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duel

The rules of the Hedgerow Assizes, in one place: the ground plan of the walled garden, the frame data of the four commitments, the measure each one works at, the triangle that decides what a contact means, how far a post drives the property line, and the roster of neighbours with…

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

duel

The rules of the Hedgerow Assizes, in one place: the ground plan of the walled garden, the frame data of the four commitments, the measure each one works at, the triangle that decides what a contact means, how far a post drives the property line, and the roster of neighbours with the fencing each one keeps. Every duel component reads its numbers from here, so the whole match is tuned in one file.

Consumed by Fencer, FencerAI, DuelMatch, DuelHud, DuelFx, garden and the main scene's entrypoint.

The measure

Each action carries a band, not a range: reach is the furthest the blade crosses and minReach the nearest — inside that, the panel is smothered and the attack is crowded out. advance is the ground the commitment itself takes, so every attack steps in and a defender cannot simply walk backwards out of the sport. A commitment that reached nobody runs its recovery from a debt, and that debt is the whole punishment for committing at the wrong distance.

ActionwindupactiverecoverreachminReachadvancewhiffparried
thrust0.220.100.422.551.550.350.350.45
sweep0.340.200.582.150.000.250.550.65
lunge0.300.160.953.051.751.30 †1.001.20
parry0.050.340.40———0.30—

† The lunge is marked recoil: whatever of its advance it managed to cover it gives back over its own recovery, travelling backwards and unable to answer anything while it does. It buys reach; it never buys position.

The triangle

parry turns a thrust and a lunge aside and earns a riposte; a sweep crashes through a held guard; a thrust arrives inside a sweep's long wind-up. A riposte cannot be turned at all.

The guard answers from its first frame. resolveTouch treats a parry in windup exactly as it treats one in active, because a guard that only worked once it had finished rising could be beaten by an attack thrown from further out than the wind-up is long — which made a correct read lose to a committed attack, the one outcome the triangle exists to prevent.

What a post is worth

A post is not a fixed step. Three properties of the ground decide how far the line moves, and between them they are what gives a bout its length:

POST_STEP1.15fresh mown lawn in the middle of a garden
POST_ROOTED0.60the last feet before a hedge are old rooted ground, and give up to this much of the step
POST_RECLAIM0.35lawn you already conceded holds somebody else's posts; they come out before the line passes back
POST_CHURN0.05each post already driven breaks the ground a little further, to POST_CHURN_MAX

postDrive(line, dir, posts, driven) is the whole rule. Rooted ground stops a garden being annexed by a short run of luck; conceded ground stops two even fencers walking the line back and forth all afternoon. Chosen against a simulation of the rule over 600 bouts a configuration, with the riposte rate and touch cadence taken from played logs: a median bout of about 20 touches, 80 % of bouts between 45 s and 120 s.

The roster, and how each one fences

NEIGHBOURS is the roster — index, key, skill and style. STYLES is the fencing attached to each key, and it is what makes three opponents rather than one opponent at three settings:

holdthinkpatienceadaptboundary
pettifer+0.551.452.40.60.0
wickham0.000.901.02.20.15
ashcombe−0.350.750.61.11.0

hold moves the measure held at rest; think the pause between commitments; patience how long an opponent who has offered nothing is indulged before the touch is simply fetched; adapt how heavily a repeated stroke steers the answer and how much faster the eye settles on one it has seen; boundary how far the defence of one's own ground stiffens the fencing as the line comes back toward one's own hedge. w* are the standing appetites for each commitment.

style(key) falls back to wickham's for an unknown name rather than erroring.

Surface

  • ACTIONS — the table above.
  • isAttack(name), reachOf(name, isRiposte), windupOf(name, isRiposte), advanceSpeed(name), whiffOf(name), parriedOf(name).
  • resolveTouch(attack, defAction, defPhase, isRiposte) — "touch" | "parried" | "nothing".
  • measureFault(name, gap, isRiposte) — "short" | "crowded" | nil.
  • postDrive(line, dir, posts, driven) — metres one touch moves the boundary.
  • resetX(line, side) / clampX(x, line, side, foeX) — where a fencer stands, and how far it may travel: bounded by the opponent, not by the line.
  • winner(line) — "player" | "rival" | nil for the boundary's position.
  • NEIGHBOURS, neighbour(index), neighbourIndexOf(key), neighbourNearestSkill(skill), STYLES, style(key).
  • LAWN_HALF, LINE_LIMIT, POST_STEP, POST_ROOTED, POST_RECLAIM, POST_CHURN, POST_CHURN_MAX, RIPOSTE_POSTS, STANCE, WALK_SPEED, RETREAT_FACTOR, MIN_GAP, LEASH, RIPOSTE_WINDOW, RIPOSTE_QUICK, RIPOSTE_REACH, CLASH_PUSHBACK, HIT_STUN, SALUTE_TIME, TOUCH_PAUSE, SIDE, COLOR.

Interface

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

conforms to

zero/source-extract/v2

duel — the rules of the Hedgerow Assizes. Shared tuning and the pure resolution rules for the fence duel. The piste runs along world X; the property line sits at some X and every touch drives it further into the loser's garden. Components read the numbers here so the whole duel is tuned in one file.

whiffOf(name: string?) → number

The debt an action that reached nobody starts its recovery from.

argtypedescription
namestring?

parriedOf(name: string?) → number

The debt an action that was turned aside starts its recovery from.

argtypedescription
namestring?

advanceSpeed(name: string) → number

How fast a commitment carries the body over its own `advance`.

argtypedescription
namestring

ceremonyBeats(kind: string, scale: number?) → void

The beats of one ceremony, in order, as {name, seconds} pairs.

argtypedescription
kindstring"open" (an assize begins) | "reset" (between points) | "touch".
scalenumber?The neighbour's `ceremony`: how much form this ground observes.

ceremonyAt(kind: string, scale: number?, t: number) →

Which beat of a ceremony `t` seconds in, and how long is left of it.

argtypedescription
kindstring
scalenumber?
tnumber

beatIsLive(beat: string) → boolean

True while the fencers may take their measure but not their blades.

argtypedescription
beatstring

isAttack(name: string?) → boolean

True when this action's blade can score.

argtypedescription
namestring?

reachOf(name: string?, isRiposte: boolean?) → number

The reach of an action, extended while it is a riposte.

argtypedescription
namestring?
isRiposteboolean?

windupOf(name: string?, isRiposte: boolean?) → number

The wind-up of an action, shortened while it is a riposte.

argtypedescription
namestring?
isRiposteboolean?

resolveTouch(attack: string, defAction: string?, defPhase: string?, isRiposte: boolean?) → string

Resolve one attack landing against a defender's current state.

argtypedescription
attackstringThe attacker's action name ("thrust" | "sweep" | "lunge").
defActionstring?The defender's current action name, or nil.
defPhasestring?The defender's current phase ("windup"|"active"|"recover"), or nil.
isRiposteboolean?True when the attack is taken inside a riposte window.

measureFault(name: string, gap: number, isRiposte: boolean?) → string

Why an attack that reached nobody failed: "short" | "crowded" | nil.

argtypedescription
namestringThe attacker's action.
gapnumberCentre-to-centre distance at the moment the blade was live.
isRiposteboolean?True when the attack is taken inside a riposte window.

resetX(line: number, side: number, stance: number?) → number

Where a fencer stands when both reset to a fresh line.

argtypedescription
linenumberThe boundary's X position.
sidenumber-1 for the player's side, +1 for the rival's.
stancenumber?shortens it after a non-combative passage.

clampX(x: number, line: number, side: number, foeX: number?) → number

Clamp a fencer's X to the piste, its leash around the line, and the measure it may not close past.

argtypedescription
xnumber
linenumber
sidenumber
foeXnumber?is the whole reason to hold the measure in the first place.

postDrive(line: number, dir: number, posts: number, driven: number) → number

How far one touch drives the boundary, in metres.

argtypedescription
linenumberThe boundary's X before the post goes in.
dirnumber+1 when the player scored, -1 when the rival did.
postsnumberHow many posts this touch plants: 1, or RIPOSTE_POSTS.
drivennumberHow many posts have gone in this bout already, either side.

winner(line: number) → string

Who has won, given the boundary position. "player" | "rival" | nil.

argtypedescription
linenumber

ceremonyScale(key: string?) → number

How much form a neighbour's ground observes, for the ceremony beats.

argtypedescription
keystring?

rosterSize( ) → number

How many neighbours stand on the docket.

style(key: string?) → void

The style table for `key`, falling back to the middle neighbour's.

argtypedescription
keystring?

neighbour(index: number) → void

The roster entry at `index`, clamped into the roster.

argtypedescription
indexnumber

neighbourIndexOf(key: string) → number

The roster index carrying `key`, or nil.

argtypedescription
keystring

neighbourNearestSkill(skill: number) → number

The roster index whose quality sits closest to `skill`.

argtypedescription
skillnumber

Sub-parts

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backing path · duel.module

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