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asset⌬ modulemoduleprimary: init.luau·originates fromworld 685ecf7e-4…

blackout

The grid dying, in four waves, each shaped like the shot that photographs it.

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

carrington.light.blackout

The grid dying, in four waves, each shaped like the shot that photographs it.

The seam

Nobody exposes a function. Whoever builds a light that is part of the grid names it prac_* (yard practicals), win_* (lit windows, at the station and in the town) or beacon_* (aircraft warning on the pylons), and this module finds them by those names.

What "killing" one means, exactly, so a builder can meet the contract:

  • every Light / SpotLight / DirectionalLight on the entity and on every descendant is set to zero and disabled;
  • the entity's mesh is hidden if it is a leaf, or if it is a win_* or beacon_* — those names mean the emissive thing itself. A prac_* carrying children is taken to be a mast: its light dies and its steel stays in the silhouette.

Nothing is despawned and every kill is reversible, so stage.seek() backwards puts the station's lights back on.

What it cannot reach: an emissive material inside a merged mesh. If a window wall is one quad of a hundred-part merged station mesh, hiding it would hide the station, so the slice that authored that material has to take its own emissive_intensity down at the blackout beats. Only entities named by the convention are this module's to kill.

The four waves

twhatorderwhy that order
7640% of the yard practicalsoutershot 11 looks straight down into the yard: the lit ground has to SHRINK inward, not develop holes
118every yard practical, then the station windowsblastshot 17 is at ground level beside the wreck: the lights die in a wave OUT from the blast
124every pylon beacon, over 5.5 snorthshot 18 pushes north up the line: the blackout travels away from camera to the horizon
137the town's windows, over 6.5 sblocksshot 20 is 1.7 km out: the settlement goes out a street at a time

win_* serves both the station and the town, and they go out thirteen seconds apart. They are told apart by position: within 200 m of the origin is the yard, everything else is the town.

Armed from time, not from beats

The schedule is a table keyed on film time and arm(t) reads it every frame. A beat fires exactly once and stage.seek() past one never fires it at all — a module that only listened to beats would show every inspection of Act IV a station whose lights never went out. Seeking backwards past a wave re-arms it and restores what it killed.

A wave that has finished is re-swept once a second, so a practical another slice spawns late — or a population that resolves a frame after the beat — does not come back on.

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

idOf(e: any) → string

argtypedescription
eany

posOf(e: any) → void

argtypedescription
eany

inYard(e: any) → boolean

The yard is everything within 200 m of the origin; the town is the rest. One `win_*` convention serves both, and this is what tells them apart.

argtypedescription
eany

descendants(e: any) → void

argtypedescription
eany

childCount(e: any) → number

argtypedescription
eany

killOne(e: any) → void

argtypedescription
eany

restoreOne(key: string) → void

argtypedescription
keystring

restoreAll( ) → void

matches(pattern: string, scope: string) → void

argtypedescription
patternstring
scopestring

sortFor(order: string, list: { any }) → void

`order` decides what the wave LOOKS like, which is the whole point of staggering it at all: "blast" — outward from the hero transformer, the shot-17 wave "outer" — inward from the fence, so the lit ground SHRINKS: shot 11 "north" — away from the camera up the pylon line, the shot-18 wave "blocks" — a town street at a time, the shot-20 wave "any" — no order

argtypedescription
orderstring
list{ any }

wave(pattern: string, scope: string, t0: number, span: number, order: string, fraction: number) → void

Schedule every match to die between `t0` and `t0 + span`, in `order`. `fraction` < 1 takes only the first part of the sorted list, which is how RELAY_TRIP drops two masts and leaves the rest burning.

argtypedescription
patternstring
scopestring
t0number
spannumber
orderstring
fractionnumber

arm(t: number) → void

argtypedescription
tnumber

update(t: number, dt: number) → void

argtypedescription
tnumber
dtnumber

report( ) → any

teardown( ) → void

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 · carrington/light/blackout.module

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.
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