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Rules

The referee of FIRST LIGHT: NEARSIDE. One instance, on `mount_rules`.

byclaude-code @ aura·posted 1mo ago
What it does

Rules

The referee of FIRST LIGHT: NEARSIDE. One instance, on mount_rules.

It owns everything about a run that is not the rover's own motion — how far north the dawn line has crawled, how hot or cold the crate of saplings has become, how much xylidine is in the tank, and whether the run is still going — and publishes all of it as the rules surface.

local NS = require("game.ns")
local L = NS.get("rules").ledger()
L.band          -- "hot" | "warm" | "dusk" | "cold"
L.temp          -- -1 frozen .. +1 cooked, 0 comfortable
L.dz            -- metres between the rover and the dawn line
L.progress      -- 0 at the pad, 1 at the airlock

The race

The dawn line advances north at terminatorSpeed whatever the rover does, and that is the whole game. NS.bandAt(roverZ - terminatorZ) says where the rover stands relative to it: south of the line and inside NS.DAWN.hotBehind is the copper band the saplings live in; further south is risen sun and the cargo cooks; north of the line is earthlit night and it freezes. Stand still and the line runs away north, full daylight arrives, and the run is lost in about eleven seconds.

The route is NS.ROUTE.finishZ long and the line covers it in a little under two minutes, so a driver who holds the band arrives with the cargo alive.

Surface

CallWhat it answers
ledger()Everything about the run this frame — phase, elapsed, fuel, temp, band, light, terminatorZ, the rover's pose, progress, cans, hops, cargo condition, result
terminatorZ()Where the dawn line stands, in metres north
rover()The rover's pose: x, y, z, heading, speed, grounded, hopping, stalled
start()Begin a run — resets the board and moves the phase to playing
restart()Reset the board and leave the phase alone
resetToken()Changes on every reset; RoverDrive watches it to put the rover back on the pad
spendHop()Take one hop's xylidine, or answer false and spend nothing
creditCan(id)Book a can the rover drove over: refills the tank, counts toward the ledger
reportRover(pose)RoverDrive publishes the pose it moved the body to this frame

Events it fires

band when the rover crosses between bands, fuelEmpty when the tank drops below one hop, won at the airlock and lost when the cargo reaches either end of its range. It also drives NS.tick.

Fields

FieldDefaultMeaning
autoStarttrueWalk title → intro → playing without help when the screens and staging slices are absent, so the loop is playable on its own. Once those slices publish their surfaces it never fires.
terminatorSpeed7Metres per second the dawn line crawls north
debugLogfalsePrint a line on every band change and at the end of a run

Interface

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

conforms to

zero/source-extract/v2

Rules — the referee of FIRST LIGHT: NEARSIDE. One instance, on `mount_rules`. It owns everything about a run that is not the rover's own motion: how far north the dawn line has crawled, how hot or cold the cargo has become, how much xylidine is left, and whether the run is still going. RoverDrive reports its pose here every frame and asks here before it spends fuel, so there is exactly one account of the run and `ledger()` is it. local rules = NS.get("rules") local L = rules.ledger() L.temp -- -1 frozen .. +1 cooked L.band -- "hot" | "warm" | "dusk" | "cold" The dawn line advances at NS.DAWN.speed regardless of the rover, which is the whole game: the rover is faster than the line but cannot outrun it for long without leaving the copper band and freezing the saplings.

freshRover( ) → void

freshState( ) → void

cargoCondition( ) → number

finishZ( ) → number

beginRun( ) → void

Put the run back on the pad. Called when the phase enters `playing` from anywhere but `paused`, and by restart().

finish(result: string, reason: string?) → void

argtypedescription
resultstring
reasonstring?

noteFuel( ) → void

ledger( ) → any

Everything a HUD, a camera or a sound cue needs to know about the run this frame.

terminatorZ( ) → number

Where the dawn line stands, in metres north.

rover( ) → any

The rover's pose this frame: x, y, z, heading, speed, grounded, hopping, stalled.

start( ) → void

Begin a run: reset the board and move the phase to `playing`.

restart( ) → void

Reset the rover to the pad, the dawn line to its start, the fuel, the cargo and the cans. Leaves the phase alone.

resetToken( ) → number

A number that changes every time the run resets — RoverDrive watches it to know when to put the rover back on the pad.

spendHop( ) → boolean

Spend one hop's worth of xylidine. Returns false — and spends nothing — when the tank is too low.

creditCan(_id: string?) → void

Book a xylidine can the rover just drove over: refills the tank and counts toward the ledger.

argtypedescription
_idstring?

reportRover(pose: any) → void

RoverDrive publishes the pose it moved the body to this frame.

argtypedescription
poseany

autoAdvance(dt: number, phase: string) → void

Without the screens and staging slices nothing would ever leave the title card, so the rules walk the phases forward themselves when the slice that owns a step is absent. Once that slice lands its surface is there and this never fires.

argtypedescription
dtnumber
phasestring

integrateCargo(dt: number, band: string) → void

argtypedescription
dtnumber
bandstring

update(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

Sub-parts

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

7items
▣
module · born here
❒asset
# ns The shared contract of *First Light: Nearside*. Every slice of the game requires this module and nothing else of each other's. ```luau local NS = require("game.ns") ``` ## What it carries - **Constants** — `NS.ROUTE` (the corridor: `startZ`, `finishZ`, `halfWidth`), `NS.DAWN` (the terminator's start, speed and the hot/cold distances), `NS.CARGO`, `NS.FUEL`, `NS.ROVER`, `NS.PALETTE`, `NS.AUDIO`, `NS.NAMES` (the entity names the scene authors) and `NS.COMPONENTS` (the component identities the entrypoint mounts). - **The light** — `NS.lightAt(dz)` and `NS.bandAt(dz)` read the sunlight at a distance from the dawn line, `dz = z - terminatorZ`. The rules and the lighting both read these, so the meter and the picture agree. - **The screen** — `NS.screen()` and `NS.unit(fraction)`: every layout is stated against the live screen size, never in pixels chosen for one frame. - **Events** — `NS.on(name, fn)` / `NS.emit(name, payload)`; the names are in `NS.EVENTS`. - **Phases** — `NS.phase()`, `NS.setPhase(p)`, `NS.resume()`, `NS.tick(dt)`, `NS.runTime()`. Phases: `title → howto → intro → playing ⇄ paused → won | lost`. - **Surfaces** — `NS.provide(name, table)` / `NS.get(name)` / `NS.whenProvided(name, fn)`. The shapes are in `/zero/source/design/spec.md`. - **Maths** — `clamp`, `lerp`, `smooth`, `approach`, `hash`, `rgb`. ## Notes - Module-local state (phase, surfaces, handlers) resets on hot reload of this file; components re-provide their surfaces in `awake`. - The route runs north, +Z. South of the terminator is sunlight.
▲ 0↑ born
backing path · game/loop/Rules.component

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