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Facer

The player's body on the hillside, and the bronze plate they keep.

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

Facer

The player's body on the hillside, and the bronze plate they keep.

It is mounted on the local player's body when the player is ready, and it owns four things: the figure, the walking, the plate, and the two acts.

The figure. game.facer.Look builds the keeper under the body — robe, mantle, cowl, jointed arms, and the face-plate — in place of the scene's stand-in.

Walking. The Facer moves freely across the terraces in x and z and snaps to whatever terrace floor is under them. The camera stands uphill and never turns, so the stick's forward is downhill and its right is screen right whatever the Facer is facing. The facing is the last direction walked.

The plate. While face is held the Facer roots to the spot, the plate comes up in front of them, and the beam leaves it along the facing. move then turns the facing without walking, so the beam can be swept across a terrace from one standing position. The beam lands on the first plot it crosses within two plots and works on it for as long as it is held; how much work it does is what the sun is worth at that moment, so it is nearly free during first light and slow the rest of the day.

The acts. act sows the plot the Facer faces when it is bare or scorched and lifts it when it is ripe. pause puts the run down and picks it up again.

Controls

Every control comes from game/input/facer.inputMap, which carries a keyboard, a gamepad and a touch binding for each of the four, so the same code answers a keyboard, a controller and a phone.

actionkeyboard + mousecontrollertouch
moveWASDleft stickthe left-zone stick
face (hold)LMB or Spaceright triggerthe "Face" button
actE or RMBX (west)the "Sow / Harvest" button
pauseEscStartthe "Pause" button

Fields

fieldwhat it sets
inputMapthe control scheme this body answers to
moveSpeedmetres a second along the terrace
turnRatehow fast the facing swings toward the direction asked for
raiseRatehow fast the plate comes up and goes down
beamPlotshow far down the hill the beam reaches, in plots
beamVolume / plateVolume / stepVolumethe levels of the plate's own sounds

Interface

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

conforms to

zero/source-extract/v2

Facer — the player's body on the hillside, and the bronze plate they keep. Mounted by `game.core.Boot` on the local player's body when the player is ready. It owns four things: the figure the hero model, built by `game.facer.Look` in place of the scene's capsule stand-in walking free movement in x/z over the terraces, with y snapped to `FL.floorAt` and the facing set by the last direction walked the plate raised while `face` is held — the Facer roots to the spot, `move` turns the facing instead of walking, and the beam comes off the plate at the power the sun is worth the acts `act` sows or harvests the plot being faced; `pause` puts the run down Every control comes from `game/input/facer.inputMap`, which carries a keyboard, a gamepad and a touch binding for each of the four, so the same code answers all three device families. Nothing here polls a key.

Audio

sim( ) → any

plotAt(x: number, z: number) → void

The plot a world point stands on, or nil when it is off the grid.

argtypedescription
xnumber
znumber

beamTarget(x: number, z: number) → void

Where the beam lands: the first plot the facing crosses within reach. Returns the plot and the world point at its centre; the point alone when the facing leaves the grid, so the shaft still draws.

argtypedescription
xnumber
znumber

actTarget(x: number, z: number) → void

The plot `act` works: the one a short step ahead of the Facer, falling back to the one they stand on when that step leaves the grid.

argtypedescription
xnumber
znumber

powerNow( ) → number

pose(t: number) → void

`Look.pose` states the whole figure as points in the rig's own space and aims the bones at them, so this only has to say how far through the swing the plate is.

argtypedescription
tnumber

aimBeam(bodyPos: any, power: number) → void

argtypedescription
bodyPosany
powernumber

ensureAudio(body: any) → void

argtypedescription
bodyany

bindControls( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?

Sub-parts

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35+items
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# Sim — the simulation of FIRST LIGHT: RESOWN `game.rules.Sim` is the whole run: the day cycle, the plot state machine, the zyme's well-up and spread, leavening, the beam's burn, the seed economy and the win/lose conditions. It is the **only writer of `FL.state`**. Every other slice reads that table and reacts to `FL.events`. Nothing here touches an entity, a material or a screen. `Rules.component` (mounted on the `game` anchor) hands it the frame's elapsed time; the rest of the game calls the functions below. ```luau local Sim = require("game.rules.Sim") local FL = require("game.FL") Sim.start() -- a fresh run, the first night Sim.beamAt(x, z, dt, Sim.beamPowerFor(FL.state.phase, FL.state.phaseT)) local did = Sim.act(col, row) -- "sowed" | "harvested" | nil ``` ## The API | call | what it does | |---|---| | `Sim.start()` | Throws the hillside away and lays a fresh one out. Emits `start`, `screen`, `phase`, `shrineThreat`, and one `plotChanged` per plot. | | `Sim.restart()` | The same thing, reachable from `paused` / `won` / `lost`. | | `Sim.pause()` / `Sim.resume()` | Freeze and unfreeze. Only `playing` pauses; only `paused` resumes. | | `Sim.setScreen(screen)` | `"title"` `"howto"` `"playing"` `"paused"` `"won"` `"lost"`. Emits `screen`. An unknown name is refused with a log line. | | `Sim.act(col, row) -> string?` | Sows bare or scorched soil for a seed; lifts a ripe crop for seed. Returns `"sowed"`, `"harvested"`, or `nil`. | | `Sim.beamAt(x, z, dt, power) -> boolean` | The beam lands at a world point for `dt` at `power` (0..1). Returns true on a frame that took bloom off. | | `Sim.tick(dt)` | Advances the run. `Rules.component` calls it once a frame. | | `Sim.beamPowerFor(phase, t) -> number` | The plate's power for a phase, 0..1. **The mapping every caller should use.** | | `Sim.lastActReason() -> string?` | Why the last `act` did nothing: `"no-seed"`, `"growing"`, `"zyme"`, `"nothing-here"`, `"not-playing"`. Also mirrored onto `FL.state.lastActReason`. | | `Sim.beamHit() -> col, row, age` | Where the beam last took bloom off, and how many seconds ago. | | `Sim.isRunning() -> boolean` | True while the clock runs. | | `Sim.phaseProgress() -> number` | 0..1 through the current phase. | | `Sim.announce()` | Re-states the run as it stands — screen, phase, threat and every plot — without changing any of it. A slice that has just mounted, hot-reloaded or come through an edit/play flip calls nothing; `Rules.component` calls this in `start()` so it catches up. | | `Sim.setPhase(phase, dayIndex?)` | Put the clock at the start of a phase, hillside untouched. For a staged beat or a test that does not want to wait. | | `Sim.summary() -> string` | One line of the run, for a log or a test. | ## Two things a caller has to get right **Power is the aim factor, not the sun.** `beamAt` multiplies the `power` you pass by the phase's own gate (`PHASE_BEAM`), so a beam at night burns nothing no matter what you pass, and a day beam is a quarter as fast as a first-light one. Pass `Sim.beamPowerFor(phase, phaseT)` — or your own 0..1 alignment factor on top of it. Do **not** pass `FL.sunHeightFor` directly: that function answers where the sun is (−1..1, and only ~0.3 at the top of first light), not how hard the plate burns, and handing it over makes the beam roughly three times too weak. **`tick` sub-steps.** It advances in slices of 0.1 s, so `Sim.tick(30)` in one call produces the same run thirty seconds of frames would — a test can reach a later dawn without waiting for it, and a frame hitch cannot skip a well-up. ## The day `night 40 → firstlight 30 → day 40 → dusk 10`, from `FL.PHASE_LEN`. `dayIndex` rises as **first light ends**, which is what a dawn survived means; reaching `FL.DAWNS_TO_WIN` (5) there ends the run with `won`, at 550 s of a clean run. | phase | the hill | the beam (`PHASE_BEAM`) | |---|---|---| | night | the valley pushes bloom onto the lowest terrace it can reach, mature blooms spread, crops beside a bloom leaven | 0 | | firstlight | nothing new comes up; the window | 1 — a full bloom hisses off in `BURN_SECONDS` (2 s) | | day | crops grow | 0.25 | | dusk | blooms spread again, crops still grow | 0.25 fading to 0 | ## The plot state machine ``` bare ──sow(1 seed)──▶ sown ──grow──▶ crop ──grow──▶ ripe ──harvest──▶ bare (+2 seed, +4 leavened) any ──bloom──▶ zyme ──beam──▶ scorched ──sow(1 seed)──▶ sown ``` - A plot turning to `zyme` **loses whatever grew on it** — that is the cost of letting a terrace go. - `scorched` soil is where the bloom spreads **fastest** (`SPREAD_SECONDS_SCORCHED`, half the normal interval), so burning ground buys the window and sells the next night. - Growth runs while the sun is up (first light, day, dusk) at `GROW_SECONDS` (55 s) from sowing to ripe: sow in a day and lift it in the next. - **Leavening** marks `sown`, `crop` and `ripe` plots that sit beside a bloom through a night. The design's table names `crop`/`ripe`; `sown` is included here so a plot deliberately sown next to a bloom is a real gamble from the first dusk. The double yield only ever pays at `ripe`, so nothing else changes. ## The shrine `FL.state.shrineThreat` climbs by the share of **row 1** carrying bloom, and a row 1 fully held for `THREAT_SECONDS` (40 s — one night) is 1.0 and a loss. Clearing row 1 walks it back over `RELIEF_SECONDS` (25 s). The `shrineThreat` event fires when the value has moved `THREAT_STEP` (0.02), and always at the ends, so a HUD meter can follow it without a per-frame event. ## The opening hillside `M.OPENING` dresses rows 1..6 at `start()`: crop, **ripe**, crop, sown, bare, bare, uphill first. The hill reads as a farm from the first frame, the ripe row teaches harvest before the first night ends, and the bare lower terraces are where the zyme arrives. Seeds start at 6 (`FL.resetState`). ## Determinism The well-up and the spread draw from a small LCG seeded to a fixed value in `start()`, so two runs of the same inputs produce the same hillside. A reproduction is a reproduction. ## Measured - A full-grown bloom under a full-power first-light beam: **2.02 s**. - One untouched night leaves **9 blooms** on the lower terraces. - A player who never acts loses at **224 s**, in the day of the second dawn. - A player who burns the nearest bloom each first light and works the soil each day wins at **550.4 s** with 83 harvests.
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module · born here
❒asset
# Sfx The sounds the Facer and the plate make, computed from raw samples. `Sfx.ensure()` bakes anything not already registered and is safe to call on every load. `Sfx.report()` reads each clip's header back — sample rate, channels, frames, duration — which is how a clip that came out empty or at the wrong channel count is caught before it ships as silence. | clip | what it is | |---|---| | `fl_plate_raise` | the bronze ring as the plate comes up: inharmonic partials over a struck envelope, each decaying faster than the one below, with a short breath of strike noise at the front so the hit has an edge before the tone takes over | | `fl_plate_lower` | the same body, damped and lower: the plate coming down | | `fl_beam_hum` | the sustained note of the beam. Every partial is a whole multiple of one over the clip's length, so the waveform arrives back where it started and the loop has no seam | | `fl_step_soil` | a footfall on dry terrace soil: a noise burst through two lowpasses over a short body thump | The hum is stored uncompressed so its first milliseconds survive intact and the seam stays silent; the one-shots are compressed, which they do not care about.
▲ 0↑ born
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
▣
module · born here
❒asset
# Look The Facer's materials, geometry and body. `Look.ensureAssets()` mints every mesh and material the figure is made of that is not registered yet, and is safe to call on every load. `Look.rebuildAssets()` re-writes the geometry of all of them — the authoring pass, run after changing a profile in this file. `Look.build(body)` hangs the figure under a body entity and hands back the handles the Facer component poses and lights. `Look.pose(rig, t)` puts the figure between carrying the plate at the chest (`t = 0`) and holding it up into the dawn (`t = 1`). ## The figure A robe that hangs in folds, a mantle over the shoulders, a cowl whose peak leans back, and two jointed arms. Every part is modelled facing the entity's own forward, so a pose is stated as points — the elbow is *here*, the hand is *there* — and the rotation comes from aiming at them. Re-proportioning the figure therefore needs no angle re-derived. ## The plate A dished bronze lens with a raised rim, twelve rays alternating long and short, a domed boss, sixteen rivets, an embossed face on the front, and a cross-brace and haft behind. Four grades of bronze carry it: the weathered body, the polished rim and rays the keeper keeps bright, the green patina in the recesses and on the face, and the leather of the haft. ## The light Three surfaces answer the beam: the shaft itself, two halo cards in the plate's own plane so light spills round it whichever side the camera is on, and a pool where the beam lands. All three are additive, so they add light to the hill and never darken it. A point light rides on the plate and is what actually falls on the soil. `FL.PALETTE` supplies the colours, so the plate's amber and the game's first light are the same value.
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module · born here
❒asset
# FL The shared constants, geometry and contracts of *First Light: Resown*. Every slice of the game requires this and nothing else of each other. - **Hillside geometry** — `COLS x ROWS` plots on terraces that run down the hill along +Z; `plotCenter`, `pathCenter`, `rowZ`, `groundY`, `floorAt`, `rowAtZ`, `colAtX`, `shrineCenter`. - **The day** — `PHASES`, `PHASE_LEN`, `CYCLE`, `DAWNS_TO_WIN`, `sunHeightFor(phase, t)`. - **Shared state** — `FL.state` (screen, phase, plots, seeds, score, shrine threat, sun height); the rules slice writes it, everyone reads it. - **Events** — `FL.events.on / emit / clear`, with the event names every slice agrees on listed in the source. - **The look** — `PALETTE`, and `sz(fraction)` / `isPortrait()` for UI sizes proportional to the live screen. Consumed by every component and module under `/zero/source/game/`.
▲ 0↑ born
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
backing path · game/facer/Facer.component

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