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Emberward

The feel of the fight. Attaches to the local player's body; `BattleBoot` wires it there the moment the component exists.

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

Emberward

The feel of the fight. Attaches to the local player's body; BattleBoot wires it there the moment the component exists.

What it does

SystemBehaviour
LocomotionGates the body's CharacterController speed by state — free, guarding, committed to a swing, rolling, hurt, dead.
Dodge-rollSpace. 0.62 s, invulnerable from 0.06 s to 0.40 s, carried by a decelerating curve so it has weight. Costs stamina.
Light attackLeft mouse. 0.16 s windup / 0.12 s active / 0.30 s recovery.
Heavy attackRight mouse. 0.46 / 0.16 / 0.62 — a real commitment.
Guard + parryHold Shift to block at a stamina cost. Release it into an incoming strike inside 0.22 s and the saint rings.
StaminaEverything spends it; it regenerates 0.55 s after the last spend and never while the guard is up.
Hit detectionReach + arc from the Emberward's own facing to the saint's root.
QuenchE, only while the saint is staggered and within reach. 110 damage.
Lock-onTab. On by default.
CameraSets the live Camera's behavior to CombatCamera — from this file, so the asset literal resolves.

Events

Raises player:attack player:roll player:guard player:parry player:damaged player:died player:stamina hit boss:damaged shake hitstop camera:beat. Consumes boss:strike.

Ownership

The saint's health, poise and stagger belong to the boss slice. This component reports damage and lets that slice apply it. While no SlagSaint component exists on boss_root it applies the numbers itself, so the fight is playable and testable alone — and it stands that fallback down the instant the boss slice appears, so a hit is never applied twice.

Driving it without a keyboard

Every verb is a method: :light() :heavy() :roll() :guard(down) :quench() :toggleLock() :revive(). :status() returns the whole state machine — state name, time in state, attack window, stamina, i-frames — which is what a claim about the fight should be checked against.

Interface

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

conforms to

zero/source-extract/v2

Emberward — the feel of the fight. Everything the player DOES lives here: locomotion gating, the dodge-roll and its invulnerable window, light and heavy attacks with a real windup / active / recovery shape, the guard and the 0.22 s parry that rings the saint, the stamina that punishes greed, hit detection against the saint's body, and the Quench. It attaches to the LOCAL PLAYER'S BODY (BattleBoot puts it there), and it is also where the gameplay camera is handed over: it sets the live `Camera` component's `behavior` to `CombatCamera`, from this file, because an asset reference has to resolve in the engine that publishes the world and the wiring hub cannot name a component that did not exist when it was written. WHAT IT RAISES (see Rules.EVENTS): player:attack {kind} player:roll player:guard {down} player:parry {perfect} player:damaged {amount, health} player:died player:stamina {value, max} hit {point, surface, power} boss:damaged {amount, health, part} shake hitstop camera:beat WHAT IT CONSUMES: boss:strike {move, origin} — the only thing in the game that hurts you. WHO OWNS WHAT: the saint's health and poise belong to the boss slice. This component raises `boss:damaged` and lets that slice apply it. Until that slice exists, it applies the numbers itself so the fight is playable and testable on its own — and it stands down the moment a `SlagSaint` component appears on `boss_root`, so the two never both apply the same hit.

P( ) → any

bodyPos( ) → void

bossEnt( ) → any

bossSliceLive( ) → boolean

True once the boss slice is live. While it is, this component only REPORTS damage; the boss applies it.

cc( ) → any

pushStamina( ) → void

canSpend(cost: number) → boolean

argtypedescription
costnumber

spend(cost: number) → boolean

argtypedescription
costnumber

refund(amount: number) → void

argtypedescription
amountnumber

enter(name: string, dur: number) → void

argtypedescription
namestring
durnumber

busy( ) → boolean

attackWindows(kind: string) → void

The three windows of an attack, from the tuning in Rules.PLAYER.

argtypedescription
kindstring

attackPhase( ) → string

Which window an attack is in right now.

beginStaggerLocally( ) → void

endStaggerLocally( ) → void

strikeBoss(amount: number, poise: number, part: string, power: number) → void

Land a blow on the saint. `part` is one of the five keys in Rules.state.boss.damage, so the art slice can wear the body down.

argtypedescription
amountnumber
poisenumber
partstring
powernumber

saintInReach(reach: number, arc: number) → boolean

Is the saint inside the swing? Reach is measured to its root and the arc is taken from the Emberward's own facing, so a swing at nothing misses.

argtypedescription
reachnumber
arcnumber

tryLandAttack( ) → void

die( ) → void

hurt(amount: number) → void

argtypedescription
amountnumber

parry(move: string) → void

argtypedescription
movestring

block(amount: number) → void

argtypedescription
amountnumber

onBossStrike(payload: any) → void

The one thing in the game that hurts the player.

argtypedescription
payloadany

moveDirFromInput( ) → void

resolveAnchor( ) → void

Facing is written on the BODY ROOT, not on the skinned mesh under it. The mesh is one child among several — the art slice hangs a cloak and its own pieces beside it — and turning only the mesh leaves everything else pointing the way it was. Turning the root turns the whole character, whatever anyone parents to it afterwards. Locomotion turns the mesh child toward the character's VELOCITY. Under a lock-on the facing is the saint rather than the velocity, so the two would fight every frame: stand its turn down, and level the child it may already have turned, so the root's rotation is the only one in play.

desiredYaw( ) → number

driveFacing(dt: number) → void

argtypedescription
dtnumber

tuneController( ) → void

carryRoll(dt: number) → void

Carry the roll. The character controller is held at zero speed through it, so the displacement is this curve and nothing else: it starts fast and decelerates to a stop, which is what gives the roll its weight.

argtypedescription
dtnumber

playerCameraEntity( ) → any

THIS player's camera rig — the sibling of the body inside the prototype clone the engine minted for this user. `layers.active.camera` is the wrong thing to ask: it answers with whatever camera is on screen right now, which in play mode is sometimes the EDITOR's fly camera and during a cutscene is staging's. Handing the fight camera to either of those puts a follow rig on a camera that is not the player's, and the symptom is a behaviour that appears to vanish and reappear on its own.

handOverCamera( ) → void

Staging takes the camera for the opening and the two endings by putting its own behavior on it, so the handover is not a one-shot latch: it is a poll that takes the camera back whenever the fight is the thing on screen and nothing of combat's is driving it. It never steals the camera mid-cutscene — during `intro` / `victory` / `defeat` it only claims a camera that has no behavior at all, which is the case where nobody is driving it.

tickFallbackBoss(dt: number) → void

Poise regeneration and the stagger timer belong to the boss slice. Run them here only while that slice is missing, so the fight is playable before it lands and completely untouched after.

argtypedescription
dtnumber

armInput( ) → void

unsubscribeAll( ) → void

awake( ) → void

start( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

light( ) → boolean

Swing the light attack: fast, cheap, small poise damage.

examples

emberward:light()

heavy( ) → boolean

Swing the heavy attack: slow to start, big damage, big commitment.

examples

emberward:heavy()

roll( ) → boolean

Dodge-roll. Invulnerable from 0.06 s to 0.40 s of a 0.62 s roll, and it costs stamina — an empty bar is why greed kills.

examples

emberward:roll()

guard(down: boolean) → void

Raise or drop the guard. Dropping it opens the parry window: a strike that arrives inside `Rules.PLAYER.parryWindow` of the release rings the saint instead of landing.

argtypedescription
downbooleanTrue while the control is held.

examples

emberward:guard(true) ; emberward:guard(false)

quench( ) → boolean

Drive the quenching blade into the saint's exposed core. Only available while it is staggered and within reach; 110 damage.

examples

emberward:quench()

toggleLock( ) → boolean

Toggle the lock-on. Locked, the camera holds the Emberward and the saint in the tall frame and the body faces the saint.

examples

emberward:toggleLock()

revive( ) → void

Put the Emberward back on her feet at full health and stamina, in the free state — what a retry needs.

examples

emberward:revive()

status( ) →

Everything the fight is doing right now, in one table — the read-back behind any claim about i-frames, stamina or the state machine.

examples

print(emberward:status().state)

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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.
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component · born here
❒asset
# CombatCamera The fight camera, for a 1080x1440 portrait frame. A landscape follow rig puts a 15.5 m boss half off the top of a 3:4 screen, so this one does not pick a distance and hope. Every frame it takes the two extremes the shot must contain — the Emberward's feet and the crown of the saint's bell — aims at the ANGULAR midpoint between them, and grows the stand-off until that half-angle fits inside the frame on both axes. The eye rises as the shot pulls back, so a wide stand-off looks down at the basin and up at the saint rather than crawling along the floor. The portrait shape then carries the composition: the player low, the saint towering up the tall axis. Measured live at 15.5 m: a stand-off of 8.9 m puts the Emberward's feet at -0.89 of the half-frame and the crown of the bell at +0.68, with the horizontal spread well inside — both bodies held, neither on the border. ## Modes - **Locked on** — stands on the line behind the player away from the saint and holds both bodies. Look input swings it off that line by at most `orbitLimit` and eases back. - **Free** — an ordinary orbit around the player. - **Yielding** — while `Rules.state.mode` is `title`, `intro`, `victory` or `defeat` it writes no pose at all: the staging slice drives the camera there. ## Screen shake It is the consumer of the `shake` event: `Rules.shake(amplitude, duration)` from anywhere adds trauma, trauma decays, and the offset is trauma squared, so a light hit is a nudge and the Quench is felt. Sampled from layered sines so it is smooth at any frame rate. ## Reading it back `:framing()` reports mode, the solved distance, the camera and aim points, the orbit offset, live trauma and the shake displacement the last pose actually carried — the numbers behind the shot, without a screenshot. `:kick(amplitude, duration)` shakes it directly and `:calm()` drops everything still ringing, which is what a cut to a new shot wants. Attached by `Emberward`, which sets `Camera.behavior`. The follow target comes from the standard `Camera.follow` slot.
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module · born here
❒asset
# game/combat/fight Stateless helpers shared by `Emberward.component` and `CombatCamera.component`. - `Fight.damp(current, goal, tau, dt)` — frame-rate independent approach. - `Fight.xyz(p)` — read any position-ish value as three numbers. - `Fight.horizDist(a, b)` / `Fight.yawTo(a, b)` / `Fight.angleDelta(from, to)`. - `Fight.yawQuat(yaw)` — a rotation about +Y as the array a transform takes. - `Fight.inArc(origin, yaw, target, arcDegrees, range)` — cone + range test. - `Fight.newShake()` / `Fight.addShake(s, amp, dur)` / `Fight.sampleShake(s, dt, scale)` — trauma-based screen shake, sampled from layered sines so it stays smooth. Yaw is measured about +Y from world +Z: forward is `(sin yaw, 0, cos yaw)`, so a yaw of `0` faces the saint down the arena's +Z axis.
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component · born here
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# SlagSaint The mind of the thing in the basin. Attach it to `boss_root`; the scene's `BattleBoot` does that automatically the moment this component exists. The saint takes its turn. It announces every blow at least eight tenths of a second before it throws it, it tracks the Emberward, its poise breaks when it is punished hard enough, and it thanks her when it dies. ## The cycle ``` idle ──▶ tell ──▶ strike ──▶ recover ──▶ idle ▲ │ └──────── stagger ◀── poise 0 ───────────┘ │ shift ◀── health crosses 62% / 24% │ dead ◀── health 0 ``` * **idle** — waits out this phase's `attackInterval`, turns toward the player, and from phase 2 walks in when she is further away than 7.5 metres. It does not walk in phase 1: it is still bolted to the basin. * **tell** — the wind-up. Never shorter than 0.8s, whatever the phase. The threatened area is drawn on the floor (see `boss/telegraph`), the saint coils back and leans away, and the core in its chest swells. * **strike** — the release. Raises `boss:strike`, lunges, flashes the tell. `double_stomp` lands twice. * **recover** — the punish window, 0.7 to 1.45 seconds depending on how big the blow was. * **stagger** — 5.5 seconds with the core exposed. The Quench lands here. * **shift** — 2.5 seconds of phase transition; interrupts anything. Interrupts run in priority order: death beats a phase change beats a stagger. A parry interrupts a wind-up outright. ## What it raises `boss:telegraph` `boss:strike` `boss:poise` `boss:stagger:begin` `boss:stagger:end` `boss:defeated` `battle:victory` `battle:defeat` `camera:beat` `hit` `shake` `hitstop` `ui:prompt` `vo` `sfx`, and `phase:changed` through `Rules.setPhase`. `boss:strike` carries more than the contract's `{ move, origin }` — it also carries `damage`, `range`, `arc`, `phase` and `inside` (whether the player was in the threatened area on the frame it landed), so the combat slice can resolve the hit without re-deriving the geometry. ## What it consumes `boss:damaged` is the damage channel. If the payload carries `health`, that number is adopted; otherwise `amount` is subtracted. Either way the hit wears down `Rules.state.boss.damage` — the named `part` takes the brunt and every part takes a little, so by the end the saint is visibly a wreck. Send `poise` explicitly to control the meter; without it the poise cost is inferred from how big the hit was. `player:parry` rings the bell: 30 poise, damage on `headBell`, and it interrupts whatever the saint was winding up. `player:died` and `mode:changed` do the obvious things. Returning the mode to `title` or `intro` resets the fight to full health in phase 1, which is what a retry needs. ## State it writes `Rules.state.boss.health` `.poise` `.staggered` `.coreExposed` `.telegraphing` `.move` `.damage`, plus one key this slice adds: * **`Rules.state.boss.stance`** — `"kneeling"`, `"standing"`, `"unshuttered"` or `"dead"`. The art slice can read it instead of deriving the pose from the phase index. ## Fields | field | default | what it does | |---|---|---| | `showTells` | `true` | draw the threatened area during a wind-up | | `aggression` | `1.0` | multiplies the gap between attacks; above 1 is slower | | `autoStartSeconds` | `16` | if no staging slice exists, start the fight anyway after this long | | `verbose` | `false` | log each decision | ## Methods ```lua local saint = entity.find("boss_root").component.get("SlagSaint") saint:status() -- everything about the fight, including `read` saint:moves() -- every move available now, with its tell sentence saint:hurt(24, "legs") -- deal damage the way combat would, events and all saint:ring() -- a perfect parry, without hands on a keyboard saint:quench() -- the critical; only lands while the core is exposed saint:cast("bell_toll") -- force the next wind-up saint:restart() -- full health, phase 1, damage cleared ``` `status().read` is the sentence a player should be able to say out loud during the current wind-up. If it does not match what you can see happening, the telegraph is broken. ## Standing alone The saint is playable without its neighbours. If the `Emberward` component is not in the world it resolves its own blows against the player, and if the `Director` is not in the world it starts the fight itself after `autoStartSeconds`. Both checks are by existence, so neither fires once the real slice lands.
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backing path · game/Emberward.component

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