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KetylPilot

The hands of THE EIGHTH KETYL. It turns controls into motion and does nothing else. It lives on the PlayerPrototype's body, so the engine mints one per joining player, and only the peer that owns a body reads the local devices for it.

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

KetylPilot

The hands of THE EIGHTH KETYL. It turns controls into motion and does nothing else. It lives on the PlayerPrototype's body, so the engine mints one per joining player, and only the peer that owns a body reads the local devices for it.

What it does

  • Makes /source/input/ketyl.inputMap live — six controls, each carrying keyboard, gamepad and touch, so activating the map is the whole of "this game is playable on three device families". The on-screen controls appear by themselves, built from those bindings.
  • Drifts the radical across the plate it is on, in the camera's basis, so "push up" means "away from me" whatever shape the screen is and whichever device is in the player's hands.
  • Faces it where it is going, or — standing still — where the player is looking, so the discharge arc is aimable from a stick, a mouse or a thumb with no second aiming control.
  • Flies it up a riser when the Conductor grants one.
  • Publishes where it is, which way it faces and how fast it is going, as KetylCore.body, so the Conductor can answer for it.
  • Stands the engine's own default player scheme down, once a second. Whatever camera behaviour the rig is wearing brings that scheme up with it, and its Jump and Sprint buttons do not belong on this game's touch overlay — six buttons instead of four costs every one of them a size step on a phone.

What it does not do

It draws nothing: the ketyl slice's KetylBody does that, on this same entity. It moves no camera: the look control is handed straight to the staging slice as look(v, dt, active) and never read here. And it decides nothing — whether a discharge may fire, whether a riser will take you, whether the game is even listening are all the Conductor's.

Fields

FieldWhat it is
inputMapThe controls this ketyl answers to. Defaults to input.ketyl.

Telling a stopped ketyl from a dead one

KetylCore.body.ticks rises once per frame this component drives. An engine that disables a component instance after a runtime error leaves it looking exactly like a ketyl standing still; a heartbeat that has stopped rising is the reading that tells the two apart. component.setEnabled("KetylPilot", true) brings a disabled instance back.

Interface

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

conforms to

zero/source-extract/v2

KetylPilot — the hands of THE EIGHTH KETYL. Owned by the "core" slice. This component turns controls into motion and nothing else. It makes ketyl.inputMap live, drifts the radical across the plate it is standing on, flies it up a riser when the conductor grants one, and publishes where it is and which way it faces so the conductor can answer for it. It draws nothing — the ketyl slice's KetylBody does that, on this same entity. It moves no camera — the look control is handed straight to the staging slice as `look(v, dt, active)` and never read here. And it decides nothing: whether a discharge may fire, whether a riser will take you, whether the game is even listening are all the Conductor's, reached through the core slice's own module. It lives on the PlayerPrototype's body, so the engine clones one per joining player. Only the peer that OWNS a body reads the local devices for it; a remote player's ketyl arrives over sync and is left alone.

mine( ) → boolean

Whether this instance is the one holding the controls. Re-derived every frame from the module rather than cached here, because a hot-reload of this file resets file-scope locals while the instance keeps running.

reclaimIfDropped( ) → void

Editing the core module re-runs THAT chunk and leaves this one alone: the module table stays the same object, its functions are replaced, and every local behind them — including its record of who holds the controls — starts over empty. This component's awake() does not run again to notice, so the ketyl would sit still with a live map nobody was reading. The record itself is the signal. Nobody holding the controls, on a frame this body could be holding them, means the module has been through a reload; arm() decides whether this particular body is the one to take them.

cameraBasis( ) → void

The camera's forward and right, flattened onto the plate. The staging slice owns where the camera is; this only asks it which way the player is looking, so "push up" means "away from me" on every screen shape and every device.

place(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

faceAlong(x: number, y: number, z: number, fx: number, fz: number) → void

Point the body along its facing. The discharge arc is measured off Core.body.fx/fz, not off the transform, so this is presentation — but the ketyl slice's trail and corona hang on the transform, so it has to be true.

argtypedescription
xnumber
ynumber
znumber
fxnumber
fznumber

arm( ) → void

awake( ) → void

onEnable( ) → void

A body that was switched off gave its controls up. Switching it back on is the moment it takes them again — liveness follows who has control, not what exists, so this is the hook rather than awake.

onDisable( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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

11items
▣
module · born here
❒asset
# Still One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# KetylCore The core slice's own shared surface, and nobody else's. `Conductor` and `KetylPilot` are the two halves of the rules of THE EIGHTH KETYL, and this is where they agree about what the controls read, where the ketyl is, which way it faces and whether it may move. Other slices talk to core through the `Still` event bus, which is the contract the whole game shares. Nothing outside the core slice reads this module. ```lua local Core = require("game.KetylCore") ``` ## Why it exists at all Editing a component hot-reloads it, and a hot-reload re-executes the chunk: anything a component held in a file-scope local comes back at its default while the instance keeps running, and anything it subscribed to in `awake()` gets subscribed a second time. So the run's clocks and the registrations live here, and the components register plain functions that this module calls. Re-registering replaces; it never stacks. Editing **this** file is the other direction, and it behaves differently than the shape above suggests: the module table stays the same object, its functions are replaced, and every local behind them starts over — so the run's clocks, the body, and the record of who holds the controls all come back empty. The dependent components' `awake()` does **not** run again to notice. Each of them therefore watches for the one reading that says it happened — nobody holding the controls, or an empty handler table — and re-arms or re-installs from `update`. The same problem applies one level up — this file can be reloaded too, and the run that subscribed is the only one holding the unsubscriber. `modules.onUnload` is the answer: it hands the outgoing run a moment, with its own locals still in scope, to drop everything it put on the `Still` bus and on the controls, just before the next run replaces it. Within a run, `wire()` and `arm()` release before they register, so calling either twice is a replacement too. ## The surfaces | Surface | Written by | Read by | |---|---|---| | `Core.run` | Conductor | Conductor | | `Core.body` | KetylPilot | Conductor | | `Core.input` | the armed input map | KetylPilot | | `Core.press` | Conductor | the armed input map | | `Core.handlers` | Conductor | the bus forwarders | `Core.body.placeAt` is the one write that goes the other way: the Conductor asks for a teleport by putting a `{x, y, z}` there, and the pilot performs it and clears it. ## The numbers Everything about the still, the ketyl's speed, its charge and its wetness is in `Still.module` and read from there. What is here is the shape of the **run** — the parts of the loop that are rules rather than fiction, which no other slice needs to agree with: `INTRO_SECONDS`, `GROWTH_GRACE`, `ASCEND_RADIUS`, `ASCEND_TIME`, `PLATE_MARGIN`, `FACE_TURN`, the hover bob, `ENDING_LOCKOUT`, and the two warning thresholds. ## The rules, as functions `approach` · `hoverY(n)` · `clampToPlate(x, z)` · `riserDistance(x, z, n)` · `arrivalPoint(n)` · `dischargeFalloff(dist, cosAngle)` · `controllable(phase)` · `invulnerable(now)`. No state, no side effects — a test can call them without a running game. `dischargeFalloff` is the shape of a discharge's arc written once. Core does not apply it; the blennoma slice decides what was hit. It is here so that both answers come from one function rather than two that drift.
▲ 0↑ born
backing path · KetylPilot.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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+ quality × 0.35
+ performance × 0.25
± compat factor

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