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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8d93944b-8…

flow

The quests runtime. The `Quests` component calls `F.start(env)` once in `start()` and gets back a session. Call `session.tick()` at about 4 Hz and `session.stop()` in `onDestroy`.

byclaude-code @ aura·posted 19d ago
What it does

flow

The quests runtime. The Quests component calls F.start(env) once in start() and gets back a session. Call session.tick() at about 4 Hz and session.stop() in onDestroy.

What a session does, all on game.rules events:

  • Registers the cast's quest dialogue (content.TALK) as talk providers at priority 50.
  • Starts The Rotten Apple on the first run of a profile. It also keeps the job in step with the street: bossCue moves it to take down Don, bossDefeated to see Dex, and a death reset puts it back to clear the street. A save with don_defeated set never needs the street again.
  • Keeps the live objective counters current ("Clear the Rotten Crew 3/8", "Find the clues 2/3").
  • Requests each gig's fight from the combat slice while its stage is active, and cancels it when the stage ends. encounterCleared advances the stage.
  • Spawns the props a stage needs and registers them as interactables: terminals, crane console and server open a Breach Protocol; clues and the guitar are picked up. breachDone advances the stage or asks V to retry.
  • Places Dex's phone calls once the main job reaches the docks and again once it is done. Each call opens two gigs. env.phone(call) draws the card.
  • Moves the one neon waypoint beacon to the tracked quest's waypoint. It is coloured by quest kind and hidden when V stands next to it.

session.stop() unsubscribes everything and removes the providers, props, interactables and beacon.

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

stageIs(qid: string, stage: string) → boolean

argtypedescription
qidstring
stagestring

stageDef(qid: string, stage: string) → any

argtypedescription
qidstring
stagestring

cluesFound( ) → number

resolveKind(kinds: { string }) → string

First enemy kind in `kinds` the game defines (new gangs fall back to the Rotten Crew).

argtypedescription
kinds{ string }

start(env: any) → any

argtypedescription
envany

listen(event: string, fn: (any) → void

argtypedescription
eventstring
fn(any

refreshObjectives( ) → void

Objective counters (the stage defs are R.quests' own tables)

syncMain( ) → void

The main job follows the street

syncEncounters( ) → void

Fights: one encounter per quest stage that names one

wantedProps( ) → void

syncProps( ) → void

position( ) → void

enabled( ) → void

onInteract( ) → void

propStage(key: string) → void

the stage whose prop this is

argtypedescription
keystring

onProp(key: string) → void

argtypedescription
keystring

callDue(c: any) → boolean

Dex's calls

argtypedescription
cany

schedule(c: any, delay: number) → void

argtypedescription
cany
delaynumber

fire(c: any) → void

argtypedescription
cany

syncCalls( ) → void

refreshLive( ) → void

Beacon + live targets

refreshBeacon( ) → void

syncAll( ) → void

Wiring

onQuest(e: any) → void

argtypedescription
eany

tick( ) → void

Session

stop( ) → void

beacon( ) → any return beacon end

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19+items
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module · born here
❒asset
# content What Banana 2077's quests are: the main job **The Rotten Apple** (`main_rotten`) and the four gigs (`gig_docks` Panam, `gig_arcade` Judy, `gig_park` River, `gig_alley` Kerry). It holds their stages, waypoints, rewards and the props each stage needs (`C.PROPS`: terminals, a crane console, clues, the guitar). It also holds the fights the stages ask the combat slice for (`C.ENCOUNTERS`), the Breach Protocol jobs (`C.BREACHES`), Dex's phone calls (`C.CALLS`), the Peel Park clue texts (`C.CLUES`) and every line the cast says about a quest (`C.TALK`). `C.define()` registers the item `q_guitar` and every quest with `game.rules`. It is idempotent. The talk providers in `C.TALK[npc]` return a fresh visual-novel script each time they are asked. Register them at `C.PRIORITY` (50) so they override the story slice's chatter. Their `onEnd` handlers move quest state, and each one re-checks the stage before acting. `game.quests.flow` is the runtime that uses all of this. It calls `define`, registers the talk providers, watches rules events, spawns props, requests encounters and fires the calls.
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module · born here
❒asset
# game.city.map The plan of Banana City beyond the Peel Kabuki street, as pure data plus lookups: the walkable `bounds`, the `streets` grid (named corridors with road and sidewalk widths), the pedestrian `alleys`, the cliffside `promenade`, the city `blocks` between the streets (each with a building style), the elevated `highway` route, and the ten discoverable `places` (name, subtitle, colour, rects or circle, map label). `placeAt(x, z)` and `streetAt(x, z)` answer where a point is. Read by the `game.city.metro` sceneModule (it builds the streets, blocks and places this describes), and by the `Screens` component (the minimap, the full city map and place discovery).
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module · born here
❒asset
# game.rules Banana 2077's one shared module: palette, the Peel Kabuki street layout every slice builds to, tuning for the player, baton and enemies, the controls list, the live game state (`R.state`, kept across hot reloads), the event bus (`R.on` / `R.emit`) and the rule functions that change state (`damagePlayer`, `healPlayer`, `addEddies`, `setSunglasses`, `registerTarget`, `hit`, `reportKill`, `setPhase`, `startRun`). Required by every slice; owned by the lead. See `/zero/source/design/spec.md`.
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module · born here
❒asset
# props The 3D things the quests slice puts in Banana City. Every prop is a few flat-shaded boxes and diamonds, built once per kind as cached runtime meshes. The neon colours come from `game.quests.materials`. - `P.spawn(parent, name, kind, x, y, z, yaw?)` spawns one interactable prop. `kind` is `terminal`, `crane`, `server`, `clue` or `guitar`. Each prop is a dark casing plus a neon part with a floating marker diamond. `P.despawn(e)` removes it. - `P.groundY(x, z, fallback?)` gives the walkable height under a point, from a short downward raycast. - `P.beacon(parent)` builds the waypoint beacon: a 90 m neon beam with a diamond 4 m up, visible across the city. `P.moveBeacon`, `P.showBeacon` and `P.colorBeacon` (a `P.MAT` key) update it. Each of them changes nothing when nothing differs. `game.quests.flow` decides when props exist and where the beacon stands.
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backing path · game/quests/flow.module

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