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asset⌬ modulemoduleprimary: init.luau·originates fromworld 608d242d-0…

vn_selftest

`vn.vn` runs whatever `Game.registerDialogue` was handed and knows no characters. This is the throwaway script it proves itself against: one voice, Echo**, that exists only to walk every branch of the runner.

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

vn_selftest — the conversation layer's own proof

vn.vn runs whatever Game.registerDialogue was handed and knows no characters. This is the throwaway script it proves itself against: one voice, Echo, that exists only to walk every branch of the runner.

local T = require("vn.vn_selftest")
T.install()                 -- portraits from the sheet
T.install(T.IMAGES_KEY)     -- the same script, portraits from five images
require("game.Game").startDialogue(T.SCRIPT_ID)

Nothing loads this at boot.

What one run exercises

  • every emotion frame, in order — neutral → warm → hurt → angry → broken
  • a four-way choice list, and a loop back to it
  • a branch ending done = "refused"
  • a node carrying grant, then a node ending done = "granted"
  • a node with no next / choices / done, which ends with outcome "end"
  • startFaded, a two-line set used instead when Game.fading() is past Game.tuning.fadedThreshold

The grant node hands over T.PROBE_RESONANCE, which belongs to no ending, so proving the grant path never puts a real Resonance in the player's hands.

The art

/zero/source/vn/art/ — five emotion frames drawn for this harness, published twice over: echo_sheet (a 5×1 strip) and echo_<emotion> (five singles). The two registrations T.install makes are the two shapes Game.registerPortrait accepts, so one script proves both paths through vn_view.

Interface

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

conforms to

zero/source-extract/v2

The conversation layer's own proof. `vn.vn` knows nothing about Hozuki, Kagen or Ui — it runs whatever `Game.registerDialogue` was handed. This module is the throwaway script it proves itself against: one voice that exists only to exercise every branch of the runner, and two portrait registrations covering BOTH shapes the registry accepts, drawn from this slice's own art under `/zero/source/vn/art/`. local T = require("vn.vn_selftest") T.install() -- registers portraits + the "vn_selftest" script require("game.Game").startDialogue("vn_selftest") Nothing here is loaded by `vn.vn` at boot; the slice stays character-blind.

installPortraits( ) → void

script(portraitKey: string?) → any

`portraitKey` picks which registration the script points at, so one script exercises both portrait shapes.

argtypedescription
portraitKeystring?

install(portraitKey: string?) → string

Register the portraits and the script. Safe to call repeatedly.

argtypedescription
portraitKeystring?

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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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
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# game.Game The shared interface of **Amagiri: Hollow Bell**. Every part of the game talks through this module and nothing else. ```lua local Game = require("game.Game") ``` It holds: - **the anchors** — `Game.ANCHORS`, `Game.CLIFF_PATH`, `Game.WATER_LEVEL`, `Game.FLOOD_FLOOR`: one set of world coordinates the valley builds to and the cast stands on. - **the vocabularies** — `Game.EMOTION`, `Game.RESONANCE`, `Game.ENDING`, `Game.CHARACTERS`. - **the run state** — resonances held, how far the Fading has advanced, per-character flags, and the ending, mutated through `grantResonance`, `setFading`, `endRun`, `resetRun`. - **an event bus** — `Game.on(event, fn)` returning an unsubscribe, and `Game.emit(event, payload)`. - **three registries** — interactables (what the player can walk up to), dialogue scripts, and character portraits. - **the mounting** — `Game.boot()`, `Game.rebuild(slice)`, `Game.tick(dt, mode)`, called by the scene's entrypoint. It owns no entities, no UI and no behaviour. It is the contract.
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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png · born here
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backing path · vn/vn_selftest.module

Problems

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