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GardenDressing

The morning. Everything about how the Hedgerow Assizes LOOK lives in this component, so the look is part of the scene's behaviour and survives a reload with no `scene.json` edit.

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

GardenDressing

The morning. Everything about how the Hedgerow Assizes LOOK lives in this component, so the look is part of the scene's behaviour and survives a reload with no scene.json edit.

entity.find("DuelDirector").component.add("GardenDressing")

What it owns

  • The sun. sunAzimuth / sunElevation place it; the component turns those into the direction the light travels and writes it through the lighting toolbox. Setting the sun entity's rotation does nothing — the directional light's direction lives on the light, not on the transform.
  • The sky. The ProceduralSky on the scene's sky entity: a saturated blue overhead falling to gold at the hedge line.
  • The ambient fill, warm-sky tinted and low enough that a hedge shadow is a hedge shadow.
  • The tone curve: bloom, an ACES tonemap, a touch of contrast, and a vignette. It explicitly REMOVES the fog preset, which tints the sky along with everything else and makes a bright garden read overcast whatever the sky is set to. Distance is done in the materials instead.
  • Keeping the garden built. garden.module and fencer_body.module are the builders; this component notices when an arena, a fence or a body standing in the world was not built by them and rebuilds it, and poses both fencers every frame from their own live state. Every check is a marker lookup, so once every call site has moved to the modules this costs one entity.find and returns. Set keepBuilt = false to switch it off.

Fields

fieldmeaning
sunAzimuthdegrees, measured from +X toward +Z
sunElevationdegrees above the horizon — low, for long shadows
sunIntensitydirectional light strength
ambientIntensitysky fill; raise to lift the shadow side
hazehow far the frame closes down at its edges
keepBuiltrebuild an arena/body that another builder put up
rebuildshow many arenas it has had to repair (diagnostic)
lastLinethe property line the fence was last built for

refreshLook() re-applies the whole look in one call.

Interface

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

conforms to

zero/source-extract/v2

GardenDressing Component The morning. Everything about how the Hedgerow Assizes LOOK lives here, so that the look is part of the scene's behaviour and survives a reload with no scene.json edit: the key sun and its colour, the counter-fill that keeps the far end of the piste readable, the sky, the ambient, the reflection the brass and the mask have to have, the ground haze and the tone curve. Nothing else in this world writes sun / ambient / sky / post-process. Every look regression across two rounds came from something that did. THE RIG: one key sun, and the sky. The piste runs along X and the broadcast watches it side-on from +Z, so a key with a large X component lights one END of the arena and rakes the other. What keeps the raked end readable is the AMBIENT hemisphere, which is the sky as a light: it reaches the faces the key misses, it is the same everywhere along the piste by construction, and it is the whole of the shade side's exposure. Its intensity is therefore a gameplay dial and not a taste one — take it down and the losing end of the lawn goes unreadable. The key's azimuth keeps enough X to rake a long morning shadow down the gravel and enough Z to stand on the camera's side of the hedge, so nothing the player looks at is lit from behind. A second directional light, mirrored across Z, was carried here for a round as a counter-fill. It lit nothing: the same frame at fill 0.0 and fill 8.0 is pixel-identical, so the shade side was always ambient alone. The garden is lit by one directional and one hemisphere, which is what it says here. MOODS. `MOODS` names every look this garden can wear and `mood` chooses one; writing a name that is not in the list leaves the garden exactly as it was. A mood is a whole rig — key, fill, ambient, sky, tone — so a neighbour or a moment can re-light the assize without a second component writing to the sun. Morning is the spec's default and stays the default. It also keeps the garden and the two fencers built out of `garden.module` and `fencer_body.module`. Both builders are idempotent and both leave a marker entity behind them, so this component can tell an arena it built from one an older builder put up, and repair it without fighting anyone for the frame. Usage: entity.find("DuelDirector").component.add("GardenDressing") entity.find("DuelDirector").component.get("GardenDressing").mood = "gloaming"

moodNow( ) → Mood

travel(azimuth: number, elevation: number) → void

The direction the light TRAVELS, from where the sun stands.

argtypedescription
azimuthnumber
elevationnumber

sunLight( ) → void

clearFill( ) → void

A second directional light standing in the scene drops the scene's directional shadow map and does not restore it when it goes, so the garden takes one away if it finds one. `gardenFill` is the one this component used to spawn.

applyLight( ) → void

applySky( ) → boolean

applyGround( ) → boolean

The scene's ground plane is 50 m square and reaches past the garden wall on every side, so whatever it wears is the horizon of every frame. It comes off the scaffold in the engine's placeholder check, which reads as a brown field the country house sits in.

applyPost( ) → void

The tone curve. `pp.add` is idempotent on the effect name, so re-applying the whole stack is how it is kept correct after a reload.

adoptMood(name: string) → void

argtypedescription
namestring

refreshLook( ) → void

Re-apply the whole look: key sun, counter-fill, sky, ambient, haze and tone.

moodLabel( ) → string

The mood the garden is wearing, with its prose label.

probeExists( ) → boolean

bakeReflections( ) → boolean

Place and bake the piste's reflection probe if the scene has none.

hasChild(parent: ?, name: string) → boolean

argtypedescription
parent?
namestring

matchLine( ) → number

rescan( ) → void

collect( ) → void

`entity.exists` is asked first because a cached id going stale is the normal case here — a scene load despawns both fencers — and `entity(id)` on a despawned id logs a diagnostic every frame it happens.

fencers( ) → void

keepBuilt( ) → void

Rebuild anything standing in the world that this module did not put there. Every check is a marker lookup, so once nothing else builds an arena this costs one `entity.find` and returns.

awake( ) → void

start( ) → void

onPropertyChanged(key: string) → void

argtypedescription
keystring

lookDrifted( ) → boolean

Whether the world still wears the look this component owns. A scene load restores the light and sky entities from their authored rows without running `awake` again, so the garden comes back lit the way the scaffold left it and nothing says so — the drift is the signal to re-assert.

update(dt: number) → void

argtypedescription
dtnumber
⌬ Metadata
descriptionOwns the look of the garden — a low warm sun, a morning sky, ambient fill and the tone curve — and keeps the arena and both fencers built out of garden.module and fencer_body.module so it all survives a scene reload.

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24+items
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material · born here
❒asset
# lawn_turf Mown English lawn, deep and slightly blue-green, very rough.
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# Fencer One combatant in the fence duel. Attaches to a bare entity — it asks `fencer_body` for its rig in `awake`, so it needs no Model or mesh of its own. Owns footwork along the piste (world X, depth and height held) and the windup → active → recover state machine behind the four commitments: `thrust`, `sweep`, `lunge` and `parry`. Every commitment carries the body over its own `advance`, so distance and commitment can be made in one action; the step stops at the fencer's own `minReach` rather than carrying it inside its own measure. Footwork is bounded by the other fencer, not by the property line: a man who has drawn back into his own garden is still reachable, which is the whole reason to hold the measure. Breaking ground is slower than taking it. A commitment that reached nobody — short of its reach, or crowded inside it, or a guard that turned nothing aside — enters recovery from a debt. So does one that was parried. The debt is the commitment's own (`duel.whiffOf` / `duel.parriedOf`), so it scales with what the commitment bought: a thrust turned aside costs half a second and a lunge turned aside costs the better part of two. That debt is the opening the other fencer is meant to punish, and `phaseTime < 0` in `recover` is how a reader tells a real opening from an ordinary recovery. **The lunge is recovered to the line it was thrown from.** It is the one commitment marked `recoil`: whatever of its 1.30 m of `advance` it managed to cover, it gives back over its own recovery, travelling backwards at the pace it went out and unable to answer anything while it does. `recoilLeft` is the ground still owed. So the lunge buys half a metre of reach nothing else has, and buys no position at all — which is what stops it being a free way to close the measure. A commitment made while `riposte` is open comes out at `RIPOSTE_QUICK` of its wind-up, reaches `RIPOSTE_REACH` further, cannot be turned aside, and plants `RIPOSTE_POSTS` posts instead of one. The component is input-agnostic except for one case: a `role = "player"` fencer on a local entity reads the `move` axis and the `thrust` / `sweep` / `lunge` / `parry` actions itself. A `role = "rival"` fencer is driven by `FencerAI` through the same public methods a human's input reaches. Fields worth reading from outside: `role`, `action`, `phase`, `phaseTime`, `riposte`, `ripostePending`, `whiffed`, `frozen`, `touches`, `facing`. `action` is `""` while idle, not `"guard"`; the idle `phase` is `"guard"`. Methods: `commit(name)`, `walk(dir, dt, line)`, `resetTo(line)`, `receiveTouch()`, `beParried()`, `clash()`, `openRiposte()`, `markContact()`, `freeze(on)`, `isStriking()`, `currentReach()`, `currentMinReach()`. Requires the `duel` and `fencer_body` modules and `@builtin::modules.zinput`. `DuelMatch` umpires between two of these; it is what calls `receiveTouch` / `beParried` / `clash` / `openRiposte` / `markContact`.
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# garden The grounds the Hedgerow Assizes are fought in, and the boundary fence that is the health bar. ```luau local Garden = require("garden") Garden.build(style) -- rebuild the static arena under "duel_arena" Garden.fence(line) -- rebuild the boundary under "duel_fence" Garden.style() -- the style standing in the world right now Garden.styleLabel(name) -- what a style's grounds are called Garden.STYLES -- { "assize", "pettifer", "wickham", "ashcombe" } ``` ## Styles One rite, four grounds. `assize` is the neutral ground the game opens on; the other three are the neighbours'. Every style is the same ground plan wearing a different palette, skyline and furniture — the lawn, the piste, the gateways and the dark band a fencer's shoulders are read against never move. | style | grounds | reads as | |---|---|---| | `assize` | the neutral ground | clipped topiary, urns, brick perimeter | | `pettifer` | Lower Marsh Cottage | blossom hedge, orchard, bee skeps, cottages beyond the gates | | `wickham` | The Limes | cool clipped yew, pennants, bollards and chain, poplars | | `ashcombe` | Ashcombe Hall | dark ancient topiary and a peacock, stone terrace, the Hall at both ends | `style` is **sticky**. `DuelMatch` and `GardenDressing` both rebuild the arena with no argument, and a garden that reverted every restart would be no garden at all — so a name sets it and a later `build()` keeps it. An unknown name falls back to the standing style rather than erroring. To go back to the neutral ground, name it: `Garden.build("assize")`. ## The lawn is the score `Garden.fence(line)` draws the ground the fence has taken as the history of the bout rather than as one pale rectangle: - everything more than four posts back is settled turf, mown and grown in; - the four most recent bays are laid one to a post and brighten toward the line; - every one of those posts still shows its spoil ring — earth turned when it went in, greening over with each bay it falls behind; - the leading edge is cut in three steps, because a lawn does not change hands along a ruler; - the paling stops 0.42 m short of the line so the boundary post stands clear of it, with the two fencers straddling it. ## Rules this module keeps - **Nothing it makes reaches `scene.json`.** Every entity is `setTemporary(true)` on the line after it spawns; both builders despawn what they find first. - **Flat things are shelved.** Every horizontal surface has its own height in `M.Y`, 10 mm apart, and each is a 20 mm slab whose TOP sits on its shelf. Two flat slabs that overlap in depth z-fight, and a z-fight across a lawn reads as a diagonal seam drawn on the grass. - **Nothing stands at fencer height inside the reading zone.** Every prop a style adds is behind the mid hedge or beyond a gateway. The eye must find the gap between the two fencers before it finds anything else. - **The garden has edges.** A perimeter wall on the three open sides and a treeline beyond them, because without them the turf runs to the horizon in every direction and the walled garden is not walled. ## Adding a style Add an entry to `STYLE` and its name to `M.STYLES`. A style is a palette plus three functions — `skyline`, `furniture` and `beyond` — and nothing else in the module needs to know about it.
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# fencer_body What a combatant in the Hedgerow Assizes looks like. ```luau local Body = require("fencer_body") Body.build(owner, role, kit) -- rebuild this fencer's rig Body.pose(owner, action, phase, facing) -- pose it; safe every frame Body.isBuilt(owner) -- was this rig built by this module? Body.forget(owner) -- drop the memoised pose Body.kitOf(role) -- the kit standing on a role Body.kitLabel(name) -- what a turnout is called Body.KITS -- { "assize", "pettifer", "wickham", "ashcombe" } ``` ## Turnouts **The kit dresses the rival only.** The player is the player in every assize and wears the same whites against all three neighbours. | kit | turnout | the read | |---|---|---| | `assize` | claret | a dark block over pale legs | | `pettifer` | the bee veil | a horizontal brim where a head should be | | `wickham` | regimentals | the outline goes UP: shako, plume, cross-belt | | `ashcombe` | mourning | one unbroken dark column to the ground, no legs | Every turnout changes the **silhouette**, not only the palette, because at the size the broadcast camera draws them the outline is the whole of the information. `extra` in each kit is where that happens; it runs after the shared skeleton, and everything it spawns hangs off the rig so it despawns with it. `kit` is **sticky per role**. `Fencer` and `GardenDressing` both rebuild a body with no kit argument, and a rival who reverted to the house colours every rebuild would not be a neighbour. An unknown name falls back to the standing kit rather than erroring. ## Pose Every commitment is a pose of the panel plus the arm that carries it, and the panel's **angle is the tell**: broadside is a sweep gathering, edge-on is a thrust on its way, flat across the body is a guard. A new commitment is a new row in `POSE`, keyed by the same name `Duel.ACTIONS` uses. `pose` memoises the last action/phase/facing and returns immediately when nothing changed — a fencer holds one pose for whole tenths of a second, and re-writing eight transforms every frame for a body that has not moved is the most expensive thing this module could do. ## Rules this module keeps - Nothing it makes reaches `scene.json`: every entity is `setTemporary(true)` on the line after it spawns, and `build` despawns the old rig first. - `panel`, `arm` and `glove` are fixed names — every driver of this body poses those entities. - A rig carries a `_body_mark` child, so a driver can tell a rig this module built from one an older inline builder put up.
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# DuelMatch The umpire nobody sees. One instance, on the `DuelDirector` entity. Asks `garden` for the walled garden and the boundary fence, spawns the rival, resolves every exchange between the two `Fencer`s through `duel.resolveTouch`, plants a post and drives the property line into the loser's garden on a touch, resets both fencers and runs the salute, and calls the match when the line reaches a hedge. The boundary is the health bar: `line` is the fence's leading post, and the fence is rebuilt from the player's hedge out to it whenever `line` changes, so the score is a physical object standing in the world. ## What a touch is worth How far a post drives the line is `duel.postDrive`, and it is a property of the ground rather than a constant: fresh lawn in the middle of a garden gives, the last feet before a hedge are rooted and stubborn, lawn already conceded holds somebody else's posts and has to be cleared before the line passes back over it, and every post driven breaks the ground a little further for the next one. `postsDriven` counts the posts this bout and `lastDrive` reports the metres the last one bought. Between them these are what give a bout a length rather than only a variance. ## Resolution An attack whose blade is live inside its measure is an exchange. Two live blades in the same tempo is a **clash**: neither scores and both pay for it, which is what stops the umpire's own resolution order from deciding the bout. An attack outside its measure is recorded as `SHORT` or `CROWDED` and never touches its man, so the fencer who threw it pays the whiff debt. A touch taken inside a riposte window plants `RIPOSTE_POSTS` posts rather than one, and `lastPosts` reports which it was. ## The event bus `fxEvent` names the moment and `fxSeq` moves on **every** write, including a repeat of the same event — so a reader polls `fxSeq` against the last one it saw rather than diffing fields for edges. Vocabulary: `salute`, `allez`, `short:player`, `short:rival`, `clash`, `parry:player`, `parry:rival`, `riposte:player`, `riposte:rival`, `touch:player`, `touch:rival`, `post`, `over:player`, `over:rival`. `":player"` means *the player did it*. `fxQueue` is the lossless read of the same vocabulary: every event since the last frame, in the order it happened. `DuelMatch` empties it at the top of its own update, and it runs before everything that reads it, so a reader gets the whole of this frame's list — including a `touch:player` and the `post` that follows it in the same frame, which a single slot cannot carry. ## The roster `neighbour` (1..3), `neighbourKey` (`"pettifer"` | `"wickham"` | `"ashcombe"`) and `skill` are one identity written three ways. Writing any of them settles the other two off `duel.NEIGHBOURS` and pushes the matching `style` onto the live rival's `FencerAI`, so a garden, a turnout and a verdict can all name the same person without any of them guessing. `DuelHud` keeps ownership of the prose. ## Fields `line`, `state` (`salute` | `fence` | `touch` | `over`), `lastTouch`, `winner`, `playerTouches`, `rivalTouches`, `skill` (the rival's quality — writing it retunes the live rival), `announce`, `lastPosts`, `postsDriven`, `lastDrive`, `matchClock` (seconds since this bout's first `allez`), `neighbour`, `neighbourKey`, `fxEvent` / `fxSeq` / `fxQueue`, and `lastExchange` / `lastExchangeSeq` / `exchanges` — the tuning record, naming who struck into what and what the triangle made of it, including attacks that fell short of their reach or were smothered inside it. ## Method `restart()` — a fresh assize, the line back to nought. Callable at any time, including from `state == "over"`, where the `restart` action also reaches it. Pairs with `DuelHud` on the same entity. Requires the `duel` and `garden` modules and `@builtin::modules.zinput`.
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backing path · GardenDressing.component

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