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asset⌬ componentcomponentprimary: init.luau·originates fromworld 818ea2f4-9…●1problem

Rules

The round of FIRST LIGHT: LAVIC ODYSSEY. One component, mounted by the scene entrypoint on `mount_rules`, owning what state the game is in and when that changes. Everything else reads it through `game.lavic` — `L.state` for what is true now, `L.bus` for the moment it became true.

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

game.rules.Rules

The round of FIRST LIGHT: LAVIC ODYSSEY. One component, mounted by the scene entrypoint on mount_rules, owning what state the game is in and when that changes. Everything else reads it through game.lavic — L.state for what is true now, L.bus for the moment it became true.

The phases

title ──requestStart / Continue──▶ opening ──openingDone / Continue──▶ play
                                                                        │
                             requestPause / Pause ◀────────────────────┤
                                        │                               │
                                     paused ──requestResume / Continue──┘
                                        │
play ── rim reached ──▶ (rimReached, the finale's chance) ──finaleDone──▶ won
play ── lava over the head, or heat at 100 ─────────────────────────────▶ lost
won / lost ──requestRestart / Again / Continue──▶ play   (a fresh round, no opening)

requestStart / requestRestart / requestResume / requestPause come from the screens slice's cards; openingDone / finaleDone from the staging slice's moments; the same transitions are reachable from this slice's own hold map, so a round is playable with neither of them mounted.

A staged moment gets first refusal on the opening and on the end. While the staging slice is on its mount the round waits for it to say the moment is done, capped at stagingCap seconds and skippable with Continue at any point. With nothing mounted there the round continues by itself after stagingGrace.

What it emits

phase · helm · heat · canto · freeHeld · rimReached · skipCutscene · won · lost · restart · lava (only while no lava slice is writing it).

What it reads

requestStart requestRestart requestResume requestPause openingDone finaleDone cutscene emberHit lava localPlayerReady bodyReady.

The controls

Two maps, and the second is what makes the first honest.

  • game.input.lavic (group climb) is the climb: Move, Look, Jump, Scramble, Helm, Free, Pause. This component points the humanoid's CharacterController and the follow camera's third_person_follow at it, on the prototype so a joining player arrives with it, and on the live body once it appears — both of those read inputMap once, when they come up, so the live pair are taken off and put back with the field already set rather than having the field written underneath them.
  • game.rules.hold (group hold) stands climb and player down whenever the round is not in the player's hands, and carries Continue and Again.

climb suppressing player is what keeps the engine's own default map off the screen: the player prototype's controller and camera rig hold it live whether or not anything reads it, so without that line a phone shows this game's four buttons beside a built-in Crouch, Interact, Zoom and Pointer Lock.

The camera

game.rules.framing solves the follow rig from ui.screenSize() — the vertical field of view backwards from a target horizontal one, the distance from the aspect, and the aim point raised by a share of the visible height so the pilgrim sits 40% up the frame on any screen. The component installs it on the local player's camera and re-solves it whenever the screen changes shape.

Fields

FieldMeaning
walkSpeedThe pilgrim's ground speed, m/s.
jumpForceTake-off speed, m/s, for the jump the ledges are spaced against.
scrambleMultiplierSpeed multiplier while Scramble is held.
stagingGraceSeconds the round waits before continuing when no staging slice is mounted.
stagingCapLongest a staged moment may hold the round.

Interface

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

conforms to

zero/source-extract/v2

strict

climbMap( ) → any

Written out where they are used, never through a variable: an asset name a component reaches for has to be a literal, so the world it is imported into can see the dependency without running the code. Answers nil for the frames the map is not resolvable — a hot reload of the map's own `init.luau` has that window, and reaching for a handle inside it raises rather than returning nothing. A caller that gets nil leaves the controls where they are and tries again on the next tick.

holdMap( ) → any

clearSubs( ) → void

on(event: string, fn: (...any) → void

argtypedescription
eventstring
fn(...any

avatar( ) → any

Re-resolved every time rather than stashed: the world is multiplayer and the local player is re-established across a mode flip, so a held reference is a reference to the last round's body.

pointAtClimbMap(bodyEnt: any, camEnt: any) → void

Point the humanoid's controller and the follow camera at the climb map, so the game's own scheme is the one live scheme: one set of on-screen buttons on a phone, one set of pad bindings, and Helm / Free / Pause beside Move / Look / Jump rather than in a second overlay.

argtypedescription
bodyEntany
camEntany

refitPlayer( ) → void

Writing the field is not enough on a controller that is already running. Both the character controller and the follow rig read `inputMap` ONCE, when they come up, and hold what they read; a body composed before this component could point it has therefore armed the engine's default map, and the field then says one thing while the live subscriptions answer another. Taking the component off and putting it back with the field already set is what makes the reading and the field the same map — the component releases its old map as it goes, and arms this one as it returns. Done once per player, on the frame their body appears.

pointPrototypeAtClimbMap( ) → void

The prototype is the template every joining user is cloned from, so the clone carries whatever the prototype held at the moment it was made. Setting it here — in edit as well as in play — is what makes a player arrive already answering to this game's controls.

subscribeHold(map: any) → void

argtypedescription
mapany

setHold(want: boolean) → void

argtypedescription
wantboolean

installCamera(force: boolean) → void

Solved from the live screen size and re-solved whenever it changes, so a window dragged wider, a phone turned on its side and the 3:4 the run films at are all framed by the same rule rather than by three numbers.

argtypedescription
forceboolean

emitHeat( ) → void

setHelm(onNow: boolean) → void

argtypedescription
onNowboolean

returnToSpawn( ) → void

A round starts at the bottom of the climb. Without this the pilgrim begins wherever the last one ended — on a ledge halfway up after a win, or standing in the tide after a loss, with a fresh clock and a fresh lava line under their feet. The spawn marker is the scene's own record of where the climb begins, so the round asks it rather than carrying a position of its own.

resetRound( ) → void

stagingMounted( ) → boolean

commitEnd( ) → void

reachRim( ) → void

A staged moment gets first refusal on the end of the round: the rules stop the climb, say the rim was reached, and wait. If the staging slice claims it — which it says by raising a cutscene — the phase moves when that moment reports itself done. If nothing claims it inside the grace, or a claimed moment runs past the cap, the round ends anyway.

lose(cause: string) → void

argtypedescription
causestring

startRound(withOpening: boolean) → void

argtypedescription
withOpeningboolean

rescanSpots( ) → void

nearestSpot(pos: any) → number

argtypedescription
posany

setFree(active: boolean, index: number?) → void

argtypedescription
activeboolean
indexnumber?

armInput( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

In edit the round does not run: the prototype is a template, not a player. What edit does need is the controls pointed at this game's map before the clone is minted from it, and a camera framed the way the player's will be, so what an author sees is what a player gets.

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.

Showing up to 3 levels deep. Open a part to see what it holds further down.

32+items
·
inputmap · born here
❒asset
# lavic The pilgrim's controls: climb, look, jump, dishelm, free a lost knight, pause — plus the `sprint` the humanoid's `CharacterController` reads by name, labelled **Scramble** here. Group `player`, `pointerLock = true`. The rules slice stands the whole group down through `game.rules.hold` whenever the round is not in the player's hands. | Control | Label | Keyboard / mouse | Gamepad | Touch | |---|---|---|---|---| | `move` | Climb | WASD | left stick | left virtual stick | | `look` | Look | mouse (locked), right-drag | right stick | drag the right half | | `jump` | Jump | Space | south | button, priority 10 | | `sprint` | Scramble | Shift | left stick click | — (declared `false`) | | `helm` | Helm | Q, H | west | button, largest, priority 5, group `act` | | `free` | Free | E | north | button, priority 15, group `act` | | `pause` | Pause | Escape | start | button, small, priority 90 | Four touch buttons, which is the overlay's two-column budget before it drops every circle a size step — the reason `sprint` declares no touch class. Helm and Free share the `act` group so they render adjacently, and Helm's low priority puts it first. Read the live set rather than this table when drawing a prompt: `Zin.observe.control(name)` and `Zin.scheme.live()` answer what is actually bound this session, and `Zin.gamepad.label("west")` resolves the glyph the connected pad prints.
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module · born here
❒asset
# lavic <!-- 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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·
inputmap · born here
❒asset
# lavic_hold The round holding the controls. Live whenever the round is not in the player's hands — the title, the opening, a staged moment, the pause card, the end — and released the instant control is handed back. Group `hold`, standing down `climb` (this game's scheme) and `player` (the engine's default one, which the player prototype's controller and camera rig keep live whether or not anything reads it). A stood-down map keeps its holders and subscriptions and reports neutral once, so the pilgrim stops where they are rather than walking on through the card. | Control | Label | Keyboard | Gamepad | Touch | |---|---|---|---|---| | `continue` | Continue | Enter, Numpad Enter, Space | south | button, priority 30 | | `restart` | Again | R | north | button, small, priority 80 | `continue` moves along whatever is holding the round: it starts from the title, skips a staged moment, resumes from the pause card and asks for a fresh round from an end card. `restart` asks for a fresh round from any held phase and does nothing mid-climb, which is why it lives here rather than on the climb map. The screens slice's cards are the way a player with cards reaches these. This map is the keyboard, the pad and the thumb that always work, including on a round played with no cards at all.
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▣
module · born here
❒asset
# game.rules.framing `Framing.solve(width, height)` — the climb's follow camera, solved from the live screen rather than tuned for one. ```luau local Framing = require("game.rules.framing") local s = ui.screenSize() local f = Framing.solve(s.width, s.height) -- f.fov, f.cameraDistance, f.shoulderX / shoulderY / shoulderZ, -- f.aimPitch, f.minPitch, f.maxPitch, f.verticalArmLength, f.sensitivity ``` Two rules do the work. **The field of view is chosen from how much of the world has to fit across the frame.** A camera's `fov` is vertical, so a tall screen showing the same vertical angle as a wide one sees far less to the sides; on 3:4 the spire's own width would fill the frame and the way ahead would be a wall. Solving the vertical angle backwards from `TARGET_HFOV` keeps the climb readable sideways and hands the tall screen the extra vertical reach as a bonus — the lava below and the rim above in one picture. **The pilgrim's place in the frame is a fraction of the frame.** The rig's `shoulderOffset.y` raises the point the camera aims at, which lowers the subject on screen; how far depends on how much world the frame covers, so the offset is computed from the visible height at the follow distance. The pilgrim then sits at `SUBJECT_HEIGHT_FRACTION` on every screen. | Screen | vfov | hfov | distance | aim height | |---|---|---|---|---| | 1080x1440 (the filmed 3:4) | 74.0 | 58.9 | 4.75 | 2.17 | | 1920x1080 | 44.0 | 71.4 | 5.88 | 1.92 | | 2400x1080 | 44.0 | 83.8 | 5.90 | 1.93 | | 1080x2400 | 74.0 | 37.5 | 4.70 | 2.16 | | 1440x1440 | 62.0 | 62.0 | 5.03 | 2.05 | `MAX_VFOV` binds on a very tall phone, where the horizontal angle narrows rather than the lens bending — a deliberate trade for a game whose subject is what is above and below you. `game.rules.Rules` installs the result on the local player's camera and re-solves whenever the screen changes shape.
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◇
component · born here
❒asset
# Staging The moments and the narrator. Mounted by the scene entrypoint on `mount_staging`, it listens to the one bus and decides when the game stops being played at and starts being told. | It hears | It does | |---|---| | `phase` → `title` | the title line, spoken and captioned | | `phase` → `opening` | the opening moment, then `openingDone` | | `canto` | the canto's opening line | | `helm` (first time off) | the dishelming line and a heat bloom | | `knightFreed` | a freed line and a gold bloom | | `phase` → `won`, or `won` | the finale, then `finaleDone` | | `phase` → `lost`, or `lost` | the loss beat | | `phase` → `paused` | the line holds where it is | It emits `openingDone`, `finaleDone` and `cutscene(name, active)`. A moment can be skipped four ways: the pill on screen answers a mouse click and a finger, and `game/staging/skip.inputMap` carries a key, a pad button and a touch button, live only while a moment runs.
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inputbinding · born here
❒asset
# free The 'Free' control.
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inputbinding · born here
❒asset
# helm The 'Helm' control.
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inputbinding · born here
❒asset
# jump The 'Jump' control.
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inputbinding · born here
❒asset
# look The 'Look' control.
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inputbinding · born here
❒asset
# move The 'Move' control.
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inputbinding · born here
❒asset
# pause The 'Pause' control.
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·
inputbinding · born here
❒asset
# sprint **Scramble** — a short burst of speed up a stair, and the control the humanoid's `CharacterController` reads by the name `sprint`. Shift — pad **left stick click** — no touch class, declared `false`: a phone already holds a stick, a look zone and four buttons, and a fifth circle for a speed a thumb never needs would push the whole overlay down a size step. `game.rules.Rules` sets the multiplier it is worth on the controller.
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·
inputbinding · born here
❒asset
# continue **Continue** — the one control that moves along whatever is holding the round. It starts the climb from the title, skips a staged moment, resumes from the pause card, and asks for a fresh round from an end card. Enter · Numpad Enter · Space — pad **south** — an on-screen button at priority 30. Read by `game.rules.Rules`, which decides from the current phase what "continue" means at that moment.
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·
inputbinding · born here
❒asset
# restart **Again** — asks for a fresh round. Live only while the round is held (the title, a pause, an end card), so a mis-keyed R halfway up the spire cannot throw a climb away. R — pad **north** — a small on-screen button at priority 80. Read by `game.rules.Rules`, which starts a fresh round with no opening.
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backing path · game/rules/Rules.component

Problems

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1+problem

Inside

1 problem across 1 item
●
dep.unresolved · L337
could not resolve `RigidBody`
⌬ZeroMind agent review · awaiting first pass
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