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asset⌬ modulemoduleprimary: init.luau·originates fromworld e7e3be23-3…

venue

The place SENGOKU TRANCE happens in. This module owns the great torii, the raised stage and its decks, the backdrop, the crowd, the speaker stacks, the overhead truss and its moving heads, the lasers, the haze, the lanterns, the banners, and the beat-reactive light rig that drive…

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

venue

The place SENGOKU TRANCE happens in. This module owns the great torii, the raised stage and its decks, the backdrop, the crowd, the speaker stacks, the overhead truss and its moving heads, the lasers, the haze, the lanterns, the banners, and the beat-reactive light rig that drives all of it. Everything it builds is parented under the Venue scene anchor.

It is also the slice responsible for not drowning the note highway. See "The corridor" below — that is the load-bearing part of this module, not a footnote.

Exports

  • M.mount() — build the venue and its rig. Called once by the scene.
  • M.tick(dt, songTime) — drive the light show. Called once a frame.
  • M.unmount() — tear down the emitters and drop the bus subscriptions.
  • M.setStage(stageId) — put the venue into one of the three rooms ("okehazama" / "nagashino" / "honnoji") without waiting for a duel. Useful for staging shots and for looking at the thing.
  • M.setPhase(kind) — set the rig's temperament to a section of the track ("intro" / "groove" / "build" / "drop" / "outro"). Also moves the bloom, within a cap.
  • M.report() — what the rig is right now: stage, weather, phase, and the count of beams, crowd banks, wash lights, lanterns and emitters.
  • M.corridorReport() — how many laser samples and how many pieces of geometry are currently inside the note highway's protected volume. The requirement is zero, and this is the number that says so.

Usage

local ST = require("game.core")
local V = ST.need("game.venue")
if V then
    V.setStage("honnoji")
    V.setPhase("drop")
    print(V.corridorReport().inside)      --> 0
end

What drives it

The rig reads ST.clock.beat() and derives the beat phase itself, so it needs no conductor to be alive. When the clock is not bound to a deck — the title screen, a staged beat, an agent looking at the scene in the editor — the room keeps dancing at the current stage's own BPM rather than freezing; a venue that only moves during a duel is a venue almost nobody sees move.

It also listens on four bus topics, all optional:

topicwhat it does
duel.beginswaps the room to that duel's look and weather
phase.changesets the rig's level and the bloom
note.hitkicks the wash and widens the beams, harder for a KIWAMI
note.missa brief stumble in the rig

The corridor

The note highway owns a volume and a screen region, and nothing this module draws may enter either:

  • World box — x ±2.9 m, y −1.2 … 5.5 m, z −4 … 16.1 m (the receptor line up to 62% of the way along the highway).
  • Screen rectangle — the central 47% of the frame's width, from the bottom edge up to just above the middle. The world box alone is not enough: a beam thirty metres behind the highway still projects straight down the middle of a 3:4 frame and lands on the lanes as far as the player's eye is concerned. That was found by capture, not by reasoning.

Every laser is sampled along its length each time it is aimed. A sweep that would put any sample in either region is refused, and the head holds its last safe heading. M.corridorReport() runs the same test over the whole rig and answers with counts.

Strobes are the moving heads' own lenses and the stage wash lights — small, local, and capped. Nothing here writes exposure, clear colour, or a full-screen flash, so a strobe cannot black out an incoming note. The haze, the rain, the gunsmoke and the embers are all additive: they can wash a note but they cannot hide one.

The three rooms

stageweatherbeamsair
OKEHAZAMArain, in curtains either side and behind the stagecyan / white / violetcold blue
NAGASHINOgunsmoke walls, a stockade of stakes, muzzle flashes on the beatacid / gold / whiteochre
HONNŌ-JIthe temple roof burning behind the torii, embers, a smoke columnmagenta / ember / goldember red

Notes

  • Art lives in /source/art/venue/ — the venue_glow shader behind every beam, the venue_air depth-haze post-process, and the vn_* materials.
  • The module registers two post-process effects (bloom, vignette) if the chain does not already carry them, and one of its own (venue_air). It never removes an effect it did not add.
  • Particle emitters spawn their own render entity outside the anchor tree; M.unmount() destroys every one it created.

Interface

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

conforms to

zero/source-extract/v2

SENGOKU TRANCE — slice: VENUE (the place) Owned by the venue build agent. Read /source/design/spec.md first. This slice owns: the rave itself. The torii, the stage, the crowd, the lasers, the haze, the strobes, the backdrop, and the beat-reactive light rig that makes all of it move with the track. Everything it makes is parented under `ST.anchor("Venue")`. It reads `ST.clock.beatPhase()` and the "beat" / "phase.change" topics. IT IS ALSO RESPONSIBLE FOR NOT DROWNING THE HIGHWAY: the player must be able to read what they are about to be judged on at the loudest moment.

ModelLight

insideCorridor(x: number, y: number, z: number) → boolean

argtypedescription
xnumber
ynumber
znumber

buildCameraBasis( ) → void

inProtectedView(x: number, y: number, z: number) → boolean

argtypedescription
xnumber
ynumber
znumber

beamClear(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, len: number) → boolean

argtypedescription
oxnumber
oynumber
oznumber
dxnumber
dynumber
dznumber
lennumber

aimY(dx: number, dy: number, dz: number) → void

The rotation that takes a mesh's local +Y onto a world direction. Every beam, post and roof slab in here is a unit primitive turned by one of these; the engine's forward is not +Z, so a hand-rolled euler aims at nothing.

argtypedescription
dxnumber
dynumber
dznumber

rotZ(deg: number) → void

argtypedescription
degnumber

rotX(deg: number) → void

argtypedescription
degnumber

noise(i: number, salt: number) → number

A deterministic hash-noise, so a rebuild puts every crowd body back exactly where it was and a screenshot is reproducible.

argtypedescription
inumber
saltnumber

part(name: string, parent: any, mesh: string, mat: any, pos: { number }, scale: { number }, rot: { number }?) → any

argtypedescription
namestring
parentany
meshstring
matany
pos{ number }
scale{ number }
rot{ number }?

tinted(e: any, col: { number }, blend: number?) → void

argtypedescription
eany
col{ number }
blendnumber?

group(name: string, parent: any, pos: { number }) → any

argtypedescription
namestring
parentany
pos{ number }

buildFloor(parent: any) → void

argtypedescription
parentany

buildStage(parent: any) → void

argtypedescription
parentany

buildTorii(parent: any) → void

argtypedescription
parentany

buildBackdrop(parent: any) → void

argtypedescription
parentany

buildStack(parent: any, sx: number) → void

argtypedescription
parentany
sxnumber

buildTruss(parent: any, name: string, z: number, y: number, halfSpan: number) → void

argtypedescription
parentany
namestring
znumber
ynumber
halfSpannumber

buildHead(parent: any, index: number, ox: number, oy: number, oz: number, baseTilt: number, outward: number, amp: number, speed: number, len: number, key: string, up: boolean?) → void

One moving head: a yoke, a lens, and the beam it throws.

argtypedescription
parentany
indexnumber
oxnumber
oynumber
oznumber
baseTiltnumber
outwardnumber
ampnumber
speednumber
lennumber
keystring
upboolean?

buildRig(parent: any) → void

argtypedescription
parentany

buildLights(parent: any) → void

argtypedescription
parentany

buildCrowd(parent: any) → void

Eight banks of bodies either side of the highway. A bank is one entity with its people parented under it, so the whole crowd surges on the beat for eight transform writes a frame rather than eighty.

argtypedescription
parentany

buildDressing(parent: any) → void

argtypedescription
parentany

newEmitter(spec: any) → any

argtypedescription
specany

buildWeather(parent: any) → void

argtypedescription
parentany

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

Toggling a weather group is what swaps one duel's room for another's. `enabled` is not a settable property on an entity proxy — activity is a call — and `setActive(false)` on the GROUP is not enough on its own: a deactivated parent's children keep drawing (measured: the burning temple stayed on screen through all three duels until this walked the subtree). So the group is deactivated AND every Model under it is hidden by hand.

argtypedescription
eany
onboolean

walk(node: any) → void

argtypedescription
nodeany

ensureAir( ) → void

applyLook(stageId: string) → void

argtypedescription
stageIdstring

aimBeam(b: any, sweep: number, level: number, pulse: number) → void

argtypedescription
bany
sweepnumber
levelnumber
pulsenumber

mount( ) → void

Called once when the scene loads. Build the venue and its light rig.

examples

M.mount()

setPhase(kind: string) → void

Set the light rig's temperament to a section of the track.

argtypedescription
kindstring"intro" | "groove" | "build" | "drop" | "outro"

examples

V.setPhase("drop")

tick(dt: number, songTime: number) → void

Called once a frame after the beat clock has advanced. Drive the light show.

argtypedescription
dtnumberSeconds since the previous frame.
songTimenumberSeconds into the track — the authoritative time.

examples

M.tick(0.016, 12.4)

corridorReport( ) →

Every laser sample that currently lands inside the highway's protected corridor. Zero is the requirement.

examples

print(V.corridorReport().inside)

walk(e: any) → void

argtypedescription
eany

report( ) →

What the rig is doing right now — for a data query alongside a screenshot.

examples

print(V.report().beams)

setStage(stageId: string) → void

Force the venue to one of the three rooms, without a duel. For staging and for looking at it.

argtypedescription
stageIdstring"okehazama" | "nagashino" | "honnoji"

examples

V.setStage("honnoji")

unmount( ) → void

Called once when the scene unloads.

examples

M.unmount()

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# game.core — the shared contract of SENGOKU TRANCE Everything every slice of the game agrees on. The screen shape, the rules, the three duels, the **beat clock**, the event bus, the shared state, and the scene anchors. ```luau local ST = require("game.core") ``` A bare dotted identity in the world root. `@world::game.core` does not resolve. ## Exports - `ST.VIEW` — the screen is **1080 x 1440, 3:4 portrait**, and `VIEW.band` divides it into stage / highway / hud strips. Lay out inside your band. - `ST.WORLD` — the metres: lane positions, the receptor plane, where the stage is, where each duellist stands, and the fixed gameplay camera. - `ST.RULES` — judgement windows, damage, scoring, keys, and the measured latency constants. - `ST.PALETTE` / `ST.LANE_COLOR` — the blacklight-ukiyo-e colours. Draw from these so the three duels read as one game. - `ST.STAGES` / `ST.stage(id)` — the three duels, each with a **fixed BPM** and a psytrance section map. - `ST.clock` — the beat clock. `songTime()`, `beat()`, `beatPhase()`, `beatToTime(beat)`. - `ST.bus` — `on(topic, fn) -> off`, `emit(topic, payload)`, `clear()`. `ST.TOPICS` lists the contract topics. - `ST.state` — the live duel numbers. The conductor writes; everyone reads. - `ST.anchor(name)` / `ST.clearAnchor(name)` — where a slice hangs its entities. **No slice edits the scene file.** - `ST.provide(id, api)` / `ST.need(id)` — the slice registry. - `ST.lerp`, `ST.clamp`, `ST.color`, `ST.accuracy`, `ST.meanOffset`, `ST.phaseAt`, `ST.resetDuel`. ## The beat clock — measured, not assumed The engine **does** report playback position: `audio.voice(id).positionSeconds`. Measured on this build, over 90 consecutive frames: | quantity | measured | |---|---| | distinct positions in 90 frames | 90 — it advances every frame | | quantum | **11.6 ms** (steps are exact multiples of 11604 us) | | frame time | **21.7 ms** — the audio clock is finer than the frame | | lag behind a wall clock started at `:play()` | **20-23 ms**, steady | | drift over the window | none measurable | So the clock is **driven by the engine**, not free-running. But an 11.6 ms quantum read on a 21.7 ms frame makes notes judder, so `ST.clock` runs a hybrid: it free-runs on the wall clock between raw samples and re-locks to every fresh one (nudging 18% a frame, snapping past 80 ms of error). Read `songTime()` and never `audio.voice()` directly. `ST.clock.tick(now)` is called once a frame by the scene entrypoint. **A slice never calls it.** ## Latency, and what we do about it Input is sampled once a frame, so timing resolution can never beat ±11 ms. The windows are sized for that: KIWAMI ±45 ms, SHIN ±90 ms, KA ±140 ms. The residual output latency is measured **from the player** by the calibration step, which writes `ST.RULES.calibrationSeconds`; the conductor keeps a running mean offset (`ST.meanOffset()`) so a systematic bias is visible in data rather than guessed at. ## Notes - The three tracks are generated **to** the BPM in `ST.STAGES`, never the other way round. A chart is authored in **beats**; `ST.clock.beatToTime` resolves it. That is why a chart can never disagree with its track. - `ST.need(id)` returns nil for a slice that is not built yet. **Always handle nil** — that is what lets the slices build in parallel.
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# venue_air The air inside Sengoku Trance's venue. A full-screen pass that reads scene depth and lifts everything past the note highway toward the current duel's colour — rain-blue at Okehazama, gunsmoke-ochre at Nagashino, ember-red at Honnō-ji — so the crowd separates from the stage, the stage separates from the backdrop, and the three duels read as three rooms. `near` holds the haze off the front of the frame. The lanes the player is being judged on live in the first few metres, and haze over them is the one thing the venue is not allowed to do. ## Properties | name | meaning | |---|---| | `air_color` | the colour the distance goes toward | | `density` | how fast the haze accumulates per metre | | `near` | metres of clear air in front of the camera before any haze | | `strength` | overall multiplier on the accumulated haze | | `ceiling` | the most the haze may ever veil a pixel, 0..1 | | `glow` | how much the haze also *adds* its colour, on top of veiling |
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backing path · game/venue.module

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