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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.

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

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.

local Rules = require("game.rules")

Adjacency the rules resolve against

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.

CallAnswers
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 }.

ConstantDefault
Rules.COUNTERWEIGHT_PERIOD3 — a weight falls on every third tick
Rules.COUNTERWEIGHT_LIFETIME3 — how many ticks its plank stays down
Rules.PLANK_TOLERANCE0.30 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.

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/rules.module — the referee's law book. OWNED BY THE "rules" SLICE, alongside Director.component. Everything here is a PURE READ of `Core.state()`. Nothing in this file writes a unit, a tick or a phase — that is the Director's job and only the Director's. This module answers questions: is this action legal, and if not, why not Rules.canMove / canStrike / canWind / canHold what can this automaton do right now Rules.reachable / Rules.strikeTargets where does the machine let me walk this tick Rules.links (Core.neighbours + counterweights) what does the blight do next Rules.planBlight how much winding does holding still give Rules.restoreAmount has the match ended Rules.outcome The one thing this file adds to the board that `core.module` does not have is the COUNTERWEIGHT. Every other surface on the board is gear-local and therefore turning; a counterweight is a slab of static ground that falls at a fixed WORLD angle and bridges two rings there for a few ticks no matter where the teeth are. It is the only crossing the player can count on ahead of time, and it is gone again three ticks later.

yes( ) → Verdict

no(reason: string) → Verdict

argtypedescription
reasonstring

plankAngleFor(dropTick: number, inner: number, outer: number) → number

argtypedescription
dropTicknumber
innernumber
outernumber

planksAt(tick: number) → void

Every counterweight plank lying on the board at `tick`.

argtypedescription
ticknumber

plankDroppingAt(tick: number) → Plank

Is a counterweight falling on this tick? (What the machine slice animates.)

argtypedescription
ticknumber

plankFooting(plank: Plank, ringIndex: number, tick: number) → void

Which cells a plank serves on one of its two rings, this tick.

argtypedescription
plankPlank
ringIndexnumber
ticknumber

plankLinks(ringIndex: number, sector: number, tick: number) → void

The extra links a cell gains from the counterweights currently down.

argtypedescription
ringIndexnumber
sectornumber
ticknumber

links(ringIndex: number, sector: number, tick: number) → void

argtypedescription
ringIndexnumber
sectornumber
ticknumber

pathToEscapement(ringIndex: number, sector: number, tick: number, blocked: ((number, number) → void

The shortest run of cells from a cell to the escapement, as a list of steps (excluding where you start, including the escapement). `blocked` refuses a cell as a stepping stone; the destination is never refused.

argtypedescription
ringIndexnumber
sectornumber
ticknumber
blocked((number, number

occupant(ringIndex: number, sector: number) → void

Occupancy One unit to a cell. A frozen automaton still holds its cell — that is what "becomes terrain" means: it is in the way until somebody winds it back up.

argtypedescription
ringIndexnumber
sectornumber

isOccupied(ringIndex: number, sector: number) → boolean

argtypedescription
ringIndexnumber
sectornumber

canAct(unit: any) → Verdict

Legality The gate every commanded action passes first.

argtypedescription
unitany

affords(unit: any, cost: number) → Verdict

argtypedescription
unitany
costnumber

canMove(unit: any, ringIndex: number, sector: number) → Verdict

argtypedescription
unitany
ringIndexnumber
sectornumber

isLinked(aRing: number, aSector: number, bRing: number, bSector: number, tick: number) → boolean

argtypedescription
aRingnumber
aSectornumber
bRingnumber
bSectornumber
ticknumber

canStrike(unit: any, target: any) → Verdict

argtypedescription
unitany
targetany

canWind(unit: any, target: any) → Verdict

argtypedescription
unitany
targetany

canHold(unit: any) → Verdict

argtypedescription
unitany

reachable(unit: any) → void

Every cell the automaton could step onto this tick.

argtypedescription
unitany

strikeTargets(unit: any) → void

Every blight this automaton could strike this tick, as unit records.

argtypedescription
unitany

windTargets(unit: any) → void

Every ally this automaton could wind this tick.

argtypedescription
unitany

restoreAmount(unit: any) → number

The winding economy What standing still gives this automaton, where it is standing.

argtypedescription
unitany

restsThisTurn(unit: any) → boolean

An automaton that stood still all turn is wound at the end of it. Standing still means two things, and both have to hold: it was not commanded to do anything, and its winding is no lower than it was when the turn began — rust in the gears is the one thing a spring cannot be wound through. `unit.mark` is the winding the referee recorded at the top of the turn, so this reads true whatever drained the automaton and whoever called it. Frozen automata are terrain and wind for nobody: only an ally spending 2 brings one back.

argtypedescription
unitany

planBlight(unit: any) → void

The blight's turn What one blight does with one of its actions. The Director applies the intent; nothing here mutates. Kinds: "drain" { target } an automaton is adjacent — drain its winding "move" { to } step along the shortest climb toward the escapement "breach" { to } that step lands ON the escapement "hold" {} boxed in, nothing to do

argtypedescription
unitany

blocked(ring: number, sector: number) → boolean

argtypedescription
ringnumber
sectornumber

freeVent( ) → void

Where a fresh blight climbs in: the emptiest vent on the outer ring.

waveDue(tick: number) → boolean

argtypedescription
ticknumber

waveKind(tick: number) → string

Which kind climbs in on this wave: the machine gets harder as the hour nears.

argtypedescription
ticknumber

outcome( ) → void

The end of the match Has the match ended, and why? Returns nil while it is still being played.

⌬ Types
Verdict = { ok: boolean, reason: string }Plank = {

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