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asset⌬ componentcomponentprimary: init.luau·originates fromworld b4bcbe22-b…

RunDirector

The run of HULLBREAKER, from the briefing card to the last breath. One instance, on the scene's `RunDirector` entity, attached by `game/wiring/shell`.

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

RunDirector

The run of HULLBREAKER, from the briefing card to the last breath. One instance, on the scene's RunDirector entity, attached by game/wiring/shell.

It is the single writer of game.rules state.phase, o2, integrity, banked, instability and cutsMade. Nothing else should write those: report what happened on the event bus and this component decides what the run does about it.

What it does

  • The clock. o2 counts down in real seconds while the phase is running, and only then, so the briefing and the end cards cost no air. It is the run's only timer.
  • The state machine. briefing → running → won / lost, emitting phase(newPhase) on every transition.
    • Won when banked >= CFG.quotaTonnes and the player is within dockRadius of the skiff's cargo maw. Banking the quota out in the wreck is not a win; you still have to get home.
    • Lost when o2 reaches 0 (deadReason = "air") or integrity reaches 0 (deadReason = "breach").
  • The events it consumes.
    eventeffect
    severed(pieceId, tonnes)cutsMade + 1, instability + CFG.instabilityPerCut (capped), then emits instability(level)
    deposited(pieceId, tonnes)banked + tonnes (falls back to RULES.tonnesOf(pieceId) if no tonnage is passed)
    impact(amount, source)integrity - amount, floored at 0, ignored outside running
  • The screens. hb_visor (the instrument layer, layer 20, shown only while running) and hb_card (the full-frame briefing / won / lost card, layer 40). Both are built by game.hud from a snapshot this component assembles each refresh — including where the skiff falls on the glass.

Fields

fielddefaultmeaning
dockRadius9.0metres from the cargo maw that count as docked
previewInEditfalsedraw the HUD in edit mode too
refreshHz30.0how often the instrument layer is rebuilt

previewInEdit is off by default so authoring captures are not covered by a HUD nobody asked for; the run only draws itself in play.

Two things worth knowing before you change it

  • The event handlers are installed once per game.rules load, guarded by a flag on the rules module rather than on this chunk. A component reload re-runs this file with fresh module locals, so a guard here would add a second copy of every handler on every hot-reload and every edit↔play flip.
  • Nothing on the instrument layer carries a CSS animation. The layer is re-registered several times a second and a re-render restarts an animation, so a keyframe pulse would sit frozen on its first frame. The warning blink is a computed blink value in the snapshot instead. The cards do animate — they are registered once per phase and left alone.

Buttons

onCallback handles hb_begin (start the run) and hb_restart (reset to briefing, then begin on the next tick, so a slice resetting on phase sees the briefing settle first). Both buttons also answer the Return key.

Interface

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

conforms to

zero/source-extract/v2

RunDirector — HULLBREAKER's run, from the briefing card to the last breath. Owned by the `shell` slice, attached to the scene's `director` entity. It is the single writer of `RULES.state.phase`, `o2`, `integrity`, `banked`, `instability` and `cutsMade`; every other slice reports what it did through the `game.rules` event bus and this component decides what the run does about it. severed(pieceId, tonnes) -> instability +1, cutsMade +1, emits instability(level) deposited(pieceId, tonnes) -> banked += tonnes impact(amount, source) -> integrity -= amount The clock is the whole design: `o2` counts down in real seconds only while the phase is `running`, so the briefing and the end cards do not cost air. Two screens: `hb_visor` (the instruments, shown while running) and `hb_card` (the full-frame briefing / won / lost card). Both are pure functions of a snapshot built by `viewOf()` — see `game.hud`.

qrot(q: ?, vx: number, vy: number, vz: number) → void

argtypedescription
q?
vxnumber
vynumber
vznumber

cameraEntity( ) → void

playerPosition( ) → void

The player's body if there is one, otherwise whatever camera is rendering. In play those are the same place; in edit the fallback lets the marker be authored against the editor view instead of reading nil.

dockEntity( ) → void

Re-resolved whenever the cached proxy has gone. `entity.exists(id)` is the only safe liveness probe: reading a property off a despawned proxy RAISES rather than answering nil, so `if dockEnt and dockEnt.position` is not a guard — it is the crash.

skiffMarker( ) → void

Where the skiff sits on the glass, and which way to turn when it does not.

viewOf( ) → void

setPhase(next: string) → void

argtypedescription
nextstring

beginRun( ) → void

endRun(won: boolean, reason: string?) → void

argtypedescription
wonboolean
reasonstring?

installHandlers( ) → void

The guard lives on RULES rather than on this chunk: a component reload re-runs this file with fresh module locals, but `game.rules` is cached, so a flag there is what stops a second copy of every handler being added on every hot-reload and every edit->play flip.

refresh( ) → void

teardown( ) → void

awake( ) → void

start( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

onCallback(id: ?, _data: ?) → void

argtypedescription
id?
_data?

Sub-parts

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11+items
▣
module · born here
❒asset
# rules <!-- 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.
▲ 0↑ born
▣
module · born here
❒asset
# hud The helmet of HULLBREAKER, as a widget tree. Two pure functions of a run snapshot: ```lua local HUD = require("game.hud") HUD.visor(v) -- the in-run instrument layer HUD.card(v) -- the full-frame card: briefing, won, lost ``` `RunDirector` builds the snapshot once a refresh and hands it in. Neither function reads `game.rules` itself, so the whole HUD can be rendered for any state — including states a run has not reached — by passing a made-up snapshot. That is what makes it checkable without playing to the moment. ## The snapshot `phase`, `deadReason` · `o2`, `o2Max`, `integrity`, `integrityMax`, `fuel`, `fuelMax` · `banked`, `quota`, `carrying` · `instability`, `instabilityMax`, `cutsMade` · `torchHeat`, `torchHeatMax`, `torchLocked`, `cutting`, `cutProgress` · `pieceCount`, `elapsed`, `blink` · `skiff = { visible, offscreen, x, y, dist, angle }`. ## What is on the glass - **Top left — the suit.** Air remaining as the largest number in the frame (it is the run timer), then suit integrity and propellant. - **Top right — the haul.** Tonnage banked against quota, with a violet ghost fill showing what is on the clamp but not yet banked; the cargo line; hull instability as nine pips, and which hazards that arms. - **Bottom centre — the torch.** Heat, state, and the cut-node progress while a node is under the beam. - **Centre — the reticle**, and the **skiff marker**: a chevron at the skiff's projected screen position, clamped to a ring inside the visor and turned to point the short way round when the skiff is off-screen or behind you. It hides inside 14 m, where you can see the skiff anyway. - **Top centre — one banner**, for the only things that matter more than what you were doing: suit breach, air critical, quota met, air low. ## Layout notes that were paid for - The tree is composed against a fixed 1280×720 logical canvas (`ui.screenSize()`), not against capture pixels. - **A wrapping label only takes the width of a container, never of a row it shares.** Put one straight into a `horizontal` and it lays out one glyph per line — which is why the text half of a bullet is its own box with a stated width. - **A percentage width on a `button` resolves against the screen**, not the parent, so the card's buttons carry a stated pixel width. - The mono face has no `▸` and no `₂`; a missing glyph paints as a hollow box, so the bullet mark is a drawn 5 px square and the caption reads "AIR REMAINING". The palette and the primitives every panel is built from are in `ui.hbstyle`.
▲ 0↑ born
backing path · game/RunDirector.component

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