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asset⌬ componentcomponentprimary: init.luau·originates fromworld 0b2898a0-1…

director

The run of The Hernsew Lingster: the phase the game is in, the tide coming into Yowe Fen, and the five hurdles that bar the causeway until their heron is answered.

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

run.director

The run of The Hernsew Lingster: the phase the game is in, the tide coming into Yowe Fen, and the five hurdles that bar the causeway until their heron is answered.

Attach one to the scene's Run anchor. It builds the hurdles as children of that anchor and publishes everything else on the shared blackboard in game.rules, so no other slice has to find it.

The phases

phasewhat it iswhat leaves it
titlewaiting to be startedRun.begin(), or a UI_CLICK of "start"; failing that, autoStartSeconds
openingthe staged arrival at the Low StaitheRun.openingDone(), or openingSoloSeconds / openingMaxSeconds
playthe walk up the causeway; the tide runsthe deck going under, the Fold, or an empty flock
crestthe water is over the deck and the Fold is still aheadthe crest, or the Fold
wonthe High Fold, with at least one yoweRun.restart()
lostthe tide crested, or the last yowe was takenRun.restart()

What it publishes

On Rules.state, every frame: PHASE, TIDE_Y, TIDE_T, STATION. As signals: PHASE(phase), TIDE_STEP(step) at each of the tide's ten notches, and GATE_OPENED(stationId) when a hurdle stands aside.

It listens for ANSWERED(stationId, correct) — a wrong answer costs Rules.TIDE.PENALTY_SECONDS of tide, a right one opens that post's gate and moves the station on — and for YOWE_LOST and UI_CLICK.

Fields

  • autoStartSeconds — how long title waits when no screens slice is there to press the button.
  • openingSoloSeconds / openingMaxSeconds — how long the opening runs with and without a stage slice driving it.
  • driveGreyboxWater — move the placeholder water plane from TIDE_Y while the greybox fen is still what is on screen. Stops by itself once the real fen stands.
  • gateOpenSeconds — how long a hurdle takes to swing aside.

Methods

begin() · openingDone() · restart() · phase() · tideT() · setTideT(t) (put the tide at a point of the run, for a staged beat or a test) · answer(stationId, correct) · report() (the whole run as one readable table).

Prefer require("run.state"), which wraps all of these and answers before the component has awoken.

Interface

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

conforms to

zero/source-extract/v2

strict

ModelAudioBoxCollider

playerZ( ) → number

The Lingster's position up the fen, or nil when there is no player yet. The flock slice publishes it; failing that the local player's own avatar answers. In edit mode there is no local player, so this is nil and the win check simply does not fire — which is correct, nobody is walking.

yowes( ) → number

How many yowes are still with you. `nil` when the flock slice has not landed — a missing slice must never be read as "you have no sheep".

sliceAttached(componentName: string) → boolean

argtypedescription
componentNamestring

publish( ) → void

setPhase(next: string) → void

argtypedescription
nextstring

wob(i: number, k: number) → number

A hurdle of rotted stakes lashed to two rails, stood across the deck and hung on a stouter post at one edge. It is the only thing this slice draws, so it is drawn as a made object rather than a wall: the stakes are uneven, they lean, the lashings show at every crossing, and an iron tally-token hangs off the top rail and catches what light there is. A small deterministic wobble, so the five hurdles are five hurdles rather than one hurdle five times.

argtypedescription
inumber
knumber

timber( ) → any

lashing( ) → any

iron( ) → any

tallyLit( ) → any

The tally-token's lit material. A hung scrap of iron catching the last of the sun is the only warm thing on a hurdle, and it goes out when the hurdle stands aside — so a player reads "barred" or "open" from up the causeway, before the geometry is close enough to be legible.

clipGateOpen( ) → any

The run's own foley, baked by `run.foley` into `/source/run/audio`. Each is resolved by a literal name so the reference is statically pinned and survives this world being installed into another one.

clipTideSurge( ) → any

clipTideNotch( ) → any

plank(parent: any, name: string, mat: any, pos: { number }, scale: { number }, rollDeg: number?) → void

argtypedescription
parentany
namestring
matany
pos{ number }
scale{ number }
rollDegnumber?

buildGate(root: any, i: number) → void

argtypedescription
rootany
inumber

adoptGates(root: any) → boolean

Re-derive the gate records from hurdles that are already standing. `awake` runs again on every hot-reload of this file AND on every rebuild of the scene — and while eight slices are authoring one world that is several times a minute. Re-spawning a hundred entities that often is not only wasteful: the spawns are deferred work owned by the component instance, so the next reload CANCELS the batch mid-flight and the causeway ends up with no gates on it at all. So the world is the record of what was built, and a rebuild only happens when it says nothing.

argtypedescription
rootany

buildGates( ) → void

gateFor(i: number) → GateRec

argtypedescription
inumber

setTally(g: GateRec, lit: boolean) → void

The way opens at post `i`: the bar stops stopping you and the hurdle starts swinging out over the water.

argtypedescription
gGateRec
litboolean

openGate(i: number, instant: boolean?) → void

argtypedescription
inumber
instantboolean?

shutAllGates( ) → void

Shut every hurdle again, for a restart.

buildEmitters( ) → void

playEmitter(name: string) → void

argtypedescription
namestring

animateGates(dt: number) → void

argtypedescription
dtnumber

driveGreybox( ) → void

The fen slice owns the real surface and reads TIDE_Y for it. Until it stands, the tide would be invisible: the greybox plane the scene laid down never moves. So the director drives that plane, and only that plane, and only while the greybox is still the thing on screen.

stepTide(dt: number) → void

argtypedescription
dtnumber

checkEndings( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

onAnswered(stationId: any, correct: any) → void

argtypedescription
stationIdany
correctany

onYoweLost(remaining: any) → void

argtypedescription
remainingany

onUiClick(kind: any) → void

argtypedescription
kindany

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

begin( ) → boolean

Leave the title and run the opening. The Start button.

openingDone( ) → boolean

The stage slice, when its opening shot has finished.

restart( ) → boolean

Back to the Low Staithe: water down, every hurdle shut, first post again.

phase( ) → string

Read the phase without going through `Rules.state`.

tideT( ) → number

How far the tide has come, 0..1.

setTideT(t: number) → number

Put the tide at a point of the run. This is how the crest and the endings are reached deliberately — by a staged beat, by a test, or by an author looking at the last thirty seconds of the fen without playing the first four minutes to get there.

argtypedescription
tnumber

answer(stationId: string, correct: boolean) → void

Answer a post from code — the same path the tongue slice's ANSWERED takes, so a scripted moment and a played one go through one place.

argtypedescription
stationIdstring
correctboolean

report( ) → any

A readable snapshot of the whole run, for a HUD or a check.

⌬ Metadata
descriptionThe run of The Hernsew Lingster — the phase machine (title/opening/play/crest/won/lost), the rising tide over Yowe Fen, and the five timber hurdles that bar the causeway until each hernsew is answered. Publishes PHASE, TIDE_Y, TIDE_T and STATION for every other slice to read.

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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# run_gate_open A lashed hurdle swinging off its rotted post: the stick-slip groan of wet timber under load, a knock as it comes off the post and another as the swing runs out, and a splash as the far end goes into the fen. 1.9 s, mono, Opus. Played by run.director from a spatial Audio emitter on each gate, so the groan comes from the hurdle the Lingster is standing at. Synthesised by `run.foley` — no generation service, no network.
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# run_tide_notch The water crossing one of the tide's ten notches: a lap, and a low knock under it. 1.15 s, mono, Opus. Small on purpose and low in the mix, because it happens ten times in a run. Synthesised by `run.foley` — no generation service, no network.
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# rules <!-- 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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# run.tide The water of Yowe Fen, as a model. It knows how long the run has been going, how much extra water a wrong answer has cost, and therefore where the surface is this frame. It knows nothing about phases, gates or herons. ```lua local Tide = require("run.tide") local t = Tide.new() t.running = true t:advance(dt) -- how many notches the water crossed this frame t:penalise(24) -- a wrong answer, same return t:t() -- 0..1, how far to the crest t:y() -- the water's world Y t:overDeck() -- is the causeway under water yet? t:crested() -- is the run out of water to give? t:secondsLeft() t:reset() ``` Two constants worth reading rather than deriving: - `Tide.SUBMERGE_T` — the point of the run at which the water closes over the causeway deck. Past this the fen is one sheet of water with a route somewhere under it. - `Tide.DROWN_T` — the point at which the water is deep enough over the deck to take a yowe. Both are found by bisecting `Rules.tideY`, so retuning the easing in `game.rules` moves them without an edit here. `Tide.NOTCHES` is how many notches the water crosses over a whole run — ten, close enough together to feel like pressure and far enough apart that a crossing is an event.
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# run.state The run, as every other slice sees it. This is the surface to call; the director is the component behind it, and nobody else has to find it. ```lua local Run = require("run.state") Run.phase() -- "title" | "opening" | "play" | "crest" | "won" | "lost" Run.tideT() -- 0..1, how far to the crest Run.tideY() -- the water's world Y this frame Run.station() -- 1..5, the next unanswered post (6 = all answered) Run.stationRecord() -- that post's row out of Rules.STATIONS Run.isGateShut(id) -- is the causeway still barred at this post? Run.secondsLeft() Run.isLive() -- play or crest Run.isOver() -- won or lost ``` Every read answers even before the director has awoken, so a screen or a heron written against this is safe during a world load. Three things a screen presses: ```lua Run.begin() -- title -> opening (the Start button) Run.openingDone() -- opening -> play (the stage slice, when its shot ends) Run.restart() -- any -> title (the Again button) ``` They also answer `Rules.SIGNAL.UI_CLICK`: emitting it with `"start"`, `"begin"` or `"play"` begins the run, and `"restart"`, `"again"` or `"retry"` restarts it — so a screen that only raises the signal still drives the run.
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# run_tide_surge A wrong answer at a stage-post: the fen takes twenty-four seconds of tide at once. A swell that rises out of nothing, breaks, and leaves a hiss on the deck. 2.6 s, mono, Opus. Played non-spatially — the tide is not somewhere, it is everywhere. Synthesised by `run.foley` — no generation service, no network.
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backing path · run/director.component

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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