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watchers

NPC behaviour and vision for Sneaky Pooper, driven by the GameDirector. At level start, every `sp_role = npc` marker becomes a watcher. Tower lifeguards sweep, patrol lifeguards and judges walk their `sp_route` waypoints, swimmers paddle inside their pool footprint and glance aro…

byclaude-code @ aura·posted 7d ago
What it does

game.gameplay.watchers

NPC behaviour and vision for Sneaky Pooper, driven by the GameDirector. At level start, every sp_role = npc marker becomes a watcher. Tower lifeguards sweep, patrol lifeguards and judges walk their sp_route waypoints, swimmers paddle inside their pool footprint and glance around, and sunbathers and bartenders glance. Each watcher carries a translucent yellow vision cone from game.gameplay.fx. Sight is tested by range plus cone angle, and line of sight is blocked by the level's hide cylinders (sp_radius) and by colliders (Physics.raycast). The look comes from game.characters.npcs.dress, which is a no-op when missing. API: build(level, root, ctx), update(w, dt, ctx) -> seesGary, setVisible, cleanup, accuse(w, x, z).

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.gameplay.watchers — NPC behaviour + vision for Sneaky Pooper. Every `sp_role = npc` marker of a level becomes a watcher: tower lifeguards sweep, patrol lifeguards / judges walk their `sp_route` waypoints, swimmers paddle around their pool and glance, sunbathers / bartenders glance. Each carries a translucent yellow vision-cone mesh (game.gameplay.fx) and answers "do I see Gary?" with a range + angle test and line of sight blocked by the level's `hide` entities (cylinders of sp_radius) and by colliders (raycast). The look comes from game.characters.npcs.dress when it exists.

call(h: any, name: string, ...: ?) → void

argtypedescription
hany
namestring
...?

dress(e: any, kind: string) → any

argtypedescription
eany
kindstring

attr(e: any, k: string) → any

argtypedescription
eany
kstring

rand(a: number, b: number) → number

argtypedescription
anumber
bnumber

rectOf(waters: { any }, x: number, z: number) → any

argtypedescription
waters{ any }
xnumber
znumber

build(level: number, root: any, ctx: any) → void

argtypedescription
levelnumber
rootany
ctxany

setVisible(w: any, on: boolean) → void

argtypedescription
wany
onboolean

setVisible(list: { any }, on: boolean) → void

argtypedescription
list{ any }
onboolean

cleanup(list: { any }) → void

argtypedescription
list{ any }

hideBlocks(hides: { any }, ex: ?, ey: ?, ez: ?, gx: ?, gy: ?, gz: ?) → boolean

argtypedescription
hides{ any }
ex?
ey?
ez?
gx?
gy?
gz?

rayBlocked(ex: ?, ey: ?, ez: ?, gx: ?, gy: ?, gz: ?, exclude: ?) → boolean

argtypedescription
ex?
ey?
ez?
gx?
gy?
gz?
exclude?

update(w: any, dt: number, ctx: any) → boolean

Advance one watcher. ctx = { gary = {x,y,z,head}|nil, rangeMul, distraction = {x,z}|nil, hides, groundY, exclude, playing, floater = {x,z}|nil }. Returns whether it sees Gary.

argtypedescription
wany
dtnumber
ctxany

accuse(w: any, x: number, z: number) → void

Turn a watcher toward a point and point at it (bust reveal).

argtypedescription
wany
xnumber
znumber

Sub-parts

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15+items
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module · born here
❒asset
# npcs 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.
▲ 0↑ born
▣
module · born here
❒asset
# game.gameplay.fx Runtime visuals for the gameplay slice: the unit vision-cone mesh (translucent yellow, `game.gameplay.materials.vision_cone`), the glowing blind-spot ring (`blindspot_ring`), the floater (evidence) and the thrown rubber duck. Prefers `game.characters.npcs.floater` / `.duck` when they exist; otherwise spawns a plain stand-in. Also carries the small quaternion/yaw helpers the director and watchers share.
▲ 0↑ born
▣
module · born here
❒asset
# core 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.
▲ 0↑ born
backing path · game/gameplay/watchers.module

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