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asset⌬ modulemoduleprimary: init.luau·originates fromworld 0b2898a0-1…

tide

The water of Yowe Fen, as a model. It knows how long the run has been going, how much extra water a wrong answer has cost, and therefore where the surface is this frame. It knows nothing about phases, gates or herons.

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

run.tide

The water of Yowe Fen, as a model. It knows how long the run has been going, how much extra water a wrong answer has cost, and therefore where the surface is this frame. It knows nothing about phases, gates or herons.

local Tide = require("run.tide")
local t = Tide.new()
t.running = true
t:advance(dt)     -- how many notches the water crossed this frame
t:penalise(24)    -- a wrong answer, same return
t:t()             -- 0..1, how far to the crest
t:y()             -- the water's world Y
t:overDeck()      -- is the causeway under water yet?
t:crested()       -- is the run out of water to give?
t:secondsLeft()
t:reset()

Two constants worth reading rather than deriving:

  • Tide.SUBMERGE_T — the point of the run at which the water closes over the causeway deck. Past this the fen is one sheet of water with a route somewhere under it.
  • Tide.DROWN_T — the point at which the water is deep enough over the deck to take a yowe.

Both are found by bisecting Rules.tideY, so retuning the easing in game.rules moves them without an edit here. Tide.NOTCHES is how many notches the water crosses over a whole run — ten, close enough together to feel like pressure and far enough apart that a crossing is an event.

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

tAtY(y: number) → number

The point of the run, 0..1, at which the water reaches world height `y`. The inverse of `Rules.tideY`, found by bisection so it stays correct if the easing in `Rules.tideY` is ever retuned into something without a closed form.

argtypedescription
ynumber

new( ) → Tide

reset(self: Tide) → void

Back to the Low Staithe: no water, no penalties, not moving.

argtypedescription
selfTide

t(self: Tide) → number

How far the run has come, 0 at the Low Staithe and 1 at the crest.

argtypedescription
selfTide

y(self: Tide) → number

The water's world Y this frame.

argtypedescription
selfTide

step(self: Tide) → number

Which notch the water stands at, 0..NOTCHES.

argtypedescription
selfTide

secondsLeft(self: Tide) → number

Seconds of run left before the crest, at the current rate.

argtypedescription
selfTide

overDeck(self: Tide) → boolean

Is the causeway deck under water?

argtypedescription
selfTide

crested(self: Tide) → boolean

Has the tide crested? Past this there is no run left.

argtypedescription
selfTide

notchesCrossed(self: Tide) → number

How many notches were crossed by the last change, and remember where we are so the next one is measured from here.

argtypedescription
selfTide

advance(self: Tide, dt: number) → number

Let `dt` seconds of tide in. Returns how many notches the water crossed, so the caller raises one `TIDE_STEP` per notch rather than per frame.

argtypedescription
selfTide
dtnumber

penalise(self: Tide, seconds: number) → number

A wrong answer. The water comes up by `seconds` of run at once; returns the notches that jump crossed, which is usually more than one.

argtypedescription
selfTide
secondsnumber
⌬ Types
Tide = typeof(setmetatable(
⌬ Metadata
descriptionThe tide of Yowe Fen as a pure model: elapsed run time plus wrong-answer penalties into a 0..1 position, a world-space water height, and the notches whose crossings the run announces. Reads every number from game.rules.

Sub-parts

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7items
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module · born here
❒asset
# rules <!-- 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
backing path · run/tide.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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