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Rules

Boot mounts `game.rules.Rules` on the `game` anchor. It is a thin driver: every frame it hands the elapsed time to `game.rules.Sim`, which owns the simulation. All the numbers, the state machine and the events live there — this component only decides **when** the simulation runs.

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

Rules — the clock

Boot mounts game.rules.Rules on the game anchor. It is a thin driver: every frame it hands the elapsed time to game.rules.Sim, which owns the simulation. All the numbers, the state machine and the events live there — this component only decides when the simulation runs.

Fields

fielddefaultwhat it means
autoStartfalseBegin a run the moment the scene loads, instead of waiting on the title screen's confirm.
timeScale1Multiplier on the day cycle's speed. 1 is the designed 120-second day; raise it to reach a later dawn while testing.

A run normally begins on the title screen: the presentation slice calls Sim.start() when the player confirms, and Sim.pause() / Sim.resume() / Sim.restart() from the pause and end cards. autoStart exists for playing the hillside without a title card — a playtest, a capture, a staged shot — and is off by default so it never races the title.

update only ticks while FL.state.screen == "playing", so a paused run, a title card and an end card all hold the hill still without this component knowing anything about screens.

Execution order is -20: after the camera (-90) and before the facer's beam, so the phase and FL.state.sunHeight a frame reads are that frame's.

Interface

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

conforms to

zero/source-extract/v2

Rules — the clock of FIRST LIGHT: RESOWN. Boot mounts this on the `game` anchor. It is a thin driver: every frame it hands the elapsed time to `game.rules.Sim`, which owns the simulation. All the numbers, the state machine and the events live there; this file only decides WHEN the simulation runs. The run starts on the title screen. The presentation slice calls `Sim.start()` when the player confirms. `autoStart` exists for playing the hillside without a title card — a playtest, a capture, a staged shot.

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

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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module · born here
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# Sim — the simulation of FIRST LIGHT: RESOWN `game.rules.Sim` is the whole run: the day cycle, the plot state machine, the zyme's well-up and spread, leavening, the beam's burn, the seed economy and the win/lose conditions. It is the **only writer of `FL.state`**. Every other slice reads that table and reacts to `FL.events`. Nothing here touches an entity, a material or a screen. `Rules.component` (mounted on the `game` anchor) hands it the frame's elapsed time; the rest of the game calls the functions below. ```luau local Sim = require("game.rules.Sim") local FL = require("game.FL") Sim.start() -- a fresh run, the first night Sim.beamAt(x, z, dt, Sim.beamPowerFor(FL.state.phase, FL.state.phaseT)) local did = Sim.act(col, row) -- "sowed" | "harvested" | nil ``` ## The API | call | what it does | |---|---| | `Sim.start()` | Throws the hillside away and lays a fresh one out. Emits `start`, `screen`, `phase`, `shrineThreat`, and one `plotChanged` per plot. | | `Sim.restart()` | The same thing, reachable from `paused` / `won` / `lost`. | | `Sim.pause()` / `Sim.resume()` | Freeze and unfreeze. Only `playing` pauses; only `paused` resumes. | | `Sim.setScreen(screen)` | `"title"` `"howto"` `"playing"` `"paused"` `"won"` `"lost"`. Emits `screen`. An unknown name is refused with a log line. | | `Sim.act(col, row) -> string?` | Sows bare or scorched soil for a seed; lifts a ripe crop for seed. Returns `"sowed"`, `"harvested"`, or `nil`. | | `Sim.beamAt(x, z, dt, power) -> boolean` | The beam lands at a world point for `dt` at `power` (0..1). Returns true on a frame that took bloom off. | | `Sim.tick(dt)` | Advances the run. `Rules.component` calls it once a frame. | | `Sim.beamPowerFor(phase, t) -> number` | The plate's power for a phase, 0..1. **The mapping every caller should use.** | | `Sim.lastActReason() -> string?` | Why the last `act` did nothing: `"no-seed"`, `"growing"`, `"zyme"`, `"nothing-here"`, `"not-playing"`. Also mirrored onto `FL.state.lastActReason`. | | `Sim.beamHit() -> col, row, age` | Where the beam last took bloom off, and how many seconds ago. | | `Sim.isRunning() -> boolean` | True while the clock runs. | | `Sim.phaseProgress() -> number` | 0..1 through the current phase. | | `Sim.announce()` | Re-states the run as it stands — screen, phase, threat and every plot — without changing any of it. A slice that has just mounted, hot-reloaded or come through an edit/play flip calls nothing; `Rules.component` calls this in `start()` so it catches up. | | `Sim.setPhase(phase, dayIndex?)` | Put the clock at the start of a phase, hillside untouched. For a staged beat or a test that does not want to wait. | | `Sim.summary() -> string` | One line of the run, for a log or a test. | ## Two things a caller has to get right **Power is the aim factor, not the sun.** `beamAt` multiplies the `power` you pass by the phase's own gate (`PHASE_BEAM`), so a beam at night burns nothing no matter what you pass, and a day beam is a quarter as fast as a first-light one. Pass `Sim.beamPowerFor(phase, phaseT)` — or your own 0..1 alignment factor on top of it. Do **not** pass `FL.sunHeightFor` directly: that function answers where the sun is (−1..1, and only ~0.3 at the top of first light), not how hard the plate burns, and handing it over makes the beam roughly three times too weak. **`tick` sub-steps.** It advances in slices of 0.1 s, so `Sim.tick(30)` in one call produces the same run thirty seconds of frames would — a test can reach a later dawn without waiting for it, and a frame hitch cannot skip a well-up. ## The day `night 40 → firstlight 30 → day 40 → dusk 10`, from `FL.PHASE_LEN`. `dayIndex` rises as **first light ends**, which is what a dawn survived means; reaching `FL.DAWNS_TO_WIN` (5) there ends the run with `won`, at 550 s of a clean run. | phase | the hill | the beam (`PHASE_BEAM`) | |---|---|---| | night | the valley pushes bloom onto the lowest terrace it can reach, mature blooms spread, crops beside a bloom leaven | 0 | | firstlight | nothing new comes up; the window | 1 — a full bloom hisses off in `BURN_SECONDS` (2 s) | | day | crops grow | 0.25 | | dusk | blooms spread again, crops still grow | 0.25 fading to 0 | ## The plot state machine ``` bare ──sow(1 seed)──▶ sown ──grow──▶ crop ──grow──▶ ripe ──harvest──▶ bare (+2 seed, +4 leavened) any ──bloom──▶ zyme ──beam──▶ scorched ──sow(1 seed)──▶ sown ``` - A plot turning to `zyme` **loses whatever grew on it** — that is the cost of letting a terrace go. - `scorched` soil is where the bloom spreads **fastest** (`SPREAD_SECONDS_SCORCHED`, half the normal interval), so burning ground buys the window and sells the next night. - Growth runs while the sun is up (first light, day, dusk) at `GROW_SECONDS` (55 s) from sowing to ripe: sow in a day and lift it in the next. - **Leavening** marks `sown`, `crop` and `ripe` plots that sit beside a bloom through a night. The design's table names `crop`/`ripe`; `sown` is included here so a plot deliberately sown next to a bloom is a real gamble from the first dusk. The double yield only ever pays at `ripe`, so nothing else changes. ## The shrine `FL.state.shrineThreat` climbs by the share of **row 1** carrying bloom, and a row 1 fully held for `THREAT_SECONDS` (40 s — one night) is 1.0 and a loss. Clearing row 1 walks it back over `RELIEF_SECONDS` (25 s). The `shrineThreat` event fires when the value has moved `THREAT_STEP` (0.02), and always at the ends, so a HUD meter can follow it without a per-frame event. ## The opening hillside `M.OPENING` dresses rows 1..6 at `start()`: crop, **ripe**, crop, sown, bare, bare, uphill first. The hill reads as a farm from the first frame, the ripe row teaches harvest before the first night ends, and the bare lower terraces are where the zyme arrives. Seeds start at 6 (`FL.resetState`). ## Determinism The well-up and the spread draw from a small LCG seeded to a fixed value in `start()`, so two runs of the same inputs produce the same hillside. A reproduction is a reproduction. ## Measured - A full-grown bloom under a full-power first-light beam: **2.02 s**. - One untouched night leaves **9 blooms** on the lower terraces. - A player who never acts loses at **224 s**, in the day of the second dawn. - A player who burns the nearest bloom each first light and works the soil each day wins at **550.4 s** with 83 harvests.
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module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
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backing path · game/rules/Rules.component

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