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asset⌬ modulemoduleprimary: init.luau·originates fromworld 4484fd90-6…

economy

The match director for **Hero Line Wars: Emberfront**. It owns the wave clock, pays both lanes their income, decides who commands each lane, runs the AI commander for any lane no human holds, and carries a live match through a hot reload.

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

economy

The match director for Hero Line Wars: Emberfront. It owns the wave clock, pays both lanes their income, decides who commands each lane, runs the AI commander for any lane no human holds, and carries a live match through a hot reload.

Started by scenes/main.scene/entrypoint.luau as the first play-mode slice, because everything else keys off its clock.

The wave clock

Every Rules.K.match.waveSeconds (18s):

  1. Rules.state.wave goes up by one.
  2. Each lane is paid its own income through Rules.grant.
  3. Rules.bus.emit("waveTick", { wave = n }) — the creeps slice drains both sendQueues on this event and adds the wave's free creeps.

M.waveClock counts down to the next tick and is mirrored onto Rules.state.waveClock; the HUD reads either. A frame long enough to span more than one tick pays every wave it crossed rather than losing them.

Nothing else in the game may own this timer.

The AI commander

A lane whose owner is nil is run by a commander with two duties.

Buy. Every M.ai.decisionSeconds it may buy one creep into the foe's lane through Rules.send, out of a budget re-cut at each wave tick as a fraction of its purse (commitBase + commitPerWave per wave). The opening is deliberately gentle and the late game is not. Which tier it buys depends on how the target lane is coping: it counts creepKilled and creepLeaked there, and when creeps are walking in untouched it floods whatever takes the most lives per gold, while against a lane that clears its creeps it sends the heaviest thing it can afford.

Hold. An AI lane has no hero standing in it, so the commander fields a champion at M.guardPost(lane) — guard.standoff metres in front of its own nexus. Each frame it fights whatever creep has come closest to that post, splashing what stands beside it, through Creeps.nearest + Creeps.damageInRadius; the bounty goes to its own lane. Its damage climbs guard.dpsPerWave every wave up to guard.dpsMax, so early creeps die at the post and a long enough column walks past while it works. Out-scaling that line is how a player takes the Ash Nexus down.

The ceiling is set against the hero: K.hero.attack is a fixed 34 every 0.55s — about 62 damage a second, and roughly 76 with cleave against a pile — and it does not grow with the wave. A champion that climbed past that forever would out-hold every lane a player can hold, in every match, whatever the player did. So guard.dpsMax sits just above a hero's output, and guard.reach is about a hero's swing, so a column has to be met at the post rather than deleted from down the lane.

Every number the commander runs on is in M.ai, in one table, so the whole difficulty curve is tunable without reading the code.

Lane ownership

The local player always commands ember — start() claims it before the live player entity has even resolved, so the AI can never take the player's own lane. The entrypoint forwards playerJoined / playerLeft here; the first player who is not this client takes ash, which stands its commander down. When they leave, the commander picks the lane back up. Each change emits laneOwnerChanged { lane, owner }.

What other slices read

FieldMeaning
M.waveClockseconds to the next wave
M.wavecurrent wave number
M.runningthe clock is live
M.statswaves, income paid, AI sends and champion damage per lane, plus why the champion swung or held fire (guardTicks / guardSwings / guardNoTarget / guardOutOfReach)
M.aithe whole difficulty curve
M.guardPost(lane)where that lane's champion stands

M.tickWave() forces one tick without waiting on the clock.

Hot reload

Saving this file mid-match would otherwise stop the game: the module gets fresh locals and its running flag goes false with nothing left to restart it. Loading it while Rules.state.phase == "running" therefore calls M.resume(), which rebuilds the commanders off Rules.state and carries the match on. Bus subscriptions are registered through a list kept on the bus itself, so a reloaded copy lifts the previous copy's handlers off before adding its own.

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

creeps( ) → any

The creeps slice, resolved on every use. It is resolved lazily rather than at load time, because requiring it at module scope would run inside the entrypoint's own require chain. It is resolved EVERY time rather than cached, because a reference held across that slice's hot reload goes stale: the held table keeps answering with the creeps of a dead incarnation, so a champion swinging at `nearest(...)` fights ghosts in an empty lane while the real one leaks. A repeat `require` is a cache hit, and correctness is worth it.

resolveLocalId( ) → string

The identity of the player at this client, once the live player exists.

on(event: string, fn: (any) → void

argtypedescription
eventstring
fn(any

unsubscribe( ) → void

subscribe( ) → void

Everything this slice listens to. Registered by start() and again by resume(), always after unsubscribe(), so it can never double up.

pressureOf(laneId: string) → number

How much of what marches into `laneId` walks in untouched. 1 = nothing there is being killed, 0 = everything dies. No evidence yet reads as undefended, which is the correct opening assumption.

argtypedescription
laneIdstring

commitFraction(wave: number) → number

The share of its purse a commander will commit during this wave.

argtypedescription
wavenumber

refreshBudget(laneId: string) → void

argtypedescription
laneIdstring

chooseTier(laneId: string) → any

Which creep this commander buys next, or nil if it should hold.

argtypedescription
laneIdstring

considerPurchase(laneId: string) → void

argtypedescription
laneIdstring

guardPost(laneId: string) → void

Where an AI lane's champion stands: in front of its own nexus, facing back up the lane toward the gate its enemies come from.

argtypedescription
laneIdstring

creepPos(rec: any) → void

Read a creep record's world position. The record's own x/z are the cheap path; its root proxy is the fallback.

argtypedescription
recany

guardTick(laneId: string, dt: number) → void

argtypedescription
laneIdstring
dtnumber

tickWave( ) → void

One wave tick: pay both lanes, bump the counter, tell the world.

commanderTick(laneId: string, dt: number) → void

argtypedescription
laneIdstring
dtnumber

start( ) → void

Slice lifecycle

restart( ) → void

Start a whole new match from a finished one, in the order the scene entrypoint uses. The director restarts itself first (which resets the lanes and emits `matchStarted`), then re-arms the two slices that carry state across a match: the creeps slice sweeps the last match's column off the lane, and the hero is put back on full health with its cooldowns clear. Both are reached lazily, because they reach back here.

resume( ) → void

Pick a match that is already running back up, without resetting it. Saving this file mid-match gives the module fresh locals — `running` would be false and the wave clock would simply stop, with nothing to restart it. Everything needed to carry on is in Rules.state, which survives.

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

claim(laneId: string, peerId: string?) → void

Lane ownership — forwarded by the scene entrypoint

argtypedescription
laneIdstring
peerIdstring?

playerJoined(peerId: string) → void

argtypedescription
peerIdstring

playerLeft(peerId: string) → void

argtypedescription
peerIdstring

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module · born here
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# rules <!-- 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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module · born here
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# hero.module The hero — the thing the player is in **Hero Line Wars: Emberfront**. This module attaches to the **live local player's avatar** (`layers.active.players.localPlayer.avatar`), the clone the engine makes of the scene's `HeroPrototype` when a peer joins. It never builds a second rig. ## What it does | | | |---|---| | **Move** | Retunes the avatar's `CharacterController` to `Rules.K.hero.moveSpeed`, and clamps the body into the ember lane band every frame with `Rules.clampToLane`. The lava rift and the canyon walls are hard bounds. The clamp is pulled `EDGE_INSET` metres inside the band: the lane shelf ends on exactly the band's line, and a capsule standing with its centre on the last inch of that ledge falls off and wedges inside the shelf's own collider, pushing at full speed against a velocity of zero with nothing in the game able to free it. A hero found under the floor anyway is set back on top of it. | | **Turn** | The stock controller strafes without ever turning, so the hero would keep facing one way forever. Each frame the body is turned to face its own velocity. | | **Swing** | `attack` — left mouse / right trigger / the on-screen **Attack** button. Resolved through `Creeps.damageInArc` on `K.hero.attack` (damage, cooldown, range, arc). Held, it keeps swinging on the cooldown. | | **Cleave** | `Q` / gamepad north / the **Cleave** button. A radial burst through `Creeps.damageInRadius` on `K.hero.abilities.cleave`. | | **Surge** | `E` / left shoulder / the **Surge** button. A dash: `moveSpeed × speedMult` for `duration`, with an ember trail riding the body. | | **Live and die** | Damage in from the creeps slice, out-of-combat regeneration, death, and a respawn at `K.points.emberSpawn` after `K.hero.respawnSeconds`. | Every effect it spawns — spark bursts, light flashes, the surge trail — is a `temporary` entity with a time-to-live this module counts down and despawns, so nothing it makes reaches a scene save and nothing outlives `stop()`. ## Controls The three combat controls live in `/zero/source/game/hero_controls.inputMap`, each carrying keyboard, gamepad and touch. Movement and the camera come from the engine's own `default` map, which the avatar's `CharacterController` activates; this map composes beside it in its own `hero` group and suppresses nothing. ## What other slices call ```lua local Hero = require("game.hero") Hero.damage(amount, opts?) -> boolean -- the creeps slice's hook. `opts` is -- free-form metadata for the feed. -- false while dead or the match is over. -- `applyDamage` / `takeDamage` are aliases. Hero.position() -> { x, y, z }? -- where to march at, or nil while unbound Hero.avatar() -> EntityProxy? Hero.isAlive() -> boolean Hero.tryAttack() / Hero.tryCleave() / Hero.trySurge() -> boolean -- the same three actions without a keyboard, for a HUD button or a test. ``` ## What the HUD reads Kept current every frame: ```lua Hero.health Hero.maxHealth Hero.alive Hero.respawnIn Hero.cooldowns.cleave Hero.cooldowns.surge -- seconds left, 0 = ready Hero.cooldownMax.cleave Hero.cooldownMax.surge -- what to divide by for a bar Hero.surgeActive -- seconds of dash left ``` ## Events it emits On `Rules.bus`: `heroDamaged { lane, health, max, amount, source }`, `heroDied { lane }`, `heroRespawned { lane }`, `abilityUsed { lane, ability, hits? }` — `ability` is `"attack"`, `"cleave"` or `"surge"`. ## What binding also sets up Three things are applied once, the first time the live avatar resolves, and left alone afterwards so anything the player does with them stands. - **The camera framing.** The stock `orbital_follow` rings frame a conversation — head height, four metres out — which in this canyon puts the eye at the hero's ankles and fills the screen with basalt. `CAMERA` replaces all three rings with a raised chase shot that sees a stretch of lane ahead, and `CAMERA_HEADING` aims the opening shot into the oncoming column rather than at the nexus behind. The player still orbits and zooms from there. - **The lantern.** A warm point light named `hero_lantern` that rides the hero. The canyon is lit by the rift alone, which leaves the lane floor and everything standing on it reading as pure black from the chase camera. The lamp keeps the hero, the ground and whatever walked into range legible without lifting the ambient over the whole canyon. It is `temporary`, there is only ever one, and a reloaded copy of this module adopts the existing one rather than hanging a second light on the body. - **The plate.** Every `SkinnedModel` under the body is put into `art/hero_emberplate.material`, because the avatar the engine mints for a joining peer wears a stock skin that reads as a pale mannequin standing in a volcano. The field is assigned directly rather than through `appearance.swapMaterials`: that tool is an authoring one and marks what it touched with an outline, which on the player's own body is a blue ring that never leaves. ## Lifecycle `start()` / `update(dt)` / `stop()`, called by the scene entrypoint. `start()` is idempotent, and tolerates being called before the avatar clone exists — `update` keeps asking every half second until it is there. `update` also re-arms the slice if it finds itself disarmed, which is what a hot reload of this file leaves behind: fresh module locals, a false `running` flag, and an entrypoint still ticking the same table.
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module · born here
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# game.creeps — everything that marches The monsters. This module spawns them at the gates, walks them down their lane, stops them to swing at whoever is standing in the way, kills them for bounty, and leaks them into the nexus at the far end. ```lua local Creeps = require("game.creeps") ``` ## What a creep is A creep is an entity hierarchy: a bare root that carries the march, a handful of `Model` parts hung off it that give the tier its silhouette, and a floating health bar. The root's scale is the tier's `scale` from `Rules.K.creeps`, so a Magma Colossus is the same blueprint blown up. Every part is `temporary`, so no creep is ever written into the saved scene. The four tiers read apart at a glance, by size, shape and colour: | Tier | Silhouette | |---|---| | `emberling` | knee-high glowing blob on two stubs, bright orange | | `hound` | long, low, four-legged, spined, crimson | | `brute` | broad hunched biped, dark, molten chest and flank seams | | `colossus` | towering black figure, crowned, with a furnace for a heart | ## The wave On `waveTick`, every lane's `sendQueue` is drained into the **foe's** lane — that is the whole game — and `Rules.K.match.freeCreepsPerWave` baseline creeps are added to each lane so a lane nobody is buying into still has something walking down it. The baseline tier escalates with the wave number, slowly enough that a defended lane is never drowned in creeps it did not earn. The whole batch is released from the gate one creep at a time, so a wave streams out instead of appearing in a lump. ## March, fight, die, leak A creep walks from its gate toward its nexus at `def.speed`, weaving gently around its own line. A defender standing in front of it within reach stops it, and it swings on its tier's cadence. Every player south of the lava rift defends ember and every player north of it defends ash — one player, two, or none, no lane-ownership lookup needed. Killed, it pays `Rules.grant(byLane, def.bounty)` and sinks. Leaked, it calls `Rules.leak(lane, def.leak)` and the nexus takes the lives. Emits `creepSpawned`, `creepKilled`, `creepLeaked` on the rules bus. ## The contract the hero calls These four are fixed. `by` is the **attacking** lane (`"ember"` for the local player) — a hero only hits the creeps marching down its own lane, which is also the lane whose bounty it collects. ```lua Creeps.damageInArc(origin, forward, range, arcDegrees, amount, by) -> hitCount Creeps.damageInRadius(origin, radius, amount, by) -> hitCount Creeps.nearest(position, lane) -> creep? Creeps.countIn(lane) -> number ``` `origin` / `forward` / `position` take a `{x, y, z}` record, a three-element array, or an entity position proxy — all three read the same. ## Reading the live set `Creeps.live` is every live creep, newest last. Each entry carries at least `{ id, def, lane, entity, health, maxHealth }`; `lane` is the lane it is **marching down**, so `"ember"` means it threatens the ember nexus. ```lua Creeps.roster() -- Rules.K.creeps, in cost order Creeps.spawnNow(lane, creepId, at?) -- one creep now, optionally partway down ``` ## How creeps hurt the hero A creep hands damage to `game.hero` through the first of `applyDamage`, `damage`, `takeDamage` or `hurt` that the hero slice exposes, and falls back to the `health` / `alive` fields the spec pins if none of them is there.
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backing path · game/economy.module

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