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asset⌬ componentcomponentprimary: init.luau·originates fromworld aab1ec85-c…

Command

Everything between the player and the referee. One of these is attached to the scene's `Command` entity by `scenes/main.scene/build.luau`, and it is the only thing in the game that reads the mouse.

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

Command

Everything between the player and the referee. One of these is attached to the scene's Command entity by scenes/main.scene/build.luau, and it is the only thing in the game that reads the mouse.

What it does

  • Picks a tooth from a pixel. The cursor's ray is built from the live camera's own pose and lens, then crossed with each gear ring's plane and measured in that plane. Picking therefore needs no collider on anybody else's geometry, and a platform hidden behind a nearer one is correctly unclickable.
  • Draws the board's overlay. Green rings mark the cells the selected automaton can step to this tooth; a violet ring beside each one marks where that same cell will have travelled once the machine turns, with a rod drawn along the carry. Red rings mark the blight this automaton could strike now, and where every blight will be a tooth from now.
  • Runs the HUD. Winding per automaton, the tooth count, the phase, and the cost of the action under the cursor before it is spent — all of it built by game.ui, which this component feeds a plain view table.
  • Frames the board. The scene's PlayerPrototype CameraRig is retuned at runtime: distance, zoom range, field of view, and an orbit focus lifted above the rings so the board reads from above rather than edge-on.

It asks the referee, it does not rule

Every action is put to Director by name, and the verdict it answers with — { ok, reason } — is what the HUD prints. canMove / canStrike / canWind decide whether a click is offered; move / strike / windAlly / hold perform it; reachable / strikeTargets / windTargets decide what the overlay draws. When the referee exposes no verb for something, this component falls back to spend / restore and Core.neighbours, so the interface stays playable against a partial referee.

What the player does

InputEffect
Left-click an automatontake command of it
Left-click a green cellmove there — 1 winding
Left-click a blight in reachstrike it — 2 winding
Left-click the automaton you already commandhold; it winds back up when the turn ends
The wind an ally buttons in the barspend 2 to give an adjacent ally 3
Advance the machine button, or Spaceend the turn
Tabnext automaton
Hhow to play
Escapeclear the selection
Right-drag / scrollorbit and zoom

Called from elsewhere

local c = entity.find("Command").component.get("Command")
c:select(unitId)                  -- take command
c:hovered()                       -- { ring, sector } under the cursor
c:pickAt(px, py)                  -- the same pick at an exact viewport pixel
c:previewAt(ring, sector)         -- what a click there would do, and cost
c:clickCell(ring, sector)         -- resolve, judge and spend, in one call
c:reachableNow() / c:strikeTargetsNow() / c:windTargets()
c:windTarget(unitId)              -- spend 2, give 3
c:endTurn()

clickCell and pickAt exist so the whole command chain can be exercised without a mouse in the loop.

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/Command.component — how the commander plays. OWNED BY THE "command" SLICE. The scene's build.luau attaches exactly one of these, to an entity named "Command", and never changes again. Everything between the player and the referee is here: * picking — a ray from the cursor against the 37 cell addresses, so a click lands on a tooth of a gear rather than on a collider somebody else owns. * the overlay — rings drawn on the metal: where the selected automaton can step (green), where each of those cells will have TRAVELLED once the machine turns (violet), and where the rust will be (red). That violet ring is the telegraph, and it is the whole game: you are not choosing a place, you are choosing a place one tooth from now. * the HUD — winding per automaton, the tooth count, and the cost of the action under the cursor BEFORE it is spent. * the framing — the live CameraRig, retuned for a board 34 units across. It never writes game state itself while a referee will take the call. Every action is offered to the Director first, by name, and only applied here when the referee exposes no verb for it: local d = entity.find("Director").component.get("Director") d:spend(unitId, Core.COST.move) d:endTurn() The camera is the scene's PlayerPrototype CameraRig, which build.luau authored and nothing may replace — there is one camera per joining player and a second rig breaks the moment anyone else opens the world. This component retunes the LIVE rig at runtime and never authors one.

Model

ent(id: string?) → any

Small helpers

argtypedescription
idstring?

show(id: string?, on: boolean) → void

argtypedescription
idstring?
onboolean

place(id: string?, x: number, y: number, z: number, sx: number, sy: number, sz: number) → void

argtypedescription
idstring?
xnumber
ynumber
znumber
sxnumber
synumber
sznumber

marker(root: any, name: string, mesh: any, mat: any) → string

The overlay — rings on the metal

argtypedescription
rootany
namestring
meshany
matany

buildOverlay( ) → void

tuneCamera( ) → void

The camera — retuned on the live rig, once per rig

rayThrough(sx: number, sy: number) → any

Picking — a ray from the cursor against the 37 addresses The ray through one viewport pixel, in world space. Built from the live camera's own pose and lens rather than from a collider, so picking does not depend on geometry another slice owns.

argtypedescription
sxnumber
synumber

pointerOverHud(ray: any) → boolean

argtypedescription
rayany

planeHit(ray: any, y: number) → void

Where a ray crosses the horizontal plane at height `y`, or nil if it never does in front of the camera.

argtypedescription
rayany
ynumber

pickAlong(ray: any) → any

The cell a given ray lands on, nearest the camera first, or nil. A platform is a disc lying flat at its ring's height, so the pick is the disc's own test: cross the ring's plane, then measure in that plane. A ray-to-centre distance would let a raking view confuse two teeth that are nowhere near each other on the metal.

argtypedescription
rayany

pickAtPixel(sx: number, sy: number) → any

The cell under one viewport pixel. Public so the pick can be exercised at an exact pixel without a mouse in the loop.

argtypedescription
sxnumber
synumber

pickCell( ) → any

The cell under the live cursor, or nil when the cursor is over the HUD or has never moved.

automatonAt(ring: number, sector: number) → any

Reading the board

argtypedescription
ringnumber
sectornumber

blightAt(ring: number, sector: number) → any

argtypedescription
ringnumber
sectornumber

displayName(unit: any) → string

argtypedescription
unitany

directorSurface(d: any) → void

argtypedescription
dany

directorMethod(d: any, names: { string }) → any

argtypedescription
dany
names{ string }

readVerdict(v: any) → void

argtypedescription
vany

ask(d: any, names: { string }, ...: ?) → void

Put a question to the referee. Returns whether it said yes, why not, and whether it answered at all — an unanswered question falls back to this component's own reading of the state.

argtypedescription
dany
names{ string }
...?

canAct(d: any, unit: any) → void

Can this automaton act at all right now? Mirrors the referee when it exposes the question, and reads the shared state the same way when it does not.

argtypedescription
dany
unitany

resolveAction(cell: any) → any

verb: "move" | "strike" | "wind" | "hold" | "select"

argtypedescription
cellany

applyMove(d: any, unit: any, cell: any) → boolean

Acting — offered to the referee first, applied here only if it has no verb

argtypedescription
dany
unitany
cellany

applyStrike(d: any, unit: any, target: any) → boolean

argtypedescription
dany
unitany
targetany

applyWind(d: any, unit: any, target: any) → boolean

argtypedescription
dany
unitany
targetany

applyHold(d: any, unit: any) → boolean

argtypedescription
dany
unitany

director( ) → any

Public surface — what the rest of the game may call

select(unitId: string) → void

Pick an automaton. Passing "" clears the selection.

argtypedescription
unitIdstring

cycleSelection( ) → void

Step to the next automaton that can still act.

reachable( ) → void

Where the selected automaton could step to, this tick. Recomputed on every call because the machine dissolves links as it turns — never cache it.

hovered( ) → any

The cell the cursor is over, as `{ ring, sector }` — nil off the board.

pickAt(sx: number, sy: number) → any

The cell under an exact viewport pixel. Same ray the cursor uses, stated rather than sampled, so a pick is checkable in one call.

argtypedescription
sxnumber
synumber

previewAt(ring: number, sector: number) → any

What a click on `cell` would do right now. The HUD reads this; a test can too.

argtypedescription
ringnumber
sectornumber

commit(action: any) → boolean

Take the action the prompt describes. Returns whether anything was spent.

argtypedescription
actionany

clickCell(ring: number, sector: number) → boolean

Click the cell at an address, exactly as the pointer would. The whole command chain — resolve, judge, spend — in one call, so it is testable without simulating a mouse.

argtypedescription
ringnumber
sectornumber

windTarget(targetId: string) → boolean

Spend 2 to give an adjacent ally 3. Offered in the bar only where the referee says it is allowed, so this is the same call the button makes.

argtypedescription
targetIdstring

windTargets( ) → void

Every ally the selected automaton could wind right now, as unit records.

reachableNow( ) → void

Every cell the selected automaton could step onto this tooth. The referee owns this answer — planks and occupancy are its business, not the HUD's.

strikeTargetsNow( ) → void

Every blight the selected automaton could strike this tooth.

endTurn( ) → void

restartMatch( ) → boolean

Wind the tower up again: a fresh hour on the same board. The referee musters the roster from nothing, so the interface only has to forget what it was looking at and let the end card go.

buildView(prompt: any) → any

The view the HUD is a function of

argtypedescription
promptany

signature(view: any) → string

argtypedescription
viewany

registerScreens(view: any) → void

Screens

argtypedescription
viewany

hideScreens( ) → void

refreshScreens(view: any) → void

argtypedescription
viewany

layTrail(id: string?, ax: number, ay: number, az: number, bx: number, by: number, bz: number) → void

Drawing the overlay Lay a rod between two world points, so the carry itself is drawn.

argtypedescription
idstring?
axnumber
aynumber
aznumber
bxnumber
bynumber
bznumber

drawOverlay(hover: any) → void

argtypedescription
hoverany

awake( ) → void

Lifecycle

onDestroy( ) → void

onCallback(id: string, _data: any) → void

argtypedescription
idstring
_dataany

readKeys( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(_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.

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material · born here
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# CommandReach <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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material · born here
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# CommandThreat <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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# core <!-- 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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module · born here
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# ui Every widget tree the commander sees, and the palette they are drawn in. ```lua local Ui = require("game.ui") ui.registerScreen("escapement.hud", Ui.hud(view), 10) ``` The module is **pure**. It registers nothing, reads no game state and touches no entity: each function takes one plain `view` table and returns a widget tree. That is what makes the interface checkable — hand `Ui.hud` a table and read the tree back, with no engine in the way. ## The trees | Function | What it draws | |---|---| | `Ui.hud(view)` | the whole screen: top bar, roster column, bottom bar | | `Ui.topBar(view)` | the tooth dial, the phase, and **Advance the machine** | | `Ui.roster(view)` | one card per automaton — winding as a wound spring — and the blight still climbing | | `Ui.windStrip(view)` | the allies the referee says can be wound from here | | `Ui.prompt(view)` | the action under the cursor and what it costs, before it is spent | | `Ui.legend()` | what a green, violet or red ring on the metal means | | `Ui.help()` | how to play, as a first-run card | | `Ui.endCard(view)` | the hour struck, or the escapement stopped | ## The view ``` tick, ticksToHour, phase, outcome, reason roster { id, kind, name, winding, max, frozen, acted, selected, onMainspring, ring, sector } blight { id, name, rust, ring, sector } windTargets { id, name, winding } prompt { verb, target, cost, gain, legal, why } -- verb: move|strike|wind|hold|select selectedName, showHelp ``` ## Palette `Ui.P` is the colour set — warm brass on blackened iron. `Ui.MARKER` holds the same three accents as `{r, g, b}` triples, so the swatches in the on-screen legend and the rings drawn on the metal are provably the same hue. Callback ids the owning component must answer in `onCallback`: `endturn`, `help`, `helpclose`, `dismiss`, `sel:<unitId>`, `wind:<unitId>`.
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# CommandHover <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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component · born here
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# Director The referee. One of these sits on the scene's `Director` entity and owns `Core.state()` — it is the only thing that writes the tick, the phase, the outcome, and every unit's ring, sector, winding and rust. Everything else in Escapement reads that state and reacts to the signals fired here. The law it applies lives next door in `game.rules`, which answers every legality question purely off the shared state. This component is the half that is allowed to write: it asks the law, applies the answer, and fires the signal. ## Getting hold of it ```lua local d = entity.find("Director").component.get("Director") ``` ## Commanding an automaton One action each per turn. Winding is the resource that carries *across* turns, so the question is never "what can I afford this turn" but "how long can this automaton keep going". | Call | Costs | Does | |---|---|---| | `d:move(unitId, ring, sector)` | 1 | steps one open link | | `d:strike(unitId, targetId)` | 2 | bites `power` off a blight's rust | | `d:windAlly(unitId, targetId)` | 2 | gives an adjacent automaton 3, thawing it | | `d:hold(unitId)` | — | stands still, and books the end-of-turn winding | | `d:endTurn()` | — | the blight's turn, the winding, then the machine turns | Every one of them answers `{ ok = boolean, reason = string }`. A refusal carries the reason in plain words — *"the machine offers no crossing there this tick"*, *"frozen — an adjacent automaton must wind it back up"* — so an interface can tell the player why rather than doing nothing. Ask before you spend with `d:canMove(unitId, ring, sector)`, `d:canStrike(unitId, targetId)` and `d:canWind(unitId, targetId)`, which answer the same shape without touching anything. ## Reading the board | Call | Answers | |---|---| | `d:snapshot()` | tick, phase, outcome, selection, every unit, the planks down | | `d:reachable(unitId)` | the cells this automaton may step onto, this tick | | `d:strikeTargets(unitId)` | the blight ids it may bite, this tick | | `d:windTargets(unitId)` | the ally ids it may wind, this tick | | `d:preview(unitId)` | the world point its cell will be at once the machine turns | | `d:planks()` | the counterweight ground currently lying on the board | | `d:cost(kind)` | what `"move"`, `"strike"` or `"windAlly"` costs | | `d:unit(unitId)` | the live unit record | `d:snapshot()` is the one to use from a script, a tool or a test. Components and modules share one require registry and can read `Core.state()` directly; an `execute` call gets its own registry and therefore its own, empty `Core`. ## The turn, in order `d:endTurn()` runs the rest of the turn in one call: 1. **blight** — the rust takes its turn. If the unit host offers a `runBlight`, that is the blight's turn and the referee only supplies the economy calls it makes. Otherwise the referee runs its own climb, and sends its own reinforcements in through the vents. 2. **the winding** — every automaton that stood still all turn is wound: three on a mainspring node, one anywhere else. Standing still means it was not commanded *and* its winding is no lower than when the turn began, so rust in the gears is the one thing a spring cannot be wound through. 3. **advance** — the tick lands. Every address stays where it is and every cell moves, so every unit is carried wherever the metal takes it. The match ends the moment any of these is true, checked after every phase: the rust stands on the escapement (**lost**), every automaton has run down (**lost**), or the tick reaches `Core.TICKS_TO_HOUR` (**won**). `Core.SIGNAL.matchEnded` carries `{ outcome, reason }`. `d:newMatch()` clears the board and musters the roster again — what an end-of-match screen calls to play once more. ## Fields | Field | Default | Meaning | |---|---|---| | `autoPlay` | `false` | end the turn on a timer, with nobody commanding | | `secondsPerAutoTurn` | `2.5` | how long each of those turns lasts | | `blightWaves` | `true` | send reinforcements when the referee is running the blight itself |
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# CommandSelect <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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# CommandGhost <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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backing path · game/Command.component

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