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asset⌬ componentcomponentprimary: init.luau·originates fromworld ebf056d2-4…

Board

The Helsinki diorama *Helsinki Life* is played on. Mounted on `mount_board` by the scene entrypoint, it generates the whole board as eight merged meshes and hangs them off its own entity as temporary children, so the scene file carries none of it and a reload rebuilds the model f…

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

Board

The Helsinki diorama Helsinki Life is played on. Mounted on mount_board by the scene entrypoint, it generates the whole board as eight merged meshes and hangs them off its own entity as temporary children, so the scene file carries none of it and a reload rebuilds the model from scratch.

PartWhat it holds
board_waterthe sea, its shallows, the foam along every shore
board_landthe peninsula, Suomenlinna, the skerries in the strait
board_streetsthe avenues and the cross streets
board_routethe paved tram corridor, its rails, the ferry lane
board_tilesthe 43 counters of HL.TILES, their icons, the catenary
board_citythe blocks of flats, the parked trams, the street furniture
board_parksthe trees, the yards and the hedges
board_harbourthe quays, the pier, the boats, the SkyWheel's deck

One mesh per part rather than one entity per object: the whole model is eight draws, and a part can be turned off on its own to read the one under it.

The board also owns the light over Helsinki — the late-afternoon sun angle, its warmth, and how much sky bounces back into the shadows.

Fields: dressing (off leaves the bare board), tuneLight, sunIntensity, ambientIntensity.

Emits boardReady { parts } on HL when the model is standing.

Builds on game.board.geo, game.board.shape, game.board.terrain, game.board.path and game.board.city.

Interface

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

conforms to

zero/source-extract/v2

Board — the Helsinki diorama the game is played on. Mounted on `mount_board` by the scene entrypoint. Generates the whole board as eight merged meshes and hangs them off its own entity as temporary children, so the scene file carries none of it and a reload rebuilds the model from scratch. water the sea, its shallows and the foam along every shore land the peninsula, Suomenlinna, the skerries in the strait streets the avenues and the cross streets route the paved tram corridor, its rails and the fork's arrows tiles the 43 counters of HL.TILES and their modelled icons city the blocks of flats, and the trams in their sidings parks the trees harbour the quays, the pier, the boats, the SkyWheel's deck One mesh per part rather than one entity per object: the whole model is eight draws, and a part can be turned off on its own to read the one under it. The board also owns the LIGHT over Helsinki — the late-afternoon sun angle, its warmth, and how much sky bounces back into the shadows — as the one place the diorama's tone is decided.

surfaceMaterial( ) → void

Two materials carry the whole board. Both are plain pbr with a white base: every colour in the model is a vertex colour, so the water is the one that differs — glossy, where everything else is matte.

waterMaterial( ) → void

part(name: string, material: any, shadows: boolean, fill: (any) → void

Build one part and hang it under the mount.

argtypedescription
namestring
materialany
shadowsboolean
fill(any

clear( ) → void

tuneLight( ) → void

The light the model is seen in. Late afternoon in September: the sun is low in the south-west, behind and to the left of the camera, so the faces looking back up the peninsula are the lit ones and every block throws a long shadow north-east across the board.

build( ) → void

awake( ) → void

onDestroy( ) → void

⌬ Metadata
descriptionBuilds the Helsinki board of Helsinki Life from HL.TILES: land, sea and one tile slab per board tile, coloured by kind, as temporary children of its mount entity.

Sub-parts

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

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29+items
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# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
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# terrain The land and the water the board is modelled on, built into a `game.board.geo` builder. - `land(b)` the peninsula, its beaches and the cut face that makes it read as a model standing in water; Töölönlahti is a dip through it rather than a hole, so the sea running unbroken underneath shows through and the bank slopes - `island(b)` Suomenlinna, grass inside a rocky shelf - `skerries(b)` the rocks in the strait - `sea(b)` the faceted water, shallows to open blue, and the flat ring that carries the horizon past the modelled part - `foam(b)` the bright line along every shore Consumed by `game.board.Board`.
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# city Everything standing on the peninsula that is not a landmark. The hero buildings belong to the landmarks slice and every placement here keeps clear of their anchors, of the tram route and of the parks. - `streets(b)` the avenues and the cross streets, broken wherever they would run out over water or through a tile - `blocks(b)` the Jugendstil blocks: stucco bodies, copper or tile roofs, rows of windows with some of them lit, denser and taller toward the centre - `trees(b)` the parks and the lime avenues - `groundDetail(b)` back yards, gravel courts, hedges and loose single trees - `harbour(b)` the Kauppatori quay, the ferry pier, the boats, the market stalls and the deck the SkyWheel stands on - `furniture(b)` parked cars, benches, kiosks - `sidings(b)` ordinary green HKL trams standing off the route Every placement is drawn from one seeded generator, so the same Helsinki is dressed the same way on every load and on every machine. Consumed by `game.board.Board`.
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# path The tram route drawn onto the diorama, read from `HL.TILES` so a slab always stands where a pawn lands. - `route(b)` the paved corridor and its rails where the route is on the ground, and a dashed ferry lane where it crosses open water - `catenary(b)` the poles that carry the overhead wire - `slabs(b)` the 43 counters in their kind colours, each with a modelled icon — a coin stack, a briefcase, a mortarboard, two rings, a fan of cards — and a wooden pontoon instead wherever the route stands over water - `forkMarks(b)` the arrows painted where the route splits at Pasila station - `lines()` / `smooth(pts, passes)` the route in travel order, and the resampling every ribbon along it uses Consumed by `game.board.Board`.
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# geo The mesh builder the Helsinki diorama is modelled with. Accumulates triangles with a colour per vertex into one buffer and returns a runtime mesh, so a whole district draws as a single object. ```luau local Geo = require("game.board.geo") local b = Geo.new() b:box(0, 0.5, 0, 2, 1, 2, "#f4efe4", "#d8cbb8") local handle = b:build() ``` Primitives: `vertex` / `tri` (raw), `face`, `quad`, `slab`, `plate`, `box`, `prism`, `disc`, `tube`, `ring`, `ribbon`. Colours are CSS hex strings, converted to linear light on the way in; `hex`, `mix`, `shade` and `shadeHex` work with them. `ellipse` makes an outline, `rng` a seeded generator. Every face helper takes an outward direction and reverses the triangle when the winding disagrees with it, so a face is stated by where it looks. Consumed by `game.board.terrain`, `game.board.path`, `game.board.city` and `game.board.Board`.
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backing path · game/board/Board.component

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