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DuelHud

The shell around the fight, and the shape of a session. Sits beside `DuelMatch` on the `DuelDirector` entity.

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

DuelHud

The shell around the fight, and the shape of a session. Sits beside DuelMatch on the DuelDirector entity.

The shell is furniture at the edges

The boundary itself is the real health bar — it stands in the world where both fencers can see it — so the shell reads the ceremony rather than covering it. Four screens:

screenlayerwhat it is
hedgerow_assizes10the ribbon along the top edge: the two scores, the boundary strip with the leading post standing in it, and under it the umpire's call on a caption band
assize_read10the read strip along the bottom edge: a chip per fencer naming the commitment as its wind-up starts, the measure gauge between them, and a footer carrying the docket line and the live key hints
assize_riposte11the riposte banner, which exists only while a riposte is open, tucked under the caption where the sky is
assize_card12the writ that opens a docket and the verdict that closes an assize — anchored over the sky, never over the lawn
assize_scrim8a top-down ramp that settles the sky behind the writ. The verdict gets none: the board at the end of a bout is the picture

Measured at a 1280×720 canvas: the ribbon group is 38–66 pt tall (the caption band is only as tall as the words in it and collapses to nothing when the court is quiet) and the read strip 68 pt, so the shell occupies 5.3–9.2 % of frame height at the top, 9.4 % at the bottom, and 7.9–8.2 % of frame area, with 79–83 % of the frame height carrying nothing at all.

The canvas is the same 1280×720 whatever the framebuffer is — ui.screenSize() is pinned there while the window is 1920×1080 — so the shell is laid out on a 720p canvas and upscaled uniformly, and every fraction above holds at both sizes. pinCanvas(960, 600) moves the ribbon to x 210 and the read strip to y 522, which is the proof that the layout is canvas-relative rather than measured against numbers somebody typed.

The docket

An assize is one bout. A docket is the court's whole sitting: every neighbour from the one you name down to the last on the roster, heard in order, with the ground won and lost carried forward.

  • docketFrom — the neighbour the sitting opened at (1–rosterSize)
  • docketHeard / docketWon — assizes concluded, and how many you took
  • docketGround — metres of boundary held on the day, summed across assizes
  • docketRecord — the same thing as a readable string, pettifer:lost:-10:0-9:29s | wickham:won:+10:10-6:74s
  • public:docket() returns all of it as structured data, one row per assize

The docket advances on the transition out of state == "over", whichever path takes it there — this card's button, the restart key, or an agent calling DuelMatch:restart() — so no path has to know the docket exists. The next neighbour is armed the moment an assize ends, by writing DuelMatch.skill, .neighbour and .neighbourKey before any restart can read them.

Identity, and what this component owns

DuelMatch owns identity (neighbourKey) and time (matchClock); this component owns the prose — names, seats, writs, notes and the umpire's whole vocabulary. Both optional fields are detected by enumerating the component rather than by touching a name, because reading an absent field logs an engine error on every frame. When they are absent the HUD falls back to its own roster index and its own bout clock, so neither component has to land first.

Commitments and key hints are generated from Duel.ACTIONS and the live input profile (Zin.actions.get), so a stroke added to duel.module or a rebound key appears on the writ, in the measure gauge and in the hint line with no edit here.

The front door

A player arriving gets the writ: what the fence means, what a touch does to the boundary, the four commitments with their live keys and the triangle between them, and the whole roster as tiles. Naming a tile opens the sitting at that neighbour and hears every one below them in turn, so all of the roster is reachable from a cold arrival.

The opening is gated on this component's own boot flag — a module local, fresh exactly when the component is — and on nothing that persists. Every counter that persists has already proved it can reach a value the door never opens at again: assizes was a replicated field gating the writ on == 0, it reached 1 the first time anybody opened a docket in this world, and after that a new player arrived inside a stranger's losing bout with nothing on screen. The sitting is now held in a module-local table and the fields are written from it every tick, so the layer's overlay restoring a docket counter five seconds after a load is undone inside a frame and the fields stay what they are for — a readable mirror for everyone else.

The board itself is only put back when it is not being fenced. Arriving in the middle of somebody's live bout raises the writ and leaves their fight alone.

The way out

N rises the court from anywhere — mid-bout, on a verdict, on the court-rises card. It clears the docket, puts the boundary back to nought, names the first neighbour again and shows the writ. It is what makes the opening impossible to lock out, so it does not depend on any other component: the scheme is asked for an action named rise first, and the raw KeyN code is used when the scheme has none. A rise action added to fencing_controls is picked up with no edit here — including its touch button, which the raw code cannot give.

The card's own RISE — A FRESH SITTING button does the same thing with a pointer.

Clicks are recorded, not obeyed on the spot

Every action the cards offer ends in DuelMatch:restart(), which rebuilds the garden, the fence and the rival — over a second of work on a loaded machine. Run straight from the UI callback it was cut off by the script watchdog partway through, leaving the board at nought-all with state still over while gui.clickElement reported ok. onCallback records what was asked and the component's own update serves it. A board that reads over with nobody named is not a verdict — it is a restart that did not finish — so it carries no card, goes on nobody's docket, and is asked for again.

Methods

  • public:beginAssize(index) — open a fresh sitting at that neighbour
  • public:callNext() — call the next assize on the open docket
  • public:riseCourt() — rise the court and return to the writ
  • public:chosenNeighbour() — { index, key, name, skill } of who stands opposite
  • public:docket() — the sitting as data, one row per assize concluded
  • public:pinCanvas(w, h) — lay the shell out against a pretend canvas

Fields

screen / readScreen / cardScreen / scrimScreen (registered screen names), neighbour, card ("" | "writ" | "verdict" | "docket"), cardAge, assizes, refresh, boutClock, and the six docket fields above. None of them replicate: the sitting belongs to whoever is sitting in it, and every one of these is a mirror of the module-local copy that actually holds it.

Runs in both edit and play so the shell is visible while authoring.

Interface

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

conforms to

zero/source-extract/v2

DuelHud Component The shell around the fight, and the shape of a session. The shell is deliberately FURNITURE AT THE EDGES rather than a card over the picture. Four screens, one owner: `hedgerow_assizes` — the umpire's ribbon along the top edge: the score, the boundary, and under it the call, spoken on a caption band. Short, so the sky above the fencers stays sky. `assize_read` — the read strip along the bottom edge: one chip per fencer naming the commitment the moment its wind-up starts, the measure gauge between them, and the docket line with the live key hints. `assize_card` — the writ that opens a docket and the verdict that closes an assize. It sits over the SKY, never over the lawn, because the board at the end of a bout — the line driven all the way into somebody's garden with the fence standing in it — is the best image this game makes and the card must not cover it. `assize_scrim` — a ramp that settles the sky behind the writ. The verdict gets none: the garden is the point. The session is the DOCKET. The rite is the Hedgerow Assizes and an assize is one bout; a docket is the court's whole sitting — every neighbour from the one you name down to Lady Ashcombe, heard in order, with the ground won and lost carried forward and a standing that can be lost before the last is called. Nothing is remembered across a docket; everything is remembered within one. Everything on screen is derived from DuelMatch and the two Fencers; this component writes nothing to the duel except through `DuelMatch:restart()` and `DuelMatch.skill` / `.neighbour` / `.neighbourKey`, and only when a player acts. `matchClock` and `neighbourKey` are read from DuelMatch when that component publishes them and fall back to this one's own clock and roster when it does not, so neither component has to land first. The key hints are read from the LIVE input profile (`Zin.actions.get`) and the commitments from `Duel.ACTIONS`, so rebinding a key or adding a stroke relabels the shell by itself. Usage: entity(id).component.add("DuelHud", {})

prose(key: string) → void

argtypedescription
keystring

buildRoster( ) → void

roster(i: number) → void

argtypedescription
inumber

rosterByKey(k: string) → number

argtypedescription
kstring

pick(list: ?, n: number) → void

argtypedescription
list?
nnumber

mirror( ) → void

directorMatch( ) → void

probeFields(m: ?) → void

argtypedescription
m?

findPlayer( ) → void

findRival( ) → void

snapshot( ) → void

fencer(f: ?) → void

argtypedescription
f?

currentIndex( ) → number

The neighbour on the piste. DuelMatch owns identity once it publishes it; this component owns the prose either way.

current( ) → void

prettyKey(code: string) → string

argtypedescription
codestring

keyFor(action: string) → string

argtypedescription
actionstring

riseAction( ) → void

riseKey( ) → string

risePressed( ) → boolean

commitments( ) → void

Every commitment `duel.module` declares, shortest reach first. A stroke added there appears in the hints and on the writ with no edit here.

isAttack(a: ?) → boolean

Strokes first, shortest reach to longest, then the guard: that is the order the lesson wants and the order the hint line reads best in.

argtypedescription
a?

label(id: string, text: string, size: number, colour: string, extra: { [string]: any }?) → void

argtypedescription
idstring
textstring
sizenumber
colourstring
extra{ [string]: any }?

wrapped(id: string, text: string, style: { [string]: any }) → void

argtypedescription
idstring
textstring
style{ [string]: any }

box(id: string, style: ?, children: ?) → void

argtypedescription
idstring
style?
children?

row(id: string, style: ?, children: ?) → void

argtypedescription
idstring
style?
children?

canvas( ) → void

pinCanvas(w: number, h: number) → void

Lay the whole shell out against a pretend canvas, so a layout can be measured at a resolution the window cannot actually be set to. Pass 0,0 to go back to the real one.

argtypedescription
wnumber
hnumber

pct(x: number) → string

argtypedescription
xnumber

clockText(secs: number) → string

argtypedescription
secsnumber

boundary(id: string, line: number, h: number) → void

The lawn as a strip: ground you have taken on the left, ground still in dispute on the right, and the leading post standing between them — the same object the fence in the world is, drawn small.

argtypedescription
idstring
linenumber
hnumber

attackRanges( ) → void

Distance is the whole of the skill and it had no face. The track below maps the gap between the two fencers onto every commitment's reach, read live out of `Duel.ACTIONS`, so an added commitment appears here without an edit.

landing(gap: number, ranges: ?) → void

argtypedescription
gapnumber
ranges?

measure(gap: number, live: boolean) → void

argtypedescription
gapnumber
liveboolean

phaseRead(f: ?) → void

One chip per fencer. It names the commitment the moment the wind-up starts — which is the read the fight is built on — and fills a bar across the wind-up so the tempo is visible, not merely the fact.

argtypedescription
f?

tellChip(id: string, who: string, f: ?, tint: string) → void

argtypedescription
idstring
whostring
f?
tintstring

beatText(beats: ?, texts: ?, frac: number) → string

argtypedescription
beats?
texts?
fracnumber

call(s: ?) → void

argtypedescription
s?

ribbonTree( ) → void

readTree( ) → void

ripostePanel( ) → void

The riposte is meant to be the best thing in the game, so it gets the one piece of the screen that exists only while it is true — tucked under the caption, where the sky is, and never over the fencers.

docketTotal( ) → number

docketDone( ) → boolean

encodeRecord( ) → string

resetDocket(from: number) → void

argtypedescription
fromnumber

recordAssize(s: ?) → void

argtypedescription
s?

armNext( ) → void

Set the neighbour the NEXT restart will face, whichever way that restart is called: the card's button, the R key, or an agent. Doing it the moment the assize ends means no path has to know about the docket.

showCard(mode: string) → void

argtypedescription
modestring

hideCard( ) → void

neighbourButton(i: number, colW: number) → void

A neighbour's tile on the writ: the docket, printed. Clicking one opens the court at that neighbour and hears every neighbour below them in turn.

argtypedescription
inumber
colWnumber

rosterGrid(inner: number, colW: number) → void

The whole roster, printed as the court's list. Three to a row, so a docket of six reads as one block of tiles rather than a strip that runs off the card — and so a roster that grows again needs no edit here.

argtypedescription
innernumber
colWnumber

lessonRow(id: string, key: string, what: string, note: string) → void

The lesson. Three commitments and a guard, printed as the court's own note on procedure, with the live key beside each one.

argtypedescription
idstring
keystring
whatstring
notestring

writTree(w: number, inner: number) → void

argtypedescription
wnumber
innernumber

pip(id: string, e: ?, index: number) → void

argtypedescription
idstring
e?
indexnumber

verdictTree(s: ?, w: number, inner: number) → void

argtypedescription
s?
wnumber
innernumber

cardTree( ) → void

scrimTree( ) → void

The scrim is a RAMP, not a wash: it settles the sky so the writ reads and leaves the lawn at full brightness. The verdict gets none at all — the board at the end of a bout is the picture, and dimming it to read a card is exactly backwards.

beginAssize(index: number) → void

Call a fresh assize against the neighbour at `index` in the roster, and open a fresh docket that hears every neighbour below them in turn.

argtypedescription
indexnumber

callNext( ) → void

Call the next assize on the open docket — what the verdict card's button does, and what the restart key does by itself.

riseCourt( ) → void

Rise the court: clear the docket, put the boundary back to nought, name the first neighbour again and show the writ. The one action that is reachable from every state of the game, and the reason a player who walks into somebody else's bout is never stuck in it.

chosenNeighbour( ) →

The neighbour currently named on the writ.

docket( ) →

The docket as data: every assize heard so far in this sitting.

awake( ) → void

onDestroy( ) → void

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

A click is RECORDED here and served from the next tick. Every one of these ends in `DuelMatch:restart()`, which rebuilds the garden, the fence and the rival. On a loaded machine that is over a second of work, and run from the UI callback it was cut off by the script watchdog partway through: `onCallback(UI) error: script halted by the watchdog` in the engine log, the board left at nought-all with `state` still `over`, and `gui.clickElement` reporting `ok` for the click that did it. The button records what was asked; the component's own update does the work.

argtypedescription
idstring
_dataany

serveAsked( ) → void

playerImpatient( ) → boolean

A player who has not yet chosen may simply start fencing; the court takes that as acceptance of the standing neighbour. A press that says "get on with it" is a press on the PISTE, and only the keyboard and the movement axis can make one. The scheme binds the LEFT MOUSE BUTTON to `thrust`, so asking the action layer whether any commitment is pressed made every pointer landing on the writ — including one on a neighbour's own tile — read as a commitment: the tile's callback was recorded, and the standing assize opened underneath it in the same frame, so naming Lady Ashcombe fenced Mrs Pettifer. A click on the card is a UI act; it is answered by the card and by nothing else.

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

15+items
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component · born here
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# Fencer One combatant in the fence duel. Attaches to a bare entity — it asks `fencer_body` for its rig in `awake`, so it needs no Model or mesh of its own. Owns footwork along the piste (world X, depth and height held) and the windup → active → recover state machine behind the four commitments: `thrust`, `sweep`, `lunge` and `parry`. Every commitment carries the body over its own `advance`, so distance and commitment can be made in one action; the step stops at the fencer's own `minReach` rather than carrying it inside its own measure. Footwork is bounded by the other fencer, not by the property line: a man who has drawn back into his own garden is still reachable, which is the whole reason to hold the measure. Breaking ground is slower than taking it. A commitment that reached nobody — short of its reach, or crowded inside it, or a guard that turned nothing aside — enters recovery from a debt. So does one that was parried. The debt is the commitment's own (`duel.whiffOf` / `duel.parriedOf`), so it scales with what the commitment bought: a thrust turned aside costs half a second and a lunge turned aside costs the better part of two. That debt is the opening the other fencer is meant to punish, and `phaseTime < 0` in `recover` is how a reader tells a real opening from an ordinary recovery. **The lunge is recovered to the line it was thrown from.** It is the one commitment marked `recoil`: whatever of its 1.30 m of `advance` it managed to cover, it gives back over its own recovery, travelling backwards at the pace it went out and unable to answer anything while it does. `recoilLeft` is the ground still owed. So the lunge buys half a metre of reach nothing else has, and buys no position at all — which is what stops it being a free way to close the measure. A commitment made while `riposte` is open comes out at `RIPOSTE_QUICK` of its wind-up, reaches `RIPOSTE_REACH` further, cannot be turned aside, and plants `RIPOSTE_POSTS` posts instead of one. The component is input-agnostic except for one case: a `role = "player"` fencer on a local entity reads the `move` axis and the `thrust` / `sweep` / `lunge` / `parry` actions itself. A `role = "rival"` fencer is driven by `FencerAI` through the same public methods a human's input reaches. Fields worth reading from outside: `role`, `action`, `phase`, `phaseTime`, `riposte`, `ripostePending`, `whiffed`, `frozen`, `touches`, `facing`. `action` is `""` while idle, not `"guard"`; the idle `phase` is `"guard"`. Methods: `commit(name)`, `walk(dir, dt, line)`, `resetTo(line)`, `receiveTouch()`, `beParried()`, `clash()`, `openRiposte()`, `markContact()`, `freeze(on)`, `isStriking()`, `currentReach()`, `currentMinReach()`. Requires the `duel` and `fencer_body` modules and `@builtin::modules.zinput`. `DuelMatch` umpires between two of these; it is what calls `receiveTouch` / `beParried` / `clash` / `openRiposte` / `markContact`.
▲ 0↑ born
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module · born here
❒asset
# duel The rules of the Hedgerow Assizes, in one place: the ground plan of the walled garden, the frame data of the four commitments, the measure each one works at, the triangle that decides what a contact means, how far a post drives the property line, and the roster of neighbours with the fencing each one keeps. Every duel component reads its numbers from here, so the whole match is tuned in one file. Consumed by `Fencer`, `FencerAI`, `DuelMatch`, `DuelHud`, `DuelFx`, `garden` and the main scene's entrypoint. ## The measure Each action carries a band, not a range: `reach` is the furthest the blade crosses and `minReach` the nearest — inside that, the panel is smothered and the attack is *crowded out*. `advance` is the ground the commitment itself takes, so every attack steps in and a defender cannot simply walk backwards out of the sport. A commitment that reached nobody runs its recovery from a debt, and that debt is the whole punishment for committing at the wrong distance. | Action | windup | active | recover | reach | minReach | advance | whiff | parried | |---|---|---|---|---|---|---|---|---| | `thrust` | 0.22 | 0.10 | 0.42 | 2.55 | 1.55 | 0.35 | 0.35 | 0.45 | | `sweep` | 0.34 | 0.20 | 0.58 | 2.15 | 0.00 | 0.25 | 0.55 | 0.65 | | `lunge` | 0.30 | 0.16 | 0.95 | 3.05 | 1.75 | 1.30 † | 1.00 | 1.20 | | `parry` | 0.05 | 0.34 | 0.40 | — | — | — | 0.30 | — | † The lunge is marked `recoil`: whatever of its `advance` it managed to cover it gives back over its own recovery, travelling backwards and unable to answer anything while it does. It buys reach; it never buys position. ## The triangle `parry` turns a `thrust` and a `lunge` aside and earns a riposte; a `sweep` crashes through a held guard; a `thrust` arrives inside a `sweep`'s long wind-up. A riposte cannot be turned at all. **The guard answers from its first frame.** `resolveTouch` treats a `parry` in `windup` exactly as it treats one in `active`, because a guard that only worked once it had finished rising could be beaten by an attack thrown from further out than the wind-up is long — which made a correct read lose to a committed attack, the one outcome the triangle exists to prevent. ## What a post is worth A post is not a fixed step. Three properties of the ground decide how far the line moves, and between them they are what gives a bout its length: | | | | |---|---|---| | `POST_STEP` | 1.15 | fresh mown lawn in the middle of a garden | | `POST_ROOTED` | 0.60 | the last feet before a hedge are old rooted ground, and give up to this much of the step | | `POST_RECLAIM` | 0.35 | lawn you already conceded holds somebody else's posts; they come out before the line passes back | | `POST_CHURN` | 0.05 | each post already driven breaks the ground a little further, to `POST_CHURN_MAX` | `postDrive(line, dir, posts, driven)` is the whole rule. Rooted ground stops a garden being annexed by a short run of luck; conceded ground stops two even fencers walking the line back and forth all afternoon. Chosen against a simulation of the rule over 600 bouts a configuration, with the riposte rate and touch cadence taken from played logs: a median bout of about 20 touches, 80 % of bouts between 45 s and 120 s. ## The roster, and how each one fences `NEIGHBOURS` is the roster — index, `key`, `skill` and `style`. `STYLES` is the fencing attached to each key, and it is what makes three opponents rather than one opponent at three settings: | | `hold` | `think` | `patience` | `adapt` | `boundary` | |---|---|---|---|---|---| | `pettifer` | +0.55 | 1.45 | 2.4 | 0.6 | 0.0 | | `wickham` | 0.00 | 0.90 | 1.0 | 2.2 | 0.15 | | `ashcombe` | −0.35 | 0.75 | 0.6 | 1.1 | 1.0 | `hold` moves the measure held at rest; `think` the pause between commitments; `patience` how long an opponent who has offered nothing is indulged before the touch is simply fetched; `adapt` how heavily a repeated stroke steers the answer and how much faster the eye settles on one it has seen; `boundary` how far the defence of one's own ground stiffens the fencing as the line comes back toward one's own hedge. `w*` are the standing appetites for each commitment. `style(key)` falls back to `wickham`'s for an unknown name rather than erroring. ## Surface - `ACTIONS` — the table above. - `isAttack(name)`, `reachOf(name, isRiposte)`, `windupOf(name, isRiposte)`, `advanceSpeed(name)`, `whiffOf(name)`, `parriedOf(name)`. - `resolveTouch(attack, defAction, defPhase, isRiposte)` — `"touch"` | `"parried"` | `"nothing"`. - `measureFault(name, gap, isRiposte)` — `"short"` | `"crowded"` | `nil`. - `postDrive(line, dir, posts, driven)` — metres one touch moves the boundary. - `resetX(line, side)` / `clampX(x, line, side, foeX)` — where a fencer stands, and how far it may travel: bounded by the opponent, not by the line. - `winner(line)` — `"player"` | `"rival"` | `nil` for the boundary's position. - `NEIGHBOURS`, `neighbour(index)`, `neighbourIndexOf(key)`, `neighbourNearestSkill(skill)`, `STYLES`, `style(key)`. - `LAWN_HALF`, `LINE_LIMIT`, `POST_STEP`, `POST_ROOTED`, `POST_RECLAIM`, `POST_CHURN`, `POST_CHURN_MAX`, `RIPOSTE_POSTS`, `STANCE`, `WALK_SPEED`, `RETREAT_FACTOR`, `MIN_GAP`, `LEASH`, `RIPOSTE_WINDOW`, `RIPOSTE_QUICK`, `RIPOSTE_REACH`, `CLASH_PUSHBACK`, `HIT_STUN`, `SALUTE_TIME`, `TOUCH_PAUSE`, `SIDE`, `COLOR`.
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# DuelMatch The umpire nobody sees. One instance, on the `DuelDirector` entity. Asks `garden` for the walled garden and the boundary fence, spawns the rival, resolves every exchange between the two `Fencer`s through `duel.resolveTouch`, plants a post and drives the property line into the loser's garden on a touch, resets both fencers and runs the salute, and calls the match when the line reaches a hedge. The boundary is the health bar: `line` is the fence's leading post, and the fence is rebuilt from the player's hedge out to it whenever `line` changes, so the score is a physical object standing in the world. ## What a touch is worth How far a post drives the line is `duel.postDrive`, and it is a property of the ground rather than a constant: fresh lawn in the middle of a garden gives, the last feet before a hedge are rooted and stubborn, lawn already conceded holds somebody else's posts and has to be cleared before the line passes back over it, and every post driven breaks the ground a little further for the next one. `postsDriven` counts the posts this bout and `lastDrive` reports the metres the last one bought. Between them these are what give a bout a length rather than only a variance. ## Resolution An attack whose blade is live inside its measure is an exchange. Two live blades in the same tempo is a **clash**: neither scores and both pay for it, which is what stops the umpire's own resolution order from deciding the bout. An attack outside its measure is recorded as `SHORT` or `CROWDED` and never touches its man, so the fencer who threw it pays the whiff debt. A touch taken inside a riposte window plants `RIPOSTE_POSTS` posts rather than one, and `lastPosts` reports which it was. ## The event bus `fxEvent` names the moment and `fxSeq` moves on **every** write, including a repeat of the same event — so a reader polls `fxSeq` against the last one it saw rather than diffing fields for edges. Vocabulary: `salute`, `allez`, `short:player`, `short:rival`, `clash`, `parry:player`, `parry:rival`, `riposte:player`, `riposte:rival`, `touch:player`, `touch:rival`, `post`, `over:player`, `over:rival`. `":player"` means *the player did it*. `fxQueue` is the lossless read of the same vocabulary: every event since the last frame, in the order it happened. `DuelMatch` empties it at the top of its own update, and it runs before everything that reads it, so a reader gets the whole of this frame's list — including a `touch:player` and the `post` that follows it in the same frame, which a single slot cannot carry. ## The roster `neighbour` (1..3), `neighbourKey` (`"pettifer"` | `"wickham"` | `"ashcombe"`) and `skill` are one identity written three ways. Writing any of them settles the other two off `duel.NEIGHBOURS` and pushes the matching `style` onto the live rival's `FencerAI`, so a garden, a turnout and a verdict can all name the same person without any of them guessing. `DuelHud` keeps ownership of the prose. ## Fields `line`, `state` (`salute` | `fence` | `touch` | `over`), `lastTouch`, `winner`, `playerTouches`, `rivalTouches`, `skill` (the rival's quality — writing it retunes the live rival), `announce`, `lastPosts`, `postsDriven`, `lastDrive`, `matchClock` (seconds since this bout's first `allez`), `neighbour`, `neighbourKey`, `fxEvent` / `fxSeq` / `fxQueue`, and `lastExchange` / `lastExchangeSeq` / `exchanges` — the tuning record, naming who struck into what and what the triangle made of it, including attacks that fell short of their reach or were smothered inside it. ## Method `restart()` — a fresh assize, the line back to nought. Callable at any time, including from `state == "over"`, where the `restart` action also reaches it. Pairs with `DuelHud` on the same entity. Requires the `duel` and `garden` modules and `@builtin::modules.zinput`.
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