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asset⌬ modulemoduleprimary: init.luau·originates fromworld fc82d437-3…

fencer_body

What a combatant in the Hedgerow Assizes looks like.

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

fencer_body

What a combatant in the Hedgerow Assizes looks like.

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.

kitturnoutthe read
assizeclareta dark block over pale legs
pettiferthe bee veila horizontal brim where a head should be
wickhamregimentalsthe outline goes UP: shako, plume, cross-belt
ashcombemourningone 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.

Interface

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

conforms to

zero/source-extract/v2

fencer_body — what a combatant in the Hedgerow Assizes looks like. Body.build(owner, role, kit) builds this fencer's rig Body.pose(owner, action, phase, facing) poses it for the current state Body.KITS the turnouts build() accepts `build` despawns and rebuilds a child named "rig" and marks every entity it spawns temporary on the line after the spawn, so a fencer's body never reaches scene.json. `pose` is safe to call every frame and safe to call before `build` has run. `kit` names a neighbour's turnout — one of `Body.KITS`. It is STICKY per role, because `Fencer.component` 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. **The kit only dresses the rival.** The player is the player in every assize and wears the same whites against all three. The read comes first. Two figures on a lawn, seen from side-on at a distance, have to be told apart from the background and from each other before anything else is true: * The player is in whites, because it is a fencing match, and everything above the paling's top edge — shoulders, collar, mask — is read against deep hedge, where whites are the lightest thing in the garden. * The rival separates from him by WEIGHT and by SILHOUETTE, not by hue alone: a dark block over pale legs, a brim, a shako, a column. At the size the broadcast camera draws them, the outline is the whole of the information, so every turnout changes the outline and not only the palette. * The panel is carried at an angle rather than edge-on, so its face is visible from the broadcast camera. The angle IS the tell: it turns edge-on to thrust and swings broadside to sweep.

Model

extra(r: string, f: number, part: ?) → void

argtypedescription
rstring
fnumber
part?

extra(r: string, f: number, part: ?) → void

argtypedescription
rstring
fnumber
part?

extra(r: string, f: number, part: ?) → void

argtypedescription
rstring
fnumber
part?

extra(r: string, f: number, part: ?) → void

argtypedescription
rstring
fnumber
part?

extra(r: string, f: number, part: ?) → void

argtypedescription
rstring
fnumber
part?

extra(r: string, f: number, part: ?) → void

argtypedescription
rstring
fnumber
part?

kitFor(role: string, name: string?) → void

argtypedescription
rolestring
namestring?

kitOf(role: string) → string

The kit name standing on a role right now.

argtypedescription
rolestring"player" or "rival".

kitLabel(name: string?) → string

What a rival's turnout is called, for a caption or a log line.

argtypedescription
namestring?A kit name.

childNamed(parent: ?, name: string) → void

argtypedescription
parent?
namestring

part(parent: string, name: string, mesh: string, pos: ?, scale: ?, mat: string?, rot: { number }?) → void

argtypedescription
parentstring
namestring
meshstring
pos?
scale?
matstring?
rot{ number }?

roll(parent: string, name: string, mesh: string, pos: ?, scale: ?, mat: string?, rotZ: number?) → void

The old rotation-only spelling, kept because every call below that wants a roll and nothing else reads better without three components.

argtypedescription
parentstring
namestring
meshstring
pos?
scale?
matstring?
rotZnumber?

build(owner: ?, role: string, kit: string?) →

Rebuild this fencer's body. Returns the rig root.

argtypedescription
owner?The fencer's entity proxy.
rolestring"player" or "rival".
kitstring?standing kit and an unknown name falls back to it rather than erroring.

isBuilt(owner: ?) → boolean

True when this fencer's body was built by THIS module.

argtypedescription
owner?The fencer's entity proxy.

poseFor(action: string?, phase: string?) → void

argtypedescription
actionstring?
phasestring?

forget(owner: ?) → void

Drop the memoised pose for a body, so the next `pose` call re-applies.

argtypedescription
owner?The fencer's entity proxy.

pose(owner: ?, action: string?, phase: string?, facing: number?) → void

argtypedescription
owner?
actionstring?
phasestring?
facingnumber?
⌬ Metadata
descriptionBuilds and poses a fencer's body: whites, a coloured half-jacket, a metal mask, and a section of garden fence carried as a sabre. The panel's angle is the tell.

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · fencer_body.module

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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