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rounds

The round of NINE BELLS: five patients, seven infected, nine tolls, and the contagion meter that decides how the night ends.

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

rounds

The round of NINE BELLS: five patients, seven infected, nine tolls, and the contagion meter that decides how the night ends.

What it puts in the world

M.start() — called once by the scene entrypoint — places the round and starts a per-frame loop.

  • Five patients (Patient.component), spread up the district behind their quarantine sheets. Reaching one is a spoken moment; treating one is a hold that leaves the physician standing still in the open. Every treated lantern stays lit, and the lit lanterns are the progress display — the counter in the HUD is the second-best way to read it.
  • Seven infected (Infected.component), pacing the stretches of street between them. Never killed: routed around, warded off by the censer's smoke, or calmed by a longer hold that sits them down beside a small lamp for good.
  • The nine bells (game.bells), one every NB.RULES.secondsPerBell. Each toll thickens the air and emboldens the infected; the ninth bricks the district shut.

Where the round goes

Placement is a fraction of the district's real extent, which it reads off Camera2D's bounds on the CameraRig — the city slice writes them, so that is the one published statement of how big Ashcross is. Each nominal point is then dropped onto whatever NB.provide.solidAt says is solid beneath it. When the city slice calls NB.claimVisual("city") the whole round is placed again, so it lands on the real district whichever order the two slices finish in.

With no city at all it falls back to a 28 x 104 strip and stands on the skeleton floor, which is enough to play against.

Win and lose

Winevery patient treated and "gate.reached"
Losecontagion reaches NB.RULES.contagionMax, or the ninth bell tolls

Contagion rises in standing miasma (NB.provide.inMiasmaAt), rises by NB.RULES.contagionPerTouch on contact with an infected, rises with the air itself after the fourth bell (bells.miasmaRise()), and decays in clean air. The Vinegar Cloth tincture (NB.state.activeTincture) makes the physician immune to all of it while it lasts.

Events

Emits "patient.reached", "patient.treated", "infected.warded", "infected.treated", "hurt", "bell" and "phase". Listens for "gate.reached", "hurt", "bell", "patient.treated", "infected.treated", "visual.claimed" and "phase".

Reading it from outside

require("game.rounds") and require("game.nb") reach the live round from anywhere, including an execute call. Patient also carries the round's control surface, which is the shorter way in when you already have an entity:

local c = entity.find("patient_vetch").component.get("Patient")
c:round()                                  -- the live blackboard
c:status()                                 -- that patient
c:setPhase("play")                         -- drive the phase
c:raise("gate.reached", { x = 0, y = 0 })  -- raise an event on the live bus
c:treatNow()                               -- finish the hold now
entity.find("infected_sh1").component.get("Infected"):status()

The API

local Rounds = require("game.rounds")

Rounds.start()       -- the entrypoint calls this once
Rounds.place()       -- lay the round out over the district again
Rounds.reset()       -- back to the top of the night, every lantern dark
Rounds.tick(dt)      -- one frame; the loop calls it
Rounds.reachGate()   -- the physician is at the lazaretto gate
Rounds.stop()        -- drop the loop and every subscription

Rounds.patients      -- the five entities
Rounds.infected      -- the seven entities

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.rounds — the round of NINE BELLS. What you are here for and what is against you: FIVE PATIENTS, placed up the vertical route behind their quarantine sheets. Reaching one is a moment; treating one is a hold that leaves you standing still in the open. Every treated lantern stays lit, and the lit lanterns are the progress display — in the world, not in a counter. THE INFECTED, pacing their stretches of street. Never killed: routed around, warded off by the censer's smoke, or calmed by a longer hold that sits them down beside a small lamp for good. THE NINE BELLS, one every `NB.RULES.secondsPerBell`. Each toll thickens the air and emboldens the infected, and the ninth bricks the district shut. `game.bells` owns the clock; this module drives it. CONTAGION, which rises in standing miasma and on contact and decays slowly in clean air. Full, and the round is lost. Win: every patient treated AND the lazaretto gate reached before the ninth. Lose: contagion full, or the ninth bell tolling with the round unfinished.

PatientInfected

district( ) → void

The city slice writes the district's real extent into Camera2D so the shot never leaves it. That makes the camera's bounds the one published statement of how big Ashcross is, and it is what the round spreads itself over.

groundAt(x: number, y: number) → number

Drop a nominal point onto whatever the city slice says is solid beneath it. Falls back to the nominal height when nothing is there, so the round still stands up on the skeleton floor before the district exists. Ashcross is built as much out of DROP-THROUGH boards as out of solid stone, and a one-way board answers `oneWayTopAt`, not `solidAt` — a patient placed against `solidAt` alone hangs in the air over a perfectly good gantry. Both are asked, at every step down.

argtypedescription
xnumber
ynumber

clearSpawned( ) → void

Placing the round

place( ) → void

reset( ) → void

The round itself Put the night back to the top: bells at zero, contagion clear, every lantern dark again.

lose(reason: string) → void

argtypedescription
reasonstring

win( ) → void

reachGate( ) → void

Say the physician has reached the lazaretto gate. The city slice emits `"gate.reached"`, which lands here; this is the same door for a scripted beat or a test.

doctorXY( ) → void

titleOnScreen( ) → boolean

Is a title card actually on screen? While one is, the round is waiting on a player rather than on a slice that never landed.

tick(_dt: number) → void

One frame of the round. Called from this module's own loop; exposed so a test can step the night by hand. The night counts WALL-CLOCK seconds off its own clock rather than the `dt` it is handed. A round is the one system in this game that must not be double-counted: two heartbeats each passing a full frame's `dt` — which is what a stray loop from an earlier module generation leaves behind — makes contagion climb at twice its rule and the bells run at twice their pace, and every query still reports the rules correctly.

argtypedescription
_dtnumber

wire( ) → void

Wiring

start( ) → void

Start

stop( ) → void

Stop the loop and drop every subscription. Called by nothing in the game; it is here so a session can take the round down cleanly.

Sub-parts

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# Patient One of the people still breathing behind a shuttered door in Ashcross. A patient is a **nook**, not a sprite: a straw pallet, a figure huddled on it, a quarantine sheet nailed across the front and drawn to one side, and a lantern on a hook beside the door. All four are children of the entity carrying this component, so moving the entity moves the whole doorway. `game.rounds` places these; nothing else spawns one. ## The moment, and the hold **Reaching** one is a moment: come within `reachRadius` and they speak, once, through `NB.say` — which means the line is heard if the audio slice has a voice for it and printed on screen either way. **Treating** one is a hold. Stand within `treatRadius` and move slower than `stillSpeed` for `NB.RULES.treatSeconds`. The lantern's wick catches the moment work starts and gutters back out if the physician steps away, so the progress is readable off the street rather than off a bar. When the hold completes the sheet falls in a heap, the figure sits up bandaged, and the lantern burns. **The lit lanterns are the progress display.** Five of them lit is the round. ## Fields | Field | | |---|---| | `pid` | stable id, carried in every event | | `who` | the name the field kit prints when they speak | | `kind` | 1..3 — which of the three painted figures | | `reachLine` / `treatLine` | what they say, coming and going | | `reachRadius` / `treatRadius` / `stillSpeed` | the geometry of the hold | | `reached` / `treated` / `progress` | live state; `progress` is 0..1 | ## Methods ```lua local c = entity.find("patient_vetch").component.get("Patient") c:status() -- this patient c:round() -- the whole round's blackboard c:treatNow() -- finish the hold now c:setPhase("play") -- drive NB.setPhase c:raise("gate.reached", { x = 0, y = 0 }) -- raise an event on the live bus ``` `round`, `setPhase` and `raise` are the round's external control surface: a scripted beat, a tool, or a test drives the round through them without reaching into `game.nb` and without having to know which slice owns what. ## Where the doctor is Read off the `doctor` **entity's** transform — the local player's avatar where there is one — rather than off `NB.state.doctor`. The world is always multiplayer and the doctor is a `PlayerPrototype` the engine clones, so the avatar is the body actually standing there; the speed the hold checks is differenced from that same transform, which means the hold reads true whoever is driving the body.
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# Infected A patient you did not reach in time. **Nothing in this game is killed**, and this component is where that rule is kept. An infected has exactly four things it can be doing, and there is no fifth: | Mode | | |---|---| | `pace` | walking its stretch of street, head down | | `lunge` | it has heard you, and it is coming | | `recoil` | the censer's smoke went up in its face — it staggers away and `"infected.warded"` fires | | `calm` | you stood still beside it long enough — it sits down for good with a small oil lamp burning next to it | Touching one costs `NB.RULES.contagionPerTouch` through the `"hurt"` event. The rounds director is what turns that into contagion; it never costs a life directly, and it can always be undone by standing still, which is the whole argument of the game. Standing still within reach **quiets** one after the first moment: it stops coming for you and stops costing you anything, which is what makes the longer hold survivable — and leaves you standing in the open while the night goes on around you. They get bolder as it gets late. `bells.boldness()` scales how far they hear and how fast they move, so the same street is a different street at the seventh bell than it was at the second. ## Fields | Field | | |---|---| | `iid` | stable id, carried in every event | | `kind` | 1 = the gravedigger · 2 = the woman in the torn shift · 3 = the bell-ringer's boy | | `homeX` / `span` | the stretch of street it walks; it never leaves it | | `paceSpeed` / `lungeSpeed` / `sense` | before the night's boldness multiplier | | `calm` / `progress` | live state; `progress` is 0..1 through the calming hold | ## Methods ```lua local c = entity.find("infected_sh1").component.get("Infected") c:status() -- mode, position, how far through the calming hold c:calmNow() -- calm it now: a scripted beat, or a test ``` `game.rounds` places these; nothing else spawns one.
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# nb <!-- 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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# bells The clock of Ashcross: nine tolls, `NB.RULES.secondsPerBell` apart, and the pressure they put on everything else. `game.rounds` owns this module and drives it — nothing here runs a loop of its own, so the night stops when the round stops. ```lua local Bells = require("game.bells") Bells.begin() -- start counting Bells.update(dt) -- once a frame from the rounds director Bells.toll() -- ring the next one now (tests, a scripted beat) Bells.halt() -- stop without losing the count Bells.reset() -- back to the top of the night Bells.count() -- 0..9 Bells.untilNext() -- seconds to the next toll Bells.pressure() -- 0..1, how late it is Bells.miasmaRise() -- extra contagion/second the air itself costs Bells.boldness() -- range and speed multiplier the infected read Bells.line(n) -- the Bellman's line for bell n ``` Every toll emits `"bell"` `{ n }`, plays `NB.sfx("bell", { n, pressure })`, and speaks the Bellman's line through `NB.say`. It also mirrors the count into `NB.state.bell` / `NB.state.bellClock`, which is what the field kit's HUD reads.
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# Camera2D — the camera of Ashcross The only camera in Nine Bells. Orthographic, side-on, never rotating, never leaving the `NB.CAMERA.z` plane; it looks straight down -Z at a flat city on a 1080x1440 portrait screen, which covers sixteen world units vertically and only twelve across. ## In play It follows `NB.state.doctor` — not an entity, because the traverse slice runs its own 2D physics and writes the doctor's position into the blackboard. There is a deadzone the doctor moves inside without the camera answering (narrow horizontally, because there is almost no horizontal room to give away), a lead in the direction of travel scaled by run speed, and a softer vertical time constant so a landing reads as weight. It publishes where it ended up into `NB.state.cameraX` / `cameraY`, which is what the backdrop reads for its scripted parallax and what every slice reads to decide whether a thing is on screen. ## When a moment takes it | Call | What it does | |---|---| | `:panTo(x, y, seconds, ease)` | a TIMED move along an eased curve; `:isPanning()` says when it has arrived | | `:zoomTo(height, seconds, ease)` | a TIMED change of lens. 16 is the playing frame, 10 a push onto a face, 22 the district opening out | | `:setDrift(vx, vy)` | a slow creep added to a driven shot — a held frame that drifts is alive, one that is nailed down is a still | | `:kick(amount)` | the shake: a bell, a hard landing, a floor giving way | | `:snapTo(x, y)` | a cut. Take the override too (`:driveTo`) or the follow walks it straight back | | `:driveTo(x, y)` | the untimed, damped drive | | `:release()` | hand the shot back to the doctor, cancelling any pan and drift | | `:setBounds(minX, maxX, minY, maxY)` | the city slice's limits on the FOLLOW. A driven shot ignores them: a staged moment may look above the roofline | | `:pose()` | where the shot is, with the shake taken back out | Ease names: `linear` `inQuad` `outQuad` `inOutQuad` `outCubic` `inOutCubic` `inOutSine` `outExpo`. ## It also carries the staging clock `game.stage` installs `NB.ext.stageTick` and `NB.ext.stagePostTick`; this component calls them once a frame, in edit mode as well as in play, so a moment can be rehearsed without entering play and locking the VFS for the other slices. The pre-tick runs before the pose, so a cue that starts a pan this frame is answered this frame; the post-tick runs after it, which is where anything held in front of the lens is placed so it never lags the shake. Both calls are guarded: a staging module mid-edit can never take the camera down with it. ## Usage ```lua rig.component.add("Camera", { projection = "orthographic", behavior = asset.resolve("game.Camera2D", "component"), }) ``` Owned by the staging slice. See `/zero/source/design/spec.md`.
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backing path · game/rounds.module

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