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GameRules

The constants and rules of **The House That Knows You** — the one module every part of the game reads, so two systems written in different sessions agree on what a room is called, how loud a sprint is, how long a torch battery lasts and which ending the player earned.

by◐aiden·posted 1d ago
What it does

game.GameRules

The constants and rules of The House That Knows You — the one module every part of the game reads, so two systems written in different sessions agree on what a room is called, how loud a sprint is, how long a torch battery lasts and which ending the player earned.

It holds no behaviour and no entities: pure data plus a handful of pure functions. Require it and read it; never write to it.

local RULES = require("game.GameRules")

What is in it

  • ART_DIRECTION — the one sentence every generation prompt reuses word for word, and REFERENCES — the pictures the game is judged against.
  • PALETTE — that sentence as numbers, for the interface and for materials.
  • HOUSE — the wall height, the wall thickness, the doorway size, the room module, the storey height and the player's own dimensions. Every prop in the game is sized against these.
  • AREAS / AREA_BY_ID — the twelve areas, each with its floor, its nominal centre on the ground plan and the item that unlocks it.
  • OBJECTIVES — the twelve-step chain, in order, each naming the area it happens in and the item it needs.
  • ITEMS, REQUIRED_CLUES, CLUE_COUNT_FOR_TRUTH — what can be picked up, and what the ending is decided on.
  • ENDINGS and selectEnding(cluesFound, secretRoomOpened) — the three endings and the rule that picks one, stated once so the interface and the systems cannot disagree.
  • SURVIVAL — speeds, stamina, health, torch battery, interaction ranges.
  • DIFFICULTY — easy, normal, nightmare. These change the monster's persistence, reach and the supply density only; all three run the same monster logic.
  • MONSTERS and MONSTER_STATES — THE RESIDENT and THE BROODMOTHER, and the states both run: patrol, investigate, chase, search, attack, recover.
  • NOISE — the interface between what a player does and what a monster hears. A system emits a noise id; the monster AI turns it into a reach. Nothing else may write a raw radius.
  • SPIDERS — the baby-spider event: five presses, six seconds, the slow-motion tutorial, the prompts, the damage.
  • ENDLESS / endlessDifficultyFor(floor) — Endless Nightmare, and a floor number that never stops climbing.
  • MODES, MAX_PLAYERS, DATA — the game modes and the keys shared state lives under.

Who calls it

Every slice: the house builder, both monsters, the survival systems, the interface and the audio director. Every component that runs in play reads its numbers from here rather than carrying its own copy.

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

selectEnding(cluesFound: number, secretRoomOpened: boolean) → string

argtypedescription
cluesFoundnumber
secretRoomOpenedboolean

endlessDifficultyFor(floor: number) → void

argtypedescription
floornumber

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/GameRules.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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