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Game

The rules of *First Light: Lucina*. Mounted on `mount_rules` by the scene entrypoint; there is exactly one in the world.

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

Game — the night's law

The rules of First Light: Lucina. Mounted on mount_rules by the scene entrypoint; there is exactly one in the world.

It owns, and is the only thing that writes:

Core.state fieldwhat it means
phasetitle opening play paused fixing result won lost
level / levelDatawhich plate is being exposed, and its definition
dawn0 deep night … 1 first light. The night's clock.
dose0 … 1. Fills while crystals stand on the plate. At 1 the night ends.
cells[i].exposure / .masked / .targetthe glass itself
matchshare of cells reading right, recomputed every tick
resultsone { level, match, passed } per plate fixed
traystocked from the plate's case at levelStart; the board spends it

The night

title ──start──▶ opening ──skip/next/7s──▶ play ──fix / dawn crests──▶ fixing
                                            │                            │
                                   dose fills │                          ▼
                                            ▼                         result
                                          lost                    next ──┤
                                                        pass → next plate │
                                                        fail → same plate │
                                        fifth plate passes ──▶ won ◀──────┘

paused sits over play and holds every clock in it — the dawn, the dose and the exposure all stop and resume exactly where they were.

What it listens to

uiRequest(action) on the Core bus, and nothing else. The actions: start, skip, next, fix, pause, resume, restart, title. Every one is answered against the CURRENT phase and ignored elsewhere, so a request arriving twice does nothing twice.

What it fires

phase(new, old), levelStart(level, plate), doseWarning(), dawnCrest(), plateFixed({ level, match, passed }), and sfx(name) for dose_warning, dawn_crest, plate_fixed, plate_pass, plate_fail, night_ends, relight.

Fields

  • openingSeconds (7) — how long the staged opening holds if no beat ends it.
  • fixSeconds (3.2) — the length of the first-light sweep.
  • autoAdvanceSeconds (0) — leave at 0 for a played game; above 0, every card answers itself after that many seconds, for an unattended run.

Methods

local game = entity.find("mount_rules").component.get("Game")
game:request("fix")     -- the same thing Core.request(action) does
game:step(12)           -- advance the night by 12 seconds, no engine clock
game:startLevel(3)      -- jump to a plate
game:snapshot()         -- phase, level, plate, dawn, dose, match, …
game:audit()            -- right/wrong/total plus the missed and spoiled cells
game:render()           -- the glass as ten strings: # dark, : spoiled, - masked

step runs the same body update does, so a test drives the real machine rather than a copy of it.

The plates

game.rules.plates holds the five, and each carries the solution it was authored from. Plates.verify() re-derives every claim — that the solution scores a full plate, that the tray holds it, that the dose and the exposure time fit inside the night, and that the same crystals WITHOUT the friskets fail. Run it after retuning anything in Core.EXPOSURE or Core.DOSE.

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

releaseAll( ) → void

Drop every bus subscription this chunk's life took out. Called before a new one is taken and from onDestroy, so a hot reload never leaves two listeners answering the same request.

setPhase(next_: string) → void

argtypedescription
next_string

stockTray(plate: Plates.Plate) → void

Fill the tray from the plate's case. The board spends it down from here and pays back what it lifts; this is the only place it is stocked.

argtypedescription
platePlates.Plate

startLevel(level: number) → void

argtypedescription
levelnumber

beginFixing( ) → void

finishFixing( ) → void

endNight( ) → void

beginGame( ) → void

advanceFromResult( ) → void

Leave the current plate and advance, retry, or win, by what the last result said. Called when a result card is answered.

onUiRequest(...: any) → void

The bus hands a listener whatever the sender passed, so this takes the variadic shape `Core.on` declares and names its one argument itself.

argtypedescription
...any

advance(dt: number) → void

One tick of the night. `update` runs it from the engine clock; `step` exposes it so a test can advance the game without one.

argtypedescription
dtnumber

awake( ) → void

onModuleReload(_path: string) → void

argtypedescription
_pathstring

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

step(dt: number) → void

Advance the night by `dt` seconds without waiting on the engine clock. Same body `update` runs, so a test drives the real machine.

argtypedescription
dtnumberSeconds to advance. A whole exposure can be stepped in one call.

examples

entity.find("mount_rules").component.get("Game"):step(12)

request(action: string) → void

Send the rules a ui request — the same thing `Core.request(action)` does.

argtypedescription
actionstringOne of start, skip, next, fix, pause, resume, restart, title.

examples

entity.find("mount_rules").component.get("Game"):request("fix")

startLevel(level: number) → void

Begin a plate by number, from wherever the game currently stands.

argtypedescription
levelnumber1..5.

examples

entity.find("mount_rules").component.get("Game"):startLevel(3)

audit( ) → Exposure

The plate as it stands: how many cells read right, and which do not.

examples

entity.find("mount_rules").component.get("Game"):audit()

snapshot( ) → void

Everything a card or a test wants in one read.

examples

entity.find("mount_rules").component.get("Game"):snapshot()

render( ) → void

The plate drawn as ten strings — '#' dark, ':' spoiled, '-' masked, '.' clear.

examples

entity.find("mount_rules").component.get("Game"):render()
⌬ Metadata
descriptionThe night's law for First Light: Lucina — the phase machine (title, opening, play, paused, fixing, result, won, lost), the five plates, the exposure simulation each tick, the dawn clock, the apprentice's dose, and the fixing and scoring of the plate. Answers every uiRequest on the game's signal bus and writes phase, dawn, dose, match, cells and results into the shared state; nothing else does.

Sub-parts

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

15items
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module · born here
❒asset
# game.rules.exposure — the physics of the plate What a betafite crystal does to a photographic plate, in arithmetic. The `Game` component runs it every tick; the board draws what it writes. ```luau local Exposure = require("game.rules.exposure") ``` ## The kernel A crystal deposits `Core.EXPOSURE.rate` per second on its own cell, times a weight that falls with the SQUARE of the distance in cells: ``` w(d) = 0.25 ^ (d*d) while d <= Core.EXPOSURE.radius, else 0 ``` Which makes an exposure TIME into a SHAPE — the thing the whole game is played on: | distance | weight | per second | past `clearMax` | reaches `darkAt` | |---|---|---|---|---| | 0 — the crystal's own cell | 1.0000 | 0.340 | 1.0 s | 2.9 s | | 1 — a side | 0.2500 | 0.085 | 4.1 s | 11.8 s | | 1.41 — a diagonal | 0.0625 | 0.021 | 16.4 s | 47.1 s | | 2 | 0.0039 | 0.0013 | 264 s | 754 s | | beyond 2.2 | 0 | — | never | never | - **~3 s → a dot.** The crystal's own cell alone; its four sides sit at 0.26, under `clearMax`, so nothing around it is spoiled. - **~12 s → a plus.** The cell and its four sides. The diagonals sit at 0.26, still clear. This is the workhorse mark. - **~47 s → a block.** The full 3x3, and expensive in both dose and night. Nothing is spoiled by a single well-timed mark. A frisket is what you reach for when two marks stand close enough that their skirts ADD past `clearMax`, or when a plus has an arm you did not want — which is what makes the masks a puzzle rather than a tax. ## The surface | call | what it does | |---|---| | `newCells()` | a fresh plate: 70 cells, nothing exposed | | `applyTarget(cells, target)` | write a plate's `#`/`.` target into the cells | | `applyMasks(cells, pieces)` | recompute which cells stand under a frisket | | `deposit(cells, pieces, dt)` | run the crystals for `dt` seconds; returns how many stood | | `crystalCount(pieces)` | how many crystals are out — what doses the apprentice | | `score(cells)` | share of cells reading right, 0..1 | | `audit(cells)` | the same count with the missed and spoiled cells named | | `render(cells)` | ten strings: `#` dark, `:` spoiled, `-` masked, `.` clear | | `weight(dc, dr)` / `kernel()` | the kernel itself, for anything that wants to draw it | ## Simulation A plate is authored by writing down how it is SOLVED and reading the target off the result, so no plate can ship that cannot be played to 100%. ```luau local sim = Exposure.simulate(plate.target, plate.solution) --> { cells, match, audit, crystalSeconds, seconds, peakCrystals } Exposure.simulateUnmasked(plate.target, plate.solution) -- the same crystals, no masks Exposure.trayDemand(plate.solution) -- what the tray has to hold ``` A solution is a list of phases; each states the whole board — the friskets standing and the crystals lying — and how many seconds it is held. Between phases the player lifts and lays; the glass keeps what it has.
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module · born here
❒asset
# game.rules.plates — the five plates of Lucina Five nights, five signals. A plate is a name, a caption, the target the signal has to carry, what the lead case holds, and how long the dawn takes. ```luau local Plates = require("game.rules.plates") Plates.count --> 5 Plates.get(3) --> the third plate Plates.darkCells(plate) --> how many cells must go dark ``` | # | plate | what it teaches | case | tray | dawn | |---|---|---|---|---|---| | 1 | The Long Dash | a plus is a mark, a mask carves it | 1 crystal | 2 bars | 80 s | | 2 | L for Lucina | exposure TIME is the shape — a dot is not a plus | 1 crystal | 2 discs | 90 s | | 3 | The Reef Mark | mask what must survive, then expose around it | 2 crystals | 5 discs | 85 s | | 4 | Two Ships | two marks close together share a skirt | 2 crystals | 4 bars | 75 s | | 5 | The Rose of Lucina | all of it, on a dose | 3 crystals | 4 discs | 70 s | ## Every target was read off a solution Each plate carries its own `solution` — the phases a player lays to expose it perfectly. That is not documentation. The solution was written FIRST, run through `game.rules.exposure`, and whatever the glass held became the target. So a plate that cannot be played to a full 100% cannot ship. ```luau local checks, ok = Plates.verify() ``` `verify` re-derives every claim this file makes from the live numbers in `Core.EXPOSURE` and `Core.DOSE`: | field | the claim | |---|---| | `solvable` | the authored solution leaves not one cell wrong | | `frisketsEarned` | the SAME crystals without the friskets FAIL — the masks are the puzzle | | `trayFits` | the tray holds what the solution stands at once | | `doseFits` | the solution costs less than a full dose | | `timeFits` | its exposure time fits inside the night, before any handling | Run it after retuning anything in `Core.EXPOSURE` or `Core.DOSE` — a change to the rate, the radius, the falloff or `passMatch` moves every plate at once, and this is what says whether they all still stand. ## A solution phase ```luau { friskets = { { shape = "bar", col = 3, row = 4, rot = 0 } }, crystals = { { 4, 4 } }, seconds = 12 } ``` The whole board, and how long it is held. Between phases the player lifts and lays; the glass keeps whatever exposure it already has.
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module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
▲ 0↑ born
backing path · game/rules/Game.component

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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