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asset⌬ componentcomponentprimary: init.luau·originates fromworld fd4f2c09-2…▲1problem

Warden

The rules of *First Light: Betocsin*. One instance, mounted on `mount_game` by the scene. It owns the round — the phase machine, the crane, the drop, the trim, the dawn clock, the hoist, the ring and the two ways to lose — writes `game.core`'s `state`, and emits every event that…

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

Warden

The rules of First Light: Betocsin. One instance, mounted on mount_game by the scene. It owns the round — the phase machine, the crane, the drop, the trim, the dawn clock, the hoist, the ring and the two ways to lose — writes game.core's state, and emits every event that file lists under "rules". It draws nothing, plays no sound and moves no camera.

The round

title ──start──▶ opening ──staged──▶ stacking ⇄ paused
                                        │
                           course 24 ───┴──▶ hoist ──staged──▶ ring
                                        │                       │
                   collapse / sunrise ──▶ lost              press ▶ won
  • stacking — a course hangs from the crane and slides back and forth along one lozenge edge: U on odd courses, V on even. drop lets it go, it falls for FALL_TIME, and what it overlaps with the course below is what survives.
  • the trim — a course is a parallelogram spanned by a along Core.U and b along Core.V, centred at (cu, cv). Two courses share those edge directions, so their overlap is the intersection of the two u-intervals crossed with the intersection of the two v-intervals: a miss of t along U leaves a - |t| re-centred at cu + t/2, and the |t| beyond it becomes the offcut. The footprint stays a parallelogram forever, and the error alternates between the two edge pairs instead of eating one of them.
  • a perfect seat — a miss inside Core.PERFECT_TOLERANCE is not trimmed at all and the edge grows back by Core.PERFECT_REGROW, capped at the full lozenge. Perfect seats are what make course 24 reachable.
  • collapse — an edge trimmed under Core.MIN_EDGE cannot carry the next course. The round is lost, state.lastLoss reads "fell".
  • the night — state.dawn advances by dt / Core.NIGHT_SECONDS while stacking, and only while stacking. The first watch opens with the round and each boundary in Core.WATCHES opens the next, so there are four watches and four tocsin beats. dawn reaching 1 loses the round with state.lastLoss = "sunrise".
  • the ring — the hung bell swings on state.swing.t with an amplitude of state.swing.a / 2. Pressing drop rings it, and the quality handed to the ring event is how close to the top of the swing the press landed. No press within RING_WINDOW tolls it anyway, badly; there is no way to fail here.

What it reads from other slices

  • game.blocks.Blocks for every piece of geometry. spawnSlab, reshape, spawnOffcut and spawnPlinth are required; spawnCrane (with crane:setHang(cu, cv, y)) and spawnBell are asked for and skipped when they are not there. A hero-asset call that raises is logged, dropped for the rest of the round, and asked for again on the next one — so a fix lands without anything here being edited, and a broken call never takes the round with it or floods the log.
  • staged, emitted by the camera slice, releases the opening and hoist beats. Each carries a timeout (8 s and 6 s) so a beat that never answers cannot freeze the round.
  • ui, emitted by the screens slice — start, howto, back, resume, restart, pause. The screens slice says what the player asked for; this component decides what that means from where the round is, and is the only thing that sets a phase.

Controls

game.tower is activated when a round begins and stood down at the title and on both end cards, so the crane's buttons are on screen exactly while there is a course to drop. drop seats the course and, at the top, rings the bell; pause puts the pause card up and takes it down again. Both are bound for keyboard, gamepad and touch by the map, and this component subscribes to the control names only — never to a key. Activating a map hands back controls with no subscribers, so the handlers go on at every activation.

Nothing here reads the screen size: the rules are metres and seconds, and every shape shows the same round.

Interface

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

conforms to

zero/source-extract/v2

Warden — the rules of First Light: Betocsin. Mounted once on `mount_game` by scenes/main.scene/build.luau. It owns the round: the phase machine in `Core.state.phase`, the crane swinging a course back and forth, the drop, the trim, the tolerance stack-up, the four watches of the night and the dawn clock, the hoist, the ring, and the two ways to lose. It writes `Core.state` and emits every event `game.core` lists under "rules"; it draws nothing and plays no sound. The shape of a round:

edgeOf(slab: Core.Slab, axis: string) → number

Small helpers

argtypedescription
slabCore.Slab
axisstring

fullEdge(axis: string) → number

argtypedescription
axisstring

triangle(s: number, reach: number) → number

The crane's path: a triangle wave of half-width `reach`, so the course crosses the centre at a constant speed instead of loitering there.

argtypedescription
snumber
reachnumber

quatAxis(x: number, y: number, z: number, angle: number) → void

argtypedescription
xnumber
ynumber
znumber
anglenumber

hasBody(e: any) → boolean

Whether the hero slice gave this offcut a body of its own. If it did, the physics owns the fall and this component only sweeps what it left behind.

argtypedescription
eany

callHero(name: string, fn: any, ...: ?) → any

argtypedescription
namestring
fnany
...?

clearTower( ) → void

The tower's entities

standBase( ) → void

trackOffcut(e: any, cu: number, cv: number) → void

argtypedescription
eany
cunumber
cvnumber

updateOffcuts(dt: number) → void

argtypedescription
dtnumber

bindMap( ) → void

Activating hands back a map whose controls carry no subscribers — a deactivate drops the ones the previous activation made — so the handlers go on every time it is armed, the way a capability re-subscribes each time it is picked up.

unbindMap( ) → void

advanceDawn(dt: number) → boolean

Returns true when the night ran out and the round is over.

argtypedescription
dtnumber

enterStaged(phase: string) → void

Enter a phase whose beat the camera slice plays, and wait for it to say so. `Staging` may answer inside `setPhase`, so the flag is cleared first.

argtypedescription
phasestring

startStacking( ) → void

startRing( ) → void

beginHoist( ) → void

win( ) → void

lose(reason: string) → void

argtypedescription
reasonstring

poseFlying( ) → void

The swing

beginSwing( ) → void

updateSwing(dt: number) → void

argtypedescription
dtnumber

resolveDrop( ) → any

The drop: overlap, trim, perfect seat, collapse

commitSeat(result: any) → void

argtypedescription
resultany

updateFall(dt: number) → void

argtypedescription
dtnumber

ringPress(byItself: boolean) → void

The ring

argtypedescription
byItselfboolean

updateRing(dt: number) → void

argtypedescription
dtnumber

beginRound( ) → void

Starting, pausing, restarting

restart( ) → void

pauseRound( ) → void

resumeRound( ) → void

onDropPressed( ) → void

onPausePressed( ) → void

onUi(action: string) → void

The screens slice never sets a phase; it says what the player asked for and the rules decide what that means from where the round actually is.

argtypedescription
actionstring

awake( ) → void

Lifecycle

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

⌬ Metadata
descriptionThe rules of First Light: Betocsin — the phase machine, the swinging crane, the overlap trim and tolerance stack-up, the four watches of the dawn clock, the hoist, the ring and the two ways to lose.

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▣
module · born here
❒asset
# Blocks The lozenged masonry of First Light: Betocsin, and the two hero pieces beside it — the tocsin and the crane that brings the courses in. ```lua local Blocks = require("game.blocks.Blocks") local e = Blocks.spawnSlab({ course = 1, a = 2.4, b = 2.4, cu = 0, cv = 0, tone = 1 }) Blocks.reshape(e, a, b, cu, cv, course) -- after a trim, the same entity Blocks.markPerfect(course, true) -- a gilt line along that course's arris local off = Blocks.spawnOffcut(spec) -- the overhang, thrown off the tower Blocks.spawnPlinth(parent) -- the ruined stump the tower stands on ``` Every course is a parallelogram prism cut to the lozenge `game.core` defines — edges `a` along `Core.U` and `b` along `Core.V`, `COURSE_HEIGHT` tall — with a chamfered arris top and bottom, which is what makes one course read as its own stone. `tone` is 1 or 2: the alternating tinctures of the lozengy field. Sizes are quantised to a centimetre so a tower's worth of trims shares a handful of meshes. ## The hero pieces They stand themselves up the first time a course is seated and drive themselves from `Core.state`, so nothing has to call them: ```lua local crane = Blocks.spawnCrane(parent) -- a handle, not an entity crane:setHang(cu, cv, y) -- put the hook exactly here for a moment crane:swingTo("u", t) -- ... or on the swing axis crane:release() -- back to following Core.state.swing Blocks.spawnBell(parent) -- the bell, its frame and its clapper Blocks.hoistBell(t) -- 0 fallen on the plinth, 1 hung on the last course Blocks.ringBell(quality) -- swing it; the clapper lags behind Blocks.setBellGlint(dawn) -- how hard first light is on the bronze ``` `setHang` and `swingTo` are momentary: stop calling them and the crane hands itself back to `Core.state.swing` after about half a second. ## What it is made of - `game.blocks.Geo` — the mesh builders (the chamfered prism, the revolve, the sawn box, and the merge that makes a whole timber bay one mesh). - `stonecut.shader` + `masonry.material` — the masonry, one material for the whole tower with the tincture per instance. - `bellbronze.shader` + `bell_bronze.material` — the cast bronze. - `hewn.shader` + `crane_timber` / `crane_rope` / `crane_iron` — the gantry. - `game.blocks.Crane`, `game.blocks.Tocsin`, `game.blocks.Offcut` — the three behaviours those pieces carry.
▲ 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 Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · game/Warden.component

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dep.dangling.checksum_drift · L30
dep `game.blocks.Blocks` -> a0a41196-b59d-4254-9feb-bf5cf44fd29d no longer resolves (checksum_drift)
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