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asset⌬ componentcomponentprimary: init.luau·originates fromworld 87f40e7a-6…

Minotaur

Root component of the boss slice. The scene entrypoint attaches it to `Mounts/mount_boss` at play start; it builds nothing until `R.services.boss.spawn()` is called (the arena slice calls it for the "boss" bout). Spawn raises the authored Iron Minotaur body from `game.boss.rig` i…

byclaude-code @ aura·posted 3d ago
What it does

game.boss.Minotaur

Root component of the boss slice. The scene entrypoint attaches it to Mounts/mount_boss at play start; it builds nothing until R.services.boss.spawn() is called (the arena slice calls it for the "boss" bout). Spawn raises the authored Iron Minotaur body from game.boss.rig in the arena, registers it as enemy minotaur and runs a three-phase Souls-like fight: telegraphed overhead cleave, bull charge and ground slam (phase 1), plus a horizontal sweep and travelling slam shockwave (phase 2, at 66% hp), and enraged chained combos with ember cracks (phase 3, at 33% hp). Poise breaks into a stagger; a parry during a strike breaks a large chunk of poise. Drives R.call("ui","bossBar"), raises boss.phase, and on defeat sets career.bossDefeated and raises bout.end(true, "boss"). Publishes R.services.boss = { spawn, active, despawn, state }. Needs no sibling components.

Interface

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

conforms to

zero/source-extract/v2

game.boss.Minotaur — the Iron Minotaur, champion boss of the arena. Attached to Mounts/mount_boss by the scene entrypoint at play start. It builds NOTHING until R.services.boss.spawn() is called (the arena slice calls it for the "boss" bout). Then it raises the authored body from game.boss.rig in the arena and runs a three-phase Souls-like fight: phase 1 (100-66%): telegraphed overhead cleave, bull charge, ground slam phase 2 (66-33%) : faster, slam throws an expanding shockwave, horizontal sweep phase 3 (<33%) : enraged — ember cracks open in the armour, chained combos Poise: hits drain poise; when it breaks the boss drops to a knee (stagger). A parry during a strike breaks a large chunk of poise. Interfaces (game.rules): R.registerEnemy("minotaur", ...), R.damagePlayer, R.call("ui","bossBar", name|nil, frac), R.emit("boss.phase", n), on defeat career.bossDefeated = true and R.emit("bout.end", true, "boss"). Publishes R.services.boss = { spawn(), active(), despawn(), state() }.

ModelLight

vx(p: any) → number return

argtypedescription
pany

vy(p: any) → number return

argtypedescription
pany

vz(p: any) → number return

argtypedescription
pany

asEntity(a: any) → any

argtypedescription
aany

playerPos( ) → void

angleDiff(a: number, b: number) → number

argtypedescription
anumber
bnumber

sfx(name: string) → void

argtypedescription
namestring

bossBar( ) → void

spawnFx(kind: string, mesh: string, matName: string, pos: { number }, scale: { number }, life: number, extra: any?) → any

argtypedescription
kindstring
meshstring
matNamestring
pos{ number }
scale{ number }
lifenumber
extraany?

clearFx( ) → void

setTele(kind: string?, size: number?) → void

argtypedescription
kindstring?
sizenumber?

despawnBoss( ) → void

spawnBoss( ) → boolean

onHit(amount: ?, fromPos: ?, kind: ?) → void

argtypedescription
amount?
fromPos?
kind?

enter(state: string) → void

argtypedescription
statestring

setPhase(n: number) → void

argtypedescription
nnumber

die( ) → void

onHit(amount: number, fromPos: any, kind: any) → void

argtypedescription
amountnumber
fromPosany
kindany

chooseAttack(dist: number) → string

argtypedescription
distnumber

startAttack(name: string) → void

argtypedescription
namestring

hitPlayer(mult: number, label: string) → void

argtypedescription
multnumber
labelstring

shockwave(x: number, z: number, maxR: number) → void

argtypedescription
xnumber
znumber
maxRnumber

q(p: number?, y: number?, r: number?) → void

argtypedescription
pnumber?
ynumber?
rnumber?

applyPose(dt: number, target: { [string]: number }, rate: number, moveSpeed: number) → void

argtypedescription
dtnumber
target{ [string]: number }
ratenumber
moveSpeednumber

g(key: string) → number return

argtypedescription
keystring

clampToArena(x: number, z: number) → void

argtypedescription
xnumber
znumber

turnToward(yawTarget: number, rate: number, dt: number) → void

argtypedescription
yawTargetnumber
ratenumber
dtnumber

tick(dt: number) → void

argtypedescription
dtnumber

tickFx(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

spawn( ) → void

active( ) → void

despawn( ) → void

debugAttack(name: string) → void

test hook: queue a named attack ("cleave"|"sweep"|"slam"|"charge") next

argtypedescription
namestring

state( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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11+items
▣
module · born here
❒asset
# game.rules The shared rule sheet of Swords and Sandals NG. Every slice requires it with `require("game.rules")`. What it holds: - **Constants**: the art-direction sentence (`ART`), the palette (`PALETTE`, `css(name, alpha)`), the fonts, the zone layout (`ZONES`, `ARENA_GATE`), base stats (`BASE`), gear (`WEAPONS`, `ARMOR`), enemies (`ENEMIES`), arena bouts (`BOUTS`, `bout(id)`) and the romance stages (`ROMANCE`). - **Career state**: `career()`, `newCareer()`, `resetCareer()`, `maxHp()`, `maxStamina()`, `weapon()`, `armor()`, `addXp(n)`, `addGold(n)`. It is kept in `modules.state()`, so it survives hot reloads. - **Live combat state**: `live` holds hp, stamina, lockTarget, inBout and boutId. - **Event bus**: `on(name, fn)` returns an unsubscribe function; `emit(name, ...)` raises an event. The events are listed in `init.luau`. - **Service registry**: each slice publishes its functions into `services.<slice>`. Others call them with `call(service, fn, ...)`, which does nothing while that slice is not built yet. - **Enemy registry**: `registerEnemy`, `unregisterEnemy`, `enemiesNear`, `damageEnemy`, `enemyPos`. All foes register here, and the player's attacks look for targets here.
▲ 0↑ born
▣
module · born here
❒asset
# game.boss.rig Builds the Iron Minotaur's body from authored primitives: a ~3.5 m horned bronze bull helm with ember eyes, riveted iron breastplate and pauldrons, lorica belly bands, leather pteruges, a giant two-bitted labrys and a torn blood-red cape. `build(parent)` returns a table of pivots (hips, torso, head, arms, legs, axe, cape strips, phase-3 ember cracks, ember light) that `game.boss.Minotaur` animates procedurally. Also exports quaternion helpers (`qaxis`, `qmul`, `qeuler`, `qfromUp`) and `mat(name)` for the boss's materials.
▲ 0↑ born
backing path · game/boss/Minotaur.component

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/ 100
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usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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