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rs_staging

Four staged sequences aboard the *Weltmeer*, each a list of **shots**. A shot is a camera pose interpolated from `from` to `to` over `dur` seconds at a stated lens, with one authored card laid over it. The timeline is advanced by the game's single per-frame tick — nothing here sp…

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

rs_staging — the moments the camera attends to

Four staged sequences aboard the Weltmeer, each a list of shots. A shot is a camera pose interpolated from from to to over dur seconds at a stated lens, with one authored card laid over it. The timeline is advanced by the game's single per-frame tick — nothing here spawns a task or a loop.

SequenceWhat it stages
openingThe crossing over cloud, a travel down the hull, the ship's name, in through the promenade windows, down to Cabin 7. The title lands on the hull shot.
discoveryThe beat when Kettering is found: the door, the body, the stamp.
legturnThe interstitial as the light outside changes, with the leg's place, clock and light.
accusationThe walk to the salon, the naming, the verdict, and the hand-off to rs_present's ending card.

Screens it owns

  • rs.staging — the letterbox frame, the vignette, the ship mark, and SKIP.
  • rs.staging.card — the card over the current shot; rebuilt on shot change so its entrance animation plays once per shot rather than once per frame.
  • rs.staging.fade — the black that covers a cut.

Driving it

Either set the phase, or call the API:

Core.setPhase(Core.PHASES.opening)          -- runs playOpening()
Core.setPhase(Core.PHASES.accusing)         -- runs playAccusation(Core.state.accused)
Core.setLeg(2)                              -- runs playLegTurn(2)

local S = Core.need("staging")
S.playOpening()
S.playDiscovery()
S.playLegTurn(3)
S.playAccusation("hallam")
S.skip()                                    -- what a player who has seen it does
S.status()                                  -- { running, sequence, shot, index, t, camera }
S.shots("opening")                          -- the shot list, without playing it

playAccusation asks Core.need("rules").accuse(personId, Core.state.links) for the verdict. With no rules aboard it stages an honest unproven card instead of failing. If rs_present has registered Core.screens.ending the sequence hands the glass to it and clears itself; if it has not, the verdict card stays up rather than leaving the player looking at nothing.

Events it emits

  • rs.stage.begin — payload: the sequence name.
  • rs.stage.shot — payload: { sequence, shot, index }, once per shot.

It emits Core.EV.verdict and advances Core.PHASES only out of the two phases it owns (opening, accusing).

Interface

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

conforms to

zero/source-extract/v2

game/rs_staging.module — the moments the camera attends to. Four staged sequences, each a list of SHOTS. A shot is a camera pose interpolated from `from` to `to` over `dur` seconds, at a stated lens, with one authored card laid over it. The timeline is advanced by the game's single per-frame tick; nothing here spawns a task or a loop. opening the crossing, the hull, the name, in through the promenade discovery the beat when the body is found in Cabin 12 legturn the interstitial as the light outside changes accusation the walk to the salon, the naming, the verdict, the hand-off Screens (all owned here): rs.staging the letterbox frame + vignette + skip rs.staging.card the card laid over the shot — rebuilt on shot change rs.staging.fade the black that covers a cut Other slices drive it either by phase (`Core.setPhase("opening")`) or by calling the published API (`Core.need("staging").playOpening()`).

ex(x: ?, y: ?, z: ?) → void

A point in the exterior stage's local frame, in world coordinates.

argtypedescription
x?
y?
z?

lerp3(a: ?, b: ?, k: ?) → void

argtypedescription
a?
b?
k?

smooth(k: ?) → void

argtypedescription
k?

settle(k: ?) → void

Ease that leaves quickly and arrives slowly — a camera settling.

argtypedescription
k?

eyeOf(stationId: ?) → void

argtypedescription
stationId?

lookOf(stationId: ?) → void

argtypedescription
stationId?

personCard(id: ?) → void

argtypedescription
id?

bar(edge: ?, exiting: ?) → void

argtypedescription
edge?
exiting?

frameTree(exiting: ?, inner: ?, place: ?) → void

`inner` is only ever passed by `preview`, which composes the frame and one card into a single element so the whole image can be captured at once.

argtypedescription
exiting?
inner?
place?

anim(kf: ?, dur: ?, delay: ?, easing: ?) → void

argtypedescription
kf?
dur?
delay?
easing?

cardTitle(c: ?) → void

The title block. This is the one that lands on the moving hull shot.

argtypedescription
c?

cardSlate(c: ?) → void

The bottom-left location slate: where we are and what o'clock it is.

argtypedescription
c?

cardBeat(c: ?) → void

A centred beat: one line of prose the shot exists to carry.

argtypedescription
c?

cardStamp(c: ?) → void

A hard stamp: one sentence, large, with a scarlet rule under it.

argtypedescription
c?

cardLeg(c: ?) → void

The leg interstitial: the crossing's clock advancing.

argtypedescription
c?

portraitNode(personId: ?, w: ?, h: ?) → void

argtypedescription
personId?
w?
h?

cardAccuse(c: ?) → void

The naming: the moment the player says a name out loud.

argtypedescription
c?

cardVerdict(c: ?) → void

The verdict card, colour-keyed to the outcome rs_rules returned.

argtypedescription
c?

cardTree(card: ?) → void

Wrap a card in the full-screen root that positions it inside the bars.

argtypedescription
card?

fadeTree(nonce: ?) → void

argtypedescription
nonce?

acquireCamera( ) → void

pose(pos: ?, look: ?) → void

argtypedescription
pos?
look?

lens(fov: ?) → void

argtypedescription
fov?

currentPose( ) → void

openingShots( ) → void

The shot lists

discoveryShots( ) → void

legTurnShots(legIndex: ?) → void

argtypedescription
legIndex?

accusationShots(personId: ?) → void

argtypedescription
personId?

claimTick( ) → void

releaseTick( ) → void

showFade( ) → void

showCard(card: ?) → void

argtypedescription
card?

teardown( ) → void

enterShot(i: ?) → void

argtypedescription
i?

finish( ) → void

beginOutro( ) → void

step(dt: ?) → void

The per-frame advance. Registered with Core.tick; also callable by hand.

argtypedescription
dt?

start(name: ?, shots: ?, onDone: ?, keepCard: ?) → void

argtypedescription
name?
shots?
onDone?
keepCard?

playOpening( ) → void

The sequences The opening: cloud, hull, name, in through the promenade, down to the cabin the corkboard is in. Hands the game to the investigation.

playDiscovery( ) → void

The beat when the body is found. Returns the camera where it was.

playLegTurn(legIndex: ?) → void

The interstitial between legs, as the light outside changes.

argtypedescription
legIndex?

computeVerdict(personId: ?) → void

argtypedescription
personId?

str(...: ?) → void

rules answers with { ending, title, heading, line, epilogue, ok, report }. Take only the strings; `report` is a table of clauses, not prose.

argtypedescription
...?

playAccusation(personId: ?) → void

The accusation: the walk to the salon, the naming, the verdict, and the hand-off to rs_present's ending card.

argtypedescription
personId?

skip( ) → void

Cut whatever is staged to its end, the way a player who has seen it does.

status( ) → void

What is staged right now, for anyone who needs to know (and for tests).

shots(name: ?) → void

The whole shot list of a sequence, without playing it.

argtypedescription
name?

preview(card: ?, withMotion: ?) → void

Put the frame and one card on the glass without moving the camera, so a card can be composed and judged as an image while nothing is playing.

argtypedescription
card?
withMotion?

clearPreview( ) → void

Take the preview back down.

glide(pos: ?, look: ?, seconds: ?) → void

A single scripted move for any slice that wants one, on Core's primitive.

argtypedescription
pos?
look?
seconds?

clearSubs( ) → void

live( ) → any

install(C: ?) → void

argtypedescription
C?

onCallback(id: ?, _value: ?) → void

argtypedescription
id?
_value?

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
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# 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/rs_staging.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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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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agent review score
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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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