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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

story

The staged beats of Sengoku Trance: the opening that establishes the place, the beat before and after every duel, the ending, the camera work that attends to all of it, and every spoken line in the game.

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

game.story — staging, camera and voice

The staged beats of Sengoku Trance: the opening that establishes the place, the beat before and after every duel, the ending, the camera work that attends to all of it, and every spoken line in the game.

Everything it builds lives under the Staging scene anchor. It is the only slice that moves the camera, and it puts the camera back on the authored gameplay framing — ST.resetCamera() — every time a beat lets go, however that beat ended.

Playing a beat

local Story = ST.need("game.story")

Story.playOpening(function()  end)              -- the opening
Story.playPre("okehazama", function()  end)     -- tops a duel; start it in the callback
Story.playPost("okehazama", "break")            -- tails a duel
Story.playEnding()                              -- the ending, perfect-run aware
Story.play("pre:nagashino")                     -- any beat by id
Story.skip()                                    -- what the skip key does
Story.startCampaign()                           -- opening → three duels → ending

Every entry point takes an onDone(reason) callback, called with "completed", "skipped" or "stopped". A beat also announces itself on the bus, so nothing has to hold a callback to follow along:

topicpayloadwhen
screen.change{ screen = "story" }a beat takes the screen
story.line{ speaker, who, text, voice, seconds }each line, as it is delivered
story.done{ beat, reason }the beat lets go
screen.change{ screen = <previous> }the screen goes back

Anyone can ask for a beat without reaching for the module:

ST.bus.emit("story.cue", { beat = "pre", stage = "nagashino" })
ST.bus.emit("story.cue", { beat = "post", stage = "nagashino", outcome = "break" })

Story also listens for duel.end and tails the duel itself, so a duel is topped and tailed even when nobody asks — and it answers ui.command { action = "start" } by running the whole campaign, unless the conductor publishes a startCampaign of its own, in which case it stands back and only serves beats.

The camera

A beat is one shot per line, framed on whoever is speaking: Nobunaga close, the rival close and mirrored, the chronicle wide. The framings are measured by capture against the real 3:4 viewport, not derived — a row of paper lanterns hangs along the front of the stage at head height, so every close shot stands above the lantern line and looks down across it.

A key light finds the speaker and eases onto them in their own colour, with a cold rim behind so the figure keeps an edge against the back wall.

The written form

Every spoken line is printed on a lacquer plate low on the screen, clear of the letterbox bands, with the speaker's name and kanji over a gold hairline. That is what makes a line survive a failed generation, a muted player and a noisy room — the audio can go missing, the line never does.

What it stands on

  • story.script — the words, and who says them.
  • story.voice — the generated audio for them, cached as .soundClip.
  • game.core — ST.WORLD for where everything stands, ST.PALETTE for colour, ST.bus for talking to the other slices.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — slice: STORY (staging, camera and voice) Read /source/design/spec.md first. This slice owns: * the opening that establishes the place, * the staged beat before and after every duel, * the ending, * the camera work that attends to all of it, and * EVERY SPOKEN LINE IN THE GAME. Everything it builds is parented under `ST.anchor("Staging")`. It is the ONLY slice that moves the camera, and it puts the camera back with `ST.resetCamera()` before handing control back for a duel. The words live in `story.script` and the audio for them in `story.voice`. A line whose clip failed to generate is still DELIVERED: the plate prints it and the beat holds for a read-aloud estimate of its length. Audio can go missing; a line never does.

ModelLightAudio

wideRise(dur: number) → void

Low on the highway, rising, aimed up at the torii: this is Japan, this is a rave, and it is enormous.

argtypedescription
durnumber

nobunaga(dur: number) → void

Close on Nobunaga. MEASURED BY CAPTURE, not derived. A row of paper lanterns hangs along the front of the stage at about eye height, so any shot that comes in LEVEL with a duellist puts a lantern over his face. Every close framing here therefore stands above the lantern line and looks down across it.

argtypedescription
durnumber

rival(dur: number) → void

Close on the rival, mirrored, so the two never share a frame geometry and the cut always reads.

argtypedescription
durnumber

breakDown(dur: number) → void

The rival breaking: the camera drops on him as he goes.

argtypedescription
durnumber

twoShot(dur: number) → void

Both men on the stage, from above the lantern line in front of the deck.

argtypedescription
durnumber

ascend(dur: number) → void

The ending: leave the two of them and climb out over the torii.

argtypedescription
durnumber

fallen(dur: number) → void

Nobunaga alone, off the beat: the failure beat.

argtypedescription
durnumber

framingFor(beat: any, who: string) → void

Which framing a given line is shot on.

argtypedescription
beatany
whostring

speakerPos(who: string) → void

Where a speaker physically stands, for the key light.

argtypedescription
whostring

tinted(name: string, parent: any, mat: any, col: { number }, pos: { number }, scale: { number }, model: string) → any

Everything this slice spawns is TEMPORARY. The rig is rebuilt by `mount()` on every scene load, so baking it into the scene file would both duplicate it and put a build slice's entities into a file the plan phase owns — and an unbaked live entity edit is what `world.commit` refuses to commit past.

argtypedescription
namestring
parentany
matany
col{ number }
pos{ number }
scale{ number }
modelstring

buildMon(parent: any) → void

The Oda mon — mokkou, the melon-flower crest. A gold ring, a gold heart, and five petals around it, hung above the torii. It is the thing the opening and the ending hang on, so it gets the gold and the glow.

argtypedescription
parentany

buildNobori(parent: any) → void

Two nobori — the tall narrow war banners that stood beside a Sengoku camp. One either side of the stage, in the rival's colour, raised for a duel's staged beat and struck when it ends.

argtypedescription
parentany

buildLights(parent: any) → void

The key light that finds whoever is speaking, and a cold rim behind them so the figure keeps an edge against the back wall.

argtypedescription
parentany

buildVoiceSource(parent: any) → void

One long-lived Audio source. Its `clip` is reassigned per line, which is what the audio guide calls a deck; `autoplay = false` so nothing sounds until the beat cues it.

argtypedescription
parentany

rgba(c: { number }, a: number) → string

argtypedescription
c{ number }
anumber

hex(c: { number }) → string

argtypedescription
c{ number }

plateTree( ) → any

showPlate(who: string, text: string) → void

argtypedescription
whostring
textstring

hidePlate( ) → void

speakLine(beat: any, index: number) → void

argtypedescription
beatany
indexnumber

isPlaying( ) → boolean

Whether a staged beat is on screen right now.

examples

if not Story.isPlaying() then Story.playOpening() end

finishBeat(reason: string) → void

argtypedescription
reasonstring

play(beatId: string, onDone: ((string) →

Play a staged beat by id — the opening, a duel's top or tail, the ending.

argtypedescription
beatIdstringA beat id from `story.script` ("opening", "pre:okehazama", "ending", ...).
onDone((stringCalled with "completed" / "skipped" / "stopped" when the beat lets go.

examples

Story.play("opening", function() startTheFirstDuel() end)

run( ) → void

skip( ) → void

Skip the beat playing now. Its cues still fire, so nothing the game depends on is lost.

examples

Story.skip()

playOpening(onDone: ((string) →

Play the opening.

argtypedescription
onDone((stringCalled when it lets go.

examples

Story.playOpening(function() Story.playPre("okehazama") end)

playPre(stageId: string, onDone: ((string) →

Play the staged beat that TOPS a duel.

argtypedescription
stageIdstring"okehazama" | "nagashino" | "honnoji".
onDone((stringCalled when it lets go — start the duel here.

examples

Story.playPre("okehazama", function() conductor.startDuel("okehazama") end)

playPost(stageId: string, outcome: string, onDone: ((string) →

Play the staged beat that TAILS a duel.

argtypedescription
stageIdstringThe duel that just ended.
outcomestring"break" | "hold" | "fall".
onDone((stringCalled when it lets go.

examples

Story.playPost("okehazama", "break")

playEnding(onDone: ((string) →

Play the ending — the perfect-run variant when every duel was won by BREAK with no miss.

argtypedescription
onDone((stringCalled when it lets go.

examples

Story.playEnding()

conductorOwnsCampaign( ) → boolean

startCampaign( ) → void

Run the whole campaign from the opening to the ending, driving the conductor between beats. The entry point a title screen's START calls.

examples

Story.startCampaign()

beginDuel(i: number) → void

argtypedescription
inumber

mount( ) → void

Build the staging, wire the bus, and load the voice cache.

examples

M.mount()

tick(dt: number, songTime: number) → void

Drive the staging: the crest turns on the beat, the key light finds the speaker, and the plate keeps the spoken line on screen.

argtypedescription
dtnumberSeconds since the previous frame.
songTimenumberSeconds into the track.

examples

M.tick(0.016, 12.4)

unmount( ) → void

Put the camera back, take the plate down, and drop every listener.

examples

M.unmount()

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
# story.script — the words Every line spoken in Sengoku Trance, and who speaks it. Data only: nothing here touches the engine, which is what lets the written form of a line survive a failed generation, a muted player and a noisy room. ```luau local Script = require("story.script") Script.SPEAKERS.nobunaga -- { name, kanji, voice, color, note } Script.beat("pre:okehazama") -- { id, stage, camera, lines } Script.clipName("opening", 3) -- "vo_opening_03" Script.allLines() -- every line in delivery order ``` ## The speaking parts | key | who | how they read | |---|---|---| | `narrator` | the chronicle | flat, historical, unimpressed | | `nobunaga` | the player character | cold, amused, absolutely certain | | `yoshimoto` | Okehazama | courtly, complacent, condescending | | `katsuyori` | Nagashino | proud, hot, brittle | | `mitsuhide` | Honnō-ji | quiet, apologetic, unstoppable | `voice` is a voice id handed to the audio service. Each one was put through the service and came back with audio before it was written here. ## The beats `opening`, then `pre:` and `post:` for each of the three duels, then `ending` — with `ending:perfect` for a run of three BREAKs and no miss — and `fall` for a duel lost. A line is `{ who, text, pause? }`. `text` is both what is spoken and what is printed. `pause` holds the beat a little longer after the line lands.
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module · born here
❒asset
# story.voice — the voice cache Every spoken line in Sengoku Trance is generated once and kept as a `.soundClip` under `/source/story/vo/`, so a hot reload, a scene reload or a rebuild never re-buys the script. ```luau local Voice = require("story.voice") Voice.load() -- read the duration manifest Voice.have("vo_opening_01") -- is the line cached? Voice.clip("vo_opening_01") -- AssetRef<soundClip>, or nil Voice.seconds("vo_opening_01", "the text") -- how long the line runs Voice.coverage() -- { total, cached, missing } Voice.fill({}) -- build-time: generate what is missing ``` ## Reading a line's length `seconds` answers from the manifest, then from the clip itself, and finally from the words — about 2.7 a second with a floor, so a one-word line still lands as a beat. **A line whose clip is missing still runs**: the plate prints it and the beat holds for the estimate. Audio can go missing; a line never does. ## Filling the cache `fill` is build-time. It is deliberately **serial**: several generations started inside one frame come back with a backend transaction conflict that reads exactly like a failed line, so this runs one at a time and waits. The service names the file it writes after the prompt, truncated — two lines that open with the same clause overwrite each other's asset — so every clip is copied straight out of the service's own output directory into `/source/story/vo/` under a name derived from the beat and the line's index, and the service's copy is swept up behind it. The manifest at `/source/story/vo/manifest.txt` is `name|durationMs`, one line each, so the beat's length is known without decoding anything.
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module · born here
❒asset
# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
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backing path · game/story.module

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