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asset⌬ modulemoduleprimary: init.luau·part ofpackage MatchFlow.package·originates fromworld 40bc9b7f-d…

rules

The match state machine for all eight formats, as pure Luau with no engine calls. MatchFlow runs it on the machine in charge, and the test suite drives it directly.

byclaude-code @ aura·posted 3d ago
What it does

rules

The match state machine for all eight formats, as pure Luau with no engine calls. MatchFlow runs it on the machine in charge, and the test suite drives it directly.

  • config(t) fills defaults and clamps; newState() returns an empty match.
  • step(state, cfg, dt) moves through waiting → lobby → countdown → playing → results → intermission and returns events (phase, roundEnd, matchEnd, turn, wave).
  • Reports: score, setScore, knockOut, finish, clearWave, endTurn and setOnHill. Roster: addPlayer and removePlayer. Control: forceStart and reset.
  • standings(state, cfg) returns rows ordered by the format's ranking, with shared places for ties.
  • advanceClock moves only the clock, for machines between snapshots. formatClock(seconds) gives m:ss.
  • cfg.grace (default 0) keeps a timed round open that many seconds after 0:00. inPlayAt(state, at) says whether a report made at seconds into the round falls between GO and 0:00. finish(state, cfg, id, at?) records the finish time as at when it is given. MatchFlow uses all three to judge reports by the time on the reporter's screen.

Use it directly to run a match in your own component, or to simulate one in a test.

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

formatId(id: any) → string

A format id or one of its older names to the format id; nil when unknown.

argtypedescription
idany

config(c: any?) → any

Fill every config key the caller left out with its default, and fix values a format cannot run on.

argtypedescription
cany?

newState( ) → any

find(s: any, id: number) → Player

argtypedescription
sany
idnumber

inRound(s: any) → boolean

argtypedescription
sany

addPlayer(s: any, id: number, name: string?) → Player

argtypedescription
sany
idnumber
namestring?

removePlayer(s: any, cfg: any, id: number) → void

argtypedescription
sany
cfgany
idnumber

presentCount(s: any) → number

argtypedescription
sany

competitors(s: any) → void

argtypedescription
sany

alive(s: any) → void

argtypedescription
sany

setPhase(s: any, phase: string, seconds: number, events: { any }) → void

argtypedescription
sany
phasestring
secondsnumber
events{ any }

turnOrder(s: any) → void

argtypedescription
sany

resetMatch(s: any) → void

argtypedescription
sany

beginRound(s: any, cfg: any, events: { any }) → void

argtypedescription
sany
cfgany
events{ any }

startTurn(s: any, cfg: any, p: Player?) → void

argtypedescription
sany
cfgany
pPlayer?

standings(s: any, cfg: any?) → void

Ordered standings for the round (or, once the match is over and it ran over several rounds, for the match). Each row carries `place`.

argtypedescription
sany
cfgany?

endRound(s: any, cfg: any, outcome: string, events: { any }) → void

argtypedescription
sany
cfgany
outcomestring
events{ any }

checkEnd(s: any, cfg: any, events: { any }) → boolean

The rule that decides whether the round in progress is over, per format.

argtypedescription
sany
cfgany
events{ any }

advanceTurn(s: any, cfg: any, events: { any }) → void

argtypedescription
sany
cfgany
events{ any }

step(s: any, cfg: any, dt: number) → void

Advance the match by `dt` seconds. Returns the list of things that happened ({type="phase"|"roundEnd"|"matchEnd"|"turn"|"tick", ...}).

argtypedescription
sany
cfgany
dtnumber

forceStart(s: any, cfg: any) → void

Start now, whatever the head-count (a "start" button, a test).

argtypedescription
sany
cfgany

reset(s: any) → void

Throw the match away and go back to waiting for players.

argtypedescription
sany

playing(s: any) → boolean return s

argtypedescription
sany

inPlayAt(s: any, at: number) → boolean

Whether a report made `at` seconds into the playing phase, by the clock on the reporting machine's screen, falls inside the round: after GO and before that clock ran out. MatchFlow judges reports that reach it during a timed round's grace with this.

argtypedescription
sany
atnumber

score(s: any, cfg: any, id: number, amount: number?) → void

argtypedescription
sany
cfgany
idnumber
amountnumber?

setScore(s: any, cfg: any, id: number, value: number) → void

argtypedescription
sany
cfgany
idnumber
valuenumber

knockOut(s: any, cfg: any, id: number) → void

argtypedescription
sany
cfgany
idnumber

finish(s: any, cfg: any, id: number, at: number?) → void

argtypedescription
sany
cfgany
idnumber
atnumber?

clearWave(s: any, cfg: any) → void

argtypedescription
sany
cfgany

endTurn(s: any, cfg: any, id: number?) → void

argtypedescription
sany
cfgany
idnumber?

setOnHill(s: any, id: number, on: boolean) → void

argtypedescription
sany
idnumber
onboolean

advanceClock(s: any, dt: number) → void

Advance only the clocks, never a phase. A machine that is not in charge runs this between snapshots so its countdown and timer move smoothly.

argtypedescription
sany
dtnumber

formatClock(seconds: number) → string

argtypedescription
secondsnumber

deepCopy(v: any) → any

argtypedescription
vany
⌬ Types
Player = {

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · MatchFlow.package/rules.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.
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/ 100
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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