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Sprayers

Four aircraft work the farm and they go where the eating is. Each one reads the field ledger and claims the plot with the best combination of standing crop and heat** — how hard that plot is being eaten right now — then sweeps it in lanes, turning outside the crop so every lane i…

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

Sprayers — the crop dusters

Four aircraft work the farm and they go where the eating is. Each one reads the field ledger and claims the plot with the best combination of standing crop and heat — how hard that plot is being eaten right now — then sweeps it in lanes, turning outside the crop so every lane is covered end to end. Settle on one field and you heat it; heat it enough and an aeroplane comes for it. That is the round's risk and reward in one mechanic: the ground worth eating is the ground with a duster over it.

The spray is a trail, not a bubble: a plume hanging behind and below the aircraft out to C.SPRAY_TRAIL metres, C.SPRAY_RADIUS wide. It exists only while the duster is actually over crop, and it cannot reach a swarm above C.SPRAY_CEILING — climbing is always the answer, it just costs you the feed.

local spr = Locust.systems.sprayers        -- always guard for nil
spr.exposure(x, z, y, cloudRadius) -> 0..1  -- how deep in spray a swarm is
spr.threatNear(x, z, r) -> boolean          -- is a live plume within r metres

exposure takes the swarm's own radius because a cloud is a body, not a point: a plume that clips its edge takes part of it, and a bigger swarm is a bigger target. Rules applies the loss to the player (and fires "sprayed"); this module applies it to the rivals, so a duster is a hazard on the board rather than a hazard aimed at one player.

Locust.state.sprayers[i] carries x y z heading spraying field for anyone who wants to draw or listen to them.

Interface

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

conforms to

zero/source-extract/v2

SLICE: rules — the crop dusters. Three aircraft work the farm, and they work the plots that are still worth something: each duster claims the richest standing field it can find and sweeps it in lanes until it is not worth defending any more. That is the whole risk-reward shape of the round — the ground that pays best is the ground with an aeroplane over it, so a swarm can be fat or it can be safe. The spray is a TRAIL, not a bubble: a plume hanging behind and below the aircraft, out to SPRAY_TRAIL metres. It can be read from a distance and flown around, it only exists while the duster is actually over crop, and it cannot reach a swarm that climbs above SPRAY_CEILING. Fly through it and the swarm loses a fraction of its mass every second it is inside. Sprayers.init(root) Sprayers.reset() Sprayers.update(dt) Sprayers.exposure(x, z, y) -> 0..1 how deep in spray a point is Sprayers.threatNear(x, z, r) -> bool is any live plume within r metres Owns Locust.state.sprayers. Applies its own damage to the rival swarms; the Rules module applies it to the player so the "sprayed" event fires once.

buildRig(i: number) → Rig

argtypedescription
inumber

laneCount( ) → number

laneTarget(f: Ledger.Field, lane: number, dir: number, lanes: number) → void

The turn happens OUTSIDE the crop, so every lane is sprayed end to end and the gaps a swarm can slip through are at the field edges.

argtypedescription
fLedger.Field
lanenumber
dirnumber
lanesnumber

chooseField(d: ?, rig: Rig, key: string) → void

argtypedescription
d?
rigRig
keystring

rig(i: number) → Rig

Entering play despawns temporary entities, so a rig can lose its aircraft under it. Every reader comes through here and gets a live one back.

argtypedescription
inumber

init(anchor: ?) → void

argtypedescription
anchor?

reset( ) → void

exposure(x: number, z: number, y: number, cloud: number?) → number

0..1 — how deep inside a spray plume a swarm is. 1 is the plume's centreline at crop height; 0 is clean air. `cloud` is the swarm's own radius: a cloud is a body, not a point, so a plume that clips its edge takes part of it. That is also why a bigger swarm is a bigger target — growth costs something.

argtypedescription
xnumber
znumber
ynumber
cloudnumber?

threatNear(x: number, z: number, r: number) → boolean

argtypedescription
xnumber
znumber
rnumber

update(dt: number) → void

argtypedescription
dtnumber

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# Ledger — the survey of the thirty-six plots One shared reading of the farm that everything which has to *choose* a field chooses from: the rivals pick what to eat, the dusters pick what to defend, and both answers come out consistent — a duster ends up over the ground a rival is heading for because both read the same table. Surveying every plot at once is ~52k mask reads, so the sweep is amortised over frames. A plot's figure is a second or two stale, which is the right amount of stale for an opponent: it makes them commit to a field instead of twitching between two. ```luau Ledger.reset() / Ledger.survey() -- new round; survey() is the full sweep Ledger.update(dt) -- roll the survey on, decay heat Ledger.fields() -> { Field } -- { col, row, x, z, remaining, claim, guard, heat } Ledger.at(col, row) -> Field? Ledger.pick(x, z, opts) -> Field? -- best plot for a swarm standing at x,z Ledger.pickGuard(x, z, key) -> Field? -- best plot for a duster Ledger.addHeat(x, z, dt) -- a swarm is eating here ``` Two claim channels, on purpose. `claim` is swarms: a rival avoids a plot another rival has taken. `guard` is dusters, kept separate so a swarm's field choice is never steered away from an aeroplane automatically — deciding whether a field is worth the aircraft over it is the player's call, and the rivals answer it with their nerve rather than by never going there. `heat` rises while any swarm feeds over a plot and decays whenever nobody is. It is what the dusters actually react to.
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# core <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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# Marks — what the round puts on the farm The rules slice owns three moving things a player has to read from a distance: a rival swarm, the dust it kicks up while it works, and a crop duster with its spray trail. This module builds their meshes and materials; `Rivals` and `Sprayers` own the entities. Everything draws through one lit vertex-colour shader, so a cloud, a plume and an aircraft each cost one material and no textures. Clouds and plumes are scattered unlit triangles rather than solid volumes: sparse geometry reads as mist without needing a blend mode. ```luau Marks.material(name, tint, emissive) -- cached by the LOOK, not the label Marks.cloudMesh(n, rx, ry, rz, tri, colour, jitter, seed) Marks.columnMesh(n, radius, height, tri, colour, seed) Marks.dusterMesh() / Marks.plumeMesh() Marks.rivalCloudMesh(seed) / Marks.dustColumnMesh(seed) Marks.spawnProxy(name, parent, mesh, material) Marks.headingQuat(heading) -- heading 0 = +Z, the game's convention ``` `spawnProxy` replaces any leftover of the same name before spawning. A module hot reload re-runs the slice's init and entering play despawns temporary entities, so without it every reload would leave another dead aircraft parked over the farm.
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backing path · locust/rules/Sprayers.module

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