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RoverDrive

How CINNAMON moves. Mounted on the local player's avatar — the `RoverBody` clone the scene's entrypoint hands it.

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

RoverDrive

How CINNAMON moves. Mounted on the local player's avatar — the RoverBody clone the scene's entrypoint hands it.

It is the only thing that writes the rover's transform: a kinematic integration of heading and speed across terrain.heightAt, with a lunar hop arc on top. It spends nothing by itself — the tank belongs to Rules, and a hop asks rules.spendHop() first — and it reports the pose it moved to back to Rules every frame, so ledger() and the picture on screen never disagree.

The controls

It reads the game.loop.rover scheme, which carries every control on all three device classes, so one set of handlers answers a keyboard, a pad and a thumb on a phone alike:

ActionKeyboard / mouseGamepadTouch
drive — throttle and steerWASDleft stickthe on-screen stick, left zone
hop — burn xylidineSpace, left mousesouth (A / Cross)the large HOP button, lower right
pauseEscape, Pstartthe small Pause button above it

The on-screen controls a touch player sees are those bindings — the engine draws the stick and the buttons from the live map, so there is nothing here that lays out a phone's controls in pixels.

The scheme is live exactly while there is a run to steer (playing or paused) and is asked for every frame rather than subscribed to, so it comes back by itself after a reload of anything it depends on. While a card is up the screens slice's console map stands the whole rover group down, and the rover's controls resume the moment it releases.

Driving

Throttle accelerates and brakes; steering has a little authority standing still and full authority rolling, so a stalled rover can still line up its next hop. The corridor's rim walls are NS.ROUTE.halfWidth.

A hop costs NS.FUEL.hopCost and throws the rover on a lunar arc that clears craters and boulders both. A boulder taken on the ground turns the rover aside rather than pinning it — the hull is pushed back out along the radius, which leaves the tangential part of the move intact. A crater driven into, or landed in without having hopped over, holds the rover for NS.ROVER.craterStallSeconds.

Cans and craters are tested against the whole step the rover took this frame, not just where it ended up: at fifteen metres a second a heavy frame moves the rover further than a can is wide, and one it drove straight through would otherwise go unclaimed.

Until the nearside slice publishes terrain, this drives on flat ground at NS.ROUTE.groundY with a fixed line of test cans, so the loop is playable before the ground exists.

Events it fires

hop {x, z} · land {x, z, crater} · stall {seconds} · can {id, x, z}.

Fields

FieldDefaultMeaning
controlsgame.loop.roverThe scheme this rover answers to
bodyRadius1.9Metres of clearance the hull asks for against a boulder or the rim
pickupRadius4.0Metres from a can at which the rover scoops it up
debugLogfalsePrint a line on every hop, landing, stall and pickup
ticks0Frames driven since the component woke — readable from outside, so a silent rover can be told from one that is not being ticked at all

Interface

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

conforms to

zero/source-extract/v2

RoverDrive — how CINNAMON moves. Mounted on the local player's avatar (the `RoverBody` clone). It is the only thing that writes the rover's transform: a kinematic integration of heading and speed over `terrain.heightAt`, with a lunar hop arc on top. It reads the `game.loop.rover` scheme, so one set of handlers answers a keyboard, a pad and a thumb on a phone alike, and the on-screen stick and buttons a touch player sees are the map's own touch bindings. It spends nothing by itself: the tank lives in Rules, and a hop asks `rules.spendHop()` before it fires. What it does own is the pose, which it reports back to Rules every frame so `ledger()` and the frame agree. The world slice publishes `terrain`; until it lands this drives on flat ground at NS.ROUTE.groundY with a fixed line of test cans, so the loop is playable before the ground exists.

heightAt(_x: number, _z: number) → void

argtypedescription
_xnumber
_znumber

normalAt(_x: number, _z: number) → void

argtypedescription
_xnumber
_znumber

craters( ) → void

obstacles( ) → void

cans( ) → void

takeCan(id: string) → void

argtypedescription
idstring

resetCans( ) → void

inCrater(_x: number, _z: number) → void

argtypedescription
_xnumber
_znumber

ask(name: string, fnName: string, fallbackFn: any, ...: ?) → any

A neighbour mid-reload can raise or answer nothing; either way this slice keeps driving on what the fallback says.

argtypedescription
namestring
fnNamestring
fallbackFnany
...?

heightAt(x: number, z: number) → number

argtypedescription
xnumber
znumber

inCrater(x: number, z: number) → any

argtypedescription
xnumber
znumber

obstacles( ) → any

cans( ) → any

takeCan(id: string) → void

argtypedescription
idstring

rules( ) → any

resetPose( ) → void

releaseMap( ) → void

claimMap( ) → void

syncMapLiveness( ) → void

The controls are live exactly while there is a run to steer. Anything else and the touch stick would sit on top of a title card.

blockedBy(x: number, z: number) → any

argtypedescription
xnumber
znumber

stallHere(seconds: number) → void

argtypedescription
secondsnumber

landAt(x: number, z: number) → void

argtypedescription
xnumber
znumber

tryHop( ) → void

distanceToSegment(cx: number, cz: number, ax: number, az: number, bx: number, bz: number) → number

How near the rover came to (cx, cz) on its way from (ax, az) to (bx, bz). The endpoint alone is not enough: at fifteen metres per second a heavy frame steps the rover further than a can is wide, and a can it drove straight through would go unclaimed.

argtypedescription
cxnumber
cznumber
axnumber
aznumber
bxnumber
bznumber

collectCans(fromX: number, fromZ: number) → void

argtypedescription
fromXnumber
fromZnumber

integrate(dt: number) → void

argtypedescription
dtnumber

applyToBody( ) → void

report( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(_dt: number) → void

While play is PAUSED the gameplay clock is held and `update` does not tick, so without this the rover's scheme would quietly leave the live set the moment the game paused and a touch player would have nothing to resume with.

argtypedescription
_dtnumber

onDestroy( ) → 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.

7items
▣
module · born here
❒asset
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
▲ 0↑ born
backing path · game/loop/RoverDrive.component

Problems

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+ quality × 0.35
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± compat factor

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