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asset⌬ componentcomponentprimary: init.luau·originates fromworld ad25322f-f…

Driver

Owner-only PlayerPrototype controller for Lucia and Jason in Vice City. Start opens free roam. WASD walks relative to the camera; Shift sprints; E near the liquor-store marker starts an optional job, then takes the cash. E also enters/exits the coupe and changes to the motel esca…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 1mo ago
What it does

Leonida getaway controller

Owner-only PlayerPrototype controller for Lucia and Jason in Vice City. Start opens free roam. WASD walks relative to the camera; Shift sprints; E near the liquor-store marker starts an optional job, then takes the cash. E also enters/exits the coupe and changes to the motel escape van. Q switches protagonists on foot or driver/passenger role in the car. F fires at a pursuing patrol; three hits disable it. The partner drives the street ring while the player shoots. Space brakes; R replays the score.

The score progresses through robbery, two-star pursuit, eight seconds unseen, ditching the known red coupe at the motel, and leaving in an unknown white van for a clean getaway. Vehicle collisions use separating-axis tests of oriented body footprints for player/patrol and patrol/patrol contact, with separation and speed loss. Crashes reduce health and police can arrest a stationary player. WASTED or BUSTED shows a five-second countdown and returns the player to free roam outside Leonida Medical with restored health and a $500 deduction. Vehicles remain in the city. A new job can begin at the store.

Public methods: begin(), retry(), interact(), freeRoam(), swap(), shoot(), reportCrime(severity). Ambient pedestrian crimes call reportCrime without starting or advancing the robbery mission. Fields: phase, cash, wanted, health, driving, speed, objective, x, z, heading, heat, caught, respawnIn, activeCharacter, shooter, evidence, copsRemaining, shotsFired, vehicle. Heat and caught are normalized progress values. Presentation observes these fields.

Generated character bundles have painted textures and repaired meter-scale skeletons, rig data and fresh skinned meshes. Temporary visual roots, vehicle/cop roots and input claims are cleaned with the component. Retry resets vehicles, burned-car effect, health, heat and cash.

Interface

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

conforms to

zero/source-extract/v2

owner( ) → void

dist(x: ?, z: ?, xx: ?, zz: ?) → void

argtypedescription
x?
z?
xx?
zz?

rot(yaw: ?) → void

argtypedescription
yaw?

cameraSetup( ) → void

removeCops( ) → void

inputDriving(value: ?) → void

argtypedescription
value?

position( ) → void

policeSpawn(reinforce: ?) → void

argtypedescription
reinforce?

reset( ) → void

begin( ) → void

retry( ) → void

freeRoam( ) → void

interact( ) → void

fail(phase: ?) → void

argtypedescription
phase?

separateVehicles(aX: ?, aZ: ?, aYaw: ?, bX: ?, bZ: ?, bYaw: ?, aW: ?, aL: ?, bW: ?, bL: ?) → void

Separating-axis test for the real oriented vehicle footprints.

argtypedescription
aX?
aZ?
aYaw?
bX?
bZ?
bYaw?
aW?
aL?
bW?
bL?

copsUpdate(dt: ?) → void

argtypedescription
dt?

awake( ) → void

start( ) → void

configure( ) → void

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

swap( ) → void

selectWeapon(index: ?) → void

argtypedescription
index?

reloadWeapon( ) → void

shoot( ) → void

policeSnapshot( ) → void

reportCrime(severity: ?) → void

argtypedescription
severity?

claimVehicle(e: ?, kind: ?, yaw: ?, health: ?) → void

argtypedescription
e?
kind?
yaw?
health?

clearWanted( ) → void

vehiclePosition( ) → void

isVehicle(e: ?) → void

argtypedescription
e?

resupply( ) → void

releaseInput( ) → void

orientCamera(heading: ?) → void

argtypedescription
heading?
⌬ Metadata
descriptionOwner-driven Lucia and Jason liquor-store getaway mission: on-foot control, car entry, arcade driving, swept building collisions, pursuit, heat, motel escape, failure and replay.

Sub-parts

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43+items
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module · born here
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# Visuals Temporary character and vehicle visual factories used by the per-player Driver. All roots are cleaned by their creating component. Used by `scenes.main` through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.
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# GTA VI demake shared rules Canonical map coordinates, road ring, building footprints, mission reward and art direction. `player()` re-resolves this client's PlayerPrototype avatar; `driver()` returns its game.play.Driver behavior. City, player mechanics and presentation consume the same constants so collision, mission markers and minimap agree.
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# Getaway evidence props Spawns the unrecognized white panel van at the motel forecourt (-34,82), checks interaction distance, and applies/removes the burned-coupe visual. Driver owns vehicle control, detection, mission transitions and police state. Every spawned prop is temporary and scoped to its owning player; callers pass their car into burn/stop so one player's retry cannot clear another player's effects. The vehicle change and burning-car sequence adapt GTA VI Extended Look 16:08–16:43; see design/extended-look.md. The Van bundle is generated original PS1 demake artwork. Flame/smoke reuse the engine's measured combat explosion effect with reduced debris and lighting.
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# Living streets Sixteen animated beachgoers walk eight sidewalk, promenade, beach and crosswalk routes. They flee near speeding vehicles or gunshots; vehicle strikes knock them down and alert police through Driver.reportCrime. On foot, G greets the nearest person within3.2m; T takes their wallet once and starts a police response. Dialogue supplies local directions. Pedestrians recover after15s. The owner-local simulation uses the repaired generated protagonist rigs as scaled/tinted beachwear variants; no static or unanimated placeholder characters. A.start/update/stop are called from main.entrypoint. A.message supplies the HUD with current interaction feedback; A.stats exposes measurable live counts. Populating waits for a local player avatar. Temporary entities and inputs are cleaned on scene unload, and each player owns their own story simulation. ZeroMind searched twice; avatar_a was inspected but its costume/shape was unsuitable for this setting. Runtime reuses the already generated and repaired game.play.Visuals models/animation.
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# Visual Attaches the generated character and vehicle bundles; controls rigged idle, walking, combat and reaction animation. Raymond reuses the installed Chains character from the reveal. Conversation's talk action blends a Point gesture at 22% over idle to avoid overstretching the retargeted hands. Used by `scenes.main` through the PlayerPrototype. Player state is local to its owning avatar; generated visual children are temporary. Controls: WASD move/drive, Shift sprint, E interact/enter/exit, Space brake, R replay after completion or failure. Input bindings include gamepad and touch.
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# Gameplay missions The Pickup is an eight-stage apartment mission following the observed Extended Look route: covered entrance, lobby guide, lift and escorted corridor, knock and entry, Raymond's speakerphone exchange, bag pickup and task-force breach, combat retreat via the lift, then escape through an occupied apartment. Resident assistance precedes the return lift. Completion awards $3200 at the apartment exit; the previous invented safehouse delivery is removed. Jason visibly carries the red duffel and the partner supplies covering fire. Killing all officers is not required. Walking dialogue preserves control. Closed doors block collision until opened. Completion, cancellation and death clear temporary cast, props, carry state and locks. A repeatable ten-gate street circuit retains its 150-second timer; the existing liquor score remains unchanged by this apartment correction. start/stop own temporary actors; update/interact accept the owner Driver. target, stats, enemies, raycast, message, policeWitness and partnerCover expose navigation, HUD and combat integration. Static geometry is city.StashHouse; layouts are PickupShots. See design/apartment-shot-audit.md for verification and remaining fidelity limits.
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# Apartment conversations The installed cutscene runtime plays explicit PickupShots layouts with separate ConversationLines subtitle timing. Blocking scenes stage Jason, Lucia and specified NPCs; walking directions, resident assistance and the occupied apartment retain movement and the gameplay camera. Camera cuts follow observed visual beats, independently of speaker changes. Phone, knock, crouch, pickup and victim reactions use skeletal clips. The phone follows Raymond's hand; the ascending lift gets temporary closed doors. play(key, driver, cast, onComplete, options), update(dt), state(), active(), blocking(), skip() and stop() integrate with Jobs, Driver and Presentation. Only completion and skip advance the mission. Cancellation restores cast and input without advancing. Playable dialogue completion preserves movement input. Subtitles use the crunchy presentation raster; dialogue is not voiced or lip-synced.
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# Civilian traffic Driver starts and stops twelve civilian cars on three connected rectangular road loops. update(dt, driver) advances persistent route positions, yields to nearby vehicles and the player, and cars() exposes collision participants. take(driver) transfers a nearby stopped car to the player. Uses the existing red coupe asset and shared world bounds. Corner steering is simplified.
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# Shared gameplay collision Foot sweeps use 0.3 m substeps against city footprints, store walls, stash-house cover, poles and world bounds. Vehicle movement tests an oriented rectangular footprint with four separating axes and subdivides translation/rotation. Exact ray/slab intersections stop bullets and police vision at thin walls; low tables still block feet but allow standing shots above their height. Exports blocked, sweep, vehicleBlocked, vehicleMove, blocksSight, rayDistance, clear, walkClear and trace. walkClear checks an inflated foot corridor against low cover as well as walls; companion following uses it to decide when to follow the player's recorded path. Coordinate plane is world X/Z; vehicle dimensions are half-width/half-length. clear tests standing sight height 1.3 m. Dynamic vehicle-to-vehicle separation is handled in Driver.
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# Road navigation Builds a graph from the six shared avenue coordinates and six cross-street coordinates. path(x, z, targetX, targetZ) projects endpoints onto roads, uses Dijkstra to connect intersections, then appends the destination. Driver uses it for partner driving and obstructed police pursuits. Routes are derived from the same coordinates that generate city roads.
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backing path · game/play/Driver.component

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