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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.

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

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.

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

SurfaceWritten byRead by
Core.runConductorConductor
Core.bodyKetylPilotConductor
Core.inputthe armed input mapKetylPilot
Core.pressConductorthe armed input map
Core.handlersConductorthe 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.

Interface

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

conforms to

zero/source-extract/v2

KetylCore — the core slice's own shared surface, and nobody else's. Two components make up the core of THE EIGHTH KETYL and they have to agree about a handful of things: what the controls are reading, where the ketyl is, which way it faces, and whether it is allowed to move. That agreement lives here rather than in either component, for one reason that matters while a game is being built: editing a component hot-reloads it, and a hot-reload re-executes the chunk. Anything a component holds 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 subscriptions and the run's clocks live in this module, which reloads only when this file is edited. The components register PLAIN FUNCTIONS here and the module calls them; re-registering replaces, it never stacks. Conductor sets KetylCore.handlers.* and KetylCore.press.* KetylPilot arms the input map and publishes KetylCore.body every frame Nothing outside the core slice reads this. Other slices talk to core through the Still event bus, which is the contract the whole game shares.

resetRun( ) → void

Put every clock back to the start of a fresh run.

invulnerable(now: number) → boolean

Whether the ketyl is currently inside a surge's window of immunity. @param now The gameplay clock, in seconds.

argtypedescription
nownumber

approach(current: number, target: number, rate: number, dt: number) → number

PURE RULES No state, no side effects. The conductor and the pilot both use them, and a test can call them without a running game. Move a value toward a target at a rate expressed as "fraction closed per second", framerate-independently.

argtypedescription
currentnumber
targetnumber
ratenumber
dtnumber

hoverY(n: number) → number

The world y the ketyl floats at while it is on plate n.

argtypedescription
nnumber

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

Pull a point back inside plate n's usable disc. Returns the clamped x, z and whether it had to move at all.

argtypedescription
xnumber
znumber

riserDistance(x: number, z: number, n: number) → number

Horizontal distance from a point to plate n's riser mouth.

argtypedescription
xnumber
znumber
nnumber

arrivalPoint(n: number) → void

Where a ketyl arriving on plate n should be put down: on the far side of the plate from that plate's riser, so the way up is the thing it drifts toward.

argtypedescription
nnumber

dischargeFalloff(dist: number, cosAngle: number) → number

The share of a discharge's damage a target at this distance and angle takes, 0 when it is outside the arc. Core does not apply it — the blennoma slice does — but the shape is a rule, so it is written once, here, and the same function answers for a test.

argtypedescription
distnumber
cosAnglenumber

controllable(phase: string) → boolean

Whether the game is accepting the player's hands right now.

argtypedescription
phasestring

releaseAll(held: { any }, release: (any) → void

WHERE A REGISTRATION IS KEPT Core puts closures on two shared surfaces it does not own: the Still event bus and ketyl.inputMap's controls. Both hand back an unsubscriber, and both keep the subscription alive for as long as nobody calls it — including across a hot-reload, which replaces the chunk that was holding the only reference to that unsubscriber. Left alone, a second edit gives the game two conductors and every button fires twice. Two things keep that from happening. Within one run of this module, wiring and arming RELEASE what they previously held before they register again, so calling either twice is a replacement rather than an addition. Across runs, `modules.onUnload` gives the run that made a subscription the chance to drop it while its own locals are still in scope — which is the only moment anyone can, since the next run starts with empty ones.

argtypedescription
held{ any }
release(any

wire( ) → void

Put core's listeners on the shared bus, replacing any this run already left there. Safe to call from every awake() — it is a replacement, never an addition.

fire(name: string) → void

argtypedescription
namestring

dropConnections( ) → void

Drop every subscription core holds on the controls, whichever copy of this module made them. Arming re-makes them, so a second arm never stacks a second handler, and a play world that reset the input layer gets fresh ones rather than the dead handles the edit session left behind.

shedDefaultMap( ) → boolean

Stand the engine's own default player scheme down. It comes up with whatever camera behaviour the rig is wearing, and it puts Jump and Sprint on the touch overlay. A ketyl has neither, and six buttons instead of four costs every one of them a size step on a phone. The look this game uses is ketyl.inputMap's, forwarded to the staging slice over the bus, so nothing here needs the default scheme — and whatever brings it back gets it taken away again, since the pilot calls this on a slow cadence. @return true when it was live and is now down.

arm(mapRef: any, ownerId: string) → boolean

Make ketyl.inputMap live and point it at this slice. `ownerId` is the entity id of the pilot that asked, so a second pilot (a remote player's body) does not steal the local player's controls. @return true when the controls are live.

argtypedescription
mapRefany
ownerIdstring

keep(c: any) → void

argtypedescription
cany

disarm(ownerId: string) → void

Take the controls out of the live set. Only the pilot that armed them may.

argtypedescription
ownerIdstring

armedOwner( ) → string

Which entity currently holds the controls, or nil.

Sub-parts

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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
backing path · game/KetylCore.module

Problems

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