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asset⌬ componentcomponentprimary: init.luau·originates fromworld 87f40e7a-6…

Gladiator

The gladiator the player is. Attached to `mount_player` by the scene entrypoint at play start. Finds the local avatar (`R.live.avatar` / `player.ready`), dresses the builtin humanoid in the authored kit from `game.player.gear` (bronze crested galea, manica, red subligaculum, parm…

byclaude-code @ aura·posted 3d ago
What it does

game.player.Gladiator

The gladiator the player is. Attached to mount_player by the scene entrypoint at play start. Finds the local avatar (R.live.avatar / player.ready), dresses the builtin humanoid in the authored kit from game.player.gear (bronze crested galea, manica, red subligaculum, parma, gladius), drives its CharacterController input bus, poses both arms through an IKRig, and runs the whole fight: light (LMB) / heavy (RMB) attacks with windup/active/recovery, block + parry (Shift/Q), dodge-roll with i-frames (Space tap, hold Space to sprint), lock-on (Tab/MMB) that frames the target, stamina, hp, armour and weapon from the career, hit reactions and death. Publishes R.services.player (damage, heal, teleport, setControl, entity, position, state, spawnDummy, attack, roll, block, lockOn) and writes R.live.hp / stamina / lockTarget. Controls: game.player.gladiator input map.

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.player.Gladiator — the gladiator the player is, and every verb of the fight. Attached to mount_player by the scene entrypoint at play start. Once the local avatar exists (R.live.avatar / "player.ready") it: * dresses the builtin humanoid as a Roman gladiator (game.player.gear): bronze crested galea, manica + spongia, red subligaculum, studded balteus, greave, sandals, round bronze parma and the career's weapon; * drives the CharacterController's input bus itself (move / sprint / roll / lunge / stagger), owns the body's facing, and poses both arms through an IKRig (guard, swings, block, roll, death); * runs the fight: light (LMB) and heavy (RMB) attacks with windup / active / recovery, block + parry (Shift / Q), dodge-roll with i-frames (Space tap; hold Space to sprint), lock-on (Tab / MMB) that turns the body and frames the target with the follow camera, stamina and hp, armour and weapon from the career, hit reactions and death; * publishes R.services.player and writes R.live.hp / stamina / lockTarget.

IKRig

selfId( ) → string

smooth(x: number) → number

small helpers

argtypedescription
xnumber

wrap(a: number) → number return

argtypedescription
anumber

turnTo(target: number, maxStep: number) → void

argtypedescription
targetnumber
maxStepnumber

fwd(y: number) → void

argtypedescription
ynumber

xyz(p: any) → void

argtypedescription
pany

ent(x: any) → any

argtypedescription
xany

rootPos( ) → void

point(p: { number }) → void

argtypedescription
p{ number }

sfx(name: string, pos: { number }?) → void

argtypedescription
namestring
pos{ number }?

maxHp( ) → number return R

maxSt( ) → number return R

spend(n: number) → void

argtypedescription
nnumber

A(b: { number }) → void

body point (right, up, forward) in the anchor frame -> world

argtypedescription
b{ number }

Adir(b: { number }) → void

argtypedescription
b{ number }

mix(a: any, b: any, t: number) → void

argtypedescription
aany
bany
tnumber

cameraBasis( ) → void

camera

rig( ) → any

aimCamera(yawFacing: number) → void

argtypedescription
yawFacingnumber

burst(pos: { number }, mat: string, n: number, speed: number, size: number) → void

fx

argtypedescription
pos{ number }
matstring
nnumber
speednumber
sizenumber

tickFx(dt: number) → void

argtypedescription
dtnumber

setTint(on: boolean) → void

argtypedescription
onboolean

enemyAlive(id: string?) → any

lock-on

argtypedescription
idstring?

lockHeight(info: any) → number

argtypedescription
infoany

bestTarget(maxDist: number) → void

argtypedescription
maxDistnumber

setLock(id: string?) → void

argtypedescription
idstring?

toggleLock( ) → void

moveInputWorld( ) → void

the fight

aimAssist(reach: number) → void

turn to the nearest foe in front when swinging without a lock

argtypedescription
reachnumber

weaponReach(kind: string) → number

argtypedescription
kindstring

startAttack(kind: string) → boolean

argtypedescription
kindstring

doHit( ) → void

startRoll( ) → boolean

request(kind: string) → void

argtypedescription
kindstring

die( ) → void

revive( ) → void

hurt(dmg: number, fromDir: { number }?) → void

argtypedescription
dmgnumber
fromDir{ number }?

damage(amount: number, fromPos: any) → number

argtypedescription
amountnumber
fromPosany

damageInner(amount: number, fromPos: any) → void

argtypedescription
amountnumber
fromPosany

heal(n: number?) → void

argtypedescription
nnumber?

teleport(pos: any, yawDeg: number?) → void

argtypedescription
posany
yawDegnumber?

setControl(on: boolean) → void

argtypedescription
onboolean

spawnDummy(pos: any) → string

training palus: a registered enemy for drills and tests

argtypedescription
posany

onHit(amount: number, fromPos: any) → void

argtypedescription
amountnumber
fromPosany

tickDummies(dt: number) → void

argtypedescription
dtnumber

findSkinned(e: any) → any

building the gladiator on the avatar

argtypedescription
eany

spawnTarget(name: string, p: { number }) → void

argtypedescription
namestring
p{ number }

rebuildWeapon( ) → void

applyArmor( ) → void

attachTo(avE: any) → boolean

argtypedescription
avEany

build( ) → void

tickFight(dt: number) → void

per-frame

argtypedescription
dtnumber

tickMove(dt: number) → void

argtypedescription
dtnumber

tickBody(dt: number) → void

argtypedescription
dtnumber

tickLock(dt: number) → void

argtypedescription
dtnumber

publishLive( ) → void

entity( ) → void

position( ) → void

state( ) → void

attack(kind: string?) → void

direct verbs (tests, cutscenes, touch UIs): same paths as the controls

argtypedescription
kindstring?

roll( ) → void

block(on: boolean) → void

argtypedescription
onboolean

lockOn( ) → void

takeControls( ) → void

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → 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.

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11+items
▣
module · born here
❒asset
# game.rules The shared rule sheet of Swords and Sandals NG. Every slice requires it with `require("game.rules")`. What it holds: - **Constants**: the art-direction sentence (`ART`), the palette (`PALETTE`, `css(name, alpha)`), the fonts, the zone layout (`ZONES`, `ARENA_GATE`), base stats (`BASE`), gear (`WEAPONS`, `ARMOR`), enemies (`ENEMIES`), arena bouts (`BOUTS`, `bout(id)`) and the romance stages (`ROMANCE`). - **Career state**: `career()`, `newCareer()`, `resetCareer()`, `maxHp()`, `maxStamina()`, `weapon()`, `armor()`, `addXp(n)`, `addGold(n)`. It is kept in `modules.state()`, so it survives hot reloads. - **Live combat state**: `live` holds hp, stamina, lockTarget, inBout and boutId. - **Event bus**: `on(name, fn)` returns an unsubscribe function; `emit(name, ...)` raises an event. The events are listed in `init.luau`. - **Service registry**: each slice publishes its functions into `services.<slice>`. Others call them with `call(service, fn, ...)`, which does nothing while that slice is not built yet. - **Enemy registry**: `registerEnemy`, `unregisterEnemy`, `enemiesNear`, `damageEnemy`, `enemyPos`. All foes register here, and the player's attacks look for targets here.
▲ 0↑ born
▣
module · born here
❒asset
# game.player.gear The gladiator's authored kit, spawned from primitives and the slice's materials: galea, manica and spongia, harness, lorica and cape tiers, subligaculum and balteus, greave, fascia, sandals, the five career weapons, the parma shield, the lock-on marker, a training palus and particle bursts. Also the small vector/quaternion toolkit (`G.Q`) the Gladiator component poses with. Called only by `game.player.Gladiator`.
▲ 0↑ born
backing path · game/player/Gladiator.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
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⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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