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Director

The referee. One of these sits on the scene's `Director` entity and owns `Core.state()` — it is the only thing that writes the tick, the phase, the outcome, and every unit's ring, sector, winding and rust. Everything else in Escapement reads that state and reacts to the signals f…

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

Director

The referee. One of these sits on the scene's Director entity and owns Core.state() — it is the only thing that writes the tick, the phase, the outcome, and every unit's ring, sector, winding and rust. Everything else in Escapement reads that state and reacts to the signals fired here.

The law it applies lives next door in game.rules, which answers every legality question purely off the shared state. This component is the half that is allowed to write: it asks the law, applies the answer, and fires the signal.

Getting hold of it

local d = entity.find("Director").component.get("Director")

Commanding an automaton

One action each per turn. Winding is the resource that carries across turns, so the question is never "what can I afford this turn" but "how long can this automaton keep going".

CallCostsDoes
d:move(unitId, ring, sector)1steps one open link
d:strike(unitId, targetId)2bites power off a blight's rust
d:windAlly(unitId, targetId)2gives an adjacent automaton 3, thawing it
d:hold(unitId)—stands still, and books the end-of-turn winding
d:endTurn()—the blight's turn, the winding, then the machine turns

Every one of them answers { ok = boolean, reason = string }. A refusal carries the reason in plain words — "the machine offers no crossing there this tick", "frozen — an adjacent automaton must wind it back up" — so an interface can tell the player why rather than doing nothing.

Ask before you spend with d:canMove(unitId, ring, sector), d:canStrike(unitId, targetId) and d:canWind(unitId, targetId), which answer the same shape without touching anything.

Reading the board

CallAnswers
d:snapshot()tick, phase, outcome, selection, every unit, the planks down
d:reachable(unitId)the cells this automaton may step onto, this tick
d:strikeTargets(unitId)the blight ids it may bite, this tick
d:windTargets(unitId)the ally ids it may wind, this tick
d:preview(unitId)the world point its cell will be at once the machine turns
d:planks()the counterweight ground currently lying on the board
d:cost(kind)what "move", "strike" or "windAlly" costs
d:unit(unitId)the live unit record

d:snapshot() is the one to use from a script, a tool or a test. Components and modules share one require registry and can read Core.state() directly; an execute call gets its own registry and therefore its own, empty Core.

The turn, in order

d:endTurn() runs the rest of the turn in one call:

  1. blight — the rust takes its turn. If the unit host offers a runBlight, that is the blight's turn and the referee only supplies the economy calls it makes. Otherwise the referee runs its own climb, and sends its own reinforcements in through the vents.
  2. the winding — every automaton that stood still all turn is wound: three on a mainspring node, one anywhere else. Standing still means it was not commanded and its winding is no lower than when the turn began, so rust in the gears is the one thing a spring cannot be wound through.
  3. advance — the tick lands. Every address stays where it is and every cell moves, so every unit is carried wherever the metal takes it.

The match ends the moment any of these is true, checked after every phase: the rust stands on the escapement (lost), every automaton has run down (lost), or the tick reaches Core.TICKS_TO_HOUR (won). Core.SIGNAL.matchEnded carries { outcome, reason }.

d:newMatch() clears the board and musters the roster again — what an end-of-match screen calls to play once more.

Fields

FieldDefaultMeaning
autoPlayfalseend the turn on a timer, with nobody commanding
secondsPerAutoTurn2.5how long each of those turns lasts
blightWavestruesend reinforcements when the referee is running the blight itself

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/Director.component — the turn machine. OWNED BY THE "rules" SLICE. The scene's build.luau attaches exactly one of these, to an entity named "Director", and never changes again. This is the referee. It owns `Core.state()` — it is the ONLY thing that writes tick, phase, outcome, and every unit's ring/sector/winding/rust. Everything else reads that state and reacts to the signals fired here. The loop it drives, from `Core.PHASES`: command the player spends winding on their automata blight the rust-blight takes its turn advance the machine turns one tooth, and everything is carried The law itself lives next door in `game.rules` — every legality question is answered there, purely, off the shared state. This file is the half that is allowed to WRITE: it asks the law, applies the result, and fires the signal.

awake( ) → void

spend(unitId: string, amount: number) → boolean

Every action an automaton takes goes through here, so winding can never be spent twice or driven below zero without freezing.

argtypedescription
unitIdstring
amountnumber

restore(unitId: string, amount: number) → boolean

argtypedescription
unitIdstring
amountnumber

drain(unitId: string, amount: number) → boolean

Rust draining winding away. Unlike `spend` this cannot be refused and cannot be under-paid: it takes what it can and freezes what it empties.

argtypedescription
unitIdstring
amountnumber

unit(unitId: string) → any

argtypedescription
unitIdstring

snapshot( ) → any

The whole board as one plain table: tick, phase, outcome and every unit. Loaded code (components, modules) shares one require registry and can just read `Core.state()`; an `execute` call gets its OWN registry and a different Core, so this is how a script, a test or a tool reads the real board.

cost(kind: string) → number

argtypedescription
kindstring

reachable(unitId: string) → void

argtypedescription
unitIdstring

strikeTargets(unitId: string) → void

argtypedescription
unitIdstring

windTargets(unitId: string) → void

argtypedescription
unitIdstring

preview(unitId: string) → void

Where the machine will have carried this automaton once the tooth lands. The telegraph the command slice draws is this, per unit and per cell.

argtypedescription
unitIdstring

planks( ) → void

The counterweight ground lying on the board right now: static planks at a fixed world angle, bridging two rings whatever the teeth are doing.

canMove(unitId: string, ring: number, sector: number) → any

argtypedescription
unitIdstring
ringnumber
sectornumber

canStrike(unitId: string, targetId: string) → any

argtypedescription
unitIdstring
targetIdstring

canWind(unitId: string, targetId: string) → any

argtypedescription
unitIdstring
targetIdstring

move(unitId: string, ring: number, sector: number) → any

One action each per turn. Winding is the resource that carries ACROSS turns, so the question is never "what can I afford this turn" but "how long can this automaton keep going".

argtypedescription
unitIdstring
ringnumber
sectornumber

strike(unitId: string, targetId: string) → any

argtypedescription
unitIdstring
targetIdstring

windAlly(unitId: string, targetId: string) → any

argtypedescription
unitIdstring
targetIdstring

hold(unitId: string) → any

Stand still on purpose. Costs nothing and books the automaton in for the end-of-turn winding, which a mainspring node triples.

argtypedescription
unitIdstring

kill(unitId: string) → void

Take a unit off the board. The record goes first so nothing can find it half-dead; the body follows, unless the units slice already claimed it in its own `unitDied` handler.

argtypedescription
unitIdstring

setPhase(phase: string) → void

argtypedescription
phasestring

endTurn( ) → any

The commander is done spending; wind whatever stood still, run the blight, then turn the machine.

windTheStill( ) → void

Every automaton that spent nothing this turn is standing still, and standing still is what winds a spring. A mainspring node gives three.

runBlight( ) → void

The rust-blight's turn. HOW IT THINKS BELONGS TO THE UNITS SLICE. If the unit host offers a `runBlight`, that is the blight's turn and the referee only supplies the economy calls it makes. The climb below is the referee's own, and runs when nothing else claims the turn — so the rust always advances, whoever owns it. The probe is made ONCE per match and remembered: asking a component for a method it does not declare is an engine-level error, and asking it per blight per turn would bury the shared log.

applyBlightIntent(unit: any, intent: any) → void

argtypedescription
unitany
intentany

advance( ) → void

The machine turns one tooth. Every address stays where it is and every cell moves, so every unit is carried wherever the metal takes it.

climbIn( ) → void

A fresh blight crawls in through a vent. The body belongs to the units slice, so the muster is asked for rather than built here; if the host cannot muster, the wave simply does not arrive.

settle( ) → boolean

Ask the law book whether the match is over, and end it if it is.

finish(outcome: string, reason: string) → void

argtypedescription
outcomestring
reasonstring

newMatch( ) → void

Clears the board, then asks the units slice to muster its roster again. The command slice's end-of-match screen calls this.

ask(side: string, kind: string, ring: number, sector: number) → void

argtypedescription
sidestring
kindstring
ringnumber
sectornumber

update(dt: number) → void

argtypedescription
dtnumber

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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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# UnitHost The five automata and the rust-blight, in the world. One of these sits on the scene's `Units` entity. Every unit body is a child of `UnitBodies`, named `body_<unitId>`. The unit record itself lives in `Core.state().units` and belongs to the referee; this component creates the record when it musters a unit, then only reads it back to place the body, and writes `unit.entity` so the rest of the game can get from a record to the thing on screen. Nothing here decides where a unit *is*. A body only chases the world point its gear-local address resolves to at `Core.visual.tick`, which is why the machine turning under a unit is what carries it. ## What the other slices call ```lua local host = entity.find("Units").component.get("UnitHost") host:muster("blight", "canker", 3, 11) -- a new piece: record + body host:runBlight() -- the rust's whole turn host:describe("automaton_3") -- "Anvil — wound 6/6" ``` `runBlight` is idempotent per tick, and the host also runs the blight off the `phaseChanged` signal, so the rust climbs whichever way the turn reaches it. `muster` always parents the new body to this host's live `UnitBodies`, whatever container is passed, so a caller holding a stale one after a rematch still gets a piece that appears. ## Fields | Field | What it does | |---|---| | `followSharpness` | How hard a body catches up to the point its address resolves to. | | `turnSharpness` | How fast a piece turns to its heading — automata face outward, blight faces in. | | `autoMuster` | Muster the opening roster when the match starts with an empty board. | The look of the pieces, the winding gauge, the seized state and how the blight thinks all live in `game.units`.
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# rules Escapement's law book. Every function here is a pure read of `Core.state()` — nothing in this module writes a unit, a tick or a phase. That is the `Director` component's job, and only its job. This module answers questions; the referee acts on the answers. ```lua local Rules = require("game.rules") ``` ## Adjacency the rules resolve against ```lua Rules.links(ring, sector, tick) -- what the teeth allow, PLUS the counterweights ``` `Core.neighbours` is the gears alone. `Rules.links` is the gears plus whatever ground a counterweight has dropped, and it is what movement, striking and the blight's climb resolve against. It is memoised per tick and the whole table is thrown away the moment the tick changes — a link remembered across a tick is exactly the bug the board is built to create. - `Rules.isLinked(aRing, aSector, bRing, bSector, tick)` — are two cells joined right now - `Rules.within(ring, sector, tick, steps, blocked?)` — every cell inside a reach - `Rules.pathToEscapement(ring, sector, tick, blocked?)` — the shortest climb in ## Counterweights Every other surface on the board is gear-local, and therefore turning. A counterweight is the one thing that is not: a slab of **static ground** that falls at a fixed world angle and bridges two rings there for three ticks, no matter where the teeth are. It is aimed where the teeth are *not* already lined up, so a weight always lands as a crossing that did not exist — and it is gone again three ticks later. | Call | Answers | |---|---| | `Rules.planksAt(tick)` | every plank lying on the board — `{ angle, inner, outer, dropped, expires }` | | `Rules.plankDroppingAt(tick)` | the plank landing on this tick, for whatever animates it | | `Rules.plankFooting(plank, ring, tick)` | which cells of one ring that plank serves now | A landing fires `counterweightDropped` on the signal bus with `{ plank, tick }`. | Constant | Default | |---|---| | `Rules.COUNTERWEIGHT_PERIOD` | 3 — a weight falls on every third tick | | `Rules.COUNTERWEIGHT_LIFETIME` | 3 — how many ticks its plank stays down | | `Rules.PLANK_TOLERANCE` | 0.30 rad — how far a tooth may sit from the plank | ## Legality Every question answers the same shape, `{ ok: boolean, reason: string }`, so a refusal can be shown to the player instead of doing nothing. - `Rules.canAct(unit)` — the gate every commanded action passes first - `Rules.canMove(unit, ring, sector)` - `Rules.canStrike(unit, target)` - `Rules.canWind(unit, target)` - `Rules.canHold(unit)` - `Rules.reachable(unit)` / `Rules.strikeTargets(unit)` / `Rules.windTargets(unit)` ## The winding economy - `Rules.restoreAmount(unit)` — three on a mainspring node, one anywhere else. - `Rules.restsThisTurn(unit)` — whether it stood still all turn. Two things have to hold: it was not commanded, and its winding is no lower than it was when the turn began. `unit.mark` is that starting figure, so this reads true whatever drained the automaton and whoever called it. ## The blight `Rules.planBlight(unit)` returns one intent — `drain`, `move`, `breach` or `hold` — for one blight, without touching anything. It is the referee's own climb: it takes anything adjacent, and otherwise walks the shortest path to the escapement, going round whatever is in the way. **How the blight thinks belongs to the units slice.** When the unit host offers a `runBlight`, that is the blight's turn and this plan is not used. The referee falls back to it so the rust climbs whoever owns the turn. `Rules.freeVent()`, `Rules.waveDue(tick)` and `Rules.waveKind(tick)` are the referee's own reinforcements, used only when it is running the blight itself. ## The end of the match `Rules.outcome()` answers `{ outcome, reason }` or nil. Lost when the rust stands on the escapement, lost when every automaton has run down, won when the tick reaches `Core.TICKS_TO_HOUR`.
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backing path · game/Director.component

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