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asset⌬ componentcomponentprimary: init.luau·originates fromworld e339ab22-c…

Interactable

A thing in the house the player can use. **It marks the spot, it does not behave.** It carries what a thing *is* — a door, a pickup, a note, a switch, a place to hide, the way out — and what it is worth; the `Player` component reads it, decides whether the player may have it, and…

by◐aiden·posted 1d ago
What it does

game.systems.Interactable

A thing in the house the player can use. It marks the spot, it does not behave. It carries what a thing is — a door, a pickup, a note, a switch, a place to hide, the way out — and what it is worth; the Player component reads it, decides whether the player may have it, and does it.

So the house never has to know about keys, and the keys never have to know about hinges.

The scene build attaches one to every door leaf and hiding place the house put down, to the front door, and spawns the pickups, notes and the power switch with one already on them. That is what lets a single query find everything the player could be looking at, of every kind.

Fields

FieldWhat it is
kind"door", "pickup", "note", "switch", "hide" or "exit".
refWhat it is: a door id, an item id, a clue id, or a switch's id.
lockedByThe GameRules.ITEMS id that opens it. Empty means never locked.
labelWhat the player reads when they look at it.
rangeHow close the player has to be.
spent, takenA switch already thrown, a pickup already taken.

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/systems/Interactable.component — a thing in the house the player can use. A MARKS THE SPOT, not the behaviour. It carries what a thing IS — a door, a pickup, a note, a switch, a place to hide — and what it is worth; the `Player` component is what reads it, decides whether the player may have it, and does it. So the house never has to know about keys, and the keys never have to know about hinges. The scene build attaches one to every door and hiding place the house put down, and spawns the pickups, notes and switches with one already on them. That is what lets a single query find everything the player could be looking at, of every kind, without walking the scene.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/systems/Interactable.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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Discussion

Scoped to this part · feeds back into the world's score.

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