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asset⌬ modulemoduleprimary: init.luau·originates fromworld c9094e78-b…

Shaft

The authored course of WICK, as data: where the granite is, where it is open, what is on it, and which way it leans.

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

Shaft

The authored course of WICK, as data: where the granite is, where it is open, what is on it, and which way it leans.

game.Climb simulates against these records and the lighthouse dressing is built from the same ones, so what punishes the player and what the player can see are the same thing by construction. Nothing here mutates the blackboard.

local Shaft = require("game.Shaft")
local course = Shaft.segments()

What segments() returns

FieldWhat it holds
versionThe course revision. Bump it when the shape changes.
wallsSolid spans: { id, side, y0, y1, x0, x1 }. x0 / x1 are the inner-face distance from the shaft axis at each end, so a leaning span is built leaning.
windowsOpenings: { id, side, y0, y1 }. No granite here — a kick into one catches nothing.
hazards{ id, kind, side, y0, y1, y, amplitude?, period?, duty?, phase?, reach? }.
leans{ side, y0, y1, delta } — where the face is not plumb.
lamp{ y } — the lamp-room floor.
bounds{ y0, y1 } — the lowest and highest height worth dressing.

side is -1 for the left wall and 1 for the right. A chain carries side = 0: it hangs in the middle of the shaft.

Hazard kinds

kindWhat it does
spikeRusted iron. Always live.
wireSparking wire, live on a duty cycle — read Shaft.hazardLive(h) every frame and drive the spark from it.
plasterHolds a landing for a moment, then comes away once. Shaft.isConsumed(h.id) afterwards; that patch is bare for the rest of the run.
chainSwings across the shaft at one height. Shaft.hazardX(h) is where it is right now.

Queries

CallAnswers
Shaft.faceX(side, y)The inner face of that wall at that height, in metres from the axis.
Shaft.clingX(side, y)Where the cat's centre sits clinging there.
Shaft.hasWall(side, y)Is there granite to catch?
Shaft.windowAt(side, y)The opening at that height, if any.
Shaft.hazardAt(side, y)The wall hazard standing there, live or not.
Shaft.hazardsBetween(y0, y1)Everything overlapping a height range — what a dresser asks for when it only builds what the camera can see.
Shaft.byId(id)One hazard by its id.
Shaft.hazardLive(h, t?)Is it dangerous at this instant?
Shaft.hazardX(h, t?)Where it is, in metres from the axis.
Shaft.chainHitting(x, y, t?)The chain whose sweep covers that point right now.
Shaft.isConsumed(id) / Shaft.consume(id) / Shaft.reset()The once-only state. game.Climb resets it at the top of a run.

t defaults to Core.state.elapsed, which is the clock the rules run on — so a dresser that leaves it out is animating on exactly the clock the simulation is using, and the chain on screen is the chain that hits.

The curve

BandWhat is in it
4 – 25 mClean granite both sides. Nothing but the rhythm and the sea.
25 – 45 mThe first window slits, the first spikes.
45 – 70 mSparking wire and crumbling plaster; the windows widen.
70 – 95 mThe first swinging chain, the wall leaning inward so the rhythm breaks, wire and spikes together.
95 – 120 mEverything at once, two more chains, the long windows, one stretch where the wall bulges out — then 117 – 120 clean, so the lamp is reached and not stolen.

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

faceX(side: number, y: number) → number

The geometry The inner face of one wall at one height, in metres from the shaft axis.

argtypedescription
sidenumber
ynumber

clingX(side: number, y: number) → number

Where the cat's centre sits when it is clinging to that wall at that height.

argtypedescription
sidenumber
ynumber

windowAt(side: number, y: number) → Window

The window at this height on this side, if the wall is open here.

argtypedescription
sidenumber
ynumber

hasWall(side: number, y: number) → boolean

Is there granite to catch here?

argtypedescription
sidenumber
ynumber

reset( ) → void

Clear the once-only hazard state. game.Climb calls this at the top of a run.

isConsumed(id: string) → boolean

argtypedescription
idstring

consume(id: string) → void

Spend a once-only hazard: the plaster has come away and that patch is bare.

argtypedescription
idstring

isStruck(id: string) → boolean

Each hazard gets the cat once a run. A climber knocked off a face falls back into the stretch that hit it, and a hazard that could hit the same climber twice in a row is a stretch of shaft a steady rhythm never passes: so the record of having been hit is the thing that lets the climb continue. A dresser does not read this — a spike the cat has already met is still a spike on the wall, and `hazardLive` still says so.

argtypedescription
idstring

strike(id: string) → void

argtypedescription
idstring

clock(t: number?) → number

argtypedescription
tnumber?

hazardLive(h: Hazard, t: number?) → boolean

Is this hazard dangerous at this instant? A spike and a chain always are; a wire sparks on its duty cycle; spent plaster never is again.

argtypedescription
hHazard
tnumber?

hazardX(h: Hazard, t: number?) → number

Where a hazard is right now, in metres from the shaft axis. A wall hazard sits on its own face; a chain swings.

argtypedescription
hHazard
tnumber?

hazardAt(side: number, y: number) → Hazard

The wall hazard standing on this side at this height, live or not.

argtypedescription
sidenumber
ynumber

chainHitting(x: number, y: number, t: number?) → Hazard

The chain whose sweep covers this point right now, if one does.

argtypedescription
xnumber
ynumber
tnumber?

byId(id: string) → Hazard

One hazard by the id it carries in `segments().hazards`.

argtypedescription
idstring

hazardsBetween(y0: number, y1: number) → void

Every hazard whose span overlaps [y0, y1] — what a dresser asks for when it only wants to build the part of the shaft the camera can see.

argtypedescription
y0number
y1number

wallSpans(side: number) → void

The course, published Solid spans of one wall: everything between the windows, sampled at both ends so a leaning face is built leaning.

argtypedescription
sidenumber

push(a: number, b: number) → void

argtypedescription
anumber
bnumber

segments( ) → void

The whole course in one table. The lighthouse slice dresses this; the rules slice simulates the same records. Cached: the course does not change within a session, and a dresser is free to hold the table it gets back.

⌬ Types
Window = {WallSpan = {Hazard = {Lean = {

Sub-parts

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backing path · game/Shaft.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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