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asset⌬ modulemoduleprimary: init.luau·originates fromworld c6375dd0-0…

landmarks

Everything that stands on the valley floor, placed against `terrain.groundAt(x, z)` so a landmark sits on the ground wherever the height function says the ground is. Nothing here is placed by eye and nothing floats.

by◐Sh·posted 4d ago
What it does

game.valley.landmarks — the things standing in the Ashen Valley

Everything that stands on the valley floor, placed against terrain.groundAt(x, z) so a landmark sits on the ground wherever the height function says the ground is. Nothing here is placed by eye and nothing floats.

L.build(mount) raises the whole set under the given mount and returns the list of slots it left:

  • The ruined chapel, roofless, on its own raised shelf west of the road — flagstone floor, four walls with the south side broken open where the door was and its east half fallen further than its west, a stub of the north wall still standing above the rest, and an overturned altar.
  • The site of grace at the chapel's centre: the shattered sword, the golden wisp, and a point light in Rules.PALETTE.grace — the only warm light in the world, and the reason nothing else may be lit amber.
  • The broken watchtower, west of the road, its crown gone and its two standing corners at different heights.
  • Seven standing stones in a rough ring, each a different height and turn.
  • Fourteen drowned trees and fourteen black rock outcrops, scattered from one deterministic sequence, so every load raises the same valley.

The scatter is scatter(i, lo, hi, salt) over a fixed hash — never a random seed — which is what makes the valley the same valley twice.

These are slots: the right thing, in the right place, at the right size, in a plain material, named in the returned list for the polish pass.

Called by game.valley.

Interface

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

conforms to

zero/source-extract/v2

game/valley/landmarks.module/init.luau — the things standing in the Ashen Valley. Everything here is placed against `terrain.groundAt(x, z)`, so a landmark sits on the ground wherever the height function says the ground is. Nothing is placed by eye, and nothing floats. These are SLOTS: the right thing, in the right place, at the right size, in a plain material. The polish pass puts the real ruin, the real stone and the real dead tree exactly here. The one exception is the site of grace, which is the only warm light in the world and is meant to read as itself now.

ModelLight

slot(name: string, kind: string, standsFor: string) → void

argtypedescription
namestring
kindstring
standsForstring

box(mount: ?, name: ?, x: ?, z: ?, sx: ?, sy: ?, sz: ?, tint: ?, yaw: ?, lift: ?) → void

argtypedescription
mount?
name?
x?
z?
sx?
sy?
sz?
tint?
yaw?
lift?

boulder(mount: ?, name: ?, x: ?, z: ?, r: ?, squash: ?, tint: ?) → void

argtypedescription
mount?
name?
x?
z?
r?
squash?
tint?

scatter(i: number, lo: number, hi: number, salt: number) → number

Deterministic scatter: the same valley every load, never a different one.

argtypedescription
inumber
lonumber
hinumber
saltnumber

buildChapel(mount: ?) → void

argtypedescription
mount?

buildTower(mount: ?) → void

argtypedescription
mount?

buildStones(mount: ?) → void

argtypedescription
mount?

buildTrees(mount: ?) → void

argtypedescription
mount?

buildRock(mount: ?) → void

argtypedescription
mount?

build(mount: ?) → void

argtypedescription
mount?

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module · born here
❒asset
# game.rules — ASHEN VIGIL's constants and rules The one sheet of paper every slice of ASHEN VIGIL argues from. `require("game.rules")` gives the game's constants — the title and the art-direction sentence, the palette in linear RGB, the sun, the three stats and what a level buys, the soul cost curve, the flask, every combat timing (light, heavy, roll, guard, the turn rates, poise), movement and stamina, lock-on, grace, death, the boss and the common foe, and the names of the five slice mounts the scene makes. It also carries the four pure rules the slices share rather than duplicate: `levelCost(level)`, `statsAt(levels)`, `inArc(swingYaw, hitYaw, arcDegrees)`, and the `SLICES` list. It touches no engine API and reads no scene state: it is data and arithmetic, so it can be called from a component, a scene build, a tool or a test with the same answer. A number that lives in two slices is a bug — it lives here instead. Who reads it: every slice (`game.vigil`, `game.valley`, `game.foes`, `game.screens`, `game.sound`) and `scenes/main.scene/build.luau`.
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module · born here
❒asset
# game.valley.terrain — the shape of the Ashen Valley ONE height function, `T.height(x, z)`, is the authority on where the ground is. The rendered mesh, the physics heightfield and every landmark's footing are all sampled from it, so what is drawn and what is stood on are the same surface by construction rather than by agreement. `T.height` composes the valley out of its own parts, each a named term: the floor falling gently down-valley with the dead ground's roll, the valley walls climbing away from the centre line, the higher ridge on the +X side (the viewpoint the establishing shot is taken from), the raised shelf the chapel stands on, and the road — a corridor cut and flattened through all of the above so it stays walkable where the ground does not. Also here: `T.roadX(z)` (the road's centre line), `T.normalAt(x, z)` (the surface normal by central difference), `T.meshGeometry()` (the terrain mesh as positions/indices/normals/uvs), `T.collider()` (the same grid as a `HeightfieldCollider`'s rows, cols, extent and heights), and `T.roadGeometry()` (the road ribbon laid on the corridor the height function already cut). The named places — `T.CHAPEL`, `T.RIDGE_TOP`, `T.HEART` — are what the rest of the valley is laid against. Called by `game.valley` (which builds it) and `game.valley.landmarks` (which places everything standing on it) and by `game.foes` (which stands the Ash Warden's camp on it).
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