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telegraph

The saint's wind-up, made visible.

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

game/boss/telegraph

The saint's wind-up, made visible.

Every attack is announced for at least eight tenths of a second, and the announcement has to be readable from where the player actually stands: a third-person camera about three metres off the black glass, in a frame that is taller than it is wide.

That rules out a floor decal. A slab lying flat, seen almost edge-on, covers almost no pixels — the first version of this drew a geometrically perfect wedge that was invisible in play. So the tell is a picket: a fan of hot blades that rise out of the basin along the arc the blow will cover, alternating tall and low with gaps between them, reaching full length on the exact frame the blow lands. Direction, distance and timing in one read, without hiding the fight behind it.

  • a directional move draws its picket across its own arc;
  • a move that leaves the saint entirely draws it through all 360 degrees;
  • the strike flashes the picket white-hot and collapses it;
  • a core light in the saint's chest swells through the wind-up and opens all the way while it is staggered, so the tell still reads when the floor is off the bottom of the frame.
local Telegraph = require("game.boss.telegraph")

local rig = Telegraph.ensure(bossRoot)      -- builds only what is missing
Telegraph.place(rig, x, z, yaw, parentScale)
Telegraph.arm(rig, spec)                    -- a spec from game/boss/moveset
Telegraph.tick(rig, spec, t01)              -- 0 at the first frame, 1 at impact
Telegraph.fire(rig, spec)
Telegraph.advance(rig, dt)                  -- runs the collapse out
Telegraph.core(rig, phase, charge, exposed)

Two things worth knowing before editing this

The rig heals itself. Another slice owns the saint's body and sweeps boss_root's children when it rebuilds, so alive() is checked rather than a handle being trusted, and ensure re-derives from the world.

Glow colour lives in emissive, not in a colour property. The standard material's vocabulary is emissive (an RGB colour) scaled by emissive_intensity (a number). Writing a plain number into emissive is accepted and sets the colour to grey, so a telegraph animated that way renders pure white however saturated its palette was meant to be. The colour is written once when a move is armed; only the intensity moves after that, in four steps across the wind-up rather than every frame.

Everything the rig spawns is temporary, so none of it is written into the scene the plan phase owns.

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/boss/telegraph — the saint's wind-up, made visible. Every attack the Slag Saint throws is announced for at least eight tenths of a second before it lands, and the announcement has to be READABLE from where the player actually stands: a third-person camera about three metres off the black glass, in a frame that is taller than it is wide. That rules out a flat floor decal. A slab lying on the ground, seen almost edge-on, covers almost no pixels — the first version of this drew a perfect wedge that was invisible in play. So the tell is a PICKET: a fan of hot blades that rise out of the basin along the arc the blow will cover, alternating tall and low with gaps between them, growing to full reach on the exact frame the blow lands. Direction, distance and timing, in one read, without hiding the fight behind it. * a directional move draws its picket across its own arc; * a move that leaves the saint entirely draws it through all 360 degrees; * the strike flashes the picket and collapses it; * a CORE light in the saint's chest swells through the wind-up and opens all the way while it is staggered, so the tell reads even when the floor is off the bottom of the frame. The rig rebuilds itself if it goes missing: another slice owns the saint's body and sweeps `boss_root`'s children when it reloads, so nothing here trusts a cached handle across a neighbour's rebuild. Everything it spawns is `temporary`, so none of it is written into the scene the plan phase owns.

setGlow(mat: string, intensity: number, rgb: { number }?) → void

The standard material's glow is `emissive` (an RGB COLOUR) scaled by `emissive_intensity` (the number). Writing a plain number into `emissive` is accepted and sets the colour to grey, so a telegraph animated that way renders pure white however saturated its palette was meant to be — and `emissive_color`, which the create-time options list, is not part of the shader's vocabulary at all, so a write there is dropped in silence. Colour goes in `emissive`; the ramp goes in `emissive_intensity`.

argtypedescription
matstring
intensitynumber
rgb{ number }?

ensureMaterials( ) → void

setVisible(e: any, on: boolean) → void

Building the rig Show or hide one piece of the rig. The Model's own `visible` field is the draw switch that reads back — `entity:hide()` leaves both `visible` and `active` reporting true afterwards, so a rig checked from an `execute` claims to be showing blades it is not.

argtypedescription
eany
onboolean

childNamed(parent: any, name: string) → any

argtypedescription
parentany
namestring

ensure(host: any) → any

Build (or re-derive) the telegraph rig under `host`. Safe to call whenever: it only spawns what is actually missing.

argtypedescription
hostany

alive(h: any) → boolean

True when the rig this handle describes is still in the world. A neighbouring slice that rebuilds `boss_root`'s children takes it with them.

argtypedescription
hany

place(h: any, x: number, z: number, yaw: number, parentScale: any) → void

Put the rig flat on the basin under the saint, facing the way it faces, and undo whatever scale the body slice has put on the anchor.

argtypedescription
hany
xnumber
znumber
yawnumber
parentScaleany

stepGlow(h: any, index: number, rgb: { number }?) → void

argtypedescription
hany
indexnumber
rgb{ number }?

arm(h: any, spec: any) → void

Point the rig at a move. Draws nothing yet — `tick` grows it.

argtypedescription
hany
specany

layout(h: any, len: number, tallH: number, lowH: number) → void

Lay the picket out at a given reach. Odd blades stay low and wide — the ground the blow covers; even blades are narrow and tall — the tongues that carry the read up off the floor and into a low camera's frame.

argtypedescription
hany
lennumber
tallHnumber
lowHnumber

tick(h: any, spec: any, t01: number) → void

Advance the wind-up. `t01` runs 0 on the first frame of the tell to 1 on the frame the blow lands.

argtypedescription
hany
specany
t01number

fire(h: any, spec: any) → void

The blow lands: the picket flashes to full reach and starts to collapse.

argtypedescription
hany
specany

advance(h: any, dt: number) → void

Run the collapse out. Call every frame; a no-op when nothing is fading.

argtypedescription
hany
dtnumber

disarm(h: any) → void

Take the tell off the floor.

argtypedescription
hany

core(h: any, phase: number, charge: number, exposed: boolean) → void

Set the core's resting look for a phase and drive its swell. `charge` is the wind-up 0..1; `exposed` opens it all the way.

argtypedescription
hany
phasenumber
chargenumber
exposedboolean

destroy(h: any) → void

Remove the whole rig. Called when the boss component goes away.

argtypedescription
hany

Sub-parts

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module · born here
❒asset
# rules <!-- 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/boss/telegraph.module

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