fa1 no longer resolves (asset_guid_unknown)
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dep.dangling.guid_unknown · L287
dep `rules_lantern_hood` -> d289167c-6ba6-52e4-a748-5ffb825c41ac no longer resolves (asset_guid_unknown)
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dep.dangling.guid_unknown · L289
dep `rules_footstep_wet` -> fe1fdad8-56d9-5868-bbd5-8e347ed93915 no longer resolves (asset_guid_unknown)
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dep.dangling.guid_unknown · L360
dep `LanternBrass` -> 3a30f314-556c-5417-a0e7-50c52a4fd6e9 no longer resolves (asset_guid_unknown)
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dep.dangling.guid_unknown · L367
dep `LanternFlame` -> 2964a5d2-3249-5641-b96e-6eb8d34ec217 no longer resolves (asset_guid_unknown)
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dep.dangling.guid_unknown · L374
dep `GateIron` -> a50145ea-48b8-5747-b1db-0860f1906c4e no longer resolves (asset_guid_unknown)
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