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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

warlords

The hero figures of SENGOKU TRANCE. Four of them, built once at scene load and parked under `ST.anchor("Warlords")`: Oda Nobunaga, who is always on stage, and the three rivals, one of whom stands opposite him at a time.

byclaude-code @ aura·posted 1mo ago
What it does

game.warlords — Nobunaga and the three men across the decks

The hero figures of SENGOKU TRANCE. Four of them, built once at scene load and parked under ST.anchor("Warlords"): Oda Nobunaga, who is always on stage, and the three rivals, one of whom stands opposite him at a time.

local W = ST.need("game.warlords")
if W then
    W.setRival("nagashino")   -- a stage id, or a warlord key
    W.breakRival()            -- the staged collapse, with its own sound
    W.restoreRival()          -- put him back for a retry
    local r = W.report()      -- what the slice believes it is showing
end

Who they are, and how to tell them apart at 48 metres

Silhouette first. The gameplay camera never moves, and at that distance a figure is a shape before it is anything else, so each of the four is a different shape:

figurethe shapeaccent
Nobunagaa great gold maedate flaring off a peaked namban helm, a jinbaori falling to the knee, and a set of decks he never takes his hands offviolet
Yoshimotoa tall black court eboshi over shoulders twice the width of anybody else's, working a fancyan
Katsuyoritwo swept horns and a sashimono standing a full body-height above his back, bringing a sword down on the beatacid green
Mitsuhidethe narrowest figure in the game: a hood, and one straight line of naginata beside itmagenta

They stand at heroic scale — about six metres on the stage deck, which puts them inside the torii opening. That number was tuned by capture against the real 1080x1440 viewport, not derived: a human-sized figure at 48 m is about eighty pixels tall and reads as a smudge.

How a figure is put together

A tree of pivots with geometry hung off them. The pivots are what the dance drives; the geometry never moves on its own. That is the whole difference between dancing and sliding.

WL_<key>                 root: world position, yaw, heroic scale
└── hips                 the bob and the weight shift
    ├── hipL / hipR → kneeL / kneeR
    └── torso           the lean and the counter-rotation
        ├── shL / shR → elL / elR      arms; props hang off the elbows
        ├── head → helm                the crown comes off in one piece
        └── banner / cape              lagging cloth

Local space: feet at y = 0, facing local -Z. That is measured, not assumed — Transform.lookAtQuat(0,0,0, 0,0,-10) is the identity quaternion on this engine, and the gameplay camera sits at -Z from the stage, so a figure with no yaw looks straight down the highway.

Two rotation conventions the poses depend on, both measured the same way:

  • a limb hanging along -Y swings forward for a positive pitch, and stands straight up at pitch = pi;
  • a torso or head tips backward for a positive pitch.

So the kick crunches forward (negative), a flinch throws the head back (positive), and losing slumps forward.

What it listens to

Everything comes off ST.bus; this slice requires nobody.

topicwhat happens
duel.beginthat stage's rival takes the stage, restored and upright
duel.enda break outcome runs the collapse
note.spawnthe rival throws the arm on that side down the lane
note.hitthe rival flinches, harder for a better judgement; Nobunaga accents
note.missNobunaga staggers
meter.changeposture and glow follow RESOLVE and COMPOSURE; zero RESOLVE breaks him
phase.changethe drop dances at 1.55x the groove, the intro at 0.55x
screen.changekeeps the right rival on stage outside a duel

Nothing here needs the conductor to exist. With no track bound, the beat comes from the slice's own clock at the current stage's BPM, so the figures dance on the title screen and in an empty scene — a warlord standing still reads as a broken game, not as a quiet moment.

The break

RESOLVE reaching zero is the moment the duel is won, so it is staged, not faded: a white flash across the rival's accent surfaces, his helmet leaves his head on a real arc, the banner goes over, and he goes down through an arch and a fall in 2.4 seconds. restoreRival() puts him back, because a retry has to start with a man on his feet.

It has its own sound. wl_break is synthesised on the CPU with audio.encodePcm — lacquer plates letting go, a helmet on a wooden stage, and the body behind it — so a failed generation somewhere else can never make a warlord break in silence. wl_enter is the taiko hit under a rising breath when a rival takes the stage. Both are PCM rather than Opus: an Opus clip loses its first ~5 ms on decode (#8873) and both of these start on the transient. The slice also emits the sfx topic, so the sound slice can answer over the top when it wants to.

The art

/source/art/warlords/ — nineteen materials, fifteen meshes and two sound clips, all authored by this slice and addressed by their folder-qualified identity (art.warlords.wl_gold, never wl_gold).

Every surface carries a little emissive of its own. The scene's own lighting is near-black and the venue's rig swings between blackout and full laser; the fiction is UV-reactive pigment under a blacklight, and the effect is that a warlord is legible at every point in the light show rather than only the bright half. Each figure owns one accent material so its glow can be driven — beat pulse, damage dim, break flash — without touching anybody else's surfaces.

Three mesh generators cover what the primitives cannot: a tapered box (every armour plate and cap), a ribbon swept along an arc (crests, horns, blades) and a hanging cloth (banners, capes, robes). All flat-shaded on purpose — this is a woodblock print, not a render test.

W.authorArt(true) re-authors the whole art set in place, keeping every guid; call it after changing a generator.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — slice: WARLORDS (the hero assets) Owned by the warlord build agent. Read /source/design/spec.md first. This slice owns the four figures the camera keeps coming back to: Oda Nobunaga, and the three men who stand across the decks from him. Silhouette first, then the pass that makes each read as a made thing. They dance on the beat, they react when they are hit, and they break. Everything it makes is parented under `ST.anchor("Warlords")`. HOW A FIGURE IS PUT TOGETHER A figure is a tree of pivots with geometry hung off them. The pivots — hips, torso, head, two shoulders, two elbows, two knees, a banner — are what the dance drives; the geometry never moves on its own. That is the difference between dancing and sliding. Local space of a figure: feet at y = 0, facing local -Z (measured, not assumed: `Transform.lookAtQuat(0,0,0, 0,0,-10)` is the identity quat on this engine, so -Z is forward). The gameplay camera sits at -Z from the stage, so a figure with no yaw looks straight down the highway. WHAT IT LISTENS TO duel.begin / duel.end — which rival stands on the stage, and his end note.spawn — the rival throws that lane down the highway note.hit / note.miss — the rival flinches / Nobunaga staggers meter.change — posture and glow follow RESOLVE and COMPOSURE phase.change — the drop dances harder than the intro screen.change — who is on stage outside a duel

ModelAudio

wl_bone( ) → void

materials

wl_flesh( ) → void

wl_gold( ) → void

wl_gold_worn( ) → void

wl_indigo( ) → void

wl_lacquer( ) → void

wl_lacquer_red( ) → void

wl_neon_gold( ) → void

wl_neon_katsuyori( ) → void

wl_neon_mitsuhide( ) → void

wl_neon_nobunaga( ) → void

wl_neon_white( ) → void

wl_neon_yoshimoto( ) → void

wl_silk( ) → void

wl_silk_bone( ) → void

wl_silk_dark( ) → void

wl_steel( ) → void

wl_vermillion( ) → void

wl_void( ) → void

wl_blade( ) → void

meshes

wl_crescent( ) → void

wl_dou( ) → void

wl_eboshi( ) → void

wl_fan( ) → void

wl_hood( ) → void

wl_horn( ) → void

wl_jinbaori( ) → void

wl_kesa( ) → void

wl_kusazuri( ) → void

wl_robe( ) → void

wl_shikoro( ) → void

wl_sode( ) → void

wl_suneate( ) → void

wl_break( ) → void

sound

wl_enter( ) → void

findAuthored(name: string) → any

argtypedescription
namestring

authored(ref: any) → any

An asset that resolved but does not live under /source is not this slice's authored art. Treat it as absent so the authored copy is written.

argtypedescription
refany

ensureMaterials( ) → void

geoNew( ) → any

2. GEOMETRY — the shapes the primitives cannot make Three generators cover everything a warlord needs that a cube, cylinder, cone or sphere cannot: a tapered box (every armour plate, every cap), a ribbon swept along an arc (crests, horns, blades) and a hanging cloth (banners, capes, robes). All flat-shaded on purpose — this is a woodblock print, not a render test.

pushVert(g: any, p: { number }, nx: number, ny: number, nz: number, u: number, v: number) → void

argtypedescription
gany
p{ number }
nxnumber
nynumber
nznumber
unumber
vnumber

quad(g: any, a: { number }, b: { number }, c: { number }, d: { number }, both: boolean?) → void

One quad, a, b, c, d wound so the face points along (b-a) x (d-a).

argtypedescription
gany
a{ number }
b{ number }
c{ number }
d{ number }
bothboolean?

taperedBox(bw: number, bd: number, tw: number, td: number, h: number, lean: number?) → any

A frustum standing on the XZ plane: bottom w x d at y = 0, top at y = h. `lean` slides the top along +Z. Origin at the centre of the bottom face.

argtypedescription
bwnumber
bdnumber
twnumber
tdnumber
hnumber
leannumber?

arcRibbon(radius: number, a0: number, a1: number, segs: number, h0: number, h1: number, w0: number, w1: number) → any

A ribbon of rectangular cross-section swept along a circular arc in the XY plane. Crests, horns and blades are all this shape with different numbers. Double-sided, because these are thin and read from every angle.

argtypedescription
radiusnumber
a0number
a1number
segsnumber
h0number
h1number
w0number
w1number

cloth(wBottom: number, wTop: number, h: number, cols: number, rows: number, amp: number, waves: number) → any

Hanging cloth: a trapezoid in the XY plane rising from y = 0 to y = h, rippled in Z so it reads as fabric and not as a card. Double-sided.

argtypedescription
wBottomnumber
wTopnumber
hnumber
colsnumber
rowsnumber
ampnumber
wavesnumber

pt(ci: number, ri: number) → void

argtypedescription
cinumber
rinumber

translate(g: any, dx: number, dy: number, dz: number) → any

Move a generated mesh so its local origin is somewhere useful — the base of a horn, the foot of a blade. A swept ribbon is naturally centred on the arc's centre, which is nowhere near the geometry.

argtypedescription
gany
dxnumber
dynumber
dznumber

ensureMesh(id: string, build: () → void

argtypedescription
idstring
build(

ensureMeshes( ) → void

clamp1(v: number) → number

argtypedescription
vnumber

encodeClip(name: string, seconds: number, sample: (number) → void

argtypedescription
namestring
secondsnumber
sample(number

noise( ) → number

ensureClips( ) → void

playClip(clip: any, volume: number, pitch: number) → void

argtypedescription
clipany
volumenumber
pitchnumber

pivot(parent: any, name: string, x: number, y: number, z: number) → any

Every entity this slice makes is TEMPORARY. The figures are rebuilt from code on every mount, so a copy baked into the scene file would be dead weight the plan agent never asked for — and the scene belongs to the plan agent.

argtypedescription
parentany
namestring
xnumber
ynumber
znumber

piece(parent: any, name: string, cfg: any) → any

One piece of geometry. `cfg`: mesh a builtin primitive name or a key in MESH mat a key in MAT p/s local position / local scale r local euler { yaw, pitch, roll } in RADIANS

argtypedescription
parentany
namestring
cfgany

buildCommon(fig: any, spec: any) → void

The parts every figure has. Character-specific work happens on top.

argtypedescription
figany
specany

buildNobunaga(fig: any) → void

The thing the player IS. Narrow, upright, absolutely still from the waist down while everything above it works. Read him by: the peaked namban helm with the gold crescent maedate thrown wide, the jinbaori falling to the knee, and the deck he never takes his hands off.

argtypedescription
figany

buildYoshimoto(fig: any) → void

Okehazama. No armour: he did not think he would need it. Read him by the tall black eboshi, shoulders twice the width of any other figure, and the fan he keeps working as if the whole thing were beneath him.

argtypedescription
figany

buildKatsuyori(fig: any) → void

Nagashino. The widest figure in the game and the loudest. Read him by the two swept horns, the sashimono standing a full body-height above his back, and the sword he keeps bringing down on the beat.

argtypedescription
figany

buildMitsuhide(fig: any) → void

Honno-ji. The narrowest figure in the game: a hood, a straight line of naginata beside it, and nothing else. He does not need to be loud.

argtypedescription
figany

newFigure(key: string, spec: any) → any

argtypedescription
keystring
specany

collectParts(fig: any) → void

argtypedescription
figany

walk(e: any) → void

argtypedescription
eany

showShock(fig: any, on: boolean) → void

The break ring, shown only while a rival is coming apart. Its Model is looked up when it is needed rather than cached at build time.

argtypedescription
figany
onboolean

setOnStage(fig: any, on: boolean) → void

A rival who is not duelling is parked below the stage AND hidden. Both, because `setActive(false)` on a parent does not stop its subtree drawing (#9693) — on its own it would leave all three rivals standing inside each other on the stage.

argtypedescription
figany
onboolean

quatOf(e: any, yaw: number, pitch: number, roll: number) → void

argtypedescription
eany
yawnumber
pitchnumber
rollnumber

decay(v: number, dt: number, rate: number) → number

argtypedescription
vnumber
dtnumber
ratenumber

poseDancing(fig: any, beat: number, drive: number, dt: number) → void

The pose of a figure that is upright and dancing.

argtypedescription
figany
beatnumber
drivenumber
dtnumber

poseBreaking(fig: any, u: number) → void

argtypedescription
figany
unumber

resetCrown(fig: any) → void

argtypedescription
figany

flashFigure(fig: any, on: boolean) → void

argtypedescription
figany
onboolean

startBreak(fig: any) → void

argtypedescription
figany

endBreak(fig: any) → void

argtypedescription
figany

setGlow(fig: any, v: number) → void

8. GLOW Each figure owns one accent material, so its brightness can be driven without touching anybody else's. `renderer.material.setProperty` pushes straight to the GPU record — no re-register, and no write back to the material on disk.

argtypedescription
figany
vnumber

figureFor(stageId: string) → any

argtypedescription
stageIdstring

showRival(key: string, quiet: boolean?) → void

argtypedescription
keystring
quietboolean?

stageIdOf(payload: any) → string

argtypedescription
payloadany

mount( ) → void

Called once when the scene loads. Build Nobunaga and the rival roster.

examples

M.mount()

tick(dt: number, songTime: number) → void

Called once a frame after the beat clock has advanced. Drive the dance.

argtypedescription
dtnumberSeconds since the previous frame.
songTimenumberSeconds into the track — the authoritative time.

examples

M.tick(0.016, 12.4)

unmount( ) → void

Called once when the scene unloads.

examples

M.unmount()

setRival(id: string) → void

Put a named rival on the stage. Accepts a stage id or a warlord key.

argtypedescription
idstringA stage id ("okehazama") or a warlord key ("katsuyori").

examples

ST.need("game.warlords").setRival("nagashino")

breakRival( ) → void

Break the rival who is on the stage now — the staged, audible collapse.

examples

ST.need("game.warlords").breakRival()

restoreRival( ) → void

Put the rival back on his feet after a break, for a retry.

examples

ST.need("game.warlords").restoreRival()

authorArt(force: boolean?) → any

Author this slice's materials, meshes and clips into /source/art/warlords.

argtypedescription
forceboolean?

examples

ST.need("game.warlords").authorArt()

report( ) → any

Read what the slice believes it is showing — for validation, not for play.

examples

print(ST.need("game.warlords").report().rival)

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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# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
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backing path · game/warlords.module

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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