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df_boot

The core-loop slice's way into the running scene. The scene entrypoint calls `start()` on it once, after the species roster has loaded.

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

game/df_boot

The core-loop slice's way into the running scene. The scene entrypoint calls start() on it once, after the species roster has loaded.

It does two things:

  1. Spawns df_game under df_fauna_rig and puts DeepFieldGame on it, sweeping the previous one away first so a reload replaces the dive rather than running two of them.
  2. Registers the cross-slice listeners that have to reach a component method — identify:submit, cutscene, and sighting:end.

The listeners live here rather than in the component because the entrypoint clears the bus and re-runs the boot chain together; a component that subscribed in awake would stack a second handler every hot-reload.

stop() despawns df_game and any live sighting, so a reload leaves no second copy behind.

Slice owner: core-loop.

Interface

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conforms to

zero/source-extract/v2

game/df_boot — the core-loop slice's way in. The scene entrypoint calls `start()` on this once, after the species roster has loaded. It does two things and no more: 1. puts the session component in the world, on its own entity under the fauna rig, tearing down the previous one first so a reload replaces the dive rather than running two of them; 2. registers the cross-slice listeners that have to reach a component method — identification, and the staging slice's cutscenes. The listeners live HERE rather than in the component because the entrypoint clears the bus (`Core.clearListeners()`) and re-runs the boot chain together. A component that subscribed in `awake` would stack a second handler every time it hot-reloaded. Slice owner: core-loop.

DeepFieldGame

sweep( ) → void

Everything below reaches the rest of the game through `Core`, so this module and every other slice's boot module must be holding the SAME df_core. They are, on a scene load, because the entrypoint requires them all in one pass. Everything this slice put in the world, so `stop()` can take exactly it back out.

game( ) → any

start( ) → void

stop( ) → void

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# DeepFieldGame The session. One instance, on the entity `df_game`, put there by `game/df_boot.module`. It is the only thing in Deep Field that decides. It owns: the phase machine, the control scheme, the depth ceiling, the attention pressure, when something rises out of the black, what a committed identification did, and when the water below opens up. It does not draw, move the lure, or animate an animal. That is `DfLure`, `DfCreature` and the species modules. ## Phases `Core.state.phase`, mirrored on the `phase` field, and announced on the `"phase"` event. | Phase | What is happening | How it leaves | |---|---|---| | `title` | Before the dive. | `advance`, `:beginDive()`, or `autoBegin` after `autoBeginAfter` seconds | | `opening` | The staging slice's opening. | its `cutscene` end, `advance`, or `openingTimeout` — and immediately if nothing sets `Core.state.cinematic` within 1.5 s | | `dive` | The loop. Line, lamp, sightings, attention. | attention reaching 1.0, or the specimen being named | | `resolution` | The staging slice's ending. | its `cutscene` end, `advance`, or `openingTimeout` | | `end` | The lamp is out. | `advance` returns to `title` with a fresh `Core.state` | ## What other slices call ```luau local g = entity.find("df_game").component.get("DeepFieldGame") g:beginDive() -- a title screen's Begin button g:setPhase("dive") -- move the machine by hand g:endDive("quit") -- put the lamp out g:submitIdentification("moonjelly") -- what the journal commits; returns the result table g:raise("moonjelly") -- call one up on purpose; "" if the water is busy g:onCutscene("opening", "end") -- forwarded from the `cutscene` event by df_boot ``` `submitIdentification` is also reachable as the `"identify:submit"` event (`{ guessId = ... }`), which is what the journal actually emits; `game/df_boot.module` forwards it. Either way the answer arrives back on `"identify:result"` with the whole outcome: ```luau { correct, reason, actualId, guessId, confidence, band, newly, apex, attentionDelta, leaveReason, burn, note } ``` `reason` is `"correct"`, `"wrong"`, `"gone"` (it had already turned), `"no-sighting"`, `"no-guess"` or `"already-called"`. `band` is `"certain"` / `"probable"` / `"glimpsed"`, graded off `Core.readability`. `note` is a line of naturalist's prose the journal can print as-is. ## A slice that owns the title screen The game starts itself so a missing shell cannot strand it. A slice that puts up a real title turns that off from its own `start()`: ```luau local g = entity.find("df_game").component.get("DeepFieldGame") if g then g.autoBegin = false end ``` ## Readouts for the HUD `phase`, `nextSightingIn`, `depthCeiling`, `sightingSpecies`, `sightingConfidence`, `lastResult`, `lastNote`, `diveSeconds`. Everything else the HUD needs is on `Core.state`. `depthCeiling` is the progression gate — the line stops there, and it moves deeper as strata unlock. It is a readout, not a setting. ## Two events beyond `df_core`'s list `df_core` is frozen, so the input map's two remaining edges carry their own names. Listen for them if you want the keyboard as well as your own button: - `"input:journal"` — `{ open }`, the journal key - `"input:pause"` — `{}`, the pause key Slice owner: core-loop.
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module · born here
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# 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.
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backing path · game/df_boot.module

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