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asset⌬ modulemoduleprimary: init.luau·part ofmodule proc.module·originates fromworld 07158574-5…

builder

What a graph builder hands the author, in the call form: `proc.define(function(g) ... end)`.

by◐lumi·posted 4d ago
What it does

proc.builder

What a graph builder hands the author, in the call form: proc.define(function(g) ... end).

  • g.<name>(args) adds a node of the node asset the name resolves to, by asset identity: the nodebox and the node's folder name (g.points.disc), a path (g["/zero/source/fx/ring.procNode"]), ~ (the nearest package, effect or world root: g["~/ring"]), a guid, or a short name (g.disc). A name that matches two nodes, and a name that matches none, are errors that name the candidates. Each call is recorded in the graph by the node's guid. Arguments are a table naming inputs or positional values in the node's input order.
  • What a call answers: a node with one output answers that output's socket, a node with several answers a record of sockets by output name (local f = g.core.normals.face(geo); f.geometry, f.area), a node with none answers nothing. The record does not depend on declaration order.
  • g.op.<name>(args) (and proc.op.<name>) adds a node of an op, for library nodes built on the ops.
  • g:input(name, default, opts) is typed by the default: Float, String, Bool, Vec3, Color, List<T>, Record with its fields. opts takes min, max, options, description, optional and type for a default that does not state its type or no default at all. An empty table default with a stated type is that type's empty value (g:input("entities", {}, { type = "List<Entity>" })).
  • An input with options, or of type Bool or String, is a plain value while the graph is built: g:input answers the value itself, if over it is allowed, and it passes into calls as a constant. Number and vector inputs are sockets. The graph records the plain values it was built with in graph.plain, and each such declaration in graph.inputs[name].plain = true.
  • Sockets take + - * / % ^ // .. and unary minus, math.* and vector.* (each a math.<name> node; vector.create is math.vec2, math.vec3 or math.vec4 by its component count), x.name, x.name = v and x[name] = v for a computed name (which rebind x), x[class][name], x[n], and for index, item in list do ... end. A source loaded through builder.prepareSource reads plain math, vector and rand over sockets unchanged; define loads a node or graph entry that way when it names them.
  • g.compare(a, op, b), g.where(cond, a, b), g.pick(choice, alternatives), g:fold(n, init, fn, opts), g:state(name, columns), g:step(dt, substeps, fn), g:check(cond, message), g.has(geometry, class, name) and g.copy(socket) record the constructs the evaluator knows.
  • g:check(cond, message): a cond known while the graph is built refuses the build with the message (a true one records nothing); a cond that reads a socket is recorded for the plan or the cook to answer. The build of a node's own defaults, which is what indexes the node, holds such a refusal instead of raising it (graph.refusals), and forInputs states it where the node is called or cooked as it stands, so a check over a plain input fires when the call gives it the refused value.
  • A plain Luau table filled inside a for body over sockets keeps one element (rings[#rings + 1] = v, table.insert(rings, v)): the body is one pass for every item. builder.check refuses it with the code socket-loop-append, naming the form to write: a local declared before the loop and assigned inside it, read after the loop, where it is the list of every pass's value.
  • g.copy(value) of a record or a list written in the graph (g.copy({ total = 0 })) is a value of its own that member writes rebind, so a for body that fills it carries it from pass to pass.
  • A class view made with a socket key (names[i]) and read as a value is a node of the scope it was made in, whichever loop body first reads it.
  • A for body is one pass that stands for every item. index is the item's place (a socket, from 1). A value built outside the body that the body reads or assigns (geometry[class][name] = v, record.name = v, record[name] = v) is carried: each pass starts from what the pass before left, the first from the value as it stood before the loop, and after the loop the value is what the last pass left. The loop records the carries in scope.carries[id] = { init, result } and the refs loop_index, loop_carry (the value at the start of a pass) and loop_result (the value after the loop). A value the body only reads reads as it was. The emitter writes a carrying loop as it was authored: a local that starts as g:copy(value), the body's assignments to it, and the loop reading that local after it (proc.emit).
  • g.clock.placement (16 numbers, column after column), g.clock.inverse, g.clock.rotation ({ x, y, z, w }) and g.clock.entity answer where the graph stands in the scene it is cooked in: each is a construct.scene node that reads the scene the cook is handed (a graph standing on no entity has the identity placement and no entity). g.transform.point(p), g.transform.direction(d) and g.transform.rotation(q) carry a world position, direction or quaternion into the graph's space through the inverse placement; each takes plain values, sockets or Fields.
  • g:fold(n, init, fn, { stop = "changed" }) or { stop = function(before, after) return <Bool> end }; fn returns the state only. The fold runs n passes and ends early at the first pass whose stop holds.
  • g.element is the element a Field evaluates over: g.element.id (Int), g.element.P (the position leaf that fieldc.withPosition substitutes, also written g.element.point.P) and g.element.<class>.<column> for a column of the domain the field stands in. Each read is a socket, so g.element.id * 1.0 is a math node.
  • rand.unit(seed, ...scope, id) (a global in a node source, also builder.rand.unit) is the Float field of unit draws keyed by the seed, the scope (graphId, nodeId, channel, or graphId, compositePath, nodeId, channel) and the element id, last (g.element.id). It adds an io.luau node { module = "@builtin::systems.procgen.proc.fieldc.leaves", fn = "rand", args = { seed, { ...scope }, id }, returns = { "Any" } } and answers its value.
  • geometry.names[class] lists the attribute names a class holds (a list socket the plan answers); geometry[class].count = n assigns the domain count; geometry.material = m assigns the material. names is read by that name on any socket: what is read off it by a class (geometry.names.point) lists the names, and any other read (record.names[2], record.names) is the member a record holds under that name, as count and keys are. material is assigned by that name on any socket.
  • A member, an item, a column or the names of a value built outside a fold, step or stop body that the body reads first is a node of the scope the value was built in: the body and every later fold read the one value, which the plan writes once. A read keyed by a socket of the body (a fold's index) stays in the body.
  • g.clock.time, .frame, .delta and .duration are sockets; .fps, .frames, .loop and .realTime are the timeline's values.
  • Luau's < <= > >= == ~=, and, or, not and if over a socket have no value while the graph is built. builder.check(source) names each one with the g.* form to write, and define holds a node or graph entry to it. Plain inputs are not sockets to the check. A plain Luau table indexed by a socket (LANES[values.type]) answers nil while the graph is built, so the check refuses it with the code socket-table-index, which names g.pick.
  • A list of values holds a nil as a value: { a, nil, b } is three, and the second is a constant of nothing.

Building a graph for other plain values

A graph whose plain inputs change structure is built again for the values a cook was given.

  • builder.forInputs(graph, inputs) answers graph while its plain inputs hold what the build used, else the graph built again from graph.source with the values inputs states (an input it leaves out takes its default); the result is cached by the source text and the values, so a node written again is built again. It answers nil, reason when the source cannot be built again or a value is outside the input's options.
  • An optional input with no default (g:input(name, nil, { optional = true })) is nil while the graph is built for a call that leaves it unwired, and its socket otherwise, so if input == nil then ... end in a node source is decided by what the call wired. The declaration states wiring = true and the graph records the wiring it was built for in graph.wiring[name]; forInputs builds the graph again for a cook given no value for such an input (values[name] == false states none in rebuild and withInputs).
  • builder.rebuild(graph, values) builds again unconditionally; builder.withInputs(values, fn) runs a function that calls proc.define and gives that graph the values. A node asset called with a plain value records it as a constant param; the evaluator reads a node's graph through forInputs with those params.

What a graph records

A call-form graph states surface = "call". Each node it makes carries call = true, seq (the order it was made in, which the emitter writes it back in) and scope. A node asset is op = { __ref, type = "procNode", name }; an op is its id string; a construct is op = "construct.<kind>" with construct = <kind>. graph.scopes holds each for, fold, stop and step body, graph.states each g:state, graph.plain the plain input values.

The inputs of a construct node are refs (a constant is { kind = "const", value }); params are constants.

constructinputsparamsanswers
membervalue, namethe member of value
member_setvalue, name, tovalue with the member written
itemlist, indexthe item
columngeometry, class, namethe column read (a read of count is the domain count)
column_setgeometry, class, name, valuethe geometry with the column written
column_removegeometry, class, namethe geometry without the column
count_setgeometry, class, countthe geometry with that class's domain count set to count
material_setgeometry, materialthe geometry with its material set
namesgeometry, classthe List of attribute names the class holds, answered at plan
hasgeometry, class, namea Bool answered at plan: whether the class holds the column
checkcondmessagenothing; a cond that is false when cooked is an error stating message
comparea, bop (eq neq lt le gt ge)a Bool
wherecond, a, ba where cond holds, else b
pickchoice, alternativesthe alternative the choice names
step_samplestep, valuethe value of an animated value at the step's time
step_betweenstep, indexthe fraction (0 to 1) of the step's movement that source index of the step has covered; the evaluator defines it

A call that has several outputs names them in refs: { kind = "node_output", node, output = "<name>" }; a node with one output has output = nil.

Refs

The v1 refs (const, graph_input, node_output, list, record, animated) and:

refstands for
loop_item { loop }, loop_collect { loop, ref }the item of a for scope, and the list of ref over every item
fold_value { scope }, fold_index { scope }, fold_result { scope }the value and the index (from 1) of a fold pass, and the value after the last pass
fold_before { scope }, fold_after { scope }the state before and after a pass, inside a fold's stop function; scope is the stop scope
step_state { scope }, step_index { scope }, step_result { scope }the state record, the step record (dt time graphTime index first start, with step_sample and step_between), and the state the step reached
state { name }, clock { field }, enginedeclared state, the clock's field, the engine API namespace
element { field, class? }the element a Field evaluates over: field = "id" its index, field = "P" its position leaf (no class), else the column field of the domain class

Scopes

graph.scopes[id] is { kind, parent, seq, ... }:

  • for: list, item.
  • fold: count, init, result, and stop when it states one: "changed" (the pass ends the fold when the state it produced equals the one it read) or { scope = <id of a stop scope> }.
  • stop: a scope whose parent is its fold. Its nodes read fold_before and fold_after; result is the Bool ref the fold stops on. It is evaluated after each pass.
  • step: dt, substeps, result.

The plain table of a graph and the plain = true flag of an input declaration state which inputs are build-time values.

Part of @builtin::systems.procgen.proc.

Interface

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

conforms to

zero/source-extract/v2

proc.builder: what a graph builder hands the author. ONE CALL FORM. `g.<name>(args)` adds a node of the node asset the name resolves to, by asset identity: the nodebox and the node's folder name (`g.points.disc`), a path, `~` (the nearest root), a guid, or a short name. The call returns the node's outputs in the order the node declares them. `g.op.<name>(args)` (and `proc.op.<name>`) adds a node of an op, for the library nodes that are built on the ops. A SOCKET stands for a value the graph produces. It wraps an InputRef the graph records, so a graph built here serializes with the same refs as one built with `g:node`. Sockets take Luau's arithmetic, `math.*` and `vector.*` (each a `math.<name>` node), member reads and writes, indexing by class and name (`geometry.point.P`, `geometry[class][name] = column`) and generalized iteration (`for _, item in list do ... end`). Luau's comparisons and logic have no value at build time and are refused, naming the `g.*` form.

bind(helpers: any) → void

Bind the graph module's wiring functions. Called by `proc.graph` each time its chunk runs.

argtypedescription
helpersany

warnOnce(map: { [string]: boolean }, key: string, message: string) → void

argtypedescription
map{ [string]: boolean }
keystring
messagestring

fail(message: string, level: number?) → never

argtypedescription
messagestring
levelnumber?

sourceAt(file: string) → string

The text of the source file `file`, or nil when it cannot be read.

argtypedescription
filestring

bindingOf(v: any) → Binding

argtypedescription
vany

isSocket(v: any) → boolean

Whether a value is a socket.

argtypedescription
vany

topScope(graph: any) → string

argtypedescription
graphany

newSocket(graph: any, ref: any?, view: any?) → any

argtypedescription
graphany
refany?
viewany?

socket(graph: any, ref: any) → any

A socket standing for the InputRef `ref` of `graph`.

argtypedescription
graphany
refany

scopeActive(graph: any, id: string) → boolean

argtypedescription
graphany
idstring

carryPath(b: Binding) → void

The `for` scopes opened since the value's own scope, outermost first; nil when the value is not carried (it was built in the scope in use, or a fold or step body lies between).

argtypedescription
bBinding

inScopeOf(b: Binding, fn: () → void

Run `fn` with only the scopes open that were open when the socket `b` was made: a socket that stands for a value of a scope (a class view read as a value, made where it is first used) is a node of the scope it belongs to, whichever loop body it is first used in.

argtypedescription
bBinding
fn(

atOwnScope(b: Binding, fn: () → void

Run `fn` as the scope the value `b` belongs to when `b` was built outside a fold, step or stop body that reads it: what is derived from it (a member, a column, the names a class holds) is evaluated once where `b` stands, and every body and every later fold reads that one value. A value a `for` body carries keeps the body's scope, since each pass starts from what the pass before left.

argtypedescription
bBinding
fn(

ensureCarried(b: Binding) → void

argtypedescription
bBinding

overwrite(dst: any, src: any) → void

argtypedescription
dstany
srcany

finishCarries(graph: any, id: string) → void

The end of a `for` body: what it assigned is a result of the loop, what it only read is as it was.

argtypedescription
graphany
idstring

refOf(b: Binding) → any

The InputRef a socket records at the place it is used. A socket made inside a `for` body and read after it arrives as the list of every item's value.

argtypedescription
bBinding

unwrapDeep(v: any, graph: any?, seen: { [any]: any }) → any

argtypedescription
vany
graphany?
seen{ [any]: any }

unwrap(v: any, graph: any?) → any

`v` with every socket inside it replaced by the InputRef it records.

argtypedescription
vany
graphany?

graphOfValues(...: any) → any

argtypedescription
...any

current( ) → any

freeId(graph: any, base: string) → string

Recording

argtypedescription
graphany
basestring

nextSeq(graph: any) → number

argtypedescription
graphany

recordNode(graph: any, label: string, op: any, construct: string?, inputs: any, params: any) → string

A node of the call form: `op` is a node envelope or an op id.

argtypedescription
graphany
labelstring
opany
constructstring?
inputsany
paramsany

outputSocket(graph: any, id: string, output: string?) → any

argtypedescription
graphany
idstring
outputstring?

wired(value: any, where: string, graph: any) → void

Wire a value: its ref, or `nil, value` for a plain constant.

argtypedescription
valueany
wherestring
graphany

refValue(value: any, where: string, graph: any) → any

A value as the ref a scope records: a socket's ref, a constant, a list or a record of those.

argtypedescription
valueany
wherestring
graphany

construct(graph: any, kind: string, named: { [string]: any }, params: { [string]: any }?) → any

One construct: a node the evaluator itself knows, wired from `named`.

argtypedescription
graphany
kindstring
named{ [string]: any }
params{ [string]: any }?

classKey(key: any) → boolean

Members, class views and writes

argtypedescription
keyany

rebind(b: Binding, ref: any) → void

argtypedescription
bBinding
refany

checkWritable(b: Binding, what: string) → void

argtypedescription
bBinding
whatstring

memberSocket(b: Binding, key: any) → any

argtypedescription
bBinding
keyany

realize(b: Binding) → any

A class view read as a value: the member of its parent the key names.

argtypedescription
bBinding

columnRead(view: Binding, name: any) → any

argtypedescription
viewBinding
nameany

namesView(b: Binding) → any

`geometry.names[class]`: the attribute names a class holds, a list the plan answers.

argtypedescription
bBinding

__index(_t: any, class: any) → void

argtypedescription
_tany
classany

__newindex( ) → void

stepMethod(b: Binding, key: string) → any

`step.sample(x)` and `step.between(index)`: the methods of the record a step body is handed.

argtypedescription
bBinding
keystring

columnWrite(view: Binding, name: any, value: any) → void

argtypedescription
viewBinding
nameany
valueany

__index(s: any, key: any) → void

argtypedescription
sany
keyany

__newindex(s: any, key: any, value: any) → void

argtypedescription
sany
keyany
valueany

describeSocket(s: any) → string

argtypedescription
sany

refuseComparison(op: string, form: string) → void

argtypedescription
opstring
formstring

__len(_s: any) → void

argtypedescription
_sany

__call(_s: any) → void

argtypedescription
_sany

arithmetic(node: string) → void

argtypedescription
nodestring

__unm(a: any) → void

argtypedescription
aany

__iter(s: any) → void

`for _, item in list do ... end` over a socket: one pass of the body, which stands for every item and is written out per item by the evaluator.

argtypedescription
sany

entryOf(ref: any) → Entry

argtypedescription
refany

bare(path: string) → string

A path as one spelling: the engine answers a world's content under `/zero/source` and `/source`.

argtypedescription
pathstring

addTo(map: { [string]: { any } }, key: string, item: any) → void

argtypedescription
map{ [string]: { any } }
keystring
itemany

index( ) → Index

The listing of every node and graph, read again when the asset index moves. A node answers to its full name (rank 1) and to every dotted tail of it, its own name among them (rank 2); a graph is called by its path, its identity or `~`.

recordedCalls(source: string?) → void

The node each name a source calls was recorded as, by that name: the reference table of the asset holding the source names the guid every `g.<name>(...)` reached when it was written, and that record is what the name means wherever the source travels. Read once per source for the listing `index` last took.

argtypedescription
sourcestring?

rootOf(source: string?) → string

argtypedescription
sourcestring?

editDistance(a: string, b: string) → number

argtypedescription
astring
bstring

nearest(entries: { Entry }, name: string) → void

argtypedescription
entries{ Entry }
namestring

readEntry(e: Entry) → string

argtypedescription
eEntry

isCallForm(e: Entry) → boolean

argtypedescription
eEntry

describeCandidates(list: { Entry }) → string

argtypedescription
list{ Entry }

resolveEntry(graph: any, name: string) → Entry

The node a name resolves to, or an error naming the candidates.

argtypedescription
graphany
namestring

collect(match: (Entry) → void

argtypedescription
match(Entry

collectFrom(list: { Entry }?) → void

argtypedescription
list{ Entry }?

resolveNode(name: string) →

The node a name answers to, the way `g.<name>(...)` resolves it: its full name, its path and its guid.

argtypedescription
namestringA node's name (`points.disc`, or a short name one node alone answers to), a path, an identity or a guid.

examples

local node = proc.builder.resolveNode("points.disc")

loadNodeGraph(e: Entry) → void

argtypedescription
eEntry

orderedKeys(map: any) → void

argtypedescription
mapany

infoOfEntry(e: Entry) → Info

argtypedescription
eEntry

infoOfOp(id: string) → Info

argtypedescription
idstring

plainNamed(arg: any, info: Info) → boolean

Calls

argtypedescription
argany
infoInfo

acceptedNames(info: Info) → string

argtypedescription
infoInfo

bind(graph: any, info: Info, display: string, packed: any) → void

argtypedescription
graphany
infoInfo
displaystring
packedany

outputNames(info: Info) → void

argtypedescription
infoInfo

callEntry(graph: any, label: string, op: any, info: Info, display: string, packed: any) → void

argtypedescription
graphany
labelstring
opany
infoInfo
displaystring
packedany

callByName(graph: any, name: string, packed: any) → void

argtypedescription
graphany
namestring
packedany

callOp(graph: any, id: string, packed: any) → void

argtypedescription
graphany
idstring
packedany

outputsOf(op: any) →

The names of the outputs a node of the call form returns, in the order `g.<name>(...)` asset, or the id of an op. A construct has one output.

argtypedescription
opanyThe `op` field of a recorded node.

call(graph: any, name: string, ...: any) → void

Call the node `name` of `graph` with `args` (a table naming inputs, or positional values). Returns the node's outputs in declared order.

argtypedescription
graphany
namestring
...any

callOp(graph: any, id: string, ...: any) → void

Call the op `id` of `graph`.

argtypedescription
graphany
idstring
...any

namespace(graph: any, segments: { string }, isOp: boolean) → any

A namespace: `g.points` stands for the name `points`, `g.points.disc` for `points.disc`; calling it adds the node.

argtypedescription
graphany
segments{ string }
isOpboolean

__index(_t: any, seg: any) → void

argtypedescription
_tany
segany

__call(_t: any, ...: any) → void

argtypedescription
_tany
...any

__tostring( ) → void

compareOp(a: any, op: any, b: any, graph: any) → any

argtypedescription
aany
opany
bany
graphany

whereOp(cond: any, a: any, b: any, graph: any) → any

argtypedescription
condany
aany
bany
graphany

pickOp(choice: any, alternatives: any, graph: any) → any

`g.pick(choice, alternatives)`: `alternatives` is keyed by option name, or a list where a false choice takes the first entry and a true one the second, and a number takes that position. A choice known while the graph is built picks there; a socket records the pick, and only the chosen alternative cooks.

argtypedescription
choiceany
alternativesany
graphany

openScope(graph: any, kind: string, fields: any) → string

argtypedescription
graphany
kindstring
fieldsany

closeScope(graph: any, id: string) → void

argtypedescription
graphany
idstring

foldOp(graph: any, count: any, init: any, fn: any, opts: any?) → any

`g:fold(n, init, fn)`: `fn(value, i)` is built once and written out n times in a chain, each reading the one before.

argtypedescription
graphany
countany
initany
fnany
optsany?

stepOp(graph: any, dt: any, substeps: any, fn: any) → any

`g:step(dt, substeps, fn)`: `fn(state, step)` advances the declared state by one fixed step and returns the next.

argtypedescription
graphany
dtany
substepsany
fnany

stateOp(graph: any, name: any, columns: any) → any

`g:state(name, columns)`: device columns the runtime keeps across presents.

argtypedescription
graphany
nameany
columnsany

checkOp(graph: any, cond: any, message: any) → any

`g:check(cond, message)`: a condition known while the graph is built refuses the build; one that reads a socket is recorded for the plan or the cook to answer.

argtypedescription
graphany
condany
messageany

readsSocket(v: any, seen: { [any]: boolean }) → boolean

argtypedescription
vany
seen{ [any]: boolean }

hasOp(graph: any, geometry: any, class: any, name: any) → any

argtypedescription
graphany
geometryany
classany
nameany

copyOp(graph: any, value: any) → any

argtypedescription
graphany
valueany

colonOrDot(graph: any, fn: (...any) → void

A method that takes the graph first when written `g:name(...)` and nothing first when written `g.name(...)`.

argtypedescription
graphany
fn(...any

methodsOf(graph: any) → void

argtypedescription
graphany

__index(_t: any, kind: any) → void

argtypedescription
_tany
kindany

sceneValue(graph: any, what: string) → any

The socket answering where the graph stands in the scene it is cooked in: `entity` the entity it stands on, `placement` its matrix (16 numbers, column after column), `inverse` the matrix that takes world values into the graph's space, `rotation` the turn the placement makes as `{ x, y, z, w }`. Read as `g.clock.placement`, `g.clock.inverse`, `g.clock.rotation` and `g.clock.entity`.

argtypedescription
graphanyThe graph being built.
whatstringentity, placement, inverse or rotation.

transformView(graph: any) → any

`g.transform`: carries values of the world into the graph's own space, the space whose origin is the entity the graph stands on. `point` applies the inverse of the placement, `direction` only its turn and scale, `rotation` composes the inverse of the placement's turn with a quaternion.

argtypedescription
graphany

matrix( ) → any

vec3(x: any, y: any, z: any) → any

argtypedescription
xany
yany
zany

__index(_t: any, key: any) → void

argtypedescription
_tany
keyany

elementView(graph: any) → any

`g.element`: the element a Field evaluates over. `.id` is its index, `.P` its position leaf, and `.<class>.<column>` a column of the domain it stands in. Each read is a socket of its own.

argtypedescription
graphany

leaf(field: string, class: string?) → any

argtypedescription
fieldstring
classstring?

__index(_t: any, key: any) → void

argtypedescription
_tany
keyany

__index(_c: any, name: any) → void

argtypedescription
_cany
nameany

__tostring( ) → void

index(graph: any, key: string) → any

What `graph.<key>` answers when the graph has no such field or method: the builder's constructs, or a namespace for a node or op name.

argtypedescription
graphany
keystring

anySocket(...: any) → boolean

`math.*` and `vector.*` over sockets

argtypedescription
...any

aware(real: any, prefix: string, rename: { [string]: string }?) → any

argtypedescription
realany
prefixstring
rename{ [string]: string }?

__index(_t: any, key: any) → void

argtypedescription
_tany
keyany

held(...: any) → void

argtypedescription
...any

unit(seed: any, ...: any) → void

argtypedescription
seedany
...any

__index(_t: any, seg: any) → void

argtypedescription
_tany
segany

__call(_t: any, id: any) → void

argtypedescription
_tany
idany

isVectorTable(v: any) → string

argtypedescription
vany

isColorTable(v: any) → boolean

argtypedescription
vany

shapeOf(value: any, where: string) → any

What a default value is, as `{ type, fields?, element? }`.

argtypedescription
valueany
wherestring

checkOptions(name: string, options: any, typ: string) → void

argtypedescription
namestring
optionsany
typstring

isOlderForm(second: any, opts: any) → boolean

Whether `second` is the type name of the older `g:input(name, "Float", { default })` form.

argtypedescription
secondany
optsany

describeInput(name: string, default: any, opts: any?) → any

The declaration `g:input(name, default, opts)` records: the type comes from the default (or `opts.type`), and a list or record default states its fields.

argtypedescription
namestring
defaultany
optsany?

isPlain(decl: any) → boolean

Whether an input declaration states a build-time value: it has `options`, or is a Bool or a String. Such an input is the plain value itself while the graph is built, so `if` over it is allowed.

argtypedescription
declanyA declaration from `describeInput`.

wiredInput(graph: any, name: string) → any

The value an optional input with no default stands for in the build of `graph`: nil when the build was made for a call that leaves it unwired (`values[name] == false`), else the socket of the input. The graph records which in `graph.wiring[name]`, so `if input == nil` in a node source is decided by what the call wired.

argtypedescription
graphanyThe graph being built.
namestringThe input's name.

plainValue(graph: any, name: string, decl: any) → any

The value a plain input stands for in the build of `graph`: the one the build was given, or the declaration's default. The graph records it in `graph.plain[name]`.

argtypedescription
graphanyThe graph being built.
namestringThe input's name.
declanyThe input's declaration.

shapeMismatch(shape: any, value: any, path: string) → string

Whether `value` has the shape `shape` states.

argtypedescription
shapeany
valueany
pathstring

refusedValue(decl: any, value: any, name: string) → string

The sentence saying why `value` is not one the input `decl` holds, or nil when it holds it: a value outside the input's `options`, past its `min` or `max`, or not of its type.

argtypedescription
declanyThe input's declaration, `graph.inputs[name]`.
valueanyThe value to check.
namestringThe input's name, for the message.

noteNodeCall(graph: any) → void

Note that `graph` placed a node with `g:node`: a graph source is warned about once.

argtypedescription
graphany

resetWarnings( ) → void

Forget which graph sources were warned about (for a test).

tokenize(src: string) → void

argtypedescription
srcstring

push(t: string, v: string) → void

argtypedescription
tstring
vstring

unquote(text: string) → string

argtypedescription
textstring

plainInput(toks: { Token }, open: number) → boolean

Whether the `g:input(` call whose parenthesis is `open` declares a build-time value: a Bool or String (by its default or its stated type), or an input with `options`.

argtypedescription
toks{ Token }
opennumber

isOpenTok(t: Token) → boolean

argtypedescription
tToken

isCloseTok(t: Token) → boolean

argtypedescription
tToken

primaries(toks: { Token }, from: number, to: number) → void

The depth-0 primaries of tokens[from..to]: the leftmost name of each chain.

argtypedescription
toks{ Token }
fromnumber
tonumber

spanLeft(toks: { Token }, at: number) → void

The span of the operand of an operator at `at`, to the left or right: it runs over arithmetic and balanced groups and stops at a boundary.

argtypedescription
toks{ Token }
atnumber

spanRight(toks: { Token }, at: number) → void

argtypedescription
toks{ Token }
atnumber

exprEnd(toks: { Token }, from: number) → number

The end of the expression that starts at `from`: it continues over operators, member and call chains, and balanced groups.

argtypedescription
toks{ Token }
fromnumber

blockEnd(toks: { any }, from: number) → number

The index of the `end` that closes the block a `do`, `function` or `if` at `from` opens.

argtypedescription
toks{ any }
fromnumber

check(source: string) →

Check a graph source for Luau comparisons and logic over sockets, which have no value while a graph is built. Reads the source, follows which locals hold sockets (an input, a call of `g.<name>`, a fold or step parameter, a loop item, anything computed from those), and reports every `< <= > >= == ~=`, `and`, `or`, `not` and `if` condition that reads one, naming the `g.*` form to write. A comparison with `nil` is a build-time test and is allowed.

argtypedescription
sourcestringThe text of a graph's `init.luau`.

examples

local problems = proc.builder.check(vfs.read(path .. "/init.luau"))

report(line: number, code: string, message: string) → void

argtypedescription
linenumber
codestring
messagestring

hasSocket(from: number, to: number) → boolean

argtypedescription
fromnumber
tonumber

producesSocket(from: number, to: number) → boolean

Does tokens[from..to] produce a socket?

argtypedescription
fromnumber
tonumber

prepareSource(source: string) → string

The source as the graph loader should compile it: with `math` and `vector` bound to the socket-aware ones, on the source's first line.

argtypedescription
sourcestringThe text of a node or graph `init.luau`.

chunkPath(fn: any) → string

The path of the node or graph entry a builder function was compiled from, or nil for any other chunk: only a `.procNode` or `.procGraph` entry is read again and checked.

argtypedescription
fnany

usesMath(src: string) → boolean

argtypedescription
srcstring

checkSourceOf(fn: any) → void

Hold the source a builder function came from to the static check, once per source text. An error lists every refused line.

argtypedescription
fnany

reloadAware(fn: any) → any

The graph the builder function's own source builds when loaded with `math` and `vector` socket-aware, or nil when that is not needed or not possible. `define` calls it before building so a formula written with the plain `math` reads unchanged.

argtypedescription
fnany

isReloading(fn: any) → boolean

Whether the source of `fn` is being run again by `reloadAware`.

argtypedescription
fnany

sourceOf(fn: any) → string

The path of the chunk a function came from.

argtypedescription
fnany

withInputs(values: { [string]: any }, fn: () →

Run `fn`, which builds a graph with `proc.define`, giving the graph the plain input values `values` (inputs with `options`, and Bool and String inputs). An input the table does not name keeps its default.

argtypedescription
values{ [string]: any }A table of input name to value.
fn(The function that builds the graph, normally the loaded chunk of a node or graph source.

rebuild(graph: any, values: { [string]: any }) →

The graph `graph` source builds when its plain inputs hold `values`, read from `graph.source` and run again.

argtypedescription
graphanyA graph built in the call form.
values{ [string]: any }A table of input name to value.

forInputs(graph: any, inputs: { [string]: any }?) →

The graph to cook for `inputs`: `graph` itself while its plain inputs hold what the build used, else the graph built again with the values `inputs` states (the declaration's default for an input it leaves out).

argtypedescription
graphanyA graph.
inputs{ [string]: any }?A table of input name to value, or nil.

run(graph: any, fn: (any) → void

Run `fn(g)` with `g` the graph being built, then close any `for` body left open, and record what `fn` returns as the graph's outputs: a table of name to value, in the order the values were made.

argtypedescription
graphany
fn(any

reset( ) → void

Forget the cached node index and node graphs (for a test that writes nodes).

isolated(fn: () → void

Run `fn` with a graph-building state of its own: no graph being built, no node or source being loaded and no plain input values waiting for a build. The caller's state is back when `fn` returns or raises, and an error `fn` raises is raised again. What the state caches (node graphs, the node index, checked sources) is shared.

argtypedescription
fn(The function to run.

examples

builder.isolated(function() registry.listAssets() end)

callByName(graph: any, name: string, ...: any) → void

argtypedescription
graphany
namestring
...any

clockSocket(graph: any, field: string) → any

The socket for one field of a graph's clock.

argtypedescription
graphany
fieldstring

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

46+items
·
assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
▲ 0↑ born
▣
module · born here
❒asset
# proc.registry The operation registry: register/lookup/schema/search/help for procedural ops. Part of `@builtin::systems.procgen.proc`.
▲ 0↑ born
▣
module · born here
❒asset
# proc.types The procgen type system: core type tags + socket assignability for graph validation. Part of `@builtin::systems.procgen.proc`.
▲ 0↑ born
·
assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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# proc.noise Deterministic, portable value/gradient noise. Part of `@builtin::systems.procgen.proc`. Built on the integer-lattice hash in `proc.hash` (`latticeCell2/3` / `unitCell2/3` — the corner hashes of one cell, each bit-identical to the matching `hashInts` call): every lattice corner's random value/gradient is integer-derived, and the only continuous math is the quintic fade + linear interpolation. No float transcendentals and no `math.random`, so the result is bit-identical on native, WASM, and Android — which is what makes a procedural texture reproducible everywhere. Exposes `value2`/`value3`, `gradient2`/`gradient3`, and `fbm`.
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# proc.fields Value wrappers for the procedural-generation type system: `Field<T>`, `PointCloud` and `Population`. Part of `@builtin::systems.procgen.proc`. Typed values backed by plain strided Luau arrays. - **`Field<T>`** — a lazy per-element value. `Field.constant(t, values)`, `Field.fn(t, stride, f)`, `Field.buffer(t, stride, buf)`; `:sample(id)` → the `stride` components, `:materialize(count)` → a flat `count*stride` array. - **`PointCloud`** — the value a `.procNode` input declared `PointCloud` receives (`proc.substrate.toPointCloud`); every other input, and every op, takes points as a `Geometry` (`proc.geometry.new`). `PointCloud.new(positions)` (flat stride-3 array); `:count()`, `:position(id)`, `:setAttribute(name, field)` / `:getAttribute(name)` / `:attributeNames()`. - **`Field.transform(offset, orient, scale)`** — a per-element transform whose three parts are fields of their own, so each compiles to the device; `:transformParts()` hands them back. Every value carries a `__proc_type` tag that `proc.types.typeOf` reads (`"Field<Vec3>"`, `"PointCloud"`, `"Population"`).
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# fieldc A Field is a per-element expression. `fieldc` holds what a Field is made of and how it runs: a chain of templates over a position leaf, an element number, column reads and numbers is written as one WGSL function and runs as ONE dispatch of `kernels/map`, wherever it is consumed. Nothing dispatches per operator. ## Where a Field is evaluated ```luau local column = fieldc.evaluate(field, domain, opts) ``` The one entry point a consumer of a Field calls (a kernel's input, an attribute write, an output): `device.kernel` for a Field bound to a column input, `attribute.write` for a Field value, and every other node that needs a Column. - `field`: a Field, a Column, a `BufferRef` (a device column handed through `cpu.call`), a number or a vector record. - `domain`: a number of elements, or a Geometry (its `opts.class` elements, points by default), whose attributes the leaves reading the evaluation domain bind. - `opts`: `{ class, count, type, clock, where, label }`. `type = "Int"` writes i32 words (a Field tagged Int does so by default). `clock` is `{ time, frame, fps, duration }`: animated values are first sampled there. `where` names the caller in a refusal. - Answers a Column of the domain's count. Raises, naming what refused, when the chain cannot be written as a function. A chain holding an animated value or a live run answers a live column. `fieldc.liveRuns` finds it and `fieldc.tick(runs, clock)` rewrites it each frame: the animated values are sampled at the clock and written into the numbers the dispatch reads, and the dispatch runs again into the same run. An animated input therefore changes the result every frame without a cook. ## Fields the nodes make | Construct | Module | Answers | |---|---|---| | `fieldc.field(v)` | `fieldc` | any socket value as a Field: Field, Column, BufferRef, number, vector, animated value | | `operators.apply(name, ...)` | `fieldc.operators` | `math.*`: the plain result over numbers and vectors, a Field over a run or a Field | | `fieldc.element(name, class?, width?)` | `fieldc` | what `g.element` stands for: `"id"`, `"P"`, or a column of the domain (`g.element.point.N` is `element("N", "point")`) | | `leaves.elementId()` | `fieldc.leaves` | the element number, an Int Field (`g.element.id`) | | `fieldc.position` | `fieldc` | the position leaf `p` (`g.element.P`) | | `leaves.context(class, name, width?)` | `fieldc.leaves` | an attribute of the evaluation domain | | `leaves.rand(seed, scope, id)` | `fieldc.leaves` | the unit draw, equal to `hash.unitFloat` to the bit | | `leaves.call(fn, args)` | `fieldc.leaves` | a function of a prelude shader module of `kernels/` | | `leaves.gather(column, index)` | `fieldc.leaves` | a run read at computed elements | | `leaves.substitute(field, position)` | `fieldc.leaves` | the chain read at another point (`fieldc.withPosition`) | | `leaves.index(domain)` | `fieldc.leaves` | an Int column of 0 to n - 1 | A Field made by these answers `f.x`, `f.y`, `f.z`, `f.w` as the Field of that component. Components are Fields, so the Field of a vector is built from them with `operators.vec2`, `operators.vec3` or `operators.vec4`; Luau's `vector.create` takes numbers. ## How the leaves reach the kernel A chain's leaves are columns. `kernels/map` states every leaf's shape in its `cols` table and reads up to as many leaves as one dispatch has storage buffers for (`compute_abi.directLimit`: 8 per stage on every target, less the table, the numbers and the output, so 5 for `map`) straight from the buffer of the leaf's own run, at no cost beyond the binding. A chain of up to 5 leaf columns is the one dispatch of `map` and nothing else. Leaves past those are copied into the table, one copy dispatch each. `fieldc.bindSpec(spec, { direct })` makes the table; `direct` is the list of leaf slots read from their own runs (`compute_abi.directPlan(columns, limit)`), and the variant is made with the same list: `program:variant({ specialize = ..., direct = { cols = direct } })`. Without `direct` every leaf is copied into the table. `fieldc.operators` folds numbers: every operand a number or vector gives a number or vector. A narrower operand widens to the widest (a number applies to every component, a shorter vector reads 0 where it has none). Division and remainder by 0, the square root and the logarithm of a value at or below 0 answer 0. ## The walk step contract (for `kernels/walk`) A walk kernel takes its per-walker function as a Field spec, the way `kernels/map` takes `TEMPLATE`. ```luau local spec = fieldc.walkSpec(step, { width = 2, count = walkers, done = stop }) -- a state of 8 floats: lanes 0 to 3 in `step`, lanes 4 to 7 in `high` local wide = fieldc.walkSpec(low, { width = 8, count = walkers, high = high }) local bound = fieldc.bindSpec(spec) -- specialize = spec.specialize; bind cols = bound.cols:buffer(), u = bound.u ``` - `width`: floats per state, 1 to 8. `step` is the next state's lanes 0 to 3, a Field of `min(width, 4)` components; above 4, `opts.high` is the Field of the `width - 4` components of lanes 4 to 7. - The state is read through `fieldc.walkState(count, first?)`: `count` (1 to 4) lanes from lane `first` (default 0), all inside lanes 0 to 3 or all inside lanes 4 to 7. A state of 8 floats is read as two leaves, `walkState(4, 0)` and `walkState(4, 4)`. The nodes `field.walk_state({ count, first })` and `field.walk_index()` are these leaves in a graph. - `step` and `high` are written over the state leaves, `fieldc.walkIndex()` (the step number k, from 0), `leaves.elementId()` (the walker's number), Column reads (one value per walker, or a gather at a computed index) and numbers. - `opts.done`: an optional Field<Float> over the same leaves; the walker stops before step k when it is not 0. - `spec.specialize` is a table of the specialization values the walk kernel takes, ready to hand to `device.kernel` / `program:variant` as its `specialize` value: `WALK_STEP` (`zero_walk_chain_step(s, s_hi, k, id)`), `WALK_STEP_HI` (`zero_walk_chain_step_hi(s, s_hi, k, id)`, or `s_hi` when `width` is 4 or less), `WALK_DONE` (`zero_walk_chain_done(s, s_hi, k, id)`, or `false` when there is no `done`) and `WALK_PRELUDE`, the module-scope WGSL that defines those functions, preceded by the preludes the chain calls. Lanes 0 to `width - 1` of `s` (lanes 0 to 3) and `s_hi` (lanes 4 to 7) are the state. - The functions read its leaves through a `cols` columns binding (`cols_f32(slot, i, 0u)`, `cols_vec3(slot, i)`, `cols_i32` for Int runs) and its numbers through `u_get(k)`: the kernel declares those two bindings exactly as `kernels/map` does. `fieldc.bindSpec(spec)` answers the table (`cols`) and the numbers buffer (`u`) to bind; `release()` lets both go. - A read past a run's end reads its last element. ## Other entry points `fieldc.mapSpec(chain, count, domain, { position })` writes a chain as one function for `kernels/map` and `fieldc.runMap(spec)` runs it. `fieldc.compile` / `fieldc.column` write the same chain as a kernel of its own; they stay for the consumers that bind buffers directly.
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# proc.hash Deterministic, portable scoped hashing for the procgen evaluator. `scoped(seed, graphId, compositePath, nodeId, channel, elementId) -> number` folds its arguments with 32-bit FNV-1a (via an exact 16-bit-split `mul32`) and a final avalanche, producing a bit-identical `u32` on native, WASM, and Android. `unitFloat(...)` maps the same scope to a value in `[0, 1)` for deterministic random draws. No `math.random` / `os.time` / float transcendentals — determinism is the contract. The per-element scope (`elementId`) keeps a given element's draw stable as unrelated element counts grow.
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
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# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars — the bare indicators only. A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), block-scalar chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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backing path · systems/procgen.package/proc.module/builder.module

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