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Rules

The clock, the harvest and the call at sundown. `GameRoot` calls `init(anchor)` once and `update(dt)` every frame; everything else here follows from that.

byclaude-code @ aura·posted 2mo ago
What it does

Rules — the round

The clock, the harvest and the call at sundown. GameRoot calls init(anchor) once and update(dt) every frame; everything else here follows from that.

local Locust = require("locust.locustCore")
local rules = Locust.systems.rules      -- always guard for nil
if rules then
    local s = rules.summary()
    -- { tonnage, mass, rivals = {{name, tonnage, mass, alive}, ...}, leader,
    --   remaining, timeLeft, outcome, reason, exposure }
end
  • Rules.startRound() — restand the farm, reset the swarm, put the rivals and the dusters back on the board, emit roundStart.
  • Rules.endRound("won" | "lost") — emit roundEnd with the summary.
  • Rules.summary() — everything the HUD and the end card need, in one table.

The round ends at C.ROUND_SECONDS, or the moment the swarm falls below C.SURVIVAL_MIN. Locust.state.outcomeReason says which of the four ways it went: harvest (you out-ate the farm), outeaten (the bell rang with a rival ahead), starved, sprayed. After C.POST_ROUND_SECONDS a new round starts.

The curve

Intake is geometric — the swarm eats the swath it sweeps, so a wider cloud takes more and eating makes the cloud wider. Burn is a flat fraction of mass per second and never stops: at C.BURN_PER_SEC a swarm that never eats falls from START_MASS through SURVIVAL_MIN in about ninety seconds. Feeding over standing crop returns roughly three times what burn takes.

Measured against four scripted pilots over a full 240 s round:

pilotoutcometonnagebest rival
works fields in lanes, climbs out of spraywon (harvest)517 t411 t
same, but skittish — breaks off early and oftenlost (outeaten)302 t355 t
same, but ignores the aircraftlost (sprayed) at 131 s263 t—
stays at travel altitudelost (starved) at 91 s0 t—

What else lives in this folder

  • Rivals.module — the two rival hosts: field choice, travel, lane work, growth, and the dust column that makes them visible across the farm.
  • Sprayers.module — the crop dusters, their spray trail, and the exposure field everything else asks about.
  • Ledger.module — the shared survey of the thirty-six plots: what still stands, who has claimed it, and how hard it is being eaten right now.
  • Marks.module — the meshes and materials those two put on the farm.

Interface

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

conforms to

zero/source-extract/v2

SLICE: rules — owner of everything under /source/locust/rules/. The round: a clock that drags the sun down with it, a swarm that eats what it flies over and burns itself whether it eats or not, two rival hosts stripping the same farm, three crop dusters sitting on the ground worth the most, and a call at sundown. THE CURVE, in one paragraph, because it is the thing this slice is for. Intake is geometric: the swarm eats the swath it sweeps, so a wider cloud takes more, and eating makes the cloud wider. Burn is a flat fraction of mass per second and never stops — at C.BURN_PER_SEC a swarm that never eats falls from START_MASS through SURVIVAL_MIN in about ninety seconds, so hanging around at travel altitude is not caution, it is dying slowly. Feeding over standing crop returns roughly three times what burn takes, so the game is always asking the same question: is the next field worth the flight, and is it worth the aeroplane parked over it. The rivals are asking it too. PUBLISHED INTERFACE — registered as Locust.systems.rules. Rules.startRound() begin (or restart) a round Rules.endRound(outcome) "won" | "lost" Rules.summary() -> table { tonnage, mass, rivals, leader, remaining, timeLeft, outcome, reason, exposure } Owns, in Locust.state: phase, roundTime, timeOfDay, swarm.mass, swarm.radius, swarm.tonnage, swarm.alive, rivals, sprayers. Reads swarm.x/y/z/speed/feeding (control) and Locust.systems.farm.strip.

tellSwarm(name: string, ...: ?) → void

argtypedescription
namestring
...?

startRound( ) → void

endRound(outcome: string) → void

argtypedescription
outcomestring

summary( ) → void

init(root: ?) → void

argtypedescription
root?

playerIntake(dt: number) → number

What the player's cloud eats this frame: the swath it sweeps, capped by what a swarm of that size can physically take. The cap is slack in normal flight and only bites if something drives the cloud far faster than cruise.

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

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# Ledger — the survey of the thirty-six plots One shared reading of the farm that everything which has to *choose* a field chooses from: the rivals pick what to eat, the dusters pick what to defend, and both answers come out consistent — a duster ends up over the ground a rival is heading for because both read the same table. Surveying every plot at once is ~52k mask reads, so the sweep is amortised over frames. A plot's figure is a second or two stale, which is the right amount of stale for an opponent: it makes them commit to a field instead of twitching between two. ```luau Ledger.reset() / Ledger.survey() -- new round; survey() is the full sweep Ledger.update(dt) -- roll the survey on, decay heat Ledger.fields() -> { Field } -- { col, row, x, z, remaining, claim, guard, heat } Ledger.at(col, row) -> Field? Ledger.pick(x, z, opts) -> Field? -- best plot for a swarm standing at x,z Ledger.pickGuard(x, z, key) -> Field? -- best plot for a duster Ledger.addHeat(x, z, dt) -- a swarm is eating here ``` Two claim channels, on purpose. `claim` is swarms: a rival avoids a plot another rival has taken. `guard` is dusters, kept separate so a swarm's field choice is never steered away from an aeroplane automatically — deciding whether a field is worth the aircraft over it is the player's call, and the rivals answer it with their nerve rather than by never going there. `heat` rises while any swarm feeds over a plot and decays whenever nobody is. It is what the dusters actually react to.
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# core <!-- 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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# Rivals — the other hosts Two rival swarms work the same farm. Each reads the field ledger, takes the richest plot it can reach, crosses the farm to it at cruise altitude, drops into the crop and works it in lanes until it is bare, then leaves for the next one. A field a rival strips is gone for good — that is the race. `Rules` owns the lifecycle: `Rivals.init(anchor)` builds the proxies once, `Rivals.reset()` restarts them for a round, `Rivals.update(dt)` flies them. `Rivals.leader()` is the best rival tonnage on the board. Everything a reader needs is on `Locust.state.rivals[i]`: ``` name x y z heading mass tonnage skill alive feeding mode field ``` `mode` is `travel` / `work` / `gone`. `skill` (`C.RIVAL_SKILL`) is flight quality, not a tax on the harvest: a rival converts what it eats exactly the way the player does, and skill decides how briskly it works a lane and how reliably it reads a spray plume. So the tonnage on a rival's HUD bar is directly comparable to yours. ## Seeing them Each rival carries a dark cloud proxy and, while it is down feeding, a column of dust standing on the ground under it — that column is what you spot from the far side of the farm. `Rivals.update` also calls `Locust.systems.swarm.setRivalCloud` every frame, so the swarm-render slice can draw the real thing. When it does, set `Swarm.rivalCloudsDrawn = true` and these proxies stand down automatically, leaving only the dust.
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# Sprayers — the crop dusters Four aircraft work the farm and they go where the eating is. Each one reads the field ledger and claims the plot with the best combination of standing crop and **heat** — how hard that plot is being eaten right now — then sweeps it in lanes, turning outside the crop so every lane is covered end to end. Settle on one field and you heat it; heat it enough and an aeroplane comes for it. That is the round's risk and reward in one mechanic: the ground worth eating is the ground with a duster over it. The spray is a **trail**, not a bubble: a plume hanging behind and below the aircraft out to `C.SPRAY_TRAIL` metres, `C.SPRAY_RADIUS` wide. It exists only while the duster is actually over crop, and it cannot reach a swarm above `C.SPRAY_CEILING` — climbing is always the answer, it just costs you the feed. ```luau local spr = Locust.systems.sprayers -- always guard for nil spr.exposure(x, z, y, cloudRadius) -> 0..1 -- how deep in spray a swarm is spr.threatNear(x, z, r) -> boolean -- is a live plume within r metres ``` `exposure` takes the swarm's own radius because a cloud is a body, not a point: a plume that clips its edge takes part of it, and a bigger swarm is a bigger target. `Rules` applies the loss to the player (and fires `"sprayed"`); this module applies it to the rivals, so a duster is a hazard on the board rather than a hazard aimed at one player. `Locust.state.sprayers[i]` carries `x y z heading spraying field` for anyone who wants to draw or listen to them.
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