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asset⌬ componentcomponentprimary: init.luau·originates fromworld 4f287b83-1…

DfLure

The lamp on the end of the line — the one physical object the player owns. It sits on `df_lure_rig` and takes the two numbers the session writes, `Core.state.depth` and `Core.state.brightness`, and makes them a thing hanging in water.

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

DfLure

The lamp on the end of the line — the one physical object the player owns. It sits on df_lure_rig and takes the two numbers the session writes, Core.state.depth and Core.state.brightness, and makes them a thing hanging in water.

It reads no input. The control scheme belongs to DeepFieldGame, which writes targetDepth and brightness; this is what those two numbers look like. That split is why the lure still behaves in edit mode with nothing driving it, and why a cutscene can move the lure by writing state rather than by taking a component over.

What it does every frame

  • The reel. The lure trails the reel with slack (followDamping), so paying out and hauling in both start late and finish late.
  • The swing. A weight on a line does not travel straight down. Changing the reel's speed kicks a damped pendulum (swayHz, swayDamping, swayAmplitude); there is a slow ambient set to the water underneath it, so the lure is never perfectly still.
  • The lamp. Two beat frequencies read as a filament rather than a value. A dim filament runs red and a bright one runs toward white. Past Rules.ATTENTION.warnAt a third, harsher stutter arrives — the lamp gutters, which is the player's warning that something has noticed it. In phase end the lamp is put out, and that is the last thing seen.
  • The line. One unit cylinder, stretched and leaned from just under the hull down to wherever the lamp has swung to, so the swing shows on the line and not only on the lamp.

Fields

followDamping, lampDamping, swayAmplitude, swayHz, swayDamping, and the readout lampOutput — what the lamp is actually putting out right now, flicker and guttering included. The HUD's lamp dial should show Core.state.brightness (what the player set) and may show lampOutput as the needle's tremble.

Slice owner: core-loop.

Interface

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

conforms to

zero/source-extract/v2

DfLure — the lamp on the end of the line. The one physical object the player owns. It takes the two numbers the session writes — `Core.state.depth` and `Core.state.brightness` — and makes them a thing hanging in water: the lure trails the reel, swings when the reel starts and stops, the line leans to follow it, and the lamp burns with a filament rather than a value. It reads no input. The control scheme belongs to `DeepFieldGame`, which writes `targetDepth` and `brightness`; this component is what those two numbers look like. That split is why the lure still behaves correctly in edit mode, with nothing driving it, and why a cutscene can move the lure by writing state rather than by taking a component over. Slice owner: core-loop.

alignY(dx: number, dy: number, dz: number) → void

The rotation taking +Y onto `d`, as {x,y,z,w}. The line is a symmetric cylinder, so it is aligned along the UPWARD direction (lamp to boat) — which is near +Y and therefore never near the degenerate flip.

argtypedescription
dxnumber
dynumber
dznumber

step(dt: number, live: boolean) → void

argtypedescription
dtnumber
liveboolean

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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11items
▣
module · born here
❒asset
# df_rules Every rule of Deep Field that is arithmetic rather than behaviour. Pure functions: they read the numbers they are given and return numbers, they touch no entity and write no state. `DeepFieldGame` is the only caller. ```luau local Rules = require("game.df_rules") ``` ## Attention ```luau Rules.attentionDelta(brightness, depth, dt) -- + accrues, - bleeds Rules.ATTENTION.warnAt -- 0.72; past this the lamp gutters ``` Gain rises with the cube-ish of brightness and with depth (`ATTENTION.depthGain` per stratum); bleed only happens near the bottom of the dial. The dive ends at 1.0. ## Confidence ```luau Rules.confidenceBand(c) -- "certain" | "probable" | "glimpsed" Rules.CONFIDENCE.glance -- 0.30 Rules.CONFIDENCE.sure -- 0.70 ``` Confidence is the BEST `Core.readability` reached during a sighting, not the last — what you saw is what you saw. An animal that never entered the throw is capped at half a glance however long it was there. ## What rises next ```luau Rules.weight(spec, depth, brightness, unlocked, journal, burned) Rules.pick(specs, depth, brightness, unlocked, journal, burned, rng?) Rules.interval(brightness, depth, rng?) Rules.window(spec, brightness) Rules.isApex(spec) ``` Weight is zero outside the species' depth band or in a locked stratum. Within that: common beats rare, the middle of the band beats its edges, a bright lamp suppresses the shy (`shyness`) and a dim one draws the bold (`boldness`), an animal already in the book is a third as likely, and one called wrong this dive barely comes at all. `rng` is there so a test can hand in a fixed roll. ## Progression ```luau Rules.unlockedFor(identifiedCount) -- { fringe = true, ... } Rules.newlyUnlocked(before, now) -- the strata that just opened Rules.depthCeiling(unlocked) -- how far the line may go Rules.countIdentified(journal) ``` ## Committing ```luau Rules.resolve(guessId, sighting, state) -- the whole outcome, as a table Rules.applyToJournal(journal, result, depth) ``` `resolve` decides nothing about the world; it only says what happened. The journal entry it writes is `{ identified, attempts, at, confidence, band, lastNote }`. Slice owner: core-loop.
▲ 0↑ born
▣
module · born here
❒asset
# df_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.
▲ 0↑ born
backing path · game/DfLure.component

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