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blightform

The Blight's crystalline unit forms. Everything the monks are, these are not: no curve, no cloth, no warmth. Hard facets, cold black-violet, and a lit core that has no business being alive.

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

blightform

The Blight's crystalline unit forms. Everything the monks are, these are not: no curve, no cloth, no warmth. Hard facets, cold black-violet, and a lit core that has no business being alive.

The whole colour argument of the game is made here. If a blight form ever reads as "another green thing on the board", it has failed — which is why its colours are pitched well above their nominal palette values and its baked fill runs UP the facets rather than down them: the light on this thing comes from inside it, never from the roof.

idReads asIts job
shardlow and wide, one blade leaning forward like something about to cutthe skirmisher
spirea thin needle with splinters turning around a lit seamthe ranged form
hulka heavy mass under an overhanging crown, wider than a tile is deepthe heavy

Using it

local BlightForm = require("game.units.blightform")

local spec = BlightForm.spec("hulk")     -- { height, scale, idle, parts }
local info = BlightForm.info("hulk")     -- { label, note } for a codex or inspector
CallReturns
BlightForm.ids(){ "shard", "spire", "hulk" }
BlightForm.spec(id)the body spec, built once and cached
BlightForm.info(id){ label, note } — the name and the sentence a tile inspector prints
BlightForm.flush()forget the cached geometry

UnitBodies assembles the parts into entities; this module only describes them. Each form carries a base, a torso, a lit core on emissive_white with a point light in it, and — for the spire and the hulk — a halo or a head that turns against the body.

Idles

They do not breathe. The shard holds still and then snaps a few degrees; the spire's halo turns steadily while its core pulses; the hulk heaves, and grows very slightly as it does. Nothing about the motion is organic, and that is the point.

Interface

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

conforms to

zero/source-extract/v2

game.units.blightform — the Blight's crystalline unit forms. Everything the monks are, these are not. No curve, no cloth, no warmth: hard facets, cold black-violet, and a lit core that has no business being alive. The whole colour argument of the game is made here — if a blight form ever reads as "another green thing on the board", it has failed. Three forms, and they read apart the same way the monks do: shard low, wide, one blade leaning forward like something about to cut. spire thin and very tall, splinters orbiting a lit seam. hulk a heavy mass under an overhanging crown, wider than a tile is deep. They share the monk skeleton's NAMES where it makes sense — `root`, `torso`, `head` — so one animator drives both sides without asking what it is holding.

finish(b: any, from: number) → void

argtypedescription
bany
fromnumber

shard( ) → void

The skirmisher: a knot of shards close to the floor with one long blade.

spire( ) → void

The ranged form: a thin spire with splinters held around a lit seam.

hulk( ) → void

The heavy: a broad mass carrying an overhanging crown of blades.

spec(id: string) → any

--!desc The part list for one blight form, built once and cached. --!arg id A form id — "shard", "spire" or "hulk". --!return A body spec: `{ height, scale, idle, parts }`, or nil. --!example local spec = BlightForm.spec("hulk")

argtypedescription
idstring

flush( ) → void

--!desc Forget the cached geometry so the next `spec` rebuilds it. --!example BlightForm.flush()

ids( ) → void

--!desc Every blight form id this module can build. --!return An array of ids. --!example for _, id in ipairs(BlightForm.ids()) do ... end

info(id: string) → any

--!desc What each form is, for a codex or a tile inspector to print. --!arg id A form id. --!return `{ label, note }`, or nil. --!example local info = BlightForm.info("spire")

argtypedescription
idstring

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module · born here
❒asset
# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# meshkit The geometry kit the monks and the Blight are carved with. Robes are solids of revolution with cloth wobble in them, tools are tapered tubes and hand-cut blades, the blight is faceted crystal. Nothing here is imported and nothing is a grey box. ```luau local Kit = require("game.units.meshkit") local b = Kit.builder() b:revolve({ { r = 0.46, y = 0.00, c = { 0.20, 0.17, 0.12 } }, -- the hem, in the mud { r = 0.32, y = 1.30, c = { 0.42, 0.55, 0.28 } }, -- the shoulder }, 10, { wobble = 0.11, seed = 4, capBottom = true }) b:bakeFill(0, { -0.55, 0.42, -0.72 }, 0.82, 1.62) someEntity.component.add("Model", { model = b:mesh(), material = mat }) ``` ## Two ideas do most of the work **Vertex colour.** The engine's pbr shader multiplies `input.vertex_color` into base colour, so wear, dirt at a hem and the warm bounce up a sleeve are baked into the geometry itself instead of costing a material per shade. A whole monk is two materials. **Facets.** Every quad emits its own four vertices carrying the face's own normal, so a surface reads as carved planes — the illuminated-manuscript register the game is drawn in. `smooth(mark)` averages coincident normals where a rounded read is wanted (heads, orbs); crystal and blades never ask for it. ## The builder | Call | Makes | |---|---| | `b:revolve(profile, segs, opts)` | a solid of revolution — robes, hoods, tanks, censers | | `b:tube(path, radii, segs, colour, opts)` | a swept tube — arms, shafts, hoses, chains, pipes | | `b:box(cx, cy, cz, hx, hy, hz, colour)` | a box with a distinct colour per face | | `b:sphere(cx, cy, cz, r, colour, opts)` | a sphere, squashable — heads, seed pods | | `b:blade(outline, thick, colour, edge)` | a flat blade with a bright cut edge | | `b:shard(cx, cy, cz, r, h, colour, tip, opts)` | a jagged crystal — the Blight's whole vocabulary | | `b:quad(a, b, c, d, ...)` / `b:tri(a, b, c, ...)` | the primitives underneath | `profile` is a bottom-to-top list of rings, `{ r = radius, y = height, c = colour }`. `revolve`'s `opts` carry `capTop` / `capBottom`, `sx` / `sz` (squash the circle into an ellipse), `lean` (forward tilt per unit of height), `smoothed`, `inward` (flip the winding, for the dark lining inside a hood), `skip(ri, si, segs)` (leave a quad out — this is how a cowl gets a face opening) and, most usefully, **`wobble`**: a deterministic per-segment radius variation, which is what makes cloth read as cloth rather than as a lampshade. ## The passes that make it look painted | Call | Does | |---|---| | `b:bakeFill(from, dir, lo, hi)` | a painter's fill light, carried in the vertex colours. The greenhouse's key falls almost straight down, so a robe's sides would otherwise sit in near-black. | | `b:bakeGroundDirt(from, y0, y1, k)` | the contact shadow and the mud a hem picks up | | `b:warp(from, fn)` | move everything added since a mark through a function of position — a hood pulled forward, a body leaned into a stoop | | `b:smooth(from)` | average coincident normals | | `b:mark()` | the mark the four above take | `Kit.hash` / `Kit.sn` are deterministic noise (same seed, same shape, every boot — a body must not shimmer between rebuilds); `Kit.mix`, `Kit.shade` and `Kit.grain` are the colour helpers, and `grain` is the one that keeps a flat-shaded surface from reading as plastic. `b:mesh()` hands the accumulated geometry to the GPU and returns the `MeshHandle` a `Model` component takes straight in its `model` field. `b:tris()` is the budget check — a whole monk is 3000–5000 triangles.
▲ 0↑ born
backing path · game/units/blightform.module

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