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GlewField

Every mote of glew on the hill, and the hent that takes them. One instance, on the scene's `mount_glew`.

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

GlewField

Every mote of glew on the hill, and the hent that takes them. One instance, on the scene's mount_glew.

Glew gathers in drifts — three thick patches on the dark side of the hill. A drift slides downhill at a little under half the speed the light-line walks down from the summit, so the sun steadily closes on it: the glew worth having is always the glew nearest the light. When the light-line reaches a drift the motes standing in it burn off over Core.GLEW.burnSeconds, and a new drift gathers lower in whatever is still dark. Reading where the drifts are, and judging how long the sun will leave them, is the first half of the round.

A mote is a temporary entity named glew_<n> carrying game.rules.GlewMote and a Model of the emissive game.materials.glew_mote sphere with a small warm point light. When game.hero.GlewLook is in the world the field adds it to every mote as well, and the look owns the mote's appearance from there — it may hide or replace the sphere. The field keeps writing burn on both the mark and the look, and calls look:caught() when a mote flies to the lantern.

What other slices call

Take the ref off the mount:

local field = entity.find("mount_glew").component.get("game.rules.GlewField")
CallAnswers
field:nearest(x, z, radius)entity ids of the motes within radius metres of (x, z), nearest first. A mote already flying to the lantern is not offered.
field:take(entityId)true when that mote was there to take, and it is gone — a hoggy ate it.
field:spawnBurst(x, y, z, n)Fountains n motes out around a point: what a full hoggy spills when it is hented.
field:hentInto(x, y, z, facing)Runs a hent from (x, y, z) facing facing: everything inside Core.HENT.arc within Core.HENT.range flies to the lantern. Returns how many were caught, adds them to Core.state.lantern (capped at Core.LANTERN_CAP) and emits glew.
field:count()Motes alive right now.
field:coldCount()Motes alive and not yet burning.

A hoggy that bursts may call spawnBurst and emit burst; the field honours whichever arrives and ignores the second when both name the same burst, so the motes are spilled exactly once.

The round

The field runs while the phase is playing, and keeps running through won and lost without spawning anything new — so at first light the last motes are still burning off and the resolution looks at a hill going clean rather than at one frozen mid-burn. Entering playing gathers fresh drifts and stands most of the population up at once, with the first drift within a few steps of the foot so the round opens with glew the Henter can reach.

Sound

The catch (game.rules.clips.glew_catch) and the fizzle of a mote taken by the sun (game.rules.clips.glew_burn) are played through game.audio.sfx at the mote's own position, so both are spatial and heard from the CameraRig's listener.

Interface

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

conforms to

zero/source-extract/v2

GlewField — every mote of glew on the hill. One instance, on `mount_glew`. Glew is night-light: it gathers on the dark side of the hill, slides downhill, shies away from the Henter who is trying to snatch it, and burns off the moment the light-line walking down from the summit reaches it. The field owns all of that, plus the hent itself — the cone test, the catch, the lantern count and the `glew` event. What other slices call on it (get the ref off `mount_glew`): local field = entity.find("mount_glew").component.get("game.rules.GlewField") field:nearest(x, z, radius) -> { entityId }, nearest first field:take(entityId) -> boolean a hoggy ate that mote field:spawnBurst(x, y, z, n) a full hoggy spilled field:hentInto(x, y, z, facing) -> number the Henter snatched field:count() -> number motes alive right now A mote is a temporary entity named `glew_<n>` carrying `game.rules.GlewMote` and a Model of the emissive `glew_mote` sphere. When `game.hero.GlewLook` exists the field adds it as well, and the look owns the mote's appearance from there (it may hide or replace the sphere); the field keeps writing `burn` on it and calls `caught()` when a mote flies to the lantern.

ModelLight

playAt(clip: any, x: number, y: number, z: number, volume: number, pitch: number) → void

argtypedescription
clipany
xnumber
ynumber
znumber
volumenumber
pitchnumber

setLookBurn(rec: any, value: number) → void

`game.hero.GlewLook` belongs to the hero slice; the field only pushes `burn` into it and tells it a mote was caught. A look that raises is reported once per mote and never stops the field.

argtypedescription
recany
valuenumber

tellLookCaught(rec: any) → void

argtypedescription
recany

catchClip( ) → any

burnClip( ) → any

despawnMote(rec: any, index: number?) → void

argtypedescription
recany
indexnumber?

spawnMote(x: number, z: number, y: number?) → any

argtypedescription
xnumber
znumber
ynumber?

clearField( ) → void

darkBand( ) → void

newDrift(kind: string) → any

Two kinds of drift, and the round needs both. "line" gathers a few metres below the light-line, wherever that has walked to. It is the glew the sun is coming for: worth the climb, and gone if the Henter is slow. "low" gathers in the lower third of what is dark, near where the Henter starts. It is what makes the opening minute playable and what is left to sweep up when there is no time to climb again.

argtypedescription
kindstring

seedDrifts( ) → void

driveDrifts(dt: number) → void

argtypedescription
dtnumber

pickSpawnPoint( ) → void

Where a fresh mote appears: inside one of the drifts.

beginRound( ) → void

The hill is already thick with glew when a round starts: the drifts gather and most of the population is standing before the first frame, rather than trickling in while the player watches an empty moor.

henterBody( ) → any

henterPosition( ) → void

lanternPosition( ) → void

awake( ) → void

onDestroy( ) → void

driveMote(rec: any, dt: number, hx: number?, hy: number?, hz: number?, lx: number, ly: number, lz: number) → void

argtypedescription
recany
dtnumber
hxnumber?
hynumber?
hznumber?
lxnumber
lynumber
lznumber

update(dt: ?) → void

argtypedescription
dt?

nearest(x: number, z: number, radius: number) → void

Motes within `radius` metres of (x, z), nearest first, as entity ids. A mote already flying to the lantern is not offered.

argtypedescription
xnumber
znumber
radiusnumber

take(entityId: string) → boolean

A hoggy ate that mote. True when the mote was there to take.

argtypedescription
entityIdstring

spawnBurst(x: number, y: number, z: number, n: number) → void

A full hoggy spilled its belly: `n` motes fountain out around (x, y, z).

argtypedescription
xnumber
ynumber
znumber
nnumber

hentInto(x: number, y: number, z: number, facing: number) → number

The hent: everything inside the cone the Henter is facing goes to the lantern. Returns how many motes were caught, and emits `glew` for each change in the count.

argtypedescription
xnumber
ynumber
znumber
facingnumber

count( ) → number

Motes alive on the hill right now.

coldCount( ) → number

Motes still cold — not yet burning in the light.

⌬ Metadata
descriptionEvery mote of glew on the hill: the drifts it gathers in, the downhill slide, the burn-off behind the light-line, and the hent that catches. Exposes nearest/take/spawnBurst/hentInto to the rest of the game.

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23+items
·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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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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module · born here
❒asset
# game.audio.sfx Play a one-shot from anywhere on the hill. ```lua local Sfx = require("game.audio.sfx") Sfx.play(clipRef) -- flat, non-spatial Sfx.play(clipRef, { pos = { x, y, z }, volume = 0.7 }) -- out on the hill Sfx.play(clipRef, { pitch = 1, jitter = 0.12 }) -- a run that is not a machine Sfx.ui("confirm") -- the menu's own set ``` It spawns a temporary entity carrying an `Audio` component, lets it sound, and despawns it after `ttl` seconds. Pass `pos` for a spatial source, heard from the `AudioListener` on the CameraRig. Resolve your clip through a **literal** identity so the reference is pinned when this world is installed elsewhere. ## Three things every caller gets **A voice budget.** Below a reserve of free voices a low-priority one-shot is dropped rather than stealing the narrator's. `priority` 0 is set dressing, 1 is the default, 2 survives a crowded mix, 3 always plays. **A collapse window.** Ten motes caught in one frame is one sound, not ten stacked copies 6 dB louder than anything else in the mix. The same clip asked for again inside `collapse` seconds (35 ms by default) is dropped. Pass a longer window for a sound that should never double up, or `priority = 3` to opt out. **Pitch jitter.** `jitter` spreads repeats of one clip either side of their pitch, so a run of them reads as a hill rather than a loop. ## Options `pos`, `volume`, `pitch`, `jitter`, `maxDistance`, `channel`, `ttl`, `name`, `priority`, `collapse`, `looping`. `channel` is one of `sfx` / `ui` / `ambient` / `music` / `voice` — the names the mix knows. A source naming anything else plays at unity, which is a sound nobody can turn down, so an unknown name falls back to `sfx`. ## The menu's set `Sfx.ui(name)` plays one of `click` / `move` / `confirm` / `back` / `deny` — small struck-glass sounds, because the lantern is glass and brass and so is the menu. Non-spatial, on the `ui` channel, and high enough priority to get through a crowded mix. `Sfx.stopAll()` drops every one-shot still sounding, so a hent that started a frame before the round ended does not carry into the end card.
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material · born here
❒asset
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·
soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
▲ 0↑ born
backing path · game/rules/GlewField.component

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