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VagantBody

The vagant — the thing the player IS. It sits on the `Vagant` PlayerPrototype's `body` entity, so the engine clones one per joining player, and every vagant on the fen is driven by its own copy.

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

VagantBody

The vagant — the thing the player IS. It sits on the Vagant PlayerPrototype's body entity, so the engine clones one per joining player, and every vagant on the fen is driven by its own copy.

On awake it takes the stand-in avatar back off, builds the figure out of vagant.rig over vagant.parts — coat, wraps, boots, satchel, the broad hat, the lantern and the jasey — and poses it. Every frame after that it measures how fast its own entity is travelling, turns that into a gait, and hands the whole of what the vagant is doing to vagant.anim, which writes every joint.

It also owns the lantern: the point light the player sees the fen by, the flame that gutters as the oil runs out, the glass that goes dead when the flame does, and the way all three are smothered to fl.TUNE.WIG_LIGHT_SCALE while the wig is down. And it makes the noise a body makes — footfalls on grass, on mud, in water, and the splash going in and coming out.

It READS fl.state and never writes it.

Public fields

  • netWig: boolean — the wig is down. Written by the owning client, read by every peer.
  • netWet: number — how soaked the wig is, 0..1, quantised to twentieths.
  • netLit: boolean — the lantern is burning.
  • netOil: number — what is left in it, 0..1, quantised to twenty-fifths.
  • netWade: number — 1 while standing in a cut.
  • netReach: number — 1 while a relight is being held.
  • netCaught: boolean — the fen has you.
  • lanternIntensity: number — the point light's intensity at a full lantern (default 6.0). The single biggest lever on how the game looks: high enough that the reeds a few metres out are legible, low enough that the coat half a metre from the flame stays wool rather than going to white.
  • lanternRadius: number — its radius in metres at a full lantern (default 24).
  • gameMap: AssetRef<inputMap> — the game's control scheme (vagant). Used only to know when a relight is being HELD, so the vagant reaches for the lamp instead of standing beside it — from a key, a pad button or a thumb alike.

The seven net* fields exist because fl.state is the LOCAL client's night. The owning peer copies what a remote peer cannot see into them, on change only, and every peer poses from them — so another player's vagant is hooded and guttering on your screen too.

Lifecycle

  • awake() — drops the stand-in avatar, builds the rig, subscribes to relight and to the caught signal.
  • start() — re-checks whether this body is the local player's, and rebuilds if awake ran before the scene could answer.
  • update(dt) — measures speed, blends every state, poses the rig, drives the lantern and the wig, fires footfalls.
  • editorUpdate(dt) — the same, guarded on engine.paused, so the figure stands, breathes and holds a burning lantern in edit mode too.
  • onDestroy() — releases the input map and despawns the rig's root, which cascades the whole body.

Usage

The scene already carries it. To retune the light on a live body:

local body = layers.active.players.localPlayer.avatar.component.get("VagantBody")
body.lanternIntensity = 8.0

Interface

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

conforms to

zero/source-extract/v2

VagantBody — the thing the player IS. Owned by the `vagant` slice. It sits on the PlayerPrototype's `body`, so the engine clones one per player and every vagant on the fen is driven by its own copy of this. What it does: * builds the figure (`vagant.rig` over `vagant.parts`) the moment it wakes, replacing the skeleton's stand-in avatar; * measures how fast its own entity is travelling and turns that into a gait, so walking, running and wading need nothing from the loop slice beyond the state it already publishes; * poses every joint each frame through `vagant.anim`; * owns the lantern — its light, its flame, its glass and the way all three gutter as the oil runs out and are smothered by the wig; * shows and hides the worn jasey, and darkens it as it soaks; * makes the noise a body makes: footfalls on grass, on mud and in water. It READS `fl.state` and never writes it. On a shared world the local vagant copies the handful of things a remote peer cannot see — the wig, the flame, the oil — into replicated fields, and every peer poses from those, so another player's vagant is hooded and guttering on your screen too.

refreshOwner( ) → void

The world is always multiplayer, so the body this component is on is only SOMETIMES the local player's. `fl.state` describes the local night; a remote body poses from the replicated fields instead.

dropStandIn( ) → void

The skeleton hangs a stand-in humanoid on any body that has no children of its own. This body has its own, so the stand-in is taken back off.

rigIsStanding( ) → boolean

build( ) → void

armInput( ) → void

The `loop` slice authors the map; this only listens, so a relight reads as a reach whichever device the hold came from.

releaseInput( ) → void

publishOwnerState( ) → void

driveLantern(oil: number, lit: boolean, hooded: number) → void

argtypedescription
oilnumber
litboolean
hoodednumber

driveWig(worn: boolean, wet: number) → void

argtypedescription
wornboolean
wetnumber

footfalls(inWater: boolean) → void

argtypedescription
inWaterboolean

drive(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

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module · born here
❒asset
# fl One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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module · born here
❒asset
# vagant.rig The vagant's skeleton, as entities. One entity per moving part, each standing at the joint that turns it and carrying the mesh `vagant.parts` cut in that joint's own local space. Nothing here animates: `vagant.anim` writes `localEulerAngles` onto the handles this returns, and the transform hierarchy does the rest. ```luau local Rig = require("vagant.rig") local rig = Rig.build(public.entity) -- one root, ~22 entities under it Rig.clear(public.entity) -- take it back down ``` Everything is spawned `temporary`, so a body is never written back into `scenes/main.scene` no matter how many times it is rebuilt, and the whole rig is reclaimed by despawning its one root. `clear` re-derives ownership from the world rather than from a remembered list, so a hot-reload, an edit/play flip and a remove-and-re-add all clear the previous body instead of stacking a second. ## The handles `root` `hips` `skirt` `torso` `satchel` `flask` `head` `face` `wig` `armL` `armR` `foreArmL` `foreArmR` `thighL` `thighR` `shinL` `shinR` `bootL` `bootR` `lantern` `lanternIron` `lanternGlass` `lanternFlame` `lanternLight` `Rig.M` carries every measurement the figure is laid out from — hip height and each joint's offset in its parent's frame, in metres. ## Two things worth knowing The **wig** is spawned hidden. Show it with `rig.wig:show()`. The lantern's own housing has `castsShadows` turned OFF. A point light standing inside an iron box shadows every direction at once, and the fen goes black while the flame is plainly burning.
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module · born here
❒asset
# vagant.anim How the vagant moves. No clips and no skeleton: the rig is entities, and a pose is a set of Euler angles written onto them. ```luau local Anim = require("vagant.anim") Anim.pose(rig, { t = 3.2, -- seconds since the body was built gait = 1.05, -- the gait phase, radians; advances with distance covered speed = 4.2, -- horizontal speed, m/s, smoothed runT = 0, -- 0 at a walk, 1 at a run wade = 0, -- 0 dry, 1 up to the knees in a cut reach = 0, -- 0..1, the reach-and-hold of a relight hood = 0, -- 0..1, the jasey pulled down caught = 0, -- 0..1, the moment the fen takes you oil = 1, -- 0..1, what is left in the lantern lit = true, -- is the flame alive }) Anim.rest(rig) -- the same, standing still with a full lantern ``` One function is handed the whole of what the vagant is doing this frame and writes every joint from it, so a walk, a wade, a reach and a collapse are the same code reading different numbers rather than four state machines that can disagree. Everything the caller passes is a blend, so nothing on the body pops. Angles are DEGREES, in each joint's own parent frame. A limb hangs down `-Y`, so a positive X rotation swings it FORWARD (`-Z` is forward here) and a positive Z rotation swings it out to the vagant's right. ## Three decisions worth reading **The coat is the walk.** The legs are invisible under a coat this long, so the skirt is its own entity hung off the hip: it lags the stride by about a fifth of a cycle and swings wider the faster the vagant goes. That is what tells a walk from a run at the gameplay camera, where no leg is ever seen. **The lantern hangs.** Whatever the arm above it did, the bail counter-rotates by the accumulated pitch so the lantern stays upright, and then swings as a pendulum lagging the stride. The carrying arm is held well out from the body — not a comfortable way to carry a lantern, and the reason is the camera: an arm any closer puts the flame behind the coat and the player watches a pool of light with no lantern in it. **The flame gutters.** A full lantern burns tall and steady; the last of the oil burns short, quick and uneven — the warning the player reads before the number is. Note that `localEulerAngles` reads back a plain table, so writing a field on the value it returns changes nothing; the whole property has to be assigned.
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backing path · VagantBody.component

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