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rite

The nine gates, the touch/cool/flinch economy, and the loop that turns a litany into a verdict. RITE is the only writer of `A.state`; everything else reads that table and listens on the bus.

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

RITE — the rules of The Acceding

The nine gates, the touch/cool/flinch economy, and the loop that turns a litany into a verdict. RITE is the only writer of A.state; everything else reads that table and listens on the bus.

The nine gates

#GateDemandA refusal costs
1THE PORCHthree different glyphs0.07
2THE FONTall three of WATER0.08
3THE HINGEa glyph and its undoing0.09
4THE VOWthree withholding, and not the tenderest word0.10
5THE UNBARREDno IRON, and one word twice with a different third0.11
6THE CENSERall three of ASH0.12
7THE AMNESTYnothing from the last litany, and three suits0.13
8THE OPEN HANDthree giving, opening and closing on one word0.15
9THE CROWNone word, three times0.17

Two glyphs to a suit and three slots to a litany, so gates 2 and 6 cannot be answered without saying a word twice, and gates 5, 8 and 9 ask for the repeat outright. The re-saying is forced by the content.

Gate 9 is the whole plan in one move: three sayings of a word from cold land it exactly on the flinch threshold and never over it, so the crown is free to whoever kept one word rested and costs a flinch to whoever did not.

The numbers, and why

Applied over A.TUNING at load. Every one of them was measured against a simulated run of five player models, not guessed.

TOUCH_PER_SAY0.22three sayings from cold = 0.66, the threshold exactly
FLINCH_AT0.66at or over, the next saying flinches
COOL_PER_TIER0.18what an unspoken glyph sheds when a gate opens
FLINCH_EXTRA_TOUCH0.15a flinched word is left tenderer still
IRRITATION_PER_FLINCH0.22doubled at full touch, by FLINCH_SCALE
RELIEF_PER_ACCEDE0.10an opened gate settles the machine
REFUSAL_TOUCH_REFUND0.50see below
TENDER_AT0.45LITANY marks a slab tender from here up

A refused litany is half-remembered. The Engine takes the full touch of every word as it is uttered and gives half of it back when it does not accede — it keeps what it granted, not what it heard. This is what makes nine unfamiliar demand kinds learnable: a wrong guess costs patience and a beat, not a whole word. The economy of an accepted litany, which the curve is tuned against, is untouched by it. A refusal emits cool with cause = "refusal", so the meters visibly drop back.

The utterance is paid for before it is judged. If the flinches in a litany fill the patience, the Engine seals on the spot and the litany never gets a verdict — right words or not.

Measured outcomes, over the real module:

playerresult
plans a rotationwins at gate 9, no flinches
wrong once at every gate, then correctswins at gate 9, patience 0.75
leans on one word every litanysealed around gate 4–5
ignores the demandsealed by gate 5
says one word three times, alwayssealed at gate 1

What the other slices need from it

LITANY

M.demand() returns { n, title, liturgy, plain, barred, miss } for the gate the player stands at. barred is the list of glyphs that cannot appear in any answer to this gate — brute-forced, so it stays true for the composite gates and for gate 4, which reads the touch table. Dim them.

M.tenderness(glyphId) returns { touch, tender, wouldFlinch, projected, placed, barred } — everything a glyph slab needs to warn before it costs something. projected accounts for the copies of that glyph already in the litany, so a slab can show what it will be worth when this litany is spoken, not what it is worth now.

M.ladder() and M.upcoming(k) are not optional decoration. The Engine does not hide what it will ask for. A player who cannot see that gate 6 wants ASH has no way to avoid spending ash at gate 5, and the game becomes a memory test instead of a plan. Render the gate above at minimum; the whole ladder on the how-to-play card is better. The difficulty was tuned against a player who can see one gate ahead.

M.bestLitany({ lookahead = true }) returns a satisfying litany, cheapest first, if the Verger should ever offer help.

Callback: RITE answers rite:skip. LITANY's own lit:skip already calls M.skip() directly, which is fine.

CHOIR

RITE speaks these ids, and shows the written form of any line that has no clip rather than dropping it:

verger.open.1, verger.open.2, verger.touch (the brief, in that order), engine.greet, engine.accede, engine.refuse, engine.flinch, engine.seal, engine.crown, and glyph.<id> for all eight glyphs — spoken once as the word is set down, and again as part of the chant when the litany is committed. That chant is the resaying, heard.

Three demand kinds are new and are registered into A.DEMAND_KINDS at runtime: twice_said, bookend, not_tenderest. Anything generating a clip per demand kind needs those three as well as the seeded nine.

Sfx ids RITE fires: place, unplace, accede, refuse, seal.

STAGECRAFT and COLUMN

M.begin() enters brief and RITE holds the timer itself, so the opening always ends whether or not anything else is listening; M.skip() cuts it short. Bus events, in the order one gate produces them:

gate → place ×3 → speak → (flinch) → verdict → accede → cool → gate, or verdict → irritation on a refusal, or phase + lose on a seal. win fires when the ninth gate accedes.

Known seam

While the chant and the verdict line are playing, LITANY's line card sits over the glyph slabs and pointer input to them is lost. RITE keeps that window as short as it can — the chant is 0.34 s a word — but the card's own dismissal is LITANY's.

Re-running it

M.audit() brute-forces all 512 ordered litanies against every gate and reports how many answer each. A zero anywhere is an unwinnable game. It is cheap; run it after any change to the curriculum.

Interface

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

conforms to

zero/source-extract/v2

SLICE: RITE — the rules of The Acceding. Owned by the RITE slice. It is the only writer of `A.state`. Everything else reads that table and listens on `A.bus`; nothing else mutates it. THE LOOP. The Engine states a DEMAND at the gate you stand at. You compose a litany of three glyphs and SPEAK it. If it satisfies the demand the Engine ACCEDES, the gate opens, the words you did not say COOL, and the column carries you up a tier. If it does not, the Engine is a little more irritated and you compose again. THE PRICE OF SPEAKING. Every glyph you utter takes TOUCH. A glyph at or over FLINCH_AT, spoken again, makes the machine FLINCH: the touch jumps, the patience drops, and the further past the threshold the word already was, the more it costs. There are two glyphs per suit and three slots in a litany, so a demand naming one suit CANNOT be answered without saying a word twice. The resaying is forced by the content; the content is the difficulty. THE CURVE (this slice owns it — see CURRICULUM below). 1 THE PORCH no_repeat place three, speak 2 THE FONT one_suit WATER the first forced resaying 3 THE HINGE undoing suits are pairs; forgiving 4 THE VOW all_holding + not_tenderest the machine names what you lean on 5 THE UNBARRED suit_absent IRON + twice_said you choose which word takes the double 6 THE CENSER one_suit ASH the second forced double, elsewhere 7 THE AMNESTY avoid_last + four_suits what you spent last gate you cannot spend now 8 THE OPEN HAND all_giving + bookend a repeat in a shape, among four words 9 THE CROWN echo one word, three times: the word you saved Gate 9 is the whole plan in one move. Speaking a glyph three times from cold lands it exactly ON the flinch threshold and never over it, so the crown is free to whoever kept one word rested for nine gates and costs a flinch to whoever did not. The public surface the other slices call: M.begin() leave the title, run the brief, then gate 1 M.skip() cut the brief short M.place(glyphId) put a glyph in the next free slot M.unplace(slot) take one back out (always free) M.clear() empty the litany (always free) M.speak() commit it; produces a verdict M.demand() the current gate's demand, resolved for display M.satisfied(litany) does this litany answer the current demand M.tenderness(glyphId) what saying that word now would cost M.bestLitany(opts) a satisfying litany, cheapest first — hints and tests M.audit() every gate brute-forced for satisfiability M.reset() back to the title with everything cooled

choir( ) → void

THE SIBLING SLICES, HELD LOOSELY Six agents build on one engine, and a sibling module does not compile for seconds at a time while it is being written. RITE is the loop: it has to keep running when COLUMN or CHOIR does not, so it reaches them through a guarded require at the call site instead of binding once at load.

column( ) → void

sfx(id: string) → void

argtypedescription
idstring

applyCurriculum( ) → void

INSTALLING THE CURRICULUM Applied in place, at load AND before every read, because `acceding` is a shared module: anything that reloads it rebuilds `A.TIERS` from its own literal and drops these rows on the floor. `ensure()` is the guard, and it is a single table lookup in the common case.

ensure( ) → void

T( ) → void

suitCounts(litany: ?) → void

argtypedescription
litany?

idCounts(litany: ?) → void

argtypedescription
litany?

full(litany: ?) → boolean

argtypedescription
litany?

one_suit(litany: ?, tier: ?, _: ?) → void

argtypedescription
litany?
tier?
_?

undoing(litany: ?, _: ?, _: ?) → void

argtypedescription
litany?
_?
_?

all_giving(litany: ?, _: ?, _: ?) → void

argtypedescription
litany?
_?
_?

all_holding(litany: ?, _: ?, _: ?) → void

argtypedescription
litany?
_?
_?

no_repeat(litany: ?, _: ?, _: ?) → void

argtypedescription
litany?
_?
_?

echo(litany: ?, _: ?, _: ?) → void

argtypedescription
litany?
_?
_?

avoid_last(litany: ?, _: ?, ctx: ?) → void

argtypedescription
litany?
_?
ctx?

suit_absent(litany: ?, tier: ?, _: ?) → void

argtypedescription
litany?
tier?
_?

four_suits(litany: ?, _: ?, _: ?) → void

argtypedescription
litany?
_?
_?

twice_said(litany: ?, _: ?, _: ?) → void

One glyph exactly twice and a different glyph once. The player picks which word takes the double, which is the decision the gate is made of.

argtypedescription
litany?
_?
_?

bookend(litany: ?, _: ?, _: ?) → void

First and last the same word, the middle a different one. A forced repeat with a shape, so the slots stop being an unordered set.

argtypedescription
litany?
_?
_?

tenderestOf(touch: ?) → void

The single most-touched glyph may not appear. Ties fall to the first in `A.GLYPHS`, and when every word is cold nothing is barred — so at most one of eight is ever excluded and the demand is always answerable.

argtypedescription
touch?

not_tenderest(litany: ?, _: ?, ctx: ?) → void

argtypedescription
litany?
_?
ctx?

context( ) → any

READING THE CURRENT GATE

tier(n: number?) → void

argtypedescription
nnumber?

testKind(kind: string, arg: any, litany: ?, ctx: ?) → boolean

argtypedescription
kindstring
argany
litany?
ctx?

satisfiesTier(tier: ?, litany: ?, ctx: ?) → boolean

Does this litany answer THIS tier's demand, in THIS context?

argtypedescription
tier?
litany?
ctx?

satisfied(litany: ?) → boolean

argtypedescription
litany?

kindWords(kind: string, arg: any) → void

argtypedescription
kindstring
argany

barredNow( ) → void

demand( ) → void

The demand, resolved into the words LITANY renders.

flinchCost(before: number) → number

WHAT SAYING A WORD WOULD COST

argtypedescription
beforenumber

utter(litany: ?, touch: ?) → void

Run an utterance over a touch table, mutating it. The one place the touch model lives: `speak` runs it on the live table, `evaluate` on a copy.

argtypedescription
litany?
touch?

copyTouch(src: ?) → void

argtypedescription
src?

applyCool(litany: ?, touch: ?) → void

What an opened gate does to the meters: everything NOT in the litany sheds COOL_PER_TIER. One definition, used by the real accede and by the look-ahead that lets a player plan against it.

argtypedescription
litany?
touch?

evaluate(litany: ?, touch: ?) → void

What this litany would do, without doing it.

argtypedescription
litany?
touch?

tenderness(glyphId: string) → void

What one more saying of this glyph, right now, costs. LITANY reads this to mark a slab tender and to warn before a flinch, which is the whole reason the touch meters are on screen.

argtypedescription
glyphIdstring

bestLitany(opts: ?) → void

A SATISFYING LITANY, CHEAPEST FIRST Brute force over the 512 ordered litanies. Used by `audit` to prove every gate answerable, by the tuning harness to play a competent run, and by LITANY if it wants to offer the Verger's help.

argtypedescription
opts?

ladder( ) → void

The whole road, stated. The Engine does not hide what it will ask for: the gate you stand at and every gate above it are readable, because a rotation planned several gates ahead is the game and a suit sprung on the player at gate six is only a memory test.

upcoming(k: number?) → void

The next `k` gates, for the plate that shows what is coming.

argtypedescription
knumber?

audit(opts: ?) → void

Every gate, brute forced. `solutions` is how many of the 512 ordered litanies answer it; a zero anywhere is an unwinnable game.

argtypedescription
opts?

speakLine(id: string, fallback: string?) → void

argtypedescription
idstring
fallbackstring?

estimateHold(id: string, given: number?) → number

argtypedescription
idstring
givennumber?

say(id: string, holdFor: number?, fallback: string?) → void

argtypedescription
idstring
holdFornumber?
fallbackstring?

drain(dt: number) → void

argtypedescription
dtnumber

silence( ) → void

place(glyphId: string) → boolean

COMPOSING A LITANY Taking a glyph back out is always free: no touch, no patience, no verdict. The Engine only hears a litany when it is SPOKEN, so the composing space is where the player does their planning, and it costs nothing to change their mind in it.

argtypedescription
glyphIdstring

unplace(slot: number?) → boolean

argtypedescription
slotnumber?

clear( ) → void

speak( ) → void

SPEAKING IT — the moment the whole game turns on

irritate(amount: number, cause: string?) → void

PATIENCE

argtypedescription
amountnumber
causestring?

accede( ) → void

A gate opens. The words not spoken COOL, the column moves, the machine settles a little, and the player is one tier higher.

resetState( ) → void

THE RUN

begin( ) → void

Leave the title. The brief runs first: the Verger says what the machine is and what it remembers, while STAGECRAFT falls the twenty-nine metres. RITE holds the timer itself so the opening always ends, whether or not any other slice is listening.

skip( ) → void

Cut the opening short and stand at the porch.

reset( ) → void

standAt(n: number) → void

Stand at a gate directly, with everything cooled. For validating a late gate without playing eight of them first.

argtypedescription
nnumber

stats( ) → void

tick(dt: number) → void

THE DRIVER

argtypedescription
dtnumber

onCallback(id: string, data: any) → void

argtypedescription
idstring
dataany

install(ctx: ?) → void

argtypedescription
ctx?

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▣
module · born here
❒asset
# acceding <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
▣
module · born here
❒asset
# column The Assent Engine — the brass reliquary column the whole game looks at. It stands nine gates up one continuous turned body: a lathe profile that swells into a drum at every tier and joins itself at the waist, so the machine reads as one made thing rather than a stack of cylinders. Each drum carries a porcelain reliquary face behind a brass bezel, an iron grille with the fire standing behind it, ribs, rivet courses, prayer-slips, wax somebody left burning, and a valve wheel. The gate the player stands at burns; the gates above it are banked to a seam of embers. All of it is modelled at install time by `art.column.colgeom` and uploaded as runtime meshes — nothing here mints an asset, so a hot reload rebuilds the machine instead of leaving a second copy of it behind. ## What other slices call | Call | Does | |---|---| | `M.install(ctx)` | Builds the machine under the `Column` anchor. Re-runnable. | | `M.tier(n)` | The record for gate `n` — its entities and its live animation state. | | `M.setLit(n, k)` | `k` in 0..1: how hard gate `n`'s interior fire burns. | | `M.accede(n)` | Gate `n` opens — the valve turns a quarter, the lip drops and swings, the fire flares white. | | `M.flinch()` | The machine takes offence: every fire in it chokes for a beat and the whole column shudders. | | `M.tick(dt)` | Driven by `AccedingDriver`; carries the flicker and every animation above. | | `M.rebuildKit()` | Drops the shared meshes so the next install models them again. | ## Materials `col_brass` (verdigris body), `col_brass_wet` (polished fittings), `col_iron`, `col_porcelain`, `col_verdigris`, `col_wax`, `col_paper`, `col_lens`, and the three fires — `col_ember`, `col_ember_deep`, `col_ember_flare`. `install` also puts the scene's `bloom` pass up, under the preset's own name: emissive geometry with no bloom over it reads as bright paint rather than as something burning.
▲ 0↑ born
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module · born here
❒asset
# choir — the sound of The Acceding The mix, the score, the vault's breath, the Engine's own bronze resonance, the one-shot library the other slices fire, and every word anybody says. ## What another slice calls ```lua local Choir = require("choir") Choir.line(id) -- the WRITTEN form: { id, text, speaker, voice, clip } Choir.speak(id) -- say it aloud on the narrative voice Choir.speakNow(id) -- say it aloud on the Litanist's own voice, immediately Choir.sfx(name) -- a one-shot from the library Choir.ui(name) -- the interface's own one-shots, on a quieter channel Choir.music(phase) -- crossfade the score Choir.demandLine(k, a) -- the line id for a gate's demand Choir.glyphLine(id) -- the line id for a spoken glyph Choir.report() -- what sounds, and what does not ``` `line` always answers, whether or not the audio arrived: the written form is the source of truth and the screen shows it either way. `speak` returns false when a line has no clip, and records the gap in `Choir.missing` rather than losing the line. ## What it owns Nine emitters under the `Choir` anchor — the bed, the Engine's resonance, the standing water, two music decks, the narrative voice, the Litanist's own voice, and the two one-shot sources. Assets are `snd_*` under `/source/audio`. Sixty-five clips: forty-five spoken lines, eight CPU-synthesised sounds, eight generated one-shots and four pieces of score. ## Hearing it `choir:say:<lineId>`, `choir:play:<clipName>`, `choir:install`, `choir:generate` and `choir:report` are callback ids the driver forwards here, which is how a sound is auditioned from outside the game: a module required from a loose `execute` is a second copy with no emitters on it, and a call made there plays nothing. Each writes its answer to `/source/audio/audition.txt`.
▲ 0↑ born
backing path · rite.module

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