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rules

The round loop of *Lamplighter's Round*: Dread, oil, the hold-to-light interaction, the Ember economy, the prelude, and the win/lose resolution.

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

rules

The round loop of Lamplighter's Round: Dread, oil, the hold-to-light interaction, the Ember economy, the prelude, and the win/lose resolution.

require("game.rules"). It reads game.core and writes only the state fields Core names it the owner of.

The shape of the round

You carry a lantern. It is not light enough to see by — it is light enough to keep your nerve for a little while. Dread rises whenever you are away from a burning lamp, slowly at first and faster the longer you stay out, and falls hard the moment you step into gaslight. The lantern buys you most of a minute; walking burns it, running burns it faster, and when it is dry the dark has you at the full rate.

Lighting a lamp is the one thing that helps and the one thing that costs. You hold the taper, and while you hold it you cannot move at all — the rules write the body's walk speed to zero. Letting go does not throw the attempt away: the flame gutters, draining back at 1.5× the fill rate, so a flinch costs you and a change of mind is final. An attempt that got past 15% and then died emits lampFailed.

The Pale takes you in the dark. Under a burning lamp it can reach you and it costs 38 Dread, but it cannot have you — the gaslight is the sanctuary the whole round is walked for. That branch lives here because the round's ending is the rules' to own.

Measured behaviour

Every number below was read out of a live round, not derived:

Standing still in the dark, full lanterndead in 32.7 s (cause = "dark")
A walked 11 m crossing+8 Dread, −8 oil
Holding the taper at the far endpeaks at ~18 Dread
The lamp takingDread 0 again inside 1.2 s, oil full
Lantern drythe Dread rate roughly doubles; ending cause = "dry"
A full nine-lamp roundwon at 0:18 clear, 0:48 with the Pale hunting

Upgrades

One Ember per lamp, so a round pays out nine. Rank n costs n Embers and each track stops at rank 3, so a maxed track costs 6 of the 9 — you can max one and open a second, never all three. Buying is refused unless you are standing in lamplight.

TrackRank 0 → 3
reachinteract range 3.0 → 6.6 m
stridewalk speed 2.5 → 3.7 m/s (written to the body's CharacterController)
wicklight time 2.6 → 0.9 s

A full Dread bar also adds 30% to the light time — shaking hands — which is the reason to rest before crossing rather than after.

What the HUD calls

local Rules = require("game.rules")

Rules.buyUpgrade(name)      -- -> ok, reason        spend an Ember
Rules.canBuy(name)          -- -> ok, reason        why a button is dimmed
Rules.upgradeCost(name)     -- -> cost | nil        nil once the track is maxed
Rules.upgradeRank(name)     -- -> rank, maxRank
Rules.upgradeEffect(name)   -- -> "4.2 m"           the number it changes, now
Rules.UPGRADES              -- ordered { name, label, blurb }
Rules.prompt()              -- -> the line to print near the reticle
Rules.stats()               -- -> everything the meters and end cards want
Rules.targetLamp()          -- -> lamp, index, distance, inReach
Rules.setLightHeld(down)    -- drive hold-to-light from a screen button
Rules.restart()             -- begin a fresh round from a win/lose card

stats() returns phase cause time lampsLit lampTotal dread dreadFrac oil oilFrac embers lightProgress lighting inLamplight lampLight darkTime sinceLastLamp reach lightSeconds targetDistance targetInReach held.

Input

Hold-to-light is the engine's own interact control on @builtin::inputMaps.default — KeyE on a keyboard, the west face button on a pad, an on-screen button on a phone. The module activates that map and subscribes to the control rather than polling a key code, so all three devices work with no extra plumbing. setLightHeld ORs a HUD button on top of it for a bespoke on-screen control.

Notes for the other slices

  • Lamp positions are read from Core.lamps every frame — move the posts wherever the street wants them; nothing here assumes a layout.
  • Core.state.paleDist feeds a Dread multiplier that rises to 2.2× as the Pale closes inside 14 m. While that field is left unwritten the multiplier sits at 1 and the pressure never engages.
  • Subscriptions are made in build(), never at module scope: the scene entrypoint clears the event bus on every rebuild, so a handler registered once at load is silently dropped the first time any slice hot-reloads.

Interface

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

conforms to

zero/source-extract/v2

Lamplighter's Round — the rules and the round loop. OWNED BY SLICE A (rules-and-loop). The shape of the game this file makes: You carry a lantern. It is not light enough to see by — it is light enough to keep your nerve for a little while. Dread rises whenever you are away from a burning lamp, slowly at first and then faster the longer you stay out; it falls hard the moment you step into gaslight. The lantern buys you most of a minute. Walking burns it, running burns it faster, and when it is dry the dark has you at full rate. Lighting a lamp is the one thing that helps and the one thing that costs you. You must hold the taper, and while you hold it you cannot move at all. The Pale closing while you are two seconds from the flame is the whole game. The contract with the rest of the game, which must keep working: * it writes Core.state.dread / oil / embers / lampsLit / lighting / lightProgress / upgrades / phase and NOTHING else. * it calls Core.setLampLit(i) when a lamp finishes lighting. * it calls Core.setPhase("prelude" | "round" | "won" | "lost"). * it reads Core.lamps; it never places geometry. * it listens for "paleCaught" from the dread slice and ends the round. What the HUD (slice C) can call on this module, beyond the four hooks: Rules.buyUpgrade(name) -> ok, reason spend an ember Rules.upgradeCost(name) -> cost | nil nil once the track is maxed Rules.canBuy(name) -> ok, reason why a button is dimmed Rules.upgradeEffect(n) -> "3.0 m" the number it changes, now Rules.UPGRADES -> ordered specs name / label / blurb / max Rules.prompt() -> string the line to show near the reticle Rules.stats() -> table everything the end cards want Rules.setLightHeld(b) drive the hold from a touch button Rules.restart() begin a fresh round from a card

characterController( ) → void

Never cached across frames: Core.playerEntity() re-resolves every call.

groundSpeed(cc: ?) → number

How fast the player is actually moving over the ground, in m/s.

argtypedescription
cc?

applyMoveSpeed(cc: ?, locked: boolean) → void

Push the walk speed the rules want onto the body. Called every frame, so it heals itself if anything else touches the controller. locked = true while a taper is being held: you cannot move at all.

argtypedescription
cc?
lockedboolean

bindInteract( ) → void

`interact` is a control on the engine's default input map — KeyE on a keyboard, the west face button on a pad, an on-screen button on a phone. Subscribing to the control rather than polling a key code is what makes the taper work on all three.

unbindInteract( ) → void

taperHeld( ) → boolean

Is the taper being held right now, by whichever surface the player has?

shelterAt(px: number, pz: number) → void

0..1. How much the dark is being kept off this point: gaslight if you are near a burning lamp, the lantern's own small circle otherwise.

argtypedescription
pxnumber
pznumber

pressure( ) → number

The multiplier on the dread rate from how long you have been out, and from how close the Pale is.

rankOf(name: string) → number

argtypedescription
namestring

setRank(name: string, value: number) → void

argtypedescription
namestring
valuenumber

reachRange( ) → number

How far you can reach a dead lamp from, with the Reach ranks you own.

lightSeconds( ) → number

How long the taper must be held, with Wick ranks and a shaking hand.

upgradeCost(name: string) → number

The ember cost of the next rank in a track, or nil once it is maxed.

argtypedescription
namestring

canBuy(name: string) → void

Whether an ember can be spent on this track right now, and why not.

argtypedescription
namestring

buyUpgrade(name: string) → void

Spend an ember on a track. The HUD calls this; the rules decide whether it is allowed. Returns ok plus the reason it was refused.

argtypedescription
namestring

upgradeEffect(name: string) → string

The number a track currently buys you, as a line the HUD can print.

argtypedescription
namestring

upgradeRank(name: string) → void

The rank a track is at, and the rank it can reach.

argtypedescription
namestring

targetLamp( ) → void

Returns the nearest dead lamp, its index, its distance, and whether it is inside your reach. Nil when every lamp is burning.

abandon(reason: string) → void

Give up on the lamp being lit. The scare is measured against how far the attempt ever got, not against what is left of it: a flame that guttered all the way out reaches this with lightProgress already at zero.

argtypedescription
reasonstring

tickLighting(dt: number, px: number, pz: number) → boolean

Returns true while a taper is actually being held to a lamp — the frames the player cannot move.

argtypedescription
dtnumber
pxnumber
pznumber

resolve(phase: string, why: string, message: string) → void

argtypedescription
phasestring
whystring
messagestring

tickPrelude(dt: number, cc: ?) → void

argtypedescription
dtnumber
cc?

tickRound(dt: number, cc: ?, px: number, pz: number) → void

argtypedescription
dtnumber
cc?
pxnumber
pznumber

build( ) → void

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

setLightHeld(down: boolean) → void

Drive the hold-to-light from a screen button, alongside the Interact control. Both are ORed, so a phone and a keyboard behave identically.

argtypedescription
downboolean

restart( ) → void

Begin a fresh round from a win or lose card.

prompt( ) → string

The line to show the player where their eyes already are.

stats( ) → void

Everything the HUD and the end cards want, in one read.

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