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asset⌬ componentcomponentprimary: init.luau·originates fromworld 52b50907-6…

City

The block skyline of BLOCKBUSTER 767 — the thing the plane is aimed at.

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

City

The block skyline of BLOCKBUSTER 767 — the thing the plane is aimed at.

Put it on an entity and it builds a whole tabletop city from a seed, joins every structure together, and then scores what the player knocks off it.

local city = entity.find("mount_city").component.get("City")
city:census()      -- how much of it is still standing
city:structures()  -- every tower, its kind, height, tier and damage
city:rebuild()     -- lay it out again from the seed

What it builds

game.city.blocks decides the shape: six archetypes — a tapering skyscraper, a banded office slab, a water tower on four legs, a thin antenna mast, a three-span bridge, and a gate with a lintel — dealt across four streets so every archetype appears at least once. Blocks are painted wood (game/city/materials) over a shared grain texture, each structure turned off the grid and each stack given a little per-block twist, so it reads hand-stacked.

What holds it up

Every structure is a tree of fixed joints in which each block carries at most one joint, because an entity carries one Joint component and a second would silently replace the first. The joints are created with no threshold at all; then, once the city has stood on its own for settleFrames, the component reads Physics.jointReaction on every joint over sampleFrames and sets

breakForce  = measured force  × Rules.PHYS.jointBreakMargin
breakTorque = measured torque × Rules.PHYS.jointBreakMargin

with floors so a joint resting under nothing is not released by its own settling. Nothing here is a guessed number, and the grading falls out of the measurement: the joint under ten storeys ends up an order of magnitude stronger than the one under a spire, so a clipped top comes off while the tower below it stands.

What it does every frame

Every live block is watched. One that moved is clamped to Rules.PHYS.debrisMaxSpeed and debrisMaxSpin — the governor that stands in for CCD, which is forbidden on every body in this game — and scored:

what happenedeventscore
a block left home by Rules.SCORE.displaceDistanceblockDisplacedperDisplacedKg × its mass
a block fell past the table edgeblockOffRules.SCORE.offTable
a structure lost toppleFraction of itselftowerToppled (via Game.recordTopple)topplePerTier × tier, and the chain multiplier goes up

A block that reaches the playroom floor is despawned, a few per frame, so a wave of debris landing together does not rebuild the solver's islands all at once.

Fields

fieldwhat it is
seedthe layout; the same seed builds the same city on every peer
settleFramesframes the city stands before its joints are measured
sampleFramesframes the resting load is sampled over; the largest reading wins
minBreakForcenewtons no threshold falls below
torqueLeverScalescales the lever arm that floors the angular threshold
cullsPerFramehow many floor-bound blocks are despawned in one frame

It rebuilds itself on sessionStart, so a fresh session gets a fresh city. Everything it spawns lives under one temporary city_root: nothing is ever baked into the scene.

Interface

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

conforms to

zero/source-extract/v2

strict

ModelBoxColliderPhysics

clearCity( ) → void

crownBlock(s: Blocks.Structure) → number

The block that stands highest in a structure, and closest to its centre where several share that height — the deck of a bridge rather than one of its ends. It is what a landmark's flag is parented to, so the flag rides the structure down instead of hanging in the air over the wreck.

argtypedescription
sBlocks.Structure

raiseFlag(key: string, holderId: string, sx: number, sy: number, sz: number) → void

A pennant on a pole, standing on the crown block and turning with it. Both pieces are drawn only: no collider, no body, nothing in `blocks`, so the flag changes what the city LOOKS like and nothing about what it weighs. A child's transform composes through its parent's, so both the offset and the size are divided by the block's own scale to land in metres.

argtypedescription
keystring
holderIdstring
sxnumber
synumber
sznumber

electLandmarks(crowns: { { id: string, sx: number, sy: number, sz: number } }) → void

THE TOWER is the tallest skyscraper, THE SPAN is the bridge, THE TANK is the water tower standing nearest the centre line — the one a plane thrown down the middle lane can reach. An archetype the layout did not place simply has no landmark, and `City:landmarks()` is short that entry.

argtypedescription
crowns{ { id: string, sx: number, sy: number, sz: number } }

buildCity( ) → void

slotPosition(slot: number) → void

Refill `positions` from the bound set in one crossing. The count it answers with is how many slots resolved to a live entity: fewer than we believe are live means something despawned without going through the cull, and one slow pass finds which so the slots stay aligned. One block's position, straight out of the bytes the last `readPositions` left behind. `slot` is the block's index in `blocks`; a vec3 is three f32.

argtypedescription
slotnumber

readPositions( ) → void

cityIsAtRest( ) → boolean

Is the city standing still? A threshold measured while something is being shoved reads the shove, not the load, so the sampling window does not open until every few blocks read below `Rules.PHYS.settleSpeed`. Striding the list keeps the check to a couple of dozen velocity reads on the frames it runs.

sampleReactions( ) → void

One frame of the sampling window: read what every joint is carrying and keep the largest reading of the run. `Physics.jointReaction` answers in the same two quantities the thresholds are compared against — a linear reaction in newtons and the angular row beside it — so both come from the same read, and a joint carrying a bending load (a bridge deck, a lintel) is sized from the moment it is really holding rather than from a guess at one.

armBegin( ) → void

Home is where a block RESTS, not where it was drawn. The plan places everything on ideal contact planes and the solver then settles it by a few millimetres; re-reading every block here means the first frame of play scores nothing, and it also reports any structure that failed to stand up rather than quietly counting its collapse as the player's work.

armStep( ) → void

Writing 126 joints' thresholds in one step is ~250 reactive field writes and ~250 crossings, and it lands two seconds into every session — in the middle of the opening flythrough. `armPerFrame` at a time spreads it over a handful of frames instead. Nothing scores until the cursor has run off the end, so the gate `armed` guards is unchanged; only when the writes happen is.

onJointBroken(ev: any) → void

A `Joint` component's whole per-frame job is to drive one shared, idempotent break pump, so 126 of them pay 126 crossings a frame to do one frame's work — and that does not shrink as the city comes down. A joint reports its break once and stays released, so the component on the far side of that record has nothing left to do: shed it here, off the pump, never from `update`.

argtypedescription
evany

subscribe( ) → void

awake( ) → void

onDestroy( ) → void

onModuleReload(path: string) → void

A module this component requires re-runs its chunk on an edit, and every subscription a caller left in one of its locals goes with it. Re-registering from here lands on current code; the bus drops the old handler first.

argtypedescription
pathstring

burstTank(si: number) → void

THE TANK goes up rather than over. Everything still standing inside `Rules.SCORE.tankBurstRadius` of its footprint takes an outward shove that falls off linearly to nothing at the rim, which is what turns one water tower into the two structures beside it. The per-frame governor bounds what comes out of it like any other debris, so nothing here can outrun the solver.

argtypedescription
sinumber

countDisplaced(slot: number) → void

A block has left home. It is counted once, and the structure it came from is checked for a topple — the one place a topple is recorded, so a landmark's multiple and the called shot are applied in exactly one place. The per-kilo score and the `blockDisplaced` event belong to the displacement branch alone: a block shoved straight over the edge is counted here without them, having already paid as `offTable`.

argtypedescription
slotnumber

governAndScore(slot: number, px: number, py: number, pz: number) → void

argtypedescription
slotnumber
pxnumber
pynumber
pznumber

update(dt: number) → void

argtypedescription
dtnumber

census( ) →

What the city holds right now: how many blocks, how many have been displaced, how many structures still stand, and what the joints were armed to.

examples

local c = city:census(); print(c.standing .. "/" .. c.towers)

structures( ) →

Every structure the city built, with its kind, footprint, height, tier and how much of it has been knocked down.

examples

for _, t in ipairs(city:structures()) do print(t.kind, t.toppled) end

landmarks( ) →

The three landmarks this layout elected — THE TOWER, THE SPAN, THE TANK — in that order, with the label the HUD prints and whether each still stands. An archetype the layout did not place is simply absent.

examples

for _, l in ipairs(city:landmarks()) do print(l.label, l.standing) end

atRest( ) →

Is every block in the city standing still? The round waits on this so it ends when the CITY has settled, not just the airframe.

examples

if city:atRest() then endRound() end

bounds( ) →

The extent of what still STANDS: the x/z footprint the skyline covers and the altitude band between its shortest and tallest structure. Every field but `standing` is nil once nothing is left standing.

examples

local b = city:bounds(); if b.standing > 0 then aimAt(b.zMin, b.zMax) end

rebuild( ) → void

Rebuild the city from the current seed, as a fresh session would.

examples

city:rebuild()

Sub-parts

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# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
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# blocks Where the block city stands, and what each building is made of. Pure geometry: this module spawns nothing, reads no entity and touches no physics, so a layout can be inspected and counted without a running simulation. ```luau local Blocks = require("game.city.blocks") local plan = Blocks.layout(7) print(plan.blockCount, plan.jointCount) for _, s in ipairs(plan.structures) do print(s.kind, s.x, s.z, s.height, s.tier, #s.blocks) end ``` ## Archetypes | kind | what it is | needs | |---|---|---| | `skyscraper` | a tapering stack of banded storeys under a slate cap | 2.3 m | | `officeSlab` | a wide low block with a setback penthouse | 4.2 m | | `waterTower` | four legs, a platform, a tank, a chrome cap | 3.0 m | | `antennaMast` | a broad footing under a thin tapering column and a spire | 2.0 m | | `bridge` | two piers with a three-block deck laid across them | 7.2 m | | `gate` | two piers, a lintel over them, a clock on top | 5.0 m | `Blocks.layout(seed, opts)` deals them across four streets of sites, widest archetype first so each appears at least once, then fills the rest by weight. Sites are shares of the table's own half-width and of the band the city is allowed to stand in, so the same layout scales with the table rather than walking off it. ## The one joint rule An entity carries at most one `Joint` component, so a structure's `edges` form a tree in which every block is the HOLDER of at most one edge. That is what makes `Physics.jointReaction(blockId)` unambiguous, which is what lets the break thresholds be measured instead of guessed. `Blocks.validate(structure)` checks it and the City component refuses to build a structure that fails. The rule is why the piers of a bridge and a gate are chained in opposite directions: the free end of each chain is what the deck or the lintel hangs from. ## What a block is `{ x, y, z, sx, sy, sz, ry, paint, mass }` — a world centre, full extents, a yaw about Y, an index into the painted-wood palette, and a mass from its own volume, clamped into the envelope `Rules.PHYS` allows. No dimension is thinner than `Rules.PHYS.blockMinThickness`, so nothing in the city can be tunnelled through at 60 Hz — which matters, because CCD is forbidden on every body in this game.
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# game The shared memory of one BLOCKBUSTER 767 session, and the bus every slice talks over. `Game.session` holds what the run is: the state it is in, the score, which plane is loose, how many are left, the chain and its multiplier, the counts of blocks shoved and blocks off the table, and the star rating once the session ends. `Game.telemetry` holds what the airframe is doing this frame — speed, altitude, pitch, bank, boost and its remaining fuel, the winds the key is holding, which parts are still attached — written only by the flight slice and read by the HUD, the camera and the sound mix. `Game.on` / `Game.emit` are the bus. Handlers run in subscription order, which matters: more than one slice answers `roundStart`, and which of them the player ends up looking at cannot be left to the order a table happens to iterate in. `Game.set` moves the state machine through the names in `game.rules`, and `Game.reset` / `startRound` / `endRound` / `advance` are the session flow — a fresh city, a plane on the launcher, a wreck, and then either the next plane or the end card. Everything it remembers lives in `modules.state()`, so editing this file while the game is running does not drop the subscriptions the other slices hold. Consumed by every slice: `flight`, `city`, `camera`, `ui`, `set` and `audio`.
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backing path · game/city/City.component

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