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CinderDirector

The run. One instance, on `GameRoot`. It owns `cinder.state` and is the only thing that writes it.

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

CinderDirector

The run. One instance, on GameRoot. It owns cinder.state and is the only thing that writes it.

Every tick it advances the eruption clock, drives the lava lake up the crater, lets the hazard throw lava bombs, keeps the player on the surface of the mountain, and decides when the run is won or lost.

Public API

CallWhat it does
beginRun()Start or restart a run from the top, from any phase. Resets the clock, the lava, the pylons, the heat and every hazard, and puts the player back at cinder.spawnPoint(). No scene reload.
finish(result)End the run — "won", "lost:lava" or "lost:bombs". Clears the sky of bombs and emits run.end.
damage(cause)Take one heat point. Ignored during i-frames. Emits player.hit, and player.died + finish at zero.
countArmed()How many pylons are armed, counted from the pylons themselves.
placePlayer(x, z)Put the local avatar on the ground at a world XZ, at rest.

Restarting

The restart control on the cinderRun input map (R on a keyboard, Start on a pad, an on-screen button on a phone) calls beginRun(). Any other slice can call beginRun() directly for its own restart affordance — it is safe from idle, running, won and lost alike, and two calls in a row are the same as one.

Fields

FieldDefaultMeaning
autoStarttrueBegin a run the moment play starts.
lavaEntitylava_lakeThe entity whose top face is the lava surface.
inputMap@me::hazard.cinderRunWhere the restart control comes from.
drownGrace1.5Seconds into a run before the lava can drown anyone.
fallRescueY-25Below this world Y the player has left the mountain.

Losing

  • Drowned — the player is under the lava surface, inside the lake's own horizontal extent (read from the lake entity, so it follows whatever the lake is scaled to). The test arms only once the player has been seen above the lava, so the frames before the avatar reaches its spawn can never read as a drowning at the world origin.
  • Out of time — the eruption reaches 1.0. By then the lake is over the rim crest, so the crown is under it either way; both report lost:lava.
  • Out of heat — three bomb impacts inside CFG.bombRadius.

The mountain is solid

cinder.groundHeight is this game's single definition of where the ground is — the terrain heightmap was baked from it. The director enforces that definition: a player below the surface at their own XZ is put back onto it, and one who has left the terrain entirely is put back at their last XZ on the mountain. Neither costs heat, and neither fires while the character controller is standing on the terrain by itself. This runs in every phase, before the phase gate, so the player is on the mountain on the won card and the lost card too.

Hot reload

The bus subscriptions are parked in @me::hazard.cinderRuntime under the key CinderDirector, so a reload takes the previous incarnation's handlers down and leaves every other slice's alone. The armed-pylon count is recomputed from the pylons rather than incremented, so a duplicated event cannot inflate it.

Interface

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

conforms to

zero/source-extract/v2

CinderDirector — the run. Sits on the `GameRoot` entity. Owns `cinder.state`: it runs the eruption clock, drives the lava lake up the crater, throws lava bombs at whoever is on the mountain, counts armed pylons, and calls the run won or lost. Everything else in the game listens to the events it emits rather than reaching into it. A run is a closed loop. `beginRun()` puts the clock, the lava, the pylons, the player's heat and every hazard back to the top with no scene reload and no engine restart, from any end state, as many times as you like. The `restart` control on the `cinderRun` input map calls it, and so may any other slice. Public API other slices call: beginRun() start (or restart) a run from the top finish(result) "won" | "lost:lava" | "lost:bombs" damage(cause) take one hit; handles i-frames, death and the loss OWNED BY SLICE A (rules-and-loop). No other slice edits this file.

lavaReach( ) → number

Half the lava slab's horizontal width — beyond this there is no lava.

applyLava(p: number) → void

Move the lava lake to the surface height for this eruption progress.

argtypedescription
pnumber

resetPylons( ) → void

Put every pylon back to unarmed and uncharged.

finish(result: string) → void

End the run. result is "won", "lost:lava" or "lost:bombs".

argtypedescription
resultstring

beginRun( ) → void

Start (or restart) a run from the top. Safe from any phase.

damage(cause: string) → void

Take one hit. Ignored while the player has i-frames.

argtypedescription
causestring

isDrowning(av: any) → boolean

True once the lava has closed over the player's head.

argtypedescription
avany

onBombHit( ) → void

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

Put the local avatar on the ground at a world XZ, at rest.

argtypedescription
xnumber
znumber

equipClimber(av: any) → void

Teach the local avatar's controller how steep this mountain is. The scene's PlayerPrototype ships the engine default (45 degrees), which is narrower than the flank it has to climb. Applied every frame the avatar resolves, so it survives the body being re-created on a respawn or a mode flip, and skipped when it is already right so it costs a compare.

argtypedescription
avany

holdOnSurface(av: any) → boolean

argtypedescription
avany

rescuePlayer(av: any) → void

Put the player back on the mountain after they leave it entirely.

argtypedescription
avany

countArmed( ) → number

Count the pylons that are actually armed, from the pylons themselves.

awake( ) → void

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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module · born here
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# cinderBombs `require("@me::hazard.cinderBombs")` The lava-bomb hazard. The crater throws molten blocks at whoever is on the mountain; this module launches them, flies them, lands them, and reports each landing. Driven entirely by `CinderDirector` — it owns no clock: ```luau local bombs = require("@me::hazard.cinderBombs") bombs.reset() -- at the top of every run bombs.update(dt, onHitPlayer) -- every tick bombs.count() -- how many are in the air bombs.intervalAt(progress) -- seconds between launches at that progress ``` ## How a bomb behaves It leaves the vent from a random point inside the caldera floor, above whatever the lava level is at that moment, and arcs over the rim on a fixed `CFG.bombFuseSeconds` fuse. The aim leads the player: it targets where they *would* be if they kept walking the way they are walking, plus an error that tightens from `TUNE.scatterStart` to `TUNE.scatterEnd` as the eruption peaks. Changing direction is therefore a dodge; standing still is not. Every bomb carries a ground marker at its landing point that grows to the full blast width as the fuse runs out, so a hit is always something the player was shown in time to move out of. The interval tightens from `CFG.bombIntervalStart` to `CFG.bombIntervalEnd` with `cinder.progress()`, and past `TUNE.burstProgress` the vent throws pairs. `CFG.maxLiveBombs` caps what can be in the air, and `cinder.state.liveBombs` always matches. ## What it emits **`bomb.spawned`** — on launch: ``` { entity, id, marker, x, y, z, targetX, targetY, targetZ, fuse } ``` `entity` is the live entity proxy; `id` and `marker` are the raw ids of the bomb and its landing marker. `target*` and `fuse` are there so a look or a sound can lead the impact rather than react to it. **`bomb.impact`** — on landing: ``` { x, y, z, hitPlayer } ``` `hitPlayer` is true when the landing caught the player — inside `CFG.bombRadius` horizontally and `TUNE.hitVertical` vertically, so a bomb on the rim does not hit somebody on the flank directly below it. The bomb and its marker are despawned before the event fires, so anything dressing the impact owns the ground it lands on. ## Its own numbers `M.TUNE` holds what shapes the bomb itself — scatter, lead, arc height, marker size, spin, vent placement. `cinder.CFG` holds what the whole game shares: interval, radius, fuse and the live cap. Nothing else edits either. ## Cleaning up `reset()` sweeps by entity name (`cinder_bomb_*`) rather than by its own list, so a hot reload that dropped the list still cannot leave a bomb hanging in the sky. The director calls it at the start of a run, at the end of one, and when it is destroyed.
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component · born here
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# CinderPylon One survey pylon on the crown. Six instances, one per `pylon_N` entity, each carrying its own `index`. While the local player stands inside `cinder.CFG.pylonRadius` of the pylon's site — and within `verticalReach` of its height, so somebody on the flank directly below it does not count — the survey charges. At full charge the pylon arms itself for good, swaps to `cinder.MATERIALS.pylonArmed`, and emits `pylon.armed` once. ## Committing Stepping out does not throw the survey away immediately. `holdSeconds` of grace run first, so ducking a lava bomb and coming straight back costs almost nothing. Past that the charge bleeds at `bleedRate` of the fill rate, so walking away costs everything. Committing to a pylon is what it pays for. ## What it reports `pylon.charging` fires every tick the charge MOVES, with `{ index, charge, rising }` — `rising = true` while filling, `false` while bleeding — so a charge indicator both fills and drains without polling. `pylon.armed` fires once, with `{ index, x, y, z }`. `cinder.state.pylonCharge[index]` carries the same number for anything that would rather read state than subscribe. ## Fields | Field | Default | Meaning | |---|---|---| | `index` | `1` | Which pylon this is, 1..`CFG.pylonCount`. Set in the scene. | | `charge` | `0` | 0..1, replicated. | | `armed` | `false` | True once the survey is complete, replicated. | | `holdSeconds` | `0.55` | Grace after stepping out, before the bleed starts. | | `bleedRate` | `0.55` | Bleed speed as a fraction of the fill speed. | | `verticalReach` | `6.0` | How far above or below the pylon still counts as in it. | ## Resetting Nothing here listens for a new run. `CinderDirector.beginRun()` resets every pylon directly — charge, armed flag and material — so a restart has one owner and cannot half-happen.
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module · born here
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# cinderRuntime `require("@me::hazard.cinderRuntime")` Where a component parks the state that has to outlive its own hot reload. A reloaded component gets fresh locals. The unsubscribe closures it took from `cinder.on` in its previous incarnation are gone, while the handlers themselves are still on the bus — so every reload leaves another live copy of the same handler behind, and one event fires it several times. Modules survive component reloads, so this one holds the unsubscribes across that boundary. ```luau local runtime = require("@me::hazard.cinderRuntime") local SUBS = "MyComponent" function awake() runtime.claim(SUBS) -- drop the last incarnation's runtime.keep(SUBS, cinder.on("run.start", start)) -- park this one's end function onDestroy() runtime.release(SUBS) end ``` Each key is independent, so claiming one slot never touches another component's — or another slice's — subscriptions. `runtime.count(key)` reports how many are parked, which is the quickest way to see whether a reload doubled something. Deliberately tiny and stable. Editing this file is what reloads it, which is the one thing that would defeat it.
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module · born here
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# cinder <!-- 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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inputmap · born here
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# cinderRun Cinder Crown run controls: restart a finished run without reloading.
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inputbinding · born here
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# restart The 'Restart Run' control.
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backing path · libs/@me/CinderDirector.component

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