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SlagSaint

The mind of the thing in the basin. Attach it to `boss_root`; the scene's `BattleBoot` does that automatically the moment this component exists.

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

SlagSaint

The mind of the thing in the basin. Attach it to boss_root; the scene's BattleBoot does that automatically the moment this component exists.

The saint takes its turn. It announces every blow at least eight tenths of a second before it throws it, it tracks the Emberward, its poise breaks when it is punished hard enough, and it thanks her when it dies.

The cycle

idle ──▶ tell ──▶ strike ──▶ recover ──▶ idle
  ▲                                        │
  └──────── stagger ◀── poise 0 ───────────┘
             │
   shift ◀── health crosses 62% / 24%
             │
   dead  ◀── health 0
  • idle — waits out this phase's attackInterval, turns toward the player, and from phase 2 walks in when she is further away than 7.5 metres. It does not walk in phase 1: it is still bolted to the basin.
  • tell — the wind-up. Never shorter than 0.8s, whatever the phase. The threatened area is drawn on the floor (see boss/telegraph), the saint coils back and leans away, and the core in its chest swells.
  • strike — the release. Raises boss:strike, lunges, flashes the tell. double_stomp lands twice.
  • recover — the punish window, 0.7 to 1.45 seconds depending on how big the blow was.
  • stagger — 5.5 seconds with the core exposed. The Quench lands here.
  • shift — 2.5 seconds of phase transition; interrupts anything.

Interrupts run in priority order: death beats a phase change beats a stagger. A parry interrupts a wind-up outright.

What it raises

boss:telegraph boss:strike boss:poise boss:stagger:begin boss:stagger:end boss:defeated battle:victory battle:defeat camera:beat hit shake hitstop ui:prompt vo sfx, and phase:changed through Rules.setPhase.

boss:strike carries more than the contract's { move, origin } — it also carries damage, range, arc, phase and inside (whether the player was in the threatened area on the frame it landed), so the combat slice can resolve the hit without re-deriving the geometry.

What it consumes

boss:damaged is the damage channel. If the payload carries health, that number is adopted; otherwise amount is subtracted. Either way the hit wears down Rules.state.boss.damage — the named part takes the brunt and every part takes a little, so by the end the saint is visibly a wreck. Send poise explicitly to control the meter; without it the poise cost is inferred from how big the hit was.

player:parry rings the bell: 30 poise, damage on headBell, and it interrupts whatever the saint was winding up.

player:died and mode:changed do the obvious things. Returning the mode to title or intro resets the fight to full health in phase 1, which is what a retry needs.

State it writes

Rules.state.boss.health .poise .staggered .coreExposed .telegraphing .move .damage, plus one key this slice adds:

  • Rules.state.boss.stance — "kneeling", "standing", "unshuttered" or "dead". The art slice can read it instead of deriving the pose from the phase index.

Fields

fielddefaultwhat it does
showTellstruedraw the threatened area during a wind-up
aggression1.0multiplies the gap between attacks; above 1 is slower
autoStartSeconds16if no staging slice exists, start the fight anyway after this long
verbosefalselog each decision

Methods

local saint = entity.find("boss_root").component.get("SlagSaint")

saint:status()          -- everything about the fight, including `read`
saint:moves()           -- every move available now, with its tell sentence
saint:hurt(24, "legs")  -- deal damage the way combat would, events and all
saint:ring()            -- a perfect parry, without hands on a keyboard
saint:quench()          -- the critical; only lands while the core is exposed
saint:cast("bell_toll") -- force the next wind-up
saint:restart()         -- full health, phase 1, damage cleared

status().read is the sentence a player should be able to say out loud during the current wind-up. If it does not match what you can see happening, the telegraph is broken.

Standing alone

The saint is playable without its neighbours. If the Emberward component is not in the world it resolves its own blows against the player, and if the Director is not in the world it starts the fight itself after autoStartSeconds. Both checks are by existence, so neither fires once the real slice lands.

Interface

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

conforms to

zero/source-extract/v2

SlagSaint — the mind of the thing in the basin. It is fifteen and a half metres of scorched bronze that has knelt in this room for a hundred years waiting for someone to come and put it out. It is not angry. It takes its turn, it announces every blow before it throws it, and when the Emberward finally quenches its core it thanks her. This component is that behaviour and nothing else. The saint's BODY is the `hero-boss` slice (`SaintBody`, on the same entity); the arena, the screens, the score and the camera are other slices again. Everything crosses the `game/rules` event bus, so this file reaches into none of them. What it owns * the nine-move set from `Rules.MOVES`, chosen by phase and by range * the telegraph -> strike -> recovery cycle, wind-up never under 0.8s * target tracking, and the walk it earns when the chains come off * poise, its regeneration, and the 5.5s stagger the Quench opens * the two phase transitions, at 62% and 24% health * damage accumulating into `Rules.state.boss.damage`, so the wreck shows * death What it raises: `boss:telegraph`, `boss:strike`, `boss:poise`, `boss:stagger:begin` / `:end`, `boss:defeated`, `battle:victory`, `battle:defeat`, `phase:changed` (through `Rules.setPhase`), `camera:beat`, `hit`, `shake`, `hitstop`, `ui:prompt`, `vo` and `sfx`. What it consumes: `boss:damaged` (combat's damage channel), `player:parry`, `player:died` and `mode:changed`.

freshState( ) → any

say(msg: string) → void

argtypedescription
msgstring

componentPresent(name: string) → boolean

Geometry helpers Is a component type loaded in this engine? This has to ask the REGISTRY. `asset.exists` reads the authored store on disk, and a sibling slice being written during a live session has its files in the session's play shadow rather than on disk — so `asset.exists` says "no" about a component that is loaded, attached and running right now. Answering the question that way made this component resolve its own blows against the player while the combat slice was already resolving them, and the player died on every exchange. `asset.tryResolve` would answer correctly but takes a handle, which pins a content dependency on a component another slice owns. Scanning the list asks the same question and pins nothing. Asked once per strike and, before the fight starts, once a second — never per frame — so the scan does not need a cache.

argtypedescription
namestring

wrapAngle(a: number) → number

argtypedescription
anumber

yawTo(fx: number, fz: number, tx: number, tz: number) → number

Yaw that points the saint's visual forward (+Z, the convention the scene was measured against) from `(fx,fz)` at `(tx,tz)`.

argtypedescription
fxnumber
fznumber
txnumber
tznumber

facing(yaw: number) → void

argtypedescription
yawnumber

poseQuat(yaw: number, pitchDeg: number) → void

yaw * pitch, as a quaternion. Yaw turns the saint at the player; the pitch is the coil and the punch, which is what makes a blow read as thrown rather than teleported.

argtypedescription
yawnumber
pitchDegnumber

playerPos( ) → any

inferPoise(amount: number) → number

Damage Poise damage for a hit whose payload did not name one. Combat is free to send `poise` explicitly; this keeps the meter honest when it does not.

argtypedescription
amountnumber

accumulate(part: string?, amount: number) → void

Wear the body down. The named part takes the brunt and everything takes a little, so by the time the saint dies every piece of it is a wreck — which is the promise `Rules.state.boss.damage` makes to the art slice.

argtypedescription
partstring?
amountnumber

floorDamageTo(minimum: number) → void

argtypedescription
minimumnumber

clearTell( ) → void

enterIdle(delay: number?) → void

argtypedescription
delaynumber?

beginTell(move: string) → boolean

argtypedescription
movestring

enterTell( ) → void

Pick the next attack and start winding it up.

landStrike( ) → void

enterStrike( ) → void

enterRecover( ) → void

enterStagger( ) → void

leaveStagger( ) → void

enterShift(target: number) → void

argtypedescription
targetnumber

enterDeath( ) → void

onBossDamaged(p: any) → void

Damage intake

argtypedescription
pany

onParry(p: any) → void

argtypedescription
pany

onPlayerDied( ) → void

resetFight( ) → void

onModeChanged(p: any) → void

argtypedescription
pany

unsubscribeAll( ) → void

Lifecycle Drop every handler a previous generation of this component registered. The tokens are held in `Rules.state`, not in a module local. A module local is reset every time this file is re-executed, and anything that re-executes the chunk without first running the previous life's `onDestroy` would leave that life's closures subscribed to a bus this one can no longer reach — handlers stacking silently, one extra copy of every hit. `Rules.state` belongs to a module this slice never edits, so the list outlives any number of reloads and `awake` can always find what to unsubscribe.

awake( ) → void

onDestroy( ) → void

ensureRig(dt: number) → void

The frame

argtypedescription
dtnumber

applyPose( ) → void

trackTarget(dt: number) → void

argtypedescription
dtnumber

walk(dt: number, distance: number) → void

The saint only walks once the chains are off. In phase 1 it is bolted to the basin, which is why phase 2 feels like the floor moved.

argtypedescription
dtnumber
distancenumber

regenPoise(dt: number) → void

argtypedescription
dtnumber

checkInterrupts( ) → boolean

Interrupts, in priority order: death beats a phase change beats a stagger.

runState(dt: number) → void

argtypedescription
dtnumber

maybeSelfStart(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

status( ) → void

Methods — how the rest of the run drives and reads the saint Everything worth knowing about the fight in one table. `read` is the sentence a player should be able to say during the current wind-up.

hurt(amount: number, part: string?, poise: number?) → void

Apply damage to the saint the way combat would, and raise `boss:damaged` so every other slice sees it. This is the damage channel the fight uses when it is being driven from a test rather than from a player's hands.

argtypedescription
amountnumber
partstring?
poisenumber?

ring( ) → void

Break the poise outright — the parry the fight is built around, without needing hands on a keyboard.

quench( ) → boolean

The Quench. Only lands while the core is exposed; that is the whole point of the stagger window.

cast(move: string) → boolean

Force the next move, skipping the wait. Names come from `Rules.MOVES`.

argtypedescription
movestring

restart( ) → void

Put the saint back at full health in phase 1, for a retry that does not reload the world.

moves( ) → void

Every move available right now, with the sentence its wind-up should say.

Sub-parts

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

Showing up to 3 levels deep. Open a part to see what it holds further down.

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# game/boss/moveset What each of the saint's nine moves looks like, and how the next one is chosen. `Rules.MOVES` is the contract every slice shares — phase, wind-up length, damage, arc, range. This module is the boss slice's own reading of it: the shape the telegraph draws, how the body coils and releases, which noise the move asks the sound slice for, and the sentence a playtester should be able to say out loud while the wind-up is running. ```lua local Moveset = require("game.boss.moveset") Moveset.spec("anvil_slam").read --> "the anvil goes up and holds — one narrow slam straight down" Moveset.pool(2) --> the six moves available in phase 2 Moveset.introducedBy(3) --> what phase 3 adds Moveset.choose { phase = 2, distance = 11.0, last = "bell_toll" } ``` `spec(move)` merges the `Rules.MOVES` contract with this file's presentation and hands back a fresh table, so a caller can never scribble on the tables everyone shares. Its `tell` is clamped to a minimum of 0.8 seconds: that is the promise that death is always the player's fault, and it is enforced here rather than trusted. ## How the next move is picked `choose` is the fight's personality, so the weighting is spelled out instead of being a flat random draw: * a move whose range cannot reach the player is nearly never chosen; * a long-range move is unlikely while the player is already inside it; * a short-range move is unlikely at the edge of its reach; * the last move is heavily discouraged and the one before it mildly, so the saint never stutters on one attack; * a move the current phase just unlocked is favoured while `freshness` is above zero — which is how a phase change announces itself as a change in what the saint DOES, not only in how the room looks. Nothing in this file touches the world. It is a lookup table and an argument about tempo.
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# Director The staging slice of SLAG SAINT: the moments between the blows. Attach it to `stage_root` — `BattleBoot` does that on its own the moment the component exists. It owns three things no other slice touches. **The flow.** `Rules.setMode` runs through here and nowhere else: `title` → `intro` → `fight`, then `victory` or `defeat`, and back to `fight` on a retry. Anything else that wants the fight to start (or start again) raises `battle:begin` rather than setting the mode itself. **The clock.** `engine.timeScale` is the Director's. Raise `hitstop { duration }` and it bites for a fraction of a second and lets go; the longest outstanding request wins, so two hits landing together do not cut each other short. It also stops for a landed Quench (`player:attack` `{ kind = "crit" }`), a parry and the moment the saint's poise breaks, whether or not anybody asked for it. **The camera, while the mode is not `fight`.** Every staged moment is played through the engine's cutscene system, which takes the camera above the gameplay one and gives it back when the shot is over. `CombatCamera` yields by reading `Rules.state.mode`. ## What it plays | Moment | Raised by | What it does | |---|---|---| | Title | entering play | A slow drift under the title card. Any key starts the game. | | Opening | the title ending | The descent into the basin, the Emberward's two lines, the first bell. | | Entrance | the opening ending | A crane from the saint's feet to its bell, and its greeting. | | Phase beat | `phase:changed` | 1.9 seconds. You notice it; you do not lose the fight. | | Victory | `boss:defeated` | The light goes out of it from the feet upward. | | Defeat | `player:died` | From the floor, looking up at what is still standing. | | Pulse | a Quench, a parry, a stagger | A letterbox squeeze over live gameplay — no camera taken, no freeze. | The shots themselves are data in `game/staging/sequences`, so a re-timed moment is an edit to that module and not to this component. ## Nothing here is in world coordinates The saint walks. Every camera station is built in a frame whose forward axis runs from the ward to the saint, wherever the two of them are standing when the moment begins, and the distances are measured against how tall the saint actually is. A shot written against the arena's own coordinates frames empty floor the moment the fight moves. ## Handles ```lua local d = entity.find("stage_root").component.get("Director") d:status() -- stage, mode, phase, timeScale, what is playing d:replay("entrance") -- watch one moment: title | opening | entrance | -- phase2 | phase3 | victory | defeat d:begin() -- skip the staging and start the fight d:restart() -- put the fight back to its first frame d:punch(0.2) -- ask for a hitstop without the event bus ``` `autoOpen = false` on the component stops it seizing the camera when play starts, which is what another slice's author wants while working on the fight itself. ## The watchdog A staged moment that stops advancing would hold the camera and the player's controls for the rest of the session. The Director watches the playback's own clock: if it sits on the same frame for 2.5 real seconds, or outlives its shot list by six, the moment is abandoned, the overlay is swept and the flow carries on to whatever was supposed to come next.
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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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# game/boss/telegraph The saint's wind-up, made visible. Every attack is announced for at least eight tenths of a second, and the announcement has to be readable from where the player actually stands: a third-person camera about three metres off the black glass, in a frame that is taller than it is wide. That rules out a floor decal. A slab lying flat, seen almost edge-on, covers almost no pixels — the first version of this drew a geometrically perfect wedge that was invisible in play. So the tell is a **picket**: a fan of hot blades that rise out of the basin along the arc the blow will cover, alternating tall and low with gaps between them, reaching full length on the exact frame the blow lands. Direction, distance and timing in one read, without hiding the fight behind it. * a directional move draws its picket across its own arc; * a move that leaves the saint entirely draws it through all 360 degrees; * the strike flashes the picket white-hot and collapses it; * a **core** light in the saint's chest swells through the wind-up and opens all the way while it is staggered, so the tell still reads when the floor is off the bottom of the frame. ```lua local Telegraph = require("game.boss.telegraph") local rig = Telegraph.ensure(bossRoot) -- builds only what is missing Telegraph.place(rig, x, z, yaw, parentScale) Telegraph.arm(rig, spec) -- a spec from game/boss/moveset Telegraph.tick(rig, spec, t01) -- 0 at the first frame, 1 at impact Telegraph.fire(rig, spec) Telegraph.advance(rig, dt) -- runs the collapse out Telegraph.core(rig, phase, charge, exposed) ``` ## Two things worth knowing before editing this **The rig heals itself.** Another slice owns the saint's body and sweeps `boss_root`'s children when it rebuilds, so `alive()` is checked rather than a handle being trusted, and `ensure` re-derives from the world. **Glow colour lives in `emissive`, not in a colour property.** The standard material's vocabulary is `emissive` (an RGB colour) scaled by `emissive_intensity` (a number). Writing a plain number into `emissive` is accepted and sets the colour to grey, so a telegraph animated that way renders pure white however saturated its palette was meant to be. The colour is written once when a move is armed; only the intensity moves after that, in four steps across the wind-up rather than every frame. Everything the rig spawns is `temporary`, so none of it is written into the scene the plan phase owns.
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# Emberward The feel of the fight. Attaches to the local player's body; `BattleBoot` wires it there the moment the component exists. ## What it does | System | Behaviour | |---|---| | Locomotion | Gates the body's `CharacterController` speed by state — free, guarding, committed to a swing, rolling, hurt, dead. | | Dodge-roll | `Space`. 0.62 s, invulnerable from 0.06 s to 0.40 s, carried by a decelerating curve so it has weight. Costs stamina. | | Light attack | Left mouse. 0.16 s windup / 0.12 s active / 0.30 s recovery. | | Heavy attack | Right mouse. 0.46 / 0.16 / 0.62 — a real commitment. | | Guard + parry | Hold `Shift` to block at a stamina cost. Release it into an incoming strike inside 0.22 s and the saint rings. | | Stamina | Everything spends it; it regenerates 0.55 s after the last spend and never while the guard is up. | | Hit detection | Reach + arc from the Emberward's own facing to the saint's root. | | Quench | `E`, only while the saint is staggered and within reach. 110 damage. | | Lock-on | `Tab`. On by default. | | Camera | Sets the live `Camera`'s `behavior` to `CombatCamera` — from this file, so the asset literal resolves. | ## Events Raises `player:attack` `player:roll` `player:guard` `player:parry` `player:damaged` `player:died` `player:stamina` `hit` `boss:damaged` `shake` `hitstop` `camera:beat`. Consumes `boss:strike`. ## Ownership The saint's health, poise and stagger belong to the boss slice. This component reports damage and lets that slice apply it. While no `SlagSaint` component exists on `boss_root` it applies the numbers itself, so the fight is playable and testable alone — and it stands that fallback down the instant the boss slice appears, so a hit is never applied twice. ## Driving it without a keyboard Every verb is a method: `:light()` `:heavy()` `:roll()` `:guard(down)` `:quench()` `:toggleLock()` `:revive()`. `:status()` returns the whole state machine — state name, time in state, attack window, stamina, i-frames — which is what a claim about the fight should be checked against.
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# BattleFx What is in the air of the Quench-Basin, and what the fight leaves on the ground. The other half of the arena slice — Quenchyard owns the room and the grade, this owns the particulate, the sparks and the marks. Four standing GPU emitters run continuously and are retuned on `phase:changed`: **steam** off the wet glass (phase 1 owns it, it thins to nothing), **embers** rising out of the fissures (nothing in phase 1, a storm by phase 3), **ash** falling through the whole volume — the one that makes the air read as air — and near-camera **motes** for parallax against the far wall. Three one-shot emitters are moved to a point and burst there, so an arbitrary number of impacts costs three emitters rather than one per hit: sparks (coloured and weighted per `hit.surface` — bronze, stone, flesh, shield, glass), floor dust, and the parry ring. A heavy `boss:strike` also stamps a `scorch_mark` decal on the glass from a pool of seven and pushes a shock ring out across it. A mark cools over `markLife` seconds; a second landing inside `markSpacing` deepens the first rather than stacking a new one on it. entity.find("fx_root").component.get("BattleFx"):status() entity.find("fx_root").component.get("BattleFx"):test(0, 4)
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# Screens — the presentation slice Every screen SLAG SAINT ever puts in front of a player, and the routing between them. `BattleBoot` attaches this to `ui_root`; nothing else has to know it is here. | `Rules.state.mode` | screen | |---|---| | `title` | `slag_title` | | `intro` | `slag_intro` — the place card + SKIP, over staging's opening | | `fight` / `stagger` | `slag_hud` | | `victory` | `slag_victory` | | `defeat` | `slag_defeat` | | any, over a live fight | `slag_pause` | | over anything | `slag_howto` | | over everything | `slag_subs` — the spoken line | The trees live in `ui/screens.module` (the cards) and `ui/hud.module` (the fight instrumentation and the subtitle band); the palette, type ramp, motion and inline SVG live in `ui/art.module`. Every builder is a pure function of a small view table, so this component drives them and a probe can render any of them with invented numbers. ## What it reads and what it owns It reads `Rules.state` and the event bus. It writes two things, both its own: - **`Rules.state.ui`** — `{ paused, howto, subtitle }`. - **`ui:action`** — `{ action }`, one of `start` / `retry` / `title` / `skip`, raised when the player chooses. Whoever owns the consequence takes it; staging owns `Rules.setMode`. **`ui:pause`** — `{ paused }` — is raised when the menu opens or closes over a live fight. **Unclaimed actions.** A choice goes on the bus first. If nothing has answered it 0.55s later — because that slice is still being written — this component applies the smallest move that keeps the menus reachable, so no screen is ever a dead end. It stops doing that as soon as a `Director` exists. ## Voice Every `vo` event is queued and printed, whether or not the sound slice managed to generate the clip. Lines hold for their reading time; a new line cuts a long-read one short rather than stacking. All ten of the script's lines have been played through this path and read on screen. ## The nameplate `@builtin::avatars.humanoid` hangs a `NameLabel` child on every body, which floats `{PlayerName}` over the Emberward's head. This game has one character and she is not labelled, so a slow sweep deactivates every `PlayerNameLabel` in the world — deactivated, not despawned, and re-armed on a new body. ## Handles ```lua local S = entity.find("ui_root").component.get("Screens") S:status() -- what is on the glass, and what the HUD is reading S:preview("victory") -- pin one card for a capture; "" returns to routing S:rebuild() -- re-register every card from the current module source S:sayScript() -- speak all ten scripted lines, in order ``` `preview` and `rebuild` change nothing outside this component, so both are safe to use while the rest of the game is running.
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# CombatCamera The fight camera, for a 1080x1440 portrait frame. A landscape follow rig puts a 15.5 m boss half off the top of a 3:4 screen, so this one does not pick a distance and hope. Every frame it takes the two extremes the shot must contain — the Emberward's feet and the crown of the saint's bell — aims at the ANGULAR midpoint between them, and grows the stand-off until that half-angle fits inside the frame on both axes. The eye rises as the shot pulls back, so a wide stand-off looks down at the basin and up at the saint rather than crawling along the floor. The portrait shape then carries the composition: the player low, the saint towering up the tall axis. Measured live at 15.5 m: a stand-off of 8.9 m puts the Emberward's feet at -0.89 of the half-frame and the crown of the bell at +0.68, with the horizontal spread well inside — both bodies held, neither on the border. ## Modes - **Locked on** — stands on the line behind the player away from the saint and holds both bodies. Look input swings it off that line by at most `orbitLimit` and eases back. - **Free** — an ordinary orbit around the player. - **Yielding** — while `Rules.state.mode` is `title`, `intro`, `victory` or `defeat` it writes no pose at all: the staging slice drives the camera there. ## Screen shake It is the consumer of the `shake` event: `Rules.shake(amplitude, duration)` from anywhere adds trauma, trauma decays, and the offset is trauma squared, so a light hit is a nudge and the Quench is felt. Sampled from layered sines so it is smooth at any frame rate. ## Reading it back `:framing()` reports mode, the solved distance, the camera and aim points, the orbit offset, live trauma and the shake displacement the last pose actually carried — the numbers behind the shot, without a screenshot. `:kick(amplitude, duration)` shakes it directly and `:calm()` drops everything still ringing, which is what a cut to a new shot wants. Attached by `Emberward`, which sets `Camera.behavior`. The follow target comes from the standard `Camera.follow` slot.
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# Quenchyard The Quench-Basin, and the grade that travels with the fight. Builds the place under `arena_root`: the 22m disc of black vitrified glass with cooled slag under it, the bronze rim it was poured into, the wet stone apron, a ring of broken bronze pillars, seven 34m foundry columns, a broken wall, the vault overhead with its ribs and hoppers, the snapped ends of the hanging chain, and the slag rubble. It also owns the light. The four named scene lights (`key_light`, `rim_light`, `fill_light`, `ambient_light`) are graded from here, the slag under the floor and the cold lamps on the columns are its own point lights, and the medium — `HeightFog` plus `VolumetricLighting` — and the `basin_grade` post-process pass are driven from the same look table. Three looks, one per phase, interpolated over `blendTime` seconds when `phase:changed` arrives: cold blue and steam while the saint is bound, ember and airborne particulate once it stands, and a lit floor under a cracked plate by the time the chest is open. The floor and rubble swap material at the break rather than fading, because the glass cracking open is the beat. entity.find("arena_root").component.get("Quenchyard"):status() entity.find("arena_root").component.get("Quenchyard"):preview(3, true)
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# BattleBoot <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. --> TODO: describe this component.
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# Score Everything you hear in SLAG SAINT, and the mix it sits in. `BattleBoot` attaches it to `audio_root`. ## Buses Seven sources, spawned as children of `audio_root` on `awake()`: | entity | type | what goes on it | |---|---|---| | `audio_music` | Music | the phase score, one streaming track at a time | | `audio_bed_a` / `audio_bed_b` | Ambient | the room, crossfading between two beds | | `audio_voice` | SoundEffect | every spoken line, non-positional so it is always intelligible | | `audio_ui` | SoundEffect | interface and the big flow stings | | `audio_world` | SoundEffect, spatial | impacts, moved to the point they happened at | | `audio_saint` | SoundEffect, spatial | the saint's body, tracking `boss_root` | ## Asking for a noise No other slice decides how loud anything is: ```lua Rules.sfx("parry_ring") Rules.sfx("hit_bronze", { at = point, gain = 0.8 }) Rules.say("saint_greet", "THE SLAG SAINT", "WARD. YOU ARE LATE.") ``` Every key in `Rules.SFX_KEYS` resolves, plus the beds, the three score tracks and the fourteen voiced lines. A key with no clip is a no-op, never an error. ## The score One track per phase, crossfaded on `phase:changed` (out over 1.6s, in over 2.4s). `mode:changed` decides whether the score plays at all — the title and the descent run on ambience alone, and the score stops for a victory or a death so the last line has room. ## Ambience Two Ambient sources crossfade over 3.2s, so the room changes with the grade: `amb_threshold` at the title, `amb_basin_cold` for the first two phases, `amb_basin_fire` once the floor opens. Each bed is a seamless loop — the tail is crossfaded back over the head at bake time — and each is stored as uncompressed PCM, because a codec that drops the first few milliseconds puts a click in every lap. ## Weight Footfalls are not events another slice sends. `Score` measures how far `boss_root` and the player's body actually moved and fires a step every stride, so the sound follows the body rather than an animation guess. The saint's stride shortens as its phase speed rises. ## Ducking A spoken line drops everything else to 34% for as long as the line lasts, then lets it back up. Nothing else in the game touches those levels. ## Methods - `:status()` — clips registered, missing keys, music and bed state, bus health - `:preview(key)` — play one sound by hand - `:previewLine(key)` — speak one line by hand
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# SaintBody The Slag Saint as an object. Attach it to `boss_root` and it casts the whole figure — fifteen metres of scorched bronze with a cathedral bell for a head, a shuttered furnace-door chest and an anvil on a chain for a right arm — poses it, grades it across the three phases of the fight, and wears the damage on it. The geometry is procedural: `art/saint/saintparts` casts every piece, `saintrig` holds the skeleton and the pose library, and this component spawns them as a hierarchy of temporary entities under the anchor. Legs are solved from ankle targets rather than authored as angles, so a pose has its feet on the floor by construction. It listens rather than reaches: `boss:telegraph` puts up the wind-up pose for the named move, `boss:strike` throws it through, `boss:stagger:*` drops it onto both knees with the furnace wide open, `phase:changed` moves it between kneeling and chained, standing and split, and unshuttered and stripped, and `boss:damaged` takes the plate off the part that was hit. In phase three it tears off its own bell-head and swings it from one hand on a chain. It carries its own sound: a seamless bronze resonance under the body, and the shear a plate makes coming away, both synthesised on the CPU. `:status()`, `:pose(name)`, `:setPhaseVisual(n)`, `:setDamage(t)`, `:tearHead()`, `:settle()` and `:rebuild()` are there so the figure can be inspected in any state without playing the fight to reach it.
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# EmberwardBody The Emberward — the armour she wears, the cloak she trails and the way she moves. Attach it to the local player's body and it forges her: every plate in `art/emberward/kit` becomes a mesh glued to the bone it belongs to, the ash cloak is hung from the back yoke as simulated cloth, and the fighting poses are driven from the `player:*` events the fight raises. ## What it builds | | | |---|---| | Head, neck | sallet with a keel and a lit vision slit, cheek plates, gorget | | Torso | cuirass with a sternum keel and the order's sigil, abdominal lames, waist mail, the back yoke and its cloak rings | | Arms | three-lame pauldrons, rerebrace, elbow cop, vambrace, cloth wrap, gauntlet | | Waist, legs | belt, buckle, quench-flask, an eleven-lame fauld, cuisse, poleyn, greave, sabaton | | Weapon | the quenching blade: fullered blade, cross-guard, wrapped grip, ring pommel and the rune cut into the ricasso | | Cloth | a simulated ash cloak pinned across the back yoke | ## How it moves The cloak is cloth, not a curve: it is pinned to the spine and simulated in world space, so turning hard leaves it behind and it swings back on its own. The poses are authored, and every one of them winds back before it goes forward: | event | pose | |---|---| | `player:attack` `light` / `heavy` / `crit` | the swing, the overhead, the Quench | | `player:roll` | the tuck | | `player:guard` | held — shoulder into the blow, blade up across her | | `player:parry` | the deflect | | `player:damaged` | the flinch | | `player:died` | the collapse | | `phase:changed` | her ember burns hotter each phase | ## Fields | field | meaning | |---|---| | `cloakEnabled` | simulate the cloak (off leaves it a stiff cape) | | `updraft` | how hard the heat off the basin lifts the hem | | `poseWeight` | strength of the whole pose layer | | `rebuildOnReload` | re-forge the armour when the kit changes | ## Methods - `:status()` — what got built, and what she is doing right now. - `:preview(name)` — play one pose by name: `light` `heavy` `crit` `roll` `parry` `hurt` `death`, or `guard` to toggle the hold. - `:reforge()` — rebuild the armour and the cloak from the kit.
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backing path · game/SlagSaint.component

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