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Knights

The knights slice. The scene entrypoint mounts one of these on `mount_knights` in both edit and play, and it owns exactly two things: the pilgrim's dressing — with the great helm coming off and going back on — and the six lost knights standing on the spire with the hold that free…

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

Knights

The knights slice. The scene entrypoint mounts one of these on mount_knights in both edit and play, and it owns exactly two things: the pilgrim's dressing — with the great helm coming off and going back on — and the six lost knights standing on the spire with the hold that frees them.

What it reacts to

Everything arrives on L.bus (require("game.lavic")), so the slice follows the round rather than running it.

EventWhat it does
bodyReady(body)Dresses that body as the pilgrim.
helm(on)Takes the helm off, or puts it back, on its arc.
freeHeld(active)Holds at the nearest lost knight in range.
phase(p, prev)Puts the six back up and the score to zero on a fresh round.
restartThe same.

And it emits:

EventWhen
freeProgress(index, t01)Every frame of a hold, and once at 0 on release.
knightFreed(index, entity)A knight was dishelmed. L.state.freed is already up.

Where the rules slice is not running — a slice under construction, an author poking at the world in edit — it reads free and helm off game.input.lavic itself, so the dishelm still works and the knights can still be freed. The moment a helm event arrives it stands its own toggle down, because two owners of one boolean is a helm that never comes off.

Controls

The hold is the free control of game/input/lavic.inputMap, which carries all three device classes: E on a keyboard, north on a pad, and the on-screen Free button on a touch screen. The slice binds the control, never a key, so all three reach it without anything here knowing which one a player is holding.

Where the six stand

The spire slice spawns KnightSpot_1..6, one per canto band, and each knight is built at its marker. If the markers are not there yet the knights wait; after fallbackSeconds with none of them, the six stand in a ring on the caldera floor instead, and each walks to its real ledge the moment that ledge appears — so the slice is provable on its own and correct once the spire has built.

Fields and methods

inputMapThe controls to read when the round is not driving them.
fallbackSecondsHow long to wait for KnightSpot_N before standing the six on the floor.
:holdProgress()0..1 of the hold running right now, 0 when nobody is holding.
:knightsPlaced() / :knightsRemaining()How many are up, and how many are still helmed.
:pilgrimDressed()Whether the pilgrim's armour is on a body.
:freeNearest(x, y, z)Free the nearest knight to a point outright, for a staged beat. Returns its index, or -1.

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

sfx( ) → any

play(name: string) → void

argtypedescription
namestring

localAvatar( ) → any

prototypeBody( ) → any

In edit there is no local player, only the prototype body the author sees. Dressing that one is what makes the editor show the pilgrim rather than a bare mannequin.

tryDress( ) → void

fallbackSpot(i: number) → void

argtypedescription
inumber

placeKnights(dt: number) → void

argtypedescription
dtnumber

releaseHold( ) → void

freeingAllowed( ) → boolean

tickFree(dt: number) → void

argtypedescription
dtnumber

applyHelm(on: boolean, instant: boolean?) → void

argtypedescription
onboolean
instantboolean?

tickHelm(dt: number) → void

argtypedescription
dtnumber

resetRound( ) → void

awake( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

In edit the clock is held, so the same work runs here: an author sees the dressed pilgrim and the six knights standing where they will stand.

argtypedescription
dtnumber

onDestroy( ) → void

holdProgress( ) → number

How far the current hold has got, 0 when nobody is holding. The screens slice draws this; a test reads it to prove the hold is running.

knightsPlaced( ) → number

knightsRemaining( ) → number

pilgrimDressed( ) → boolean

freeNearest(x: number, y: number, z: number) → number

Free the knight nearest a point outright, with no hold. The staging slice uses it for the scripted beat; a test uses it to prove the ritual.

argtypedescription
xnumber
ynumber
znumber
⌬ Metadata
descriptionThe knights slice: dresses the player's humanoid as the helmed bronze pilgrim, animates the helm off and on, and runs the hold-to-dishelm interaction on the six lost knights standing on the spire.

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19+items
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module · born here
❒asset
# lavic <!-- 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.
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▣
module · born here
❒asset
# game.sound.sfx — the sound library Everything in FIRST LIGHT that makes a noise goes through here. ```lua local sfx = require("game.sound.sfx") sfx.play("helm_off") -- a one-shot, heard flat sfx.play("footstep", { at = footEntity }) -- a one-shot, heard from where it is sfx.play("lava_bubble", { at = { x, y, z }, pitch = 0.8, volume = 0.6 }) local hold = sfx.loop("free_hold") -- a sustained sound sfx.loop("free_hold", { pitch = 1.2 }) -- same source, moved sfx.stop(hold) sfx.bed("rim_wind") -- crossfade the ambience sfx.duck(2.5) -- get out of a spoken line's way sfx.music("music_dawn") -- crossfade the score ``` Guard the require if your slice must survive the library being absent: ```lua if asset.exists("game.sound.sfx", "module") then sfx = require("game.sound.sfx") end ``` ## The bank | name | when | |---|---| | `ui_move` `ui_confirm` `ui_back` | menu focus, a control taken, a card closed | | `helm_off` `helm_on` | the one verb — the world arriving, and shutting | | `footstep` `jump` `land` | the pilgrim on the rock | | `crust_crack` `plate_collapse` | a plate warning, and a plate going | | `ember_hit` `fumarole` | ember weather on a bare head, gas out of the rock | | `knight_free` `lava_bubble` | one of the lost released; the tide, close | | `win_sting` `lose_sting` | first light, and being taken back | | `narrator_bed` | a floor for a voice to stand on | | `lava_rumble` `rim_wind` `free_hold` | looping beds | | `music_title` `music_climb` `music_dawn` `music_drone` | the score | `sfx.clip(name)` hands back the `.soundClip`; `sfx.missing()` lists any the bank could not resolve, so a caller can tell a complete library from a partial one. ## The mix Every clip carries a default level, so a caller that passes no `volume` still lands in a mix rather than at full scale. The helm, the knights and the ends of a round are loud; footsteps, ambience and interface sit under them. One-shots overlap freely, but the same clip will not start twice inside a short window — three copies of a two-second vent running together is one waveform at three times the amplitude, which is a comb filter and a peak rather than a louder vent. Interface ticks and footsteps are effectively unguarded; the long textural clips hold each other off for a fraction of their length. A refused start returns `false` from `sfx.play`. The master sits at 0.72 rather than 1, because `audio.levels().peak` is measured after the master and the loud moments of a full mix — the score, two beds, a sting and a spoken line at once — go over full scale without it. It is stated once and never re-asserted, so a settings screen can set its own. Three mixer channels are in play. `music` and `ambient` are owned here and move with the round — they fall to about a quarter under `duck`. The `sfx` channel is deliberately left at unity, because that is where a spoken line plays and it is the thing the duck exists to make room for. ## What owns what `game.sound.Sound` (mounted on `mount_sound`) ticks this library and drives the automatic mix from `L.state` — the tide below rising with the lava's proximity, the air at the rim rising with `L.dawn()`, the score following the phase. It re-states that mix every frame, which is what makes a hot reload harmless. An explicit `sfx.bed(name)` from another slice therefore holds the ambience for a few seconds before the automatic mix takes it back; `sfx.play`, `sfx.loop`, `sfx.duck` and `sfx.music` are not overridden at all. The emitters live under a temporary `SoundEmitters` entity and are found by name, so a hot reload re-attaches to the sources already standing instead of spawning a second set. ## Where the sound comes from Every clip is synthesised on the CPU by `game.sound.synth` and baked into a `.soundClip` under `game/sound/clips/`; the three scored tracks are generated, then trimmed and folded into seamless loops by the same module. Loops are stored as `codec = "pcm"` so the head of the clip survives decoding and the seam does not click.
▲ 0↑ born
▣
module · born here
❒asset
# lost The six who stopped, and the ritual that lets them go. ```luau local Lost = require("game.knights.lost") Lost.build(1, { x, y, z }, yaw, "KnightSpot_1") local idx, dist = Lost.nearest(playerPosition) Lost.setProgress(idx, 0.6) -- the approach, 0..1 Lost.free(idx) -- the ending; false if it is already freed Lost.update(dt) -- drive the ritual ``` A lost knight is a pilgrim who put the helm on and never took it off again: the rock took the legs, the bronze went grey, and what is behind the slit is down to its last ember. They stand at the `KnightSpot_N` markers the spire lays out, one per canto band, each with its own lean, twist, arm angle and depth in the stone so no two read as the same statue. ## Freeing one Dishelming a lost knight is the only thing in this game you do to somebody else. It is a HOLD, and it only works with your own helm off — the fiction is that you have to be willing to be seen doing it. `setProgress` is the approach: the ring at the feet brightens, the helm trembles, and the ember behind the slit comes up off its last coal. `free` is the ending — the helm leaves the figure and turns as it rises, a column of light goes up, the statue goes to embers, and a warm light washes the rock for a moment. What is left afterwards is the rock and a cooled scar where the ring was: the mountain keeps the mark. `free` returns `false` for a knight already freed, and `nearest` skips them, so no hold can score the same knight twice. It increments `L.state.freed` and emits `knightFreed(index, entity)` before any of the animation runs. ## Surface | Call | | |---|---| | `build(index, pos, yaw, spotName)` | Stand one up. | | `relocate(index, pos, yaw)` | Move one to its real spot when the spire lays it out. | | `nearest(pos)` | The nearest knight still standing, and its distance. | | `setProgress(index, t01)` | The approach. Emits `freeProgress`. | | `free(index)` | The ending. Emits `knightFreed`. `false` if already freed. | | `update(dt)` | Drive the ritual. Call every frame. | | `get` / `isFreed` / `count` / `remainingCount` / `position` | Reads. | | `clear()` | Take all six down, this module's earlier lives included. |
▲ 0↑ born
▣
module · born here
❒asset
# pilgrim The helmed bronze pilgrim — the thing the player IS. ```luau local Pilgrim = require("game.knights.pilgrim") Pilgrim.dress(bodyEntity) -- on `bodyReady`; idempotent Pilgrim.setHelm(false) -- take it off: it arcs down to the hip Pilgrim.update(dt) -- drive the arc Pilgrim.teardown() -- hand the body back exactly as the avatar left it ``` The scene gives every body the engine's humanoid avatar: a rig, a walk, and an undressed character mesh. This module turns that into the pilgrim — soot under bronze plate, a cloak the ash has been ground into, and the great helm that is both the armour and the blindfold this game is about. Nothing here replaces the avatar. Every piece is an entity parented to the bone it rides, so the dressing walks, jumps and falls with the animation it was hung on, and `teardown` leaves the body as it was. ## What goes on Head, chest, waist, hips, both shoulders, elbows, hands, thighs, shins and ankles each get a socket, and the parts hang off it in metres. Plates that follow a limb are **spanned** between the two joints they cover, so they sit correctly whatever pose the body is in when the dressing goes on and stay aligned as the limb bends. The character mesh underneath is tinted to soot, so the bronze is the bright thing standing on it. ## The helm, moving The helm is the one part that moves on its own. It lives in one of two homes — worn on the head socket, or riding the hip — and between them it is parented to the body rather than to either, so the change is a real arc through the world with a tumble in it and not a cut. Dishelmed, the sooted coif and the two lit eyes come up in its place, with a lamp looking forward out of them. ## Surface | Call | | |---|---| | `dress(body)` | Dress a composed body. Idempotent. | | `setHelm(on, instant?)` | Take the helm off or put it back; `instant` skips the arc. | | `helmIsOn()` | What the dressing currently shows. | | `update(dt)` | Drive the arc. Call every frame. | | `applyDawn()` | Take the breastplate sigil up with `L.dawn()`. | | `slitPosition()` | Where the burning slit is, for a camera or a caption. | | `isDressed()` / `count()` | Whether anything is dressed, and how many. | | `teardown()` / `clearOrphans()` | Take it all off. | Both the prototype standing in the editor and the clone a round mints get their own dressing, so what an author sees in edit is what a player wears in play.
▲ 0↑ born
backing path · game/knights/Knights.component

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