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asset⌬ componentcomponentprimary: init.luau·originates fromworld 8ed7bbce-f…

CinderPylon

One survey pylon on the crown. Six instances, one per `pylon_N` entity, each carrying its own `index`.

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

CinderPylon

One survey pylon on the crown. Six instances, one per pylon_N entity, each carrying its own index.

While the local player stands inside cinder.CFG.pylonRadius of the pylon's site — and within verticalReach of its height, so somebody on the flank directly below it does not count — the survey charges. At full charge the pylon arms itself for good, swaps to cinder.MATERIALS.pylonArmed, and emits pylon.armed once.

Committing

Stepping out does not throw the survey away immediately. holdSeconds of grace run first, so ducking a lava bomb and coming straight back costs almost nothing. Past that the charge bleeds at bleedRate of the fill rate, so walking away costs everything. Committing to a pylon is what it pays for.

What it reports

pylon.charging fires every tick the charge MOVES, with { index, charge, rising } — rising = true while filling, false while bleeding — so a charge indicator both fills and drains without polling. pylon.armed fires once, with { index, x, y, z }.

cinder.state.pylonCharge[index] carries the same number for anything that would rather read state than subscribe.

Fields

FieldDefaultMeaning
index1Which pylon this is, 1..CFG.pylonCount. Set in the scene.
charge00..1, replicated.
armedfalseTrue once the survey is complete, replicated.
holdSeconds0.55Grace after stepping out, before the bleed starts.
bleedRate0.55Bleed speed as a fraction of the fill speed.
verticalReach6.0How far above or below the pylon still counts as in it.

Resetting

Nothing here listens for a new run. CinderDirector.beginRun() resets every pylon directly — charge, armed flag and material — so a restart has one owner and cannot half-happen.

Interface

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

conforms to

zero/source-extract/v2

CinderPylon — one survey pylon on the crown. Sits on each `pylon_N` entity. While the local player stands inside `cinder.CFG.pylonRadius` of it, the pylon charges; at full charge it arms itself, swaps to the armed material, and emits `pylon.armed` once. Stepping out does not throw the survey away immediately: there is a short hold before the charge starts bleeding, so ducking a lava bomb and coming straight back costs almost nothing, while walking away costs everything. Committing is what the pylon pays for. It reports its own progress through `pylon.charging` every tick the charge MOVES — up or down — so the HUD and the ambience can react without polling the pylons. The payload carries `rising` so a reader can tell a fill from a drain. The director resets pylons directly at the top of every run, so a restart needs nothing from here. OWNED BY SLICE A (rules-and-loop). No other slice edits this file.

awake( ) → void

playerInside(s: { x: number, y: number, z: number }) → boolean

Is the local player standing in this pylon right now?

argtypedescription
s{ x: number, y: number, z: number }

arm(s: { x: number, y: number, z: number }) → void

Complete the survey: swap the material and announce it, once.

argtypedescription
s{ x: number, y: number, z: number }

update(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.

7items
▣
module · born here
❒asset
# cinder <!-- 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 · libs/@me/CinderPylon.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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