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Conductor

The rules of THE EIGHTH KETYL. One component, on the `Game` entity, and the only writer of `Still.state`.

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

Conductor

The rules of THE EIGHTH KETYL. One component, on the Game entity, and the only writer of Still.state.

The state machine

title ── "start" ──▶ intro ──(9s, or any control)──▶ play
                                                      │
                       the plate's growths are gone ──▶ cleared
                                                      │      │
             wetness hit maximum ──▶ quenched     ascend     │
                                                      │      │
                             plate 8 went clean ──▶ sealed   │
                                                      ◀──────┘

cleared is a playable phase. The plate is done and the riser is lit, but the ketyl still has to drift to it and commit, so movement, discharge and surge all answer during cleared exactly as they do during play. Still.state.phase distinguishes them so a screen can say "the way up is open" without the game having stopped.

paused remembers what it interrupted and returns to it.

What it emits

phase · runStart · plateEnter · plateCleared · riserOpen · ascend · sealed · quenched · charge · wetness · discharged · surged.

charge and wetness are announced on a real change rather than every frame; a bar that draws every frame should read Still.state directly instead.

What it listens for

EventFromWhat it does with it
uiIntent(name)presentationstart · resume · restart · quitToTitle
growthCount(alive, total)blennomawrites the count; alive == 0 lights the riser
soaked(amount)blennomaamount is wetness points — a pool sends its per-second rate times dt, a droplet sends its whole lump
sodiumTaken(pos)blennomacredits Still.SODIUM_RESTORE charge

It does not know what a blennoma is, where a droplet fell, or what any screen says. A discharge goes out as discharged(pos, dir) and the blennoma slice decides what stood in the arc.

When nobody reports a plate

plateEnter(n) asks the blennoma slice to build plate n's field. If no growthCount arrives within KetylCore.GROWTH_GRACE seconds the plate is treated as empty and the riser opens, so the column stays climbable while that slice is mid-build — and it says so at WARN, because a riser that opens for no reason is otherwise indistinguishable from a plate that was genuinely cleared.

Callable

The same decisions the controls reach, by name, for a test or anything that has to drive the game without a pair of hands:

local cond = Still.anchor("Conductor").component.get("Conductor")
cond:startRun(false)   -- begin a run, skipping the opening
cond:toTitle()
cond:discharge()
cond:surge()
cond:ascend()
cond:togglePause()

Interface

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

conforms to

zero/source-extract/v2

Conductor — the rules of THE EIGHTH KETYL. Owned by the "core" slice. One plate is one turn of the loop, and this component is the thing that knows what turn it is. It owns the run's state machine, plate progression, the riser, the charge and the wetness, the win and the loss, and it is the only writer of Still.state.

reinstallIfDropped( ) → void

setPhase(p: string) → void

PHASE

argtypedescription
pstring

announceCharge( ) → void

THE METERS Both are announced on a real change rather than every frame, so a listener that only cares about "it moved" is not woken sixty times a second. A screen drawing a bar every frame reads Still.state directly instead.

announceWetness( ) → void

seal( ) → void

THE ENDINGS

quench( ) → void

enterPlate(n: number, place: boolean) → void

PLATES

argtypedescription
nnumber
placeboolean

plateClear( ) → void

The last growth on this plate is gone: light the riser, or seal the still.

beginRun(withIntro: boolean) → void

THE RUN

argtypedescription
withIntroboolean

toTitle( ) → void

pauseRun( ) → void

PAUSE

resumeRun( ) → void

tryDischarge( ) → void

WHAT THE HANDS ASK FOR KetylPilot reads the controls and calls these; this component decides whether the answer is yes. Nothing about a button is known here and nothing about a rule is known there.

trySurge( ) → void

tryAscend( ) → void

tryPause( ) → void

onGrowthCount(alive: number, total: number) → void

WHAT THE OTHER SLICES REPORT

argtypedescription
alivenumber
totalnumber

onSoaked(amount: number) → void

Water reached the ketyl. `amount` is wetness points, so a pool emits its per-second rate multiplied by dt and a droplet emits its whole lump.

argtypedescription
amountnumber

onSodiumTaken(_pos: any) → void

argtypedescription
_posany

onUiIntent(name: string) → void

argtypedescription
namestring

install( ) → void

LIFECYCLE

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

startRun(withIntro: boolean?) → void

Begin a run. Pass false to skip the opening.

argtypedescription
withIntroboolean?

toTitle( ) → void

Put the game back to its title screen.

discharge( ) → void

Ask for a discharge, exactly as pressing the control does.

surge( ) → void

Ask for a surge, exactly as pressing the control does.

ascend( ) → void

Ask to commit to a lit riser, exactly as pressing the control does.

togglePause( ) → void

Toggle the pause screen, exactly as pressing the control does.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

11items
▣
module · born here
❒asset
# Still One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# KetylCore The core slice's own shared surface, and nobody else's. `Conductor` and `KetylPilot` are the two halves of the rules of THE EIGHTH KETYL, and this is where they agree about what the controls read, where the ketyl is, which way it faces and whether it may move. Other slices talk to core through the `Still` event bus, which is the contract the whole game shares. Nothing outside the core slice reads this module. ```lua local Core = require("game.KetylCore") ``` ## Why it exists at all Editing a component hot-reloads it, and a hot-reload re-executes the chunk: anything a component held in a file-scope local comes back at its default while the instance keeps running, and anything it subscribed to in `awake()` gets subscribed a second time. So the run's clocks and the registrations live here, and the components register plain functions that this module calls. Re-registering replaces; it never stacks. Editing **this** file is the other direction, and it behaves differently than the shape above suggests: the module table stays the same object, its functions are replaced, and every local behind them starts over — so the run's clocks, the body, and the record of who holds the controls all come back empty. The dependent components' `awake()` does **not** run again to notice. Each of them therefore watches for the one reading that says it happened — nobody holding the controls, or an empty handler table — and re-arms or re-installs from `update`. The same problem applies one level up — this file can be reloaded too, and the run that subscribed is the only one holding the unsubscriber. `modules.onUnload` is the answer: it hands the outgoing run a moment, with its own locals still in scope, to drop everything it put on the `Still` bus and on the controls, just before the next run replaces it. Within a run, `wire()` and `arm()` release before they register, so calling either twice is a replacement too. ## The surfaces | Surface | Written by | Read by | |---|---|---| | `Core.run` | Conductor | Conductor | | `Core.body` | KetylPilot | Conductor | | `Core.input` | the armed input map | KetylPilot | | `Core.press` | Conductor | the armed input map | | `Core.handlers` | Conductor | the bus forwarders | `Core.body.placeAt` is the one write that goes the other way: the Conductor asks for a teleport by putting a `{x, y, z}` there, and the pilot performs it and clears it. ## The numbers Everything about the still, the ketyl's speed, its charge and its wetness is in `Still.module` and read from there. What is here is the shape of the **run** — the parts of the loop that are rules rather than fiction, which no other slice needs to agree with: `INTRO_SECONDS`, `GROWTH_GRACE`, `ASCEND_RADIUS`, `ASCEND_TIME`, `PLATE_MARGIN`, `FACE_TURN`, the hover bob, `ENDING_LOCKOUT`, and the two warning thresholds. ## The rules, as functions `approach` · `hoverY(n)` · `clampToPlate(x, z)` · `riserDistance(x, z, n)` · `arrivalPoint(n)` · `dischargeFalloff(dist, cosAngle)` · `controllable(phase)` · `invulnerable(now)`. No state, no side effects — a test can call them without a running game. `dischargeFalloff` is the shape of a discharge's arc written once. Core does not apply it; the blennoma slice decides what was hit. It is here so that both answers come from one function rather than two that drift.
▲ 0↑ born
backing path · Conductor.component

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