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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d81c597-3…

acceding

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

acceding

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TODO: describe this module.

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

glyph(id: string) → void

argtypedescription
idstring

cameraStationForTier(n: number) → void

Where the camera stands to watch gate `n`. One definition, so the framing the STAGECRAFT slice animates and the framing every other slice assumes are the same framing. Close, low, and looking UP the column — the shot is three units wide and four tall and the machine has to fill it.

argtypedescription
nnumber

tierHeight(n: number) → number

The world height of a gate's platform.

argtypedescription
nnumber

on(event: string, fn: ?) → void

argtypedescription
eventstring
fn?

off(event: string, fn: ?) → void

argtypedescription
eventstring
fn?

emit(event: string, payload: any) → void

argtypedescription
eventstring
payloadany

spawn(name: string, opts: any?) → void

Spawn a slice's content. EVERY entity a slice makes goes through this. `temporary = true` keeps it out of `scene.json`. That matters because six agents share one engine: an entity a slice spawns at install time otherwise shows up as an unsaved scene change, and the moment anybody bakes the scene everyone's runtime content is frozen into the file the plan phase owns — and then `install` adds it all again on the next boot. Slice content is BUILT BY CODE ON EVERY BOOT, never baked. The scene holds structure only.

argtypedescription
namestring
optsany?

clearAnchor(e: any) → void

Empty an anchor. EVERY slice calls this at the top of its `install` on the anchor it owns. `install` is not a one-shot: a build agent editing its module hot-reloads it and re-installs many times an hour, and a slice that only ever ADDS leaves a second copy of the world behind every time — two suns, two columns, doubled lights. Re-installable is the contract.

argtypedescription
eany

anchor(name: string) → void

argtypedescription
namestring

context( ) → void

boot( ) → void

Sub-parts

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

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module · born here
❒asset
# RITE — the rules of The Acceding The nine gates, the touch/cool/flinch economy, and the loop that turns a litany into a verdict. RITE is the only writer of `A.state`; everything else reads that table and listens on the bus. ## The nine gates | # | Gate | Demand | A refusal costs | |---|---|---|---| | 1 | THE PORCH | three different glyphs | 0.07 | | 2 | THE FONT | all three of WATER | 0.08 | | 3 | THE HINGE | a glyph and its undoing | 0.09 | | 4 | THE VOW | three withholding, and not the tenderest word | 0.10 | | 5 | THE UNBARRED | no IRON, and one word twice with a different third | 0.11 | | 6 | THE CENSER | all three of ASH | 0.12 | | 7 | THE AMNESTY | nothing from the last litany, and three suits | 0.13 | | 8 | THE OPEN HAND | three giving, opening and closing on one word | 0.15 | | 9 | THE CROWN | one word, three times | 0.17 | Two glyphs to a suit and three slots to a litany, so gates 2 and 6 cannot be answered without saying a word twice, and gates 5, 8 and 9 ask for the repeat outright. The re-saying is forced by the content. Gate 9 is the whole plan in one move: three sayings of a word from cold land it **exactly on** the flinch threshold and never over it, so the crown is free to whoever kept one word rested and costs a flinch to whoever did not. ## The numbers, and why Applied over `A.TUNING` at load. Every one of them was measured against a simulated run of five player models, not guessed. | | | | |---|---|---| | `TOUCH_PER_SAY` | 0.22 | three sayings from cold = 0.66, the threshold exactly | | `FLINCH_AT` | 0.66 | at or over, the next saying flinches | | `COOL_PER_TIER` | 0.18 | what an unspoken glyph sheds when a gate opens | | `FLINCH_EXTRA_TOUCH` | 0.15 | a flinched word is left tenderer still | | `IRRITATION_PER_FLINCH` | 0.22 | doubled at full touch, by `FLINCH_SCALE` | | `RELIEF_PER_ACCEDE` | 0.10 | an opened gate settles the machine | | `REFUSAL_TOUCH_REFUND` | 0.50 | see below | | `TENDER_AT` | 0.45 | LITANY marks a slab tender from here up | **A refused litany is half-remembered.** The Engine takes the full touch of every word as it is uttered and gives half of it back when it does not accede — it keeps what it granted, not what it heard. This is what makes nine unfamiliar demand kinds learnable: a wrong guess costs patience and a beat, not a whole word. The economy of an *accepted* litany, which the curve is tuned against, is untouched by it. A refusal emits `cool` with `cause = "refusal"`, so the meters visibly drop back. **The utterance is paid for before it is judged.** If the flinches in a litany fill the patience, the Engine seals on the spot and the litany never gets a verdict — right words or not. Measured outcomes, over the real module: | player | result | |---|---| | plans a rotation | wins at gate 9, no flinches | | wrong once at **every** gate, then corrects | wins at gate 9, patience 0.75 | | leans on one word every litany | sealed around gate 4–5 | | ignores the demand | sealed by gate 5 | | says one word three times, always | sealed at gate 1 | ## What the other slices need from it ### LITANY `M.demand()` returns `{ n, title, liturgy, plain, barred, miss }` for the gate the player stands at. `barred` is the list of glyphs that cannot appear in **any** answer to this gate — brute-forced, so it stays true for the composite gates and for gate 4, which reads the touch table. Dim them. `M.tenderness(glyphId)` returns `{ touch, tender, wouldFlinch, projected, placed, barred }` — everything a glyph slab needs to warn before it costs something. `projected` accounts for the copies of that glyph already in the litany, so a slab can show what it will be worth **when this litany is spoken**, not what it is worth now. **`M.ladder()` and `M.upcoming(k)` are not optional decoration.** The Engine does not hide what it will ask for. A player who cannot see that gate 6 wants ASH has no way to avoid spending ash at gate 5, and the game becomes a memory test instead of a plan. Render the gate above at minimum; the whole ladder on the how-to-play card is better. The difficulty was tuned against a player who can see one gate ahead. `M.bestLitany({ lookahead = true })` returns a satisfying litany, cheapest first, if the Verger should ever offer help. Callback: RITE answers `rite:skip`. LITANY's own `lit:skip` already calls `M.skip()` directly, which is fine. ### CHOIR RITE speaks these ids, and shows the written form of any line that has no clip rather than dropping it: `verger.open.1`, `verger.open.2`, `verger.touch` (the brief, in that order), `engine.greet`, `engine.accede`, `engine.refuse`, `engine.flinch`, `engine.seal`, `engine.crown`, and `glyph.<id>` for all eight glyphs — spoken once as the word is set down, and again as part of the chant when the litany is committed. That chant is the resaying, heard. **Three demand kinds are new and are registered into `A.DEMAND_KINDS` at runtime:** `twice_said`, `bookend`, `not_tenderest`. Anything generating a clip per demand kind needs those three as well as the seeded nine. Sfx ids RITE fires: `place`, `unplace`, `accede`, `refuse`, `seal`. ### STAGECRAFT and COLUMN `M.begin()` enters `brief` and RITE holds the timer itself, so the opening always ends whether or not anything else is listening; `M.skip()` cuts it short. Bus events, in the order one gate produces them: `gate` → `place` ×3 → `speak` → (`flinch`) → `verdict` → `accede` → `cool` → `gate`, or `verdict` → `irritation` on a refusal, or `phase` + `lose` on a seal. `win` fires when the ninth gate accedes. ## Known seam While the chant and the verdict line are playing, LITANY's line card sits over the glyph slabs and pointer input to them is lost. RITE keeps that window as short as it can — the chant is 0.34 s a word — but the card's own dismissal is LITANY's. ## Re-running it `M.audit()` brute-forces all 512 ordered litanies against every gate and reports how many answer each. A zero anywhere is an unwinnable game. It is cheap; run it after any change to the curriculum.
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module · born here
❒asset
# vault The drowned crypt the Assent Engine stands in, and the cold light that makes the machine's fire read warm. A square well thirty-six metres deep, flooded to the ankle. The Engine rises up the middle of it. Two ranks of dressed piers stand in the flood either side of the machine and run the whole height of the well, so the narrow strips of frame beside it hold near geometry against a far wall and the camera rising past their collars is how a player sees a tier go by. A chancel arch at the bottom opens north into a drowned nave whose arcade recedes into the fog; above that arch a flue five metres deep runs the full height, lit by nothing, and that is what stands behind the machine at every gate above the porch. Also here: the flagstones under the water, the flood itself (screen-space reflective, so it carries the machine), fallen masonry, drowned pews, hanging chain, candles somebody lit a long time ago, motes and falling water, three spatialised drips, and the scene's ambient, fill, sconce and height-fog settings. The Engine's own fire belongs to the `column` slice and is deliberately the only warm source in the room. ## Interface Everything is built by code under the `Vault` anchor and never baked into the scene. `install(ctx)` is re-runnable — it clears the anchor first, so a hot reload rebuilds rather than doubling. `tick(dt)` flickers the candles. - `M.install(ctx) -> number` — build the place; returns how many entities it made. - `M.tick(dt)` — candle flicker. - `M.WATER_Y` — the world height of the flood, for anything that needs to sit in it. ## Assets `/source/art/vault/` — `vlt_stone`, `vlt_water` and `vlt_shaftlight` shaders and the ten materials over them, all prefixed `vlt_`. `vlt_drip.soundClip` is synthesised on first install and reused after.
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module · born here
❒asset
# litany — the screens Everything the player of **The Acceding** looks at. The player never moves in this game: they read what the Assent Engine has asked for and they compose three words out of eight. So the interface is not a layer over the game, it *is* the game, and this module is where most of the playing happens. ## The screens | screen | layer | what it is | |---|---|---| | `acc-title` | 40 | the title — the rosette, the name, DESCEND | | `acc-how` | 42 | how it is done: four rules and the whole vocabulary | | `acc-hud` | 30 | the console the game is played on | | `acc-brief` | 32 | the descent — carries nothing but SKIP | | `acc-line` | 46 | the written form of every spoken line, over whatever is showing | | `acc-flash` | 34 | the verdict, stamped across the machine | | `acc-pause` | 60 | HELD — and the ledger of what the Engine has heard | | `acc-end` | 52 | the crown, and the seal | ## What share of the frame the machine gets back The screen is **1080 × 1440**, three units wide by four tall. The console is a fixed **728 px** of brass along the bottom: everything a hand touches, stacked down the tall axis, because a row of eight glyphs across 1080 px does not fit and a 2 × 4 grid does. The remaining **712 px** belongs to the vault and the Assent Engine. A 54 px gate ribbon and the liturgy plate sit in it, both translucent and both blurring what is behind them rather than hiding it, which leaves **330–430 px of completely clear glass** looking up the column, depending on whether the gate's demand runs to one line or two. The verdict is stamped in that clear band and never over the console, so the one moment the game turns on happens *on the machine*. ## The art `art.ui.sigils` (`/source/art/ui/sigils.module`) holds every mark as inline SVG: one sigil per glyph, drawn so a suit's giving and withholding words are the same figure turned against itself; the four alchemical suit seals; the nine-toothed rosette; the crown and the seal; the rules and sockets. Inline SVG rasterises at the element's display resolution, so a mark is crisp at 16 px in a slab and at 268 px on the title. Three generated textures carry the metal: `ui_plate` (the console and every panel), `ui_frame` (the reliquary moulding around the liturgy, nine-sliced), and `ui_slip` (prayer-slip paper). ## What it reads and what it drives - Reads `A.state` and never writes it — RITE is that table's only writer. - Drives the game only through `Rite.*`: `begin`, `skip`, `place`, `unplace`, `speak`, `reset`. It asks `Rite.tenderness(glyph)` what one more saying of a word would cost, which is what puts the amber warning and the hatched projection on a slab before the player commits, and `Rite.stats()` for the ledger on an end card. - Renders `Choir.line(id).text` for every spoken line. A line with no audio is marked **UNVOICED** rather than dropped: the words are on screen whether or not the generation arrived. - Every callback id is prefixed `lit:` so no two slices collide. ## Two things that are load-bearing **The driver holds the module table it captured at load.** A hot-reloaded slice keeps being ticked by the OLD table until the driver component itself re-evaluates, so for a while the tree a fresh `require` reads and the frame on the glass are built by two different versions of this file. That is the documented `require` semantics, and it is why anything with a lifetime longer than one chunk run — the clock, the pause card's state, the bus subscriptions — lives on `A.litany` rather than in a local. **State lives on `A.litany`, not in module-locals.** Six agents share one engine; any save re-runs the boot pass, and a module-local dies with it. The pause card survives a reload because its state is parked on the shared contract table.
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module · born here
❒asset
# STAGECRAFT — the camera, and the three moments The camera of *The Acceding*. It drives the one camera the scene already carries and never adds another, because the world is always multiplayer and a second rig beside the PlayerPrototype's passes single-peer testing and breaks the moment anyone joins. ## What it does **The standing shot.** A station per gate, from `A.cameraStationForTier(n)`, with an eased travel between them. A locked shot with nothing moving in it reads as a still, so the frame breathes — three incommensurate periods on the eye, the look target and the lens — and the breath gets faster and wider as the Engine's patience runs out. A refused litany knocks the frame; a flinch shakes it hard. **THE ACCEDING.** A gate opens and the camera HOLDS on the flare for 0.62 s with the lens pushing in three and a half degrees, then the whole frame RISES one tier over 1.85 s. In a frame three wide and four tall the camera move is the reward. **THE DESCENT.** The opening. Thirty metres, three shots and a settle, on a slow arc around the machine so it turns as it is fallen past. Skippable, and the shot the trailer opens on. It runs on RITE's `brief` phase and lasts exactly `BRIEF_SECONDS`, so the camera comes to rest at the porch as the first gate takes the frame. RITE speaks the Verger over it and LITANY writes what he says, so the descent keeps the `ui` layer and fires no cues of its own — it takes the camera and nothing else. Skipping it ends the brief with it. **THE REFUSAL.** Shoved back against the wall of the well, then sinking toward the standing water while the lens opens and the machine grows over the top of the frame, until the dark closes. **THE CROWN.** Hold on the ninth gate's flare, rise above the machine, and turn to look back DOWN the whole climb — then fade to firelight. It bookends the descent: the game opens falling down the column and ends looking back down it. ## What other slices can call | | | |---|---| | `M.install(ctx)` / `M.tick(dt)` / `M.onCallback(id, data)` | the driver calls these | | `M.play(name)` | `"descent"` · `"crown"` · `"refusal"` — play a moment on its own, for a capture or a trailer take | | `M.skip()` | end the moment that is running | | `M.isCinematic()` | true while a moment owns the camera | | `M.moment()` | which one, or nil | | `M.descentDef()` / `M.crownDef()` / `M.refusalDef()` | the shot lists, for `cutscene.evaluate` | | `M.TUNING` | every number | `stg-skip` is the callback id for a skip affordance on screen. **Ask `M.isCinematic()` through the function, never as a field.** A field is read off whichever module table the caller happens to hold, and after a hot reload that is not the one running the game. The HUD does not have to hide itself during a moment: each moment draws with `renderLayers = "all !ui !EditorUI !debug"`, so the `ui` layer is already out of the frame. `isCinematic()` is there for anything that wants to know anyway. ## What it puts in the world Under the `Stagecraft` anchor, all of it temporary, all rebuilt on install: - `stg_key` — a warm point light that rides the descent, so the brass the camera falls past has something to catch. - `stg_crown` — a point light over the machine's upper drums, lit only during the crown. - `stg_caption` / `stg_speaker` — the cinematic caption, in the game's own faces, wrapped to the width a 3:4 frame has. ## Three things this slice learned the hard way **The room is a well.** Walls at x = ±8.05 and z = ±8.05, floor at 0, a lid at y = 36.5, and the ninth gate at y = 26.6. A pull-back to z = −13 fills the frame with one flat brick slab; a climb to y = 42 comes back with every pixel black. `ROOM_Z` is the furthest back a shot may stand. Capture a shot list — do not reason about it. **`camera.active()`, not `camera.main()`, and not `layers.active.camera`.** Only one of the three asks the question this slice needs answered — which camera is the frame actually drawn from. `layers.active.camera` returned the PROTOTYPE's rig in play (it reports `ready = true` and renders nothing) and the editor fly-camera in edit. `camera.main()` answered correctly once and, later the same session, named the prototype while `camera.list()` showed the clone as the one with `rendering = true`. Both failures look identical from inside: every write succeeds and the picture does not change. `camera.active()` is the on-screen camera by definition; it is the editor's in edit, so refuse that one and fall back to `camera.main()`. **Nothing mutable lives on the module table.** `AccedingDriver` captures the module once and ticks that table forever; the bus holds closures over whichever table was current when each `install` ran; a fresh `require` returns the newest. A hot reload splits all three apart. So the live state and the unsubscribe list both hang off `A.bus`, which survives — otherwise a moment plays with `cinematic` reading false, the camera freezes mid-shot, and each reload leaves one more handler on the bus writing camera stations nobody asked for. ## One thing it costs the session Driving the camera writes the CameraRig's transform. When a player's body is in the world that is the clone and nothing is touched; when there is none, it is the prototype the scene owns, and the session ends up with one tuned entity ("Tuned in play: CameraRig") to accept or reject before the next mode flip. `tools.use("sceneAuthoring", "changes")` then `rejectChanges` is the whole of settling it.
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module · born here
❒asset
# column The Assent Engine — the brass reliquary column the whole game looks at. It stands nine gates up one continuous turned body: a lathe profile that swells into a drum at every tier and joins itself at the waist, so the machine reads as one made thing rather than a stack of cylinders. Each drum carries a porcelain reliquary face behind a brass bezel, an iron grille with the fire standing behind it, ribs, rivet courses, prayer-slips, wax somebody left burning, and a valve wheel. The gate the player stands at burns; the gates above it are banked to a seam of embers. All of it is modelled at install time by `art.column.colgeom` and uploaded as runtime meshes — nothing here mints an asset, so a hot reload rebuilds the machine instead of leaving a second copy of it behind. ## What other slices call | Call | Does | |---|---| | `M.install(ctx)` | Builds the machine under the `Column` anchor. Re-runnable. | | `M.tier(n)` | The record for gate `n` — its entities and its live animation state. | | `M.setLit(n, k)` | `k` in 0..1: how hard gate `n`'s interior fire burns. | | `M.accede(n)` | Gate `n` opens — the valve turns a quarter, the lip drops and swings, the fire flares white. | | `M.flinch()` | The machine takes offence: every fire in it chokes for a beat and the whole column shudders. | | `M.tick(dt)` | Driven by `AccedingDriver`; carries the flicker and every animation above. | | `M.rebuildKit()` | Drops the shared meshes so the next install models them again. | ## Materials `col_brass` (verdigris body), `col_brass_wet` (polished fittings), `col_iron`, `col_porcelain`, `col_verdigris`, `col_wax`, `col_paper`, `col_lens`, and the three fires — `col_ember`, `col_ember_deep`, `col_ember_flare`. `install` also puts the scene's `bloom` pass up, under the preset's own name: emissive geometry with no bloom over it reads as bright paint rather than as something burning.
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module · born here
❒asset
# choir — the sound of The Acceding The mix, the score, the vault's breath, the Engine's own bronze resonance, the one-shot library the other slices fire, and every word anybody says. ## What another slice calls ```lua local Choir = require("choir") Choir.line(id) -- the WRITTEN form: { id, text, speaker, voice, clip } Choir.speak(id) -- say it aloud on the narrative voice Choir.speakNow(id) -- say it aloud on the Litanist's own voice, immediately Choir.sfx(name) -- a one-shot from the library Choir.ui(name) -- the interface's own one-shots, on a quieter channel Choir.music(phase) -- crossfade the score Choir.demandLine(k, a) -- the line id for a gate's demand Choir.glyphLine(id) -- the line id for a spoken glyph Choir.report() -- what sounds, and what does not ``` `line` always answers, whether or not the audio arrived: the written form is the source of truth and the screen shows it either way. `speak` returns false when a line has no clip, and records the gap in `Choir.missing` rather than losing the line. ## What it owns Nine emitters under the `Choir` anchor — the bed, the Engine's resonance, the standing water, two music decks, the narrative voice, the Litanist's own voice, and the two one-shot sources. Assets are `snd_*` under `/source/audio`. Sixty-five clips: forty-five spoken lines, eight CPU-synthesised sounds, eight generated one-shots and four pieces of score. ## Hearing it `choir:say:<lineId>`, `choir:play:<clipName>`, `choir:install`, `choir:generate` and `choir:report` are callback ids the driver forwards here, which is how a sound is auditioned from outside the game: a module required from a loose `execute` is a second copy with no emitters on it, and a call made there plays nothing. Each writes its answer to `/source/audio/audition.txt`.
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backing path · acceding.module

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quality—
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+ quality × 0.35
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