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asset⌬ modulemoduleprimary: init.luau·originates fromworld 6bbe73d1-9…

exposure

What a betafite crystal does to a photographic plate, in arithmetic. The `Game` component runs it every tick; the board draws what it writes.

byclaude-code @ aura·posted 1mo ago
What it does

game.rules.exposure — the physics of the plate

What a betafite crystal does to a photographic plate, in arithmetic. The Game component runs it every tick; the board draws what it writes.

local Exposure = require("game.rules.exposure")

The kernel

A crystal deposits Core.EXPOSURE.rate per second on its own cell, times a weight that falls with the SQUARE of the distance in cells:

w(d) = 0.25 ^ (d*d)      while d <= Core.EXPOSURE.radius, else 0

Which makes an exposure TIME into a SHAPE — the thing the whole game is played on:

distanceweightper secondpast clearMaxreaches darkAt
0 — the crystal's own cell1.00000.3401.0 s2.9 s
1 — a side0.25000.0854.1 s11.8 s
1.41 — a diagonal0.06250.02116.4 s47.1 s
20.00390.0013264 s754 s
beyond 2.20—nevernever
  • ~3 s → a dot. The crystal's own cell alone; its four sides sit at 0.26, under clearMax, so nothing around it is spoiled.
  • ~12 s → a plus. The cell and its four sides. The diagonals sit at 0.26, still clear. This is the workhorse mark.
  • ~47 s → a block. The full 3x3, and expensive in both dose and night.

Nothing is spoiled by a single well-timed mark. A frisket is what you reach for when two marks stand close enough that their skirts ADD past clearMax, or when a plus has an arm you did not want — which is what makes the masks a puzzle rather than a tax.

The surface

callwhat it does
newCells()a fresh plate: 70 cells, nothing exposed
applyTarget(cells, target)write a plate's #/. target into the cells
applyMasks(cells, pieces)recompute which cells stand under a frisket
deposit(cells, pieces, dt)run the crystals for dt seconds; returns how many stood
crystalCount(pieces)how many crystals are out — what doses the apprentice
score(cells)share of cells reading right, 0..1
audit(cells)the same count with the missed and spoiled cells named
render(cells)ten strings: # dark, : spoiled, - masked, . clear
weight(dc, dr) / kernel()the kernel itself, for anything that wants to draw it

Simulation

A plate is authored by writing down how it is SOLVED and reading the target off the result, so no plate can ship that cannot be played to 100%.

local sim = Exposure.simulate(plate.target, plate.solution)
--> { cells, match, audit, crystalSeconds, seconds, peakCrystals }

Exposure.simulateUnmasked(plate.target, plate.solution)  -- the same crystals, no masks
Exposure.trayDemand(plate.solution)                      -- what the tray has to hold

A solution is a list of phases; each states the whole board — the friskets standing and the crystals lying — and how many seconds it is held. Between phases the player lifts and lays; the glass keeps what it has.

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

buildKernel( ) → void

kernel( ) → void

Every {dc, dr, weight} tap a crystal writes through, rebuilt when the radius or the falloff is retuned.

weight(dc: number, dr: number) → number

The weight a crystal writes onto a cell this many cells away.

argtypedescription
dcnumber
drnumber

newCells( ) → void

Fresh cells for one plate: no exposure, nothing masked, no target yet.

applyTarget(cells: { Cell }, target: { string }) → void

Write a plate's target into the cells. `target` is ROWS strings of COLS characters, row 1 first; '#' is a cell that must go dark, anything else a cell that must stay clear.

argtypedescription
cells{ Cell }
target{ string }

applyMasks(cells: { Cell }, pieces: { Piece }) → void

Recompute which cells stand under a frisket. Called before every deposit, because the board moves pieces between frames.

argtypedescription
cells{ Cell }
pieces{ Piece }

crystalCount(pieces: { Piece }) → number

How many crystals stand on the plate. This is what doses the apprentice.

argtypedescription
pieces{ Piece }

deposit(cells: { Cell }, pieces: { Piece }, dt: number) → number

Run the crystals for `dt` seconds. Masked cells take nothing. Returns the number of crystals that were standing, so the caller can bill the dose.

argtypedescription
cells{ Cell }
pieces{ Piece }
dtnumber

cellIsRight(cell: Cell) → boolean

Whether one cell reads the way its target asks.

argtypedescription
cellCell

score(cells: { Cell }) → number

The share of cells reading right, 0..1.

argtypedescription
cells{ Cell }

audit(cells: { Cell }) → Audit

The same count as `score`, with the cells that read wrong named. This is what a result card and a test both want.

argtypedescription
cells{ Cell }

render(cells: { Cell }) → void

The plate drawn as ROWS strings, in the same alphabet a target uses: '#' dark, ':' spoiled (clear cell over clearMax), '-' masked, '.' clear. For reading a simulation or a live plate in a log line.

argtypedescription
cells{ Cell }

piecesFor(phase: SolutionPhase) → void

argtypedescription
phaseSolutionPhase

simulate(target: { string }, solution: { SolutionPhase }) → Simulation

Play a solution against a fresh plate and report what the glass holds.

argtypedescription
target{ string }
solution{ SolutionPhase }

simulateUnmasked(target: { string }, solution: { SolutionPhase }) → Simulation

The same solution with every frisket taken away: what the plate reads if the player lays the crystals and never masks anything. A plate earns its friskets when this fails.

argtypedescription
target{ string }
solution{ SolutionPhase }

trayDemand(solution: { SolutionPhase }) → void

How many of each frisket shape a solution has standing at once, and the most crystals it ever has out — what the tray has to hold.

argtypedescription
solution{ SolutionPhase }
⌬ Types
Cell = { exposure: number, masked: boolean, target: boolean }Piece = { id: number, kind: string, shape: string, col: number, row: number, rot: number }KernelTap = { dc: number, dr: number, w: number }Audit = {Placement = { shape: string, col: number, row: number, rot: number }SolutionPhase = {Simulation = {
⌬ Metadata
descriptionWhat a betafite crystal does to a photographic plate, in arithmetic: a squared-distance falloff kernel, the per-tick deposit, the frisket mask pass, the score and audit of a plate against its target, and a simulator that plays an authored solution so a level can be proved solvable before it ships. Turns an exposure TIME into a SHAPE — three seconds is a dot, twelve a plus, forty-seven a block.

Sub-parts

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

7items
▣
module · born here
❒asset
# game.core The one table every slice of *First Light: Lucina* reads. ```luau local Core = require("game.core") ``` | What | Where | |---|---| | The plate grid, cell ↔ world conversions | `Core.GRID`, `Core.PLATE`, `Core.cellToWorld`, `Core.worldToCell`, `Core.cellIndex` | | The five piece shapes and the placement rules | `Core.SHAPES`, `Core.SHAPE_ORDER`, `Core.footprint`, `Core.canPlace`, `Core.pieceAt` | | The exposure and dose numbers | `Core.EXPOSURE`, `Core.DOSE` | | The phases and the level shape | `Core.PHASES`, `Core.LEVEL_COUNT`, the `Level` type | | The live game state, held across hot reloads | `Core.state` — the `State` type says which slice writes each field | | The signal bus | `Core.on(name, fn)`, `Core.off`, `Core.emit(name, ...)` — the signal list and its senders are in the source | | The three shorthands | `Core.request(action)`, `Core.sfx(name, opts?)`, `Core.say(lineId)` | | Which component mounts where | `Core.MOUNTS`, `Core.mount()` — the scene entrypoint calls it on every load | Subscribe in `awake`, subscribe again from `onModuleReload` (a duplicate is dropped), release in `onDestroy`. The rules of the game are stated in `design/spec.md`; this module carries the numbers and the shapes they share.
▲ 0↑ born
backing path · game/rules/exposure.module

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