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UnitBodies

Every body standing on the board — the four gardener-monks and the Blight's crystalline forms. It builds them, moves them, and gives each one a life of its own: a distinct idle, an attack with anticipation and follow-through, cloth that lags the motion, and a death that topples.

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

UnitBodies

Every body standing on the board — the four gardener-monks and the Blight's crystalline forms. It builds them, moves them, and gives each one a life of its own: a distinct idle, an attack with anticipation and follow-through, cloth that lags the motion, and a death that topples.

It changes no game state. Every clock in it drives a transform.

Where it lives

On MonkHost, a child of the Units anchor. If it is not there — a fresh engine, a scene reload — put it back with one line:

local host = entity.find("MonkHost")
    or entity.spawn("MonkHost", { parent = entity.find("Units") })
if not host.component.get("UnitBodies") then
    host.component.add("UnitBodies", {})
end

Each unit's body is a child of MonkHost named unit_<unitId>, and every part of it is named unit_<unitId>_<part> (_hips, _torso, _head, _armL, _armR, _tool, _chain, _ember, _pack, _core, _halo).

Fields

FieldMeaning
demostand a demo squad when no Director has published units (default true)
stepTimeseconds a body takes to walk one tile (default 0.30)
attackTimeseconds an attack takes, anticipation to recovery (default 0.95)

Calling it

Get it, then call with a colon:

local host = entity.find("MonkHost").component.get("UnitBodies")
CallDoes
host:spawnUnit(unitId, kind, x, y, facing)build a body — kind is a monk id or a blight form id
host:despawnUnit(unitId)take it off the board
host:placeUnit(unitId, x, y, facing?)put it on a tile with no animation
host:moveUnit(unitId, path)walk a committed path; returns the seconds it will take
host:attack(unitId, tx?, ty?)play the attack, turning to face the target first
host:hurt(unitId)flinch
host:kill(unitId)topple, and stay toppled
host:setFacing(unitId, facing)turn on the spot; the hood arrives after
host:bodyOf(unitId)the root entity — what a camera follows
host:busy()is anything mid-move or mid-attack
host:list()every unit id that has a body
host:rebuild()flush the cached geometry and rebuild every body

path is an array of { x, y } tiles. facing is "n", "e", "s" or "w"; "n" is up the board, away from the camera, toward the blight.

It follows the referee on its own

Nothing has to tell it what is on the board. Three times a second it reads the Director component's snapshot() and mirrors snapshot.units: it builds a body for a unit that has none, drops a body whose unit has gone, moves one whose tile has changed, and topples one whose alive is false. The unit's kind picks the model; a kind it does not recognise falls back to a monk or a blight shard by side, so an unfamiliar unit is still visible rather than invisible.

It also listens on the shared bus, so these arrive for free:

SignalWhat it plays
unitMovedwalks the path (or straight to to)
unitActed with action = "attack" / "overwatchFired" / "signature"the attack
unitDamagedthe flinch
unitDiedthe topple

Until a Director publishes any units it stands a demo squad — the four monks and one of each blight form — so the slice is provable on its own. The moment a snapshot carries units, the demo squad is removed.

What the animation is made of

  • A follower, not a keyframe. Each body keeps a smoothed copy of its own position and yaw. Everything that lags — hood, sleeves, censer chain, the roll through the hips — is driven by the GAP between where the body is and where the follower has got to. One piece of maths covers a turn, a walk, and the recoil off an attack, and cloth settles instead of stopping dead.
  • Idles that are not the same sine wave. Anselm breathes slowly and scans; Meridia is quick and always working her apron; Cassian sways under the pack and rides a pressure surge through it; Vespera barely moves while the censer swings a cone on its chain and the ember breathes. The blight does not breathe at all — the shard ticks and snaps, the spire's halo turns, the hulk heaves.
  • An attack in four beats — anticipation away from the target, a strike that passes neutral, a follow-through that decays, then recovery. Each monk's own weight is in it: Anselm swings the whole body through the arc, Meridia's sling loops back and flicks, Cassian leans his mass in, Vespera's censer overshoots her on the chain.
  • editorUpdate as well as update, because a still board of monks reads as a screenshot of a broken game.

Two things to know

  • execute gets its own require registry, so Core.emit from an execute call does not reach this component's signal bus. Drive it with the methods above when you are testing from execute; the signals work between components.
  • The geometry is cached per model, so editing monkbody or blightform needs host:rebuild() to be seen.

Interface

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

conforms to

zero/source-extract/v2

UnitBodies — the monks slice's host and animator. It owns every body standing on the board: the four gardener-monks and the Blight's crystalline forms. It builds them under the `Units` anchor, moves them when the rules slice says a unit moved, and gives each one a life of its own — a distinct idle, an attack with anticipation and follow-through, and cloth that LAGS the motion rather than snapping with it. Nothing here changes game state. Every clock in this file drives a transform and only a transform; the rules slice owns what is true. The interface other slices use: local host = entity.find("MonkHost").component.get("UnitBodies") host:spawnUnit("u1", "anselm", 3, 2, "n") host:moveUnit("u1", { { x = 3, y = 3 }, { x = 4, y = 3 } }) host:attack("u1", 4, 6) host:hurt("u1"); host:kill("u1") host:bodyOf("u1") --> the root entity, for a camera to follow host:busy() --> is anything mid-animation It also listens on the shared bus, so a rules slice that emits `unitMoved`, `unitActed`, `unitDamaged` and `unitDied` gets all of the above for free, and it mirrors the Director's snapshot when there is one — so the bodies follow the board without either slice knowing about the other.

LightModel

isMonk(kind: ?) → void

argtypedescription
kind?

specFor(kind: ?) → void

argtypedescription
kind?

lerp(a: ?, b: ?, t: ?) → void

argtypedescription
a?
b?
t?

smooth(t: ?) → void

argtypedescription
t?

outCubic(t: ?) → void

an ease that leaves fast and arrives slow — a strike

argtypedescription
t?

inCubic(t: ?) → void

an ease that leaves slow and arrives fast — a wind-up

argtypedescription
t?

chase(cur: ?, target: ?, rate: ?, dt: ?) → void

a frame-rate independent follower: what a spring does, in one line

argtypedescription
cur?
target?
rate?
dt?

shortestAngle(a: ?) → void

argtypedescription
a?

drop(e: ?) → void

despawning a body that a neighbouring slice has already taken away is not an error, but it must not be silent either

argtypedescription
e?

buildBody(unitId: ?, kind: ?) → void

argtypedescription
unitId?
kind?

makeRecord(unitId: ?, kind: ?, x: ?, y: ?, facing: ?) → void

argtypedescription
unitId?
kind?
x?
y?
facing?

clearAll( ) → void

idleFor(rec: ?, t: ?) → void

Each returns a table of offsets the writer applies. Every value is a small delta from the rest pose, so an idle never fights a move or an attack — they add.

argtypedescription
rec?
t?

attackPose(rec: ?, u: ?) → void

anticipation (wind AWAY from the target), strike (fast, past neutral), follow-through (the overshoot decaying), recovery (settle).

argtypedescription
rec?
u?

setRot(e: ?, rx: ?, ry: ?, rz: ?) → void

argtypedescription
e?
rx?
ry?
rz?

applyPose(rec: ?, dt: ?) → void

argtypedescription
rec?
dt?

captureRest(rec: ?) → void

remember every part's authored rest rotation so the animator adds to it

argtypedescription
rec?

stepAnim(rec: ?, dt: ?) → void

argtypedescription
rec?
dt?

directorSnapshot( ) → void

facingOf(u: ?) → void

argtypedescription
u?

reconcile( ) → void

placeDemo( ) → void

dropDemo( ) → void

spawnUnit(unitId: string, kind: string, x: number, y: number, facing: string?) → boolean

Stand a unit's body on the board.

argtypedescription
unitIdstringThe rules slice's unit id.
kindstringA monk id ("anselm"…) or a blight form id ("shard", "spire", "hulk").
xnumberTile column.
ynumberTile row.
facingstring?"n", "e", "s" or "w".

examples

host:spawnUnit("u1", "vespera", 4, 2, "n")

despawnUnit(unitId: string) → void

Take a unit's body off the board.

argtypedescription
unitIdstringThe unit id.

examples

host:despawnUnit("u1")

placeUnit(unitId: string, x: number, y: number, facing: string?) → void

Put a body on a tile with no animation — for a fresh deployment.

argtypedescription
unitIdstringThe unit id.
xnumberTile column.
ynumberTile row.
facingstring?Optional facing letter.

examples

host:placeUnit("u1", 3, 4, "e")

moveUnit(unitId: string, path: { any }) → number

Walk a body along a committed path, one tile at a time, turning into each leg and letting its cloth trail behind it.

argtypedescription
unitIdstringThe unit id.
path{ any }An array of `{ x, y }` tiles, starting at the tile it is on.

examples

host:moveUnit("u1", { { x = 3, y = 3 }, { x = 3, y = 4 } })

attack(unitId: string, tx: number?, ty: number?) → number

Play the unit's attack: a wind-up away from the target, a strike that goes past neutral, and a follow-through that decays back.

argtypedescription
unitIdstringThe unit id.
txnumber?The target's tile column.
tynumber?The target's tile row.

examples

host:attack("u1", 4, 7)

hurt(unitId: string) → void

A hit landing: the body flinches back and its cloth catches up after.

argtypedescription
unitIdstringThe unit id.

examples

host:hurt("u1")

kill(unitId: string) → void

The unit falls. The body topples and stays where it fell.

argtypedescription
unitIdstringThe unit id.

examples

host:kill("u1")

setFacing(unitId: string, facing: string) → void

Turn a body on the spot; the hood and sleeves arrive after it does.

argtypedescription
unitIdstringThe unit id.
facingstring"n", "e", "s" or "w".

examples

host:setFacing("u1", "e")

bodyOf(unitId: string) → any

The root entity of a unit's body — what a camera follows or a UI anchors to.

argtypedescription
unitIdstringThe unit id.

examples

local e = host:bodyOf("u1")

busy( ) → boolean

Whether any body is mid-move or mid-attack — for a caller that wants to wait for the animation before advancing the turn.

examples

if not host:busy() then endTurn() end

list( ) →

Every unit id that currently has a body.

examples

for _, id in ipairs(host:list()) do ... end

rebuild( ) → void

Rebuild every body from the modules — what a geometry edit wants after a hot reload, since the meshes are cached.

examples

host:rebuild()

tick(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

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15+items
▣
module · born here
❒asset
# blightform The Blight's crystalline unit forms. Everything the monks are, these are not: no curve, no cloth, no warmth. Hard facets, cold black-violet, and a lit core that has no business being alive. The whole colour argument of the game is made here. If a blight form ever reads as "another green thing on the board", it has failed — which is why its colours are pitched well above their nominal palette values and its baked fill runs UP the facets rather than down them: the light on this thing comes from inside it, never from the roof. | id | Reads as | Its job | |---|---|---| | `shard` | low and wide, one blade leaning forward like something about to cut | the skirmisher | | `spire` | a thin needle with splinters turning around a lit seam | the ranged form | | `hulk` | a heavy mass under an overhanging crown, wider than a tile is deep | the heavy | ## Using it ```luau local BlightForm = require("game.units.blightform") local spec = BlightForm.spec("hulk") -- { height, scale, idle, parts } local info = BlightForm.info("hulk") -- { label, note } for a codex or inspector ``` | Call | Returns | |---|---| | `BlightForm.ids()` | `{ "shard", "spire", "hulk" }` | | `BlightForm.spec(id)` | the body spec, built once and cached | | `BlightForm.info(id)` | `{ label, note }` — the name and the sentence a tile inspector prints | | `BlightForm.flush()` | forget the cached geometry | `UnitBodies` assembles the parts into entities; this module only describes them. Each form carries a `base`, a `torso`, a lit `core` on `emissive_white` with a point light in it, and — for the spire and the hulk — a `halo` or a `head` that turns against the body. ## Idles They do not breathe. The shard holds still and then **snaps** a few degrees; the spire's halo turns steadily while its core pulses; the hulk heaves, and grows very slightly as it does. Nothing about the motion is organic, and that is the point.
▲ 0↑ born
▣
module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# monkbody The four gardener-monks, carved. Silhouette first, then the pass that makes them made things. From the tactical camera you should be able to name each of them with the labels off: | | Reads as | Carries | |---|---|---| | **Brother Anselm** | one long vertical line — stooped, and the billhook doubles his height | a hooked billhook on an ash shaft with a brass ferrule and a leather grip | | **Sister Meridia** | a wide low triangle — a broad straw brim that is a disc from directly above | a sling, a seed-apron with pockets sewn on it, a bandolier of vials | | **Brother Cassian** | a hunched block with a brass pressure tank standing higher than his own head | a pipe wrench, a hose coiled at his hip, goggles pushed up on a leather cap | | **Sister Vespera** | a thin taper under a tall pointed hood | a lit censer swinging out on a chain — the only light a monk carries | Layered habits with dirt baked into the hems, a gold-thread hem on every cape (the one mark of the order, and the brightest thing on a body at distance), and tools with their own material story: ash, brass, verdigris, steel, leather. ## Using it ```luau local MonkBody = require("game.units.monkbody") local body = MonkBody.build(parentEntity, "vespera", "unit_v1") body.root.localPosition = Core.cellCenter(4, 2, 0) body.root.localRotation = MonkBody.quat(0, MonkBody.yawOf("n"), 0) body.parts.head -- every named part, ready to be driven ``` | Call | Returns | |---|---| | `MonkBody.ids()` | `{ "anselm", "meridia", "cassian", "vespera" }` | | `MonkBody.spec(id)` | the body spec — `{ height, hipY, torsoY, scale, idle, parts }`, built once and cached | | `MonkBody.build(parent, id, name)` | `{ root, parts, spec }` — the entity hierarchy, already assembled | | `MonkBody.quat(rx, ry, rz)` | a `{ x, y, z, w }` quaternion from XYZ Euler radians | | `MonkBody.yawOf(facing)` | the yaw a facing letter means | | `MonkBody.material(name)` | the slice's cloth or emissive material, pinned by literal name | | `MonkBody.flush()` | forget the cached geometry, so the next `spec` rebuilds it | ## The skeleton Every body is built to the same skeleton, so one animator drives all four: ``` root ── hips ── skirt the lower habit └─ torso ── chest the upper habit, cape, belt ├─ head skull + hood — this LAGS the turn ├─ armL shoulder joint; the arm hangs from it └─ armR ── tool the weapon, on the working arm ``` Vespera inserts a `chain` between `armR` and `tool` so the censer can swing as a pendulum without dragging the arm, and hangs an `ember` off the tool. Cassian carries a `pack`; Anselm a `kit` on the off hip. Each part is authored in its joint's own local space, with the joint at the origin, so rotating the entity swings the part the way a shoulder swings an arm. A part's authored `rot` is its REST pose — the animator adds to it rather than replacing it. ## Facing Bodies are authored facing **+Z**, and `yawOf` turns them: `"n"` (up the board, away from the camera, toward the blight) is yaw 0, `"e"` is 90°, `"s"` is 180°, `"w"` is 270°. The engine's own `capture { viewpoint = "front" }` treats −Z as an entity's front, so a capture labelled `front` shows a monk's **back**; ask for `back` when you want the face. ## The two materials A whole monk is `standard_default` (everything, coloured per vertex) plus `emissive_white` (Vespera's ember). `MonkBody.material(name)` resolves both from literal names — a computed `asset.resolve` is refused on a component, because it cannot be statically pinned and would break when the world is imported elsewhere.
▲ 0↑ born
backing path · game/units/UnitBodies.component

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