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units

The pieces on the board: what the five automata are built out of, how a wound spring is drawn on one, what a seized automaton looks like, what the rust-blight is made of, and the whole of the blight's turn.

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

units

The pieces on the board: what the five automata are built out of, how a wound spring is drawn on one, what a seized automaton looks like, what the rust-blight is made of, and the whole of the blight's turn.

local Units = require("game.units")

The five, and how to tell them apart

Every automaton is assembled from hard-surface parts in three surfaces — polished brass for what is alive and working, blackened iron for structure, and hot spring-gold for stored winding — and each is given one feature no other piece has, so the board is readable at a glance from the commander's camera.

AutomatonRead it by
GovernorThe tallest. Twin flyballs swinging off its crown, and a spire on top.
LanceThe long spar out front, with a bright tip and an iron vamplate.
AnvilThe widest, lowest and darkest — an iron block under a brass plate.
SparrowThe smallest, and the only one with wings.
WinderThe glowing key ring standing above its shoulders.

The winding gauge

Six coil rings climb the back of every automaton. The lit rings are the winding it still holds, out of Core.WINDING_MAX; spent coils go dark and shrink. It is deliberately the brightest thing on the model, because winding is the only resource in the game.

Seized

An automaton at zero winding is not wounded, it is stopped. Its whole body turns dead oxide, it slumps off true and sinks onto its base, and every coil goes out. It stops reading as a piece and starts reading as something in the way — which is exactly what it now is until an ally spends 2 to wind it back up.

The blight

Rust does not stand on the metal, it grows across it: a low crust of pitted lobes, spines leaning off the edges, a live bloom breathing at the heart, and brass slivers of the machine half-eaten and still poking out of the crust. A spore is a small patch, a creep spreads wide and low, a canker is taller and spikier. Struck blight shrinks as its crust comes off.

The blight's turn

Units.blightTurn(director)   -- the rust's entire turn; idempotent per tick

The rust wants the escapement.

  • It drains before it climbs. Anything an automaton-width away is bitten instead of walked past, and it bites to finish: the automaton this drain would seize outright, otherwise the one with the least winding left. A seized automaton is left alone — it is already terrain.
  • It climbs whenever the machine has opened a way inward. A cell is scored by its ring first and by its angle to the escapement gate second, so when no crossing is open the rust walks the ring toward where the gate will be, and takes the bridge the moment one lines up.
  • It never backs off. Only a strictly better cell is worth a move, so the rust never paces on the spot.
  • Reinforcements crawl in through a free vent on the outer ring every Units.BLIGHT_SPAWN_EVERY ticks, up to Units.BLIGHT_CAP on the board at once, and the waves get tougher the longer the hour runs.

The director argument only has to answer :spend(unitId, amount) and :finish(outcome, reason) — the referee's own calls — so the blight never writes game state behind the referee's back.

The rest of the surface

Units.muster(side, kind, ring, sector, root)  -- record in Core.state() + body in the world
Units.buildBody(unit, root)                   -- (re)build one body
Units.refreshWinding(unit)                    -- redraw the coil gauge
Units.refreshRust(unit)                       -- redraw a blight's crust
Units.applyFrozen(unit, frozen)               -- the seized look, on and off
Units.heading(unit)                           -- automata face outward, blight faces in
Units.describe(unit)                          -- one line naming a piece

Interface

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

conforms to

zero/source-extract/v2

game/units.module — the pieces on the board, and how the blight thinks. OWNED BY THE "units" SLICE. `UnitHost.component` is the thin shell that lives in the scene; this module is the substance: what each automaton is built out of, how a wound spring is drawn, what a seized automaton looks like, what the rust-blight is made of, and the whole of the blight's turn. local Units = require("game.units")

Model

mats( ) → void

meshFor(name: string) → void

argtypedescription
namestring

blightBody(kind: string) → void

Rust does not stand on the metal, it grows across it: a low crust of pitted lobes, a live bloom at the heart of it, and — the thing that makes it read as corrosion rather than as a rock — brass slivers of the machine half-eaten and still poking out of the crust.

argtypedescription
kindstring

rig(unitId: string) → void

argtypedescription
unitIdstring

forgetRig(unitId: string) → void

argtypedescription
unitIdstring

applyBodyScale(unit: ?) → void

The one place a body's size is decided: its role, how much crust a blight still has, and whether an automaton has seized and slumped on its base.

argtypedescription
unit?

spawnPart(part: ?, ownerId: string, byId: ?, defaultParent: ?) → void

argtypedescription
part?
ownerIdstring
byId?
defaultParent?

buildGauge(unitId: string, kind: string, body: ?, rig: ?) → void

argtypedescription
unitIdstring
kindstring
body?
rig?

buildBody(unit: ?, root: ?) → void

Build the whole body for a unit and remember every piece of it.

argtypedescription
unit?
root?

refreshWinding(unit: ?) → void

Winding, drawn: the lit rings are what is left in the spring.

argtypedescription
unit?

refreshRust(unit: ?) → void

A blight shrinks as it is struck: the crust is the hit points.

argtypedescription
unit?

applyFrozen(unit: ?, frozen: boolean) → void

Seizing: the whole machine goes dead oxide, slumps on its base, and its spring goes dark. It has to stop reading as a piece and start reading as something in the way — which is exactly what it now is.

argtypedescription
unit?
frozenboolean

heading(unit: ?) → number

Automata stand looking outward, into what is coming. Blight faces the way it is climbing. Two opposed headings, so a glance at the board reads as a line being held rather than as scattered props.

argtypedescription
unit?

animate(t: number) → void

Per-frame idle life. Kept to one write per animated pivot: a governor's flyballs swinging, a winder's key turning, a sparrow's wings, a blight's bloom breathing.

argtypedescription
tnumber

muster(side: string, kind: string, ring: number, sector: number, root: ?) → string

argtypedescription
sidestring
kindstring
ringnumber
sectornumber
root?

describe(unit: ?) → string

argtypedescription
unit?

inwardScore(ring: number, sector: number, tick: number) → number

Lower is closer to the escapement. Ring dominates; the angle to the gate breaks ties, which is what turns aimless ring-walking into a climb.

argtypedescription
ringnumber
sectornumber
ticknumber

occupant(ring: number, sector: number) → void

argtypedescription
ringnumber
sectornumber

reachableAutomata(blight: ?) → void

Every automaton the blight can reach from where it stands.

argtypedescription
blight?

chooseVictim(candidates: ?, drain: number) → void

Which one it bites. It finishes what it can finish — an automaton this drain would seize outright — and otherwise takes the one with the least left in it. A seized automaton is left alone; it is already terrain.

argtypedescription
candidates?
drainnumber

blightTurn(director: ?) → any

The blight's whole turn. Idempotent per tick: the referee may call it from `runBlight`, and this slice also runs it off the phase signal so the rust still climbs while the referee is being written. Whoever gets there first runs it; the second call returns nil.

argtypedescription
director?

resetBlightClock( ) → void

Let a fresh match run the blight again from tick 0.

Sub-parts

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

37items
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material · born here
❒asset
# AutomatonIron Blackened iron — the structural surface of an automaton: columns, legs, belts, pauldrons, the Anvil's whole block, and the dark coils of a spent winding gauge. Metallic like the brass but much rougher, so it holds a broad dull sheen instead of a sharp highlight. It is the contrast that makes brass look like brass.
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module · born here
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# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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material · born here
❒asset
# BlightRust Corrosion — the crust of the rust-blight: its pitted lobes and the spines leaning off its edges. Barely metallic and almost fully rough, so it swallows light where the brass beside it throws it back. That contrast, and the brass slivers left poking out of the crust, are what make a blight read as rust eating the machine rather than as a rock sitting on it.
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material · born here
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# AutomatonSeized Dead oxide — what an automaton at zero winding is made of, from base to crown. Nearly non-metallic and almost fully rough: no highlight, no glow, no colour to speak of. A seized automaton wears this on every part at once, which is what turns it from a piece into terrain at a glance.
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material · born here
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# AutomatonBrass Polished warm brass — the surface of everything on an automaton that is alive and working: plinths, chests, heads, wings, shoulders. Fully metallic and low roughness, so it takes a hard specular highlight and reads as a worked, oiled part rather than a painted one. Also carried by the brass slivers half-eaten inside a blight's crust, which is what makes the rust read as corrosion growing over the machine.
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material · born here
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# AutomatonSpring Hot spring-gold — stored winding, wherever it shows on a piece: the lit coils of the winding gauge, the Winder's key ring and dial face, the Lance's tip, the Anvil's visor slit, the Sparrow's beak. Emissive, so it carries in a dark tower and stays the brightest thing on a model. When an automaton seizes, every surface wearing this goes out.
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material · born here
❒asset
# BlightBloom The live heart of a rust-blight — the emissive core at the centre of the crust, breathing in and out while the blight is on the board. Not metallic at all, and bright enough to find in a dark tower: it is how you spot rust on the outer ring before it is close enough to matter.
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backing path · game/units.module

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