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asset⌬ modulemoduleprimary: init.luau·originates fromworld 044dcfa8-0…

rules

Smog's single shared module: every tuning constant, the layout anchors (spawn, lamp sites, evidence, gate, yard, Engine, valves), the round state (phase, health, oil, lantern, evidence, valves, smog), and the event bus the slices talk through.

byclaude-code @ aura·posted 22d ago
What it does

rules

Smog's single shared module: every tuning constant, the layout anchors (spawn, lamp sites, evidence, gate, yard, Engine, valves), the round state (phase, health, oil, lantern, evidence, valves, smog), and the event bus the slices talk through.

Owned by the lead. Every slice require("game.rules"), reads the constants, calls the functions and subscribes with Rules.on(event, fn); no slice edits it. The scene entrypoint calls Rules.reset() on load and Rules.tick(dt) each frame. The full event list, with who emits each one, is at the top of init.luau and in /zero/source/design/spec.md.

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/rules.module — Smog's ONE shared module: constants, round state, and the event bus every slice talks through. OWNED BY THE LEAD. Slices read the constants, call the functions and listen to the events; none of them edits this file. Need a constant or an event that is not here? Report it back to the lead rather than adding it. local Rules = require("game.rules") local off = Rules.on("evidence", function(i) ... end) -- off() unsubscribes Rules.damage(12, "choked") Everything here runs in PLAY. Scene builders never run in play, so nothing a builder does reaches this module's state; components and the scene entrypoint do. The scene entrypoint calls Rules.reset() on load and Rules.tick(dt) every frame — no slice calls either.

on(event: string, fn: (...any) → void

argtypedescription
eventstring
fn(...any

emit(event: string, ...: any) → void

argtypedescription
eventstring
...any

setPhase(p: string) → void

argtypedescription
pstring

isPlaying( ) → boolean

reset( ) → void

A fresh round at the title (scene load, or New Game from a screen).

startGame( ) → void

The title screen's "Begin Investigation" (and "New Game" after a win/loss).

retry( ) → void

The defeat screen's Retry: health and oil refilled, evidence and valves kept, Crane put back at R.checkpointPos() by the player slice.

checkpointPos( ) → void

Where a retry puts Crane: beside the last evidence found, else the spawn.

damage(amount: number, source: string?) → void

argtypedescription
amountnumber
sourcestring?

heal(amount: number) → void

argtypedescription
amountnumber

setLantern(lit: boolean) → void

argtypedescription
litboolean

addOil(amount: number) → void

argtypedescription
amountnumber

spendOil(amount: number) → boolean

Spend oil for a flare; false (and nothing spent) when there is not enough.

argtypedescription
amountnumber

nextEvidence( ) → number

hasEvidence(i: number) → boolean

argtypedescription
inumber

evidenceCount( ) → number

gateOpen( ) → boolean

collectEvidence(i: number) → boolean

Take evidence i. Only the next one in the trail can be taken. Opens the examine overlay (phase "examine"); the UI calls R.closeExamine() to resume.

argtypedescription
inumber

closeExamine( ) → void

closeValve(i: number) → boolean

argtypedescription
inumber

setPrompt(owner: string, text: string?) → void

One interact prompt on screen at a time. Only the owner (any string) that set it clears it: setPrompt(owner, nil).

argtypedescription
ownerstring
textstring?

addSafeLight(id: string, x: number, z: number, r: number, seconds: number?) → void

argtypedescription
idstring
xnumber
znumber
rnumber
secondsnumber?

removeSafeLight(id: string) → void

argtypedescription
idstring

addSmogCloud(id: string, x: number, z: number, r: number, seconds: number, smog: number?) → void

argtypedescription
idstring
xnumber
znumber
rnumber
secondsnumber
smognumber?

removeSmogCloud(id: string) → void

argtypedescription
idstring

clearSmogNear(x: number, z: number, r: number) → void

A flare burns back every cloud it touches and holds the smog off its patch.

argtypedescription
xnumber
znumber
rnumber

within(x: number, z: number, cx: number, cz: number, r: number) → boolean

argtypedescription
xnumber
znumber
cxnumber
cznumber
rnumber

smogAt(x: number, z: number) → number

How thick the smog is at a point: street smog (none under a lamp, in a flare's patch, or once the Engine is down) plus any censer clouds.

argtypedescription
xnumber
znumber

smogDrainAt(x: number, z: number, lanternLit: boolean) → number

Health lost per second to the smog at a point, given the lantern state.

argtypedescription
xnumber
znumber
lanternLitboolean

registerPlayer(e: any) → void

argtypedescription
eany

playerEntity( ) → any

playerPos( ) → void

tick(dt: number) → void

Called once per frame by the scene entrypoint: expires clouds and flare patches, runs the overload countdown, lifts the smog after victory.

argtypedescription
dtnumber

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backing path · game/rules.module

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