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Battle

The Kessrel Line battle, as data. Three thousand human line troopers in ten regiments hold a fortified canyon against waves of Vesh — thousands alive at once — for seven waves, while the last ship loads at the Gate of Harrow behind them.

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

game.sim.Battle

The Kessrel Line battle, as data. Three thousand human line troopers in ten regiments hold a fortified canyon against waves of Vesh — thousands alive at once — for seven waves, while the last ship loads at the Gate of Harrow behind them.

Nothing in here is an entity and nothing is physics. The whole field is one flat unit table (game.sim.units) that the crowd renderer reads, and the rules run over regiment blocks and alien packs at a fixed fifteen-hertz tick.

The scene entrypoint puts this on mount_sim. It takes no fields but one:

entity.find("mount_sim").component.get("game.sim.Battle"):setField("debugDraw", true)

What it simulates

Regiments. Ten blocks of three hundred, thirty across and ten deep. A block carries a count, a morale, a stance and a post; its soldiers are the first count slots of its range, ordered front rank first, so a regiment that loses men empties from the rear the way a real formation steps up.

Packs. The Vesh arrive as packs — forty skitters, ten brutes, one titan — each owning one contiguous block of its caste's index range. A pack has a centroid, a heading, a hit-point pool and a fixed scatter arrangement chosen from eight per caste, so a hundred packs are not a hundred copies of one clump. Unit positions are the centroid plus that scatter rotated by the pack's heading; no per-unit steering runs at all.

Movement. Far from its target a pack is carried down the canyon by the canyon; close in it hunts (FUNNEL_NEAR / FUNNEL_FAR). Packs of a caste push off each other over a coarse spatial grid so the tide spreads rather than stacking, and the canyon walls (K.halfWidthAt) hold it in.

Fire. A regiment concentrates on the three nearest packs inside its range AND its arc, in a 58 / 26 / 16 split, at triple weight inside its close band. The arc is why where a regiment stands decides what it can answer, and the close band is why holding a line is worth more than spreading thin.

Melee, morale, breaking. A pack in contact kills soldiers; losses and time in contact drain morale; under K.BREAK_MORALE a regiment breaks, turns south and runs, and the tide stops chasing it — the hole it leaves is what costs the Gate. A broken regiment recovers slowly on its own and instantly under Rally, then marches back to its post.

Mines. A posted sapper regiment lays an arc of fourteen mines ahead of itself after holding for three seconds. A pack that crosses one sets it off.

Abilities. cmd.ability fires Orbital Lance (a delayed strike that clears a crater), Mortar Barrage (five walking shells) and Rally (the selection's morale back to full). Each reports fired, impact and ready on battle.ability.

The Gate and the endings. Aliens within ten metres of the Gate face chew its hit points down. Zero is defeat; no regiment left standing is defeat; the seventh wave clearing is victory. Each emits game.end and sets the ending phase.

The bus

Reads cmd.move, cmd.stance, cmd.ability; starts on game.battle and resets on game.restart. Emits battle.wave, battle.waveEnd, battle.regiment, battle.gate, battle.ability, battle.kills, battle.titan, game.end, and battle.mine { x, z } — the one event this slice adds beyond the list in game.shared. It writes K.battle every tick, including fireIntensity and meleeIntensity for the sound bed, and speaks its lines through K.say.

Cost

The rule tick and the per-unit pass are measured and readable at runtime:

entity.find("mount_sim").component.get("game.sim.Battle"):stats()

Against a 4 ms budget, with the unit table full (9,825 live records, 271 packs): rule tick 1.2 ms average and 2.3 ms peak, per-frame work 1.6 ms average and 3.1 ms peak. At a played wave 7 (3,400 aliens): tick 0.97 ms, frame 1.5 ms.

That holds because the rules run over ~280 packs and 10 regiments rather than over 10,608 units; the per-unit work is four writef32 calls and six multiplies, sharded across three frames; and the whole 339 KB table goes to the GPU in one writeBytes costing 0.06 ms.

The test surface

debugForceWave(n), debugEndWaveNow(), debugClearField(), debugFillField(), debugPushTide(z), debugHurtGate(hp), debugHurtRegiment(n, id?), debugHurtMorale(amount, id?) and resetStats() exist so the endings and the late waves are provable in seconds rather than in the eight minutes a played battle takes. Nothing in the game calls them.

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.sim.Battle — the Kessrel Line battle, as data. Three thousand human line troopers in ten regiments hold a canyon against waves of Vesh, thousands alive at once, for seven waves. Nothing here is an entity and nothing here is physics: the whole field is one flat unit table (game.sim.units) that the armies slice draws from, and the rules run over regiment blocks and alien packs at a fixed fifteen-hertz tick. It listens on the shared bus for the commander's orders (cmd.move, cmd.stance, cmd.ability), reports everything it does back onto it (battle.*, game.end), and starts on game.battle / resets on game.restart. Mounted by the scene entrypoint on `mount_sim`. Read /zero/source/game/sim/README.md for the model and the numbers.

clamp(v: number, lo: number, hi: number) → number

Helpers

argtypedescription
vnumber
lonumber
hinumber

packRadiusX(p: any) → number

argtypedescription
pany

packRadiusZ(p: any) → number

argtypedescription
pany

buildRegiments( ) → void

Regiments

writeRegiment(i: number) → void

Write every living soldier of a regiment into the unit table.

argtypedescription
inumber

stampRegiment(i: number) → void

Stamp the never-changing half of a regiment's records once.

argtypedescription
inumber

writePack(p: any) → void

Packs

argtypedescription
pany

spawnPack(kindName: string, x: number, z: number) → any

argtypedescription
kindNamestring
xnumber
znumber

killUnits(p: any, target: number) → void

argtypedescription
pany
targetnumber

cellKey(x: number, z: number) → number

argtypedescription
xnumber
znumber

rebuildGrid( ) → void

releaseWave(n: number) → void

Waves

argtypedescription
nnumber

spawnRiver(dt: number) → void

argtypedescription
dtnumber

endBattle(outcome: string, reason: string) → void

Endings

argtypedescription
outcomestring
reasonstring

damageArea(x: number, z: number, radius: number, damage: number, falloff: number) → void

Abilities A blast catches a pack whose BODY overlaps the circle, not only one whose centroid is inside it: a pack is metres wide, and a strike that deleted only the pack it landed on read as a pinprick against a tide packs deep.

argtypedescription
xnumber
znumber
radiusnumber
damagenumber
falloffnumber

fireAbility(id: string, x: number, z: number) → void

argtypedescription
idstring
xnumber
znumber

resolvePending( ) → void

layMines(i: number) → void

Mines

argtypedescription
inumber

checkMines( ) → void

pour(w: any, closeAt2: number, volume: number, p: any, dd: number, share: number) → void

One regiment's share of fire into one pack.

argtypedescription
wany
closeAt2number
volumenumber
pany
ddnumber
sharenumber

tick(dt: number) → void

One rule tick

argtypedescription
dtnumber

advanceDying( ) → void

Per-frame: the dying clock, the per-unit kinematic shard, the upload

kinematics( ) → void

ensureMarkers( ) → void

destroyMarkers(ids: { string }) → void

argtypedescription
ids{ string }

clearMarkers( ) → void

drawDebug( ) → void

resetAll( ) → void

Reset / start

startBattle( ) → void

onMove(payload: any) → void

Orders off the bus

argtypedescription
payloadany

onStance(payload: any) → void

argtypedescription
payloadany

onAbility(payload: any) → void

argtypedescription
payloadany

frame(dt: number) → void

argtypedescription
dtnumber

stats( ) → any

What the sim is costing and how much of the field is live, for tuning and tests.

resetStats( ) → void

Forget the recorded peaks, so a measurement covers one stretch of play.

debugForceWave(n: number) → void

Release wave `n` now, whatever wave the battle was on.

argtypedescription
nnumber

debugClearField( ) → void

Kill every alien on the field at once.

debugEndWaveNow( ) → void

Spend the live wave's remaining release budget and clear the field, so the wave ends on the next few ticks.

debugFillField( ) → void

Fill every caste's index range with packs spread over the canyon, so the tick cost can be measured at the capacity the unit table was sized for.

debugPushTide(z: number) → void

Put every living pack at this z, keeping its x — the fast way to put the tide in contact with something without walking it down the canyon.

argtypedescription
znumber

debugHurtGate(amount: number) → void

Take `amount` hit points off the Gate of Harrow.

argtypedescription
amountnumber

debugHurtRegiment(amount: number, id: number?) → void

Take `amount` soldiers off every regiment, or off regiment `id` alone.

argtypedescription
amountnumber
idnumber?

debugHurtMorale(amount: number, id: number?) → void

Drop `amount` of morale off every regiment, or off regiment `id` alone.

argtypedescription
amountnumber
idnumber?

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(_dt: number) → void

argtypedescription
_dtnumber

onPropertyChanged( ) → void

onDestroy( ) → void

⌬ Metadata
descriptionThe Kessrel Line battle as data: ten regiments of three hundred human line troopers holding a canyon against waves of thousands of Vesh, over a flat GPU unit table rather than entities or physics. Group-level rules at fifteen hertz — flow down the canyon, ranged fire with arcs and close bands, melee, morale, breaking and rallying, sapper mines, three commander abilities, Gate hit points, seven waves and both endings — with the per-unit positions sharded across frames. Orders arrive on the shared bus, reports leave on it.

Sub-parts

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

15items
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module · born here
❒asset
# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
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module · born here
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# game.sim.units The unit table — the storage the whole battle runs on, and the only thing that writes it. Every soldier and every alien the field can hold lives as two `vec4` records in one flat run: a Luau byte buffer the simulation writes at native speed, uploaded whole to the GPU buffer `game.shared` names (`kessrel.units`), which the armies slice reads in its crowd compute pass. ``` unit i owns 32 bytes at i * 32: +0 x +4 y +8 z +12 heading (metres, radians about +Y) +16 kind +20 state +24 stateTime +28 seed (K.UNIT_KIND, K.UNIT_STATE, seconds, 0..1) ``` A slot whose `state` is 0 is empty. `state` 4 is dying and lasts about 1.2 seconds before the slot frees. ```luau local U = require("game.sim.units") U.ensure() -- allocate (or re-attach to) the GPU buffer U.write(i, x, 0, z, h, kind, state, 0, seed) U.upload() -- 339 KB to the card, about 0.06 ms ``` ## What it owns **The storage.** `U.mem` is the byte buffer; the hot per-unit pass in `Battle.component` writes straight into it with `buffer.writef32` rather than through a call per field. `U.write`, `U.setState`, `U.clearRange`, `U.read` and `U.countLive` are the cold paths — spawning, killing, resetting, and reading back for a test. **The block allocator.** An alien pack owns exactly one fixed-size block inside its caste's index range, so its units are always contiguous and a pack's whole population can be written in one loop. `U.allocBlock(kind)` takes one, `U.freeBlock(kind, first)` gives it back cleared, `U.freeBlocks(kind)` says how many are left — which is what stops a wave from releasing more than the range can hold. Skitters get 160 blocks of 40, brutes 120 of 10, titans 8 of 1. **The offset tables.** `U.scatter(kind, variant)` is one of a caste's fixed pack arrangements — a jittered lattice, several per caste so a hundred packs are not a hundred copies of one clump — and `U.formation()` is the regiment's slot order, front rank first. Both are computed once at load, so a unit's place inside its group is never stored per unit and never recomputed. ## What it does not do It holds no rules. Damage, morale, targeting and waves are `Battle.component`'s; this module answers only where the bytes are and which slots are free.
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module · born here
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# game.sim.tuning Every number the Kessrel Line battle is balanced on, in one table. `game.shared` holds the contract — the index ranges, the ten regiments, the seven waves, the capacities, the world frame. This holds the tuning that decides how the fight actually goes, and nothing outside `/zero/source/game/sim/` reads it. ```luau local T = require("game.sim.tuning") ``` ## The dials that change the feel most - **`WEAPON[kind]`** — `range`, `arc`, `dps`, and a `close`/`closeAt` band. `arc` is how far across the canyon a regiment will traverse, so where it stands decides what it can answer; `close` is defensive fire at the barricade, which is what makes holding a line worth more than spreading thin. `FIRE_SHARE` concentrates a regiment on its three nearest packs instead of spreading its volume over everything in range. - **`ALIEN_HP` / `ALIEN_SPEED` / `ALIEN_MELEE` / `ALIEN_VS_GATE`** — the exchange rate. `ALIEN_MELEE` against the close-band fire is what sets how many troopers a wave costs. - **`RELEASE_FRACTION`** — a wave's whole count leaves the Maw over this fraction of its span. It is the single number that decides how dense the tide looks: at 1.0 a few hundred are ever on the field at once and the canyon reads as a scatter; at 0.32 the wave is a carpet. - **`FUNNEL_NEAR` / `FUNNEL_FAR` / `FUNNEL_MAX`** — how far out a pack ignores its target and simply pours down the canyon. A pack that homes on its regiment from four hundred metres draws lanes of empty ground between the columns. - **`PACK[kind]`** — the block size one pack owns, its footprint and how many scatter variants the caste has. With `PACK_SEPARATION` at or under the footprint, packs merge into one mass instead of reading as dots. - **`MORALE`** — `lossWeight` against `engagedDrain` sets how fast a regiment under pressure breaks; `brokenRecover` against `rallyAt` sets whether Rally matters. Raise `brokenRecover` much above 0.05 and a broken regiment rallies itself before the player can spend the ability on it. - **`TICK` / `KINEMATIC_SHARDS`** — the rules run at 15 Hz; the per-unit position pass is spread over three frames. Both trade cost against how steppy the crowd looks before the renderer interpolates it. ## The frame the numbers live in Distances are metres in the world frame `game.shared` fixes (+Z north, up the canyon, up the screen). Damage is hit points, and one skitter is one hit point, so a `dps` of 0.011 means a rifleman kills a skitter every ninety seconds and a three-hundred-strong regiment kills three a second — twice that at the barricade.
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backing path · game/sim/Battle.component

Problems

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