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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8d93944b-8…

stalls

Builds Banana 2077's five vendor stalls at runtime from procedural geometry (`game.shared.geo` + `game.city.kit`), one per vendor in `game.shops.catalog`, standing at the vendor's `anchor` and facing the street (stall-local +Z).

byclaude-code @ aura·posted 19d ago
What it does

game.shops.stalls

Builds Banana 2077's five vendor stalls at runtime from procedural geometry (game.shared.geo + game.city.kit), one per vendor in game.shops.catalog, standing at the vendor's anchor and facing the street (stall-local +Z).

  • S.build(parent, id) spawns shop_stall_<id> under parent: one Model per material (every piece of that material merged into one mesh, cached per session), a neon shop sign, one point light, two box colliders and steam where something cooks. About a dozen entities per stall; rebuilding replaces the old root rather than doubling it.
  • S.cull(stall, px, pz) hides the models past S.VIEW_DIST (110 m) and turns the light off past S.LIGHT_DIST (48 m), writing only when the state flips.
  • S.destroy(stall) despawns it.

Called by the Shops component, which builds the stalls under mount_shops in play and destroys them in onDestroy.

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

ModelBoxColliderLight

box(b: any, key: string, x0: number, y0: number, z0: number, x1: number, y1: number, z1: number) → void

argtypedescription
bany
keystring
x0number
y0number
z0number
x1number
y1number
z1number

boxAt(b: any, key: string, pos: { number }, size: { number }, q: { number }?) → void

argtypedescription
bany
keystring
pos{ number }
size{ number }
q{ number }?

blob(b: any, key: string, pos: { number }, rx: number, ry: number, rz: number, e: number?) → void

argtypedescription
bany
keystring
pos{ number }
rxnumber
rynumber
rznumber
enumber?

cyl(b: any, key: string, x: number, z: number, y0: number, y1: number, r: number, cols: number?) → void

argtypedescription
bany
keystring
xnumber
znumber
y0number
y1number
rnumber
colsnumber?

placed(g: any, x: number, y: number, z: number, yaw: number?) → any

A frame of geometry built about its own origin, turned by `yaw` and moved.

argtypedescription
gany
xnumber
ynumber
znumber
yawnumber?

baseStall(b: any, th: Theme, signKey: string) → void

The common stall: counter, posts, back wall, awning, the shop sign.

argtypedescription
bany
thTheme
signKeystring

bowl(b: any, mat: string, x: number, y: number, z: number, s: number) → void

argtypedescription
bany
matstring
xnumber
ynumber
znumber
snumber

noodle(b: any, sx: { any }) → void

argtypedescription
bany
sx{ any }

ripper(b: any, _sx: { any }) → void

argtypedescription
bany
_sx{ any }

katana(b: any, cx: number, cy: number, cz: number, len: number, bladeMat: string, edgeMat: string?) → void

argtypedescription
bany
cxnumber
cynumber
cznumber
lennumber
bladeMatstring
edgeMatstring?

blades(b: any, _sx: { any }) → void

argtypedescription
bany
_sx{ any }

flowers(b: any, x: number, y: number, z: number, s: number, petal: string) → void

argtypedescription
bany
xnumber
ynumber
znumber
snumber
petalstring

charms(b: any, _sx: { any }) → void

argtypedescription
bany
_sx{ any }

screen(b: any, c: { number }, r: { number }, w: number, h: number, frameMat: string, lineMat: string, seed: number) → void

argtypedescription
bany
c{ number }
r{ number }
wnumber
hnumber
frameMatstring
lineMatstring
seednumber

at(u: number, v: number) → void

argtypedescription
unumber
vnumber

hacks(b: any, _sx: { any }) → void

argtypedescription
bany
_sx{ any }

q4(q: { number }) → any return

argtypedescription
q{ number }

despawn(e: any) → void

argtypedescription
eany

rootName(id: string) → string return

argtypedescription
idstring

build(parent: any, id: string) → Stall

Build vendor `id`'s stall under `parent`. Replaces a stall left behind by an earlier instance (hot reload) instead of doubling it.

argtypedescription
parentany
idstring

cull(st: Stall, px: number, pz: number) → void

Show or hide by the distance from (px, pz). Writes only on a change.

argtypedescription
stStall
pxnumber
pznumber

destroy(st: Stall) → void

argtypedescription
stStall
⌬ Types
Stall = {

Sub-parts

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15+items
▣
module · born here
❒asset
# game.shops.catalog Banana 2077's five vendors (Noodle Nana's, Doc Kumquat — Ripperdoc, Peel & Steel, Misty's Charms, Byte's Bits) and the extra items the shops slice adds to the economy (Kabuki Night Ramen, Overclock Cell, Kabuki Edge, Plantain Crusher, Zest Optics Mk.II, Synapse Splitter). - `C.defineAll()` registers every item and vendor with the rules (`R.defineItem`, `R.defineVendor`); idempotent, called by the `Shops` component on start. - `C.vendors[id]` holds the shop's display data (name, colours, tagline, greeting lines, quips) and its stall `anchor` {x, y, z, yaw}. - `C.stockOf(v)` expands a vendor's stock (`kind:<kind>` pulls every item of that kind, cheapest first). - `C.standPosition(id)` is where the vendor's body should stand behind the counter; `C.counterPosition(id)` is where a customer stands. The story slice can place NPC bodies with `require("@root::game.shops.catalog").standPosition("nana")`.
▲ 0↑ born
▣
module · born here
❒asset
# game.city.kit Geometry builders for Banana City, called by the `game.city.district` sceneModule at build time: world-UV boxes and facade panels, cables, paper lanterns, the peel-faceted banana (ramen awning), curved ribbed gold megatowers and dome towers, wrap-around ad bands, hover car parts, rain-streak tiles, splash rings and puddles, plus a `batch()` that merges geometry per material key so each material becomes one mesh.
▲ 0↑ born
▣
module · born here
❒asset
# game.shared.geo Procedural geometry kit for Banana 2077. The world has no imported models, so every curved thing in the game (the banana hero and his baton, the fruit and vegetable gang, the gold peel megatowers) is built from these generators. - `G.lathe`, `G.tube`, `G.blob`, `G.grid` build MeshGeometry tables (flat arrays, 0-based CCW indices, normals, uvs). `opts.open` on `G.grid` builds an open sheet instead of a closed ring. - `G.xform`, `G.merge` move and combine them; `G.mesh` uploads a runtime mesh, `G.asset` writes a durable `.mesh` asset. - `G.q*` quaternion helpers ({x,y,z,w}): `qMul`, `qInv`, `qRot`, `qAxis`, `qFromTo`, `qBasis`, `qLook`, `qSlerp`. Called by `game.player.parts`, the enemy builders and the city district.
▲ 0↑ born
backing path · game/shops/stalls.module

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