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bsc_missions

The mission chain for BIG STEAL CAR: ANDREAS-SAN — five jobs handed out by Mama-san Kikuno at the door of Izakaya Tsuki-no-Ha, each one using the block a different way.

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

bsc_missions

The mission chain for BIG STEAL CAR: ANDREAS-SAN — five jobs handed out by Mama-san Kikuno at the door of Izakaya Tsuki-no-Ha, each one using the block a different way.

idtitlewhat it teaches
m1Hot Bentothe lane, on foot, against a clock
m2Lose the KeiKuzuha-koji and breaking line of sight
m3Three Doorwaysthe houses — Tashiro, Habu, Nagareyama
m4The Ryuseithe hero car, and bringing it back intact
finaleHanami at Midnightthe lane lit end to end, for good

The chain runs itself: an objective marker — a paper lantern hanging over a ring of light on the asphalt — always stands on the next thing to do, and the objective line under it says what it is. Standing at Kikuno's door raises a prompt; press E (or the gamepad's south button) to take the job, or just stand there and she starts talking anyway. P opens the phone and steps through the job list.

Win: the finale completes and the hanami lanterns come up the whole length of Hozumi-dori. Lose: busted at maximum heat, or a job's clock runs out — a real end card, then back to Kikuno's door. The block never resets.

What it publishes

local Missions = require("bsc_missions")

Missions.LINES[key]       -- { who, text } — the written form of all 22
                          --   spoken lines, whether or not the audio arrives
Missions.say(key)         -- speak one: emits "voice" AND the written "toast"
Missions.state()          -- { mission, title, step, stepText, timeLeft, ... }
Missions.phone            -- { open, index, entries } — the phone's logic
Missions.card             -- { title, sub, kind } while an end card is up
Missions.start(id)        -- jump the chain to a job
Missions.abort()          -- drop the current job and go back to the door

Emits missionStart, missionDone, objective, toast and voice. Listens to busted, hit.

Every spoken line goes out as voice and as its written text at the same moment, so a line survives a failed generation, a muted player and a noisy room. If nothing on the bus is drawing toasts, this module raises its own billboard over the player rather than let a line be lost.

What it builds

Everything it spawns lives under one entity, MissionsRoot: three objective markers, the lacquer bento carried in m1, the three envelopes, the boards that carry the prompt, the subtitle and the end card, and the hanami lantern string — twenty-four chochin hung in a zig-zag between the lane's telegraph poles, dark until the finale lights them one after another.

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

ModelText3DLight

houseByName(name: string) → any

A doorway sits at the lane-facing edge of a lot. The block slice may publish exact doors as M.doors[houseName]; if it has, we use those.

argtypedescription
namestring

doorwayOf(name: string) → void

argtypedescription
namestring

after(delay: number, fn: () → void

4. SMALL HELPERS

argtypedescription
delaynumber
fn(

xyzOf(p: any) → void

argtypedescription
pany

playerEntity( ) → any

playerPos( ) → void

near(px: number, pz: number, x: number, z: number, r: number) → boolean

argtypedescription
pxnumber
pznumber
xnumber
znumber
rnumber

mat(key: string) → any

argtypedescription
keystring

box(parent: any, name: string, material: any, px: number, py: number, pz: number, sx: number, sy: number, sz: number, mesh: string?) → any

argtypedescription
parentany
namestring
materialany
pxnumber
pynumber
pznumber
sxnumber
synumber
sznumber
meshstring?

label(parent: any, name: string, text: string, py: number, size: number, r: number, g: number, b: number, perLine: number, wrap: number, pivotY: number?) → Board

argtypedescription
parentany
namestring
textstring
pynumber
sizenumber
rnumber
gnumber
bnumber
perLinenumber
wrapnumber
pivotYnumber?

lineCount(b: Board, body: string) → number

How many wrapped lines `body` takes at this board's size, counting the newlines the caller wrote as well. `text.measure` gives the true rasterised width of one line (a character estimate is out by a third on bold caps); the wrap width then decides how many lines it becomes.

argtypedescription
bBoard
bodystring

setText(b: Board?, body: string) → void

argtypedescription
bBoard?
bodystring

setVisible(e: any, on: boolean) → void

The entity proxy has no `enabled`; `setActive` is the switch, and it carries the whole subtree, which is what a multi-part prop needs.

argtypedescription
eany
onboolean

buildMarker(i: number) → any

5. WHAT THIS SLICE BUILDS An objective marker: a chochin hanging in the air over a ring of light on the ground, with the place's name under it. Three of them, pooled.

argtypedescription
inumber

placeMarker(i: number, x: number, z: number, r: number, text: string) → void

argtypedescription
inumber
xnumber
znumber
rnumber
textstring

hideMarker(i: number) → void

argtypedescription
inumber

hideAllMarkers( ) → void

buildBento( ) → any

The lacquer bento. Carried in front of the player for m1.

buildEnvelope(name: string, x: number, z: number) → any

argtypedescription
namestring
xnumber
znumber

lanePath( ) → void

hangOne(s: number, k: number) → void

One lantern and the cord that reaches it. The queue holds these singly, so a frame the watchdog halts costs at most the lantern it was in the middle of and the next frame picks up exactly where it stopped.

argtypedescription
snumber
knumber

startLanternString( ) → void

Queue the whole run; update() hangs one lantern a frame.

drainLanternQueue( ) → void

Hang it, THEN pop it: a lantern the watchdog halts half-way through stays at the head of the queue, so the string finishes rather than ending three short with nothing to say about it.

igniteLanterns(elapsed: number) → void

argtypedescription
elapsednumber

hasListener(evt: string) → boolean

6. SAYING THINGS — a line is never lost.

argtypedescription
evtstring

say(key: string) → void

argtypedescription
keystring

toast(text: string) → void

argtypedescription
textstring

showCard(kind: string, title: string, sub: string, seconds: number) → void

argtypedescription
kindstring
titlestring
substring
secondsnumber

reachStep(x: number, z: number, r: number, labelText: string, text: string, hold: number?) → Step

7. THE CHAIN

argtypedescription
xnumber
znumber
rnumber
labelTextstring
textstring
holdnumber?

refreshPhone( ) → void

setObjective(text: string, x: number, z: number) → void

argtypedescription
textstring
xnumber
znumber

offerNext( ) → void

startStep( ) → void

beginMission(ms: Mission) → void

argtypedescription
msMission

failMission(reason: string) → void

argtypedescription
reasonstring

finishMission( ) → void

advanceStep( ) → void

start(id: string) → void

argtypedescription
idstring

abort( ) → void

rebroadcast( ) → void

Say the current objective again. A slice that came up after this one (the ui does) has not heard the one already in flight.

playerPos( ) → void

Where the player is, resolved the same way this slice resolves it: the hero slice's BSC.state.playerEntity if it has published one, otherwise the live local player's avatar. Returns { x, y, z } or nil. The ui slice's minimap wants this too rather than rolling its own lookup.

state( ) → void

phoneToggle( ) → void

8. THE PHONE — logic only; the ui slice draws it.

phoneNext( ) → void

phoneCall( ) → void

Ring Kikuno back: replays the briefing for whatever is current.

anyDown(codes: { string }) → boolean

9. INPUT (polled — this slice is a module, not a component)

argtypedescription
codes{ string }

build( ) → void

10. BUILD

live( ) → boolean

updateCarried(px: number, py: number, pz: number, dt: number) → void

11. UPDATE

argtypedescription
pxnumber
pynumber
pznumber
dtnumber

update(dt: number) → void

argtypedescription
dtnumber
⌬ Types
Line = { who: string, text: string }Step = {Mission = {

Sub-parts

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backing path · bsc_missions.module

Problems

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

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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