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

Megabuilding

The play inside Megabuilding H10, the seven-level block on Lychee Alley that `game.city.heights` builds from the plan in `game.city.h10`. The scene entrypoint attaches it to `mount_city` when play starts; it needs the building placed (it finds `h10_cab` and the `h10_door_<n>_<L|R…

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

Megabuilding

The play inside Megabuilding H10, the seven-level block on Lychee Alley that game.city.heights builds from the plan in game.city.h10. The scene entrypoint attaches it to mount_city when play starts; it needs the building placed (it finds h10_cab and the h10_door_<n>_<L|R> landing doors by name) and the game rules (game.rules) for interactables, dialogue, focus and notifications.

  • Glass lift. A RIDE prompt on every landing opens the floor panel as a narrator dialogue. Pick a floor and the cab runs to V's level, the landing doors slide open, V is carried in, the doors shut, the cab climbs or drops the north face, and V steps out on the floor picked. The walking controller is switched off for the ride and back on at the far landing, under the elevator focus so nothing else takes input meanwhile. Emits elevatorDoors and elevatorArrived, which the Soundscape turns into a whoosh and a chime.
  • V's bed (floor 3): SLEEP restores health and saves the game.
  • Nana's Skybar (roof): a Peel Daiquiri for barPrice eddies, +30 health.
  • Rooftop crate: stashEddies eddies, once per profile (flag h10_stash).
  • The roof: first visit discovers h10roof, with Johnny's line.

Fields: speed (cab metres a second), doorTime (door slide seconds), barPrice, stashEddies. onDestroy unregisters every prompt, hands the walker back if a ride was running, and puts the cab and doors home.

Interface

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

conforms to

zero/source-extract/v2

strict

arr(v: any) → void

helpers

argtypedescription
vany

smooth(t: number) → number

argtypedescription
tnumber

fy(n: number) → number

argtypedescription
nnumber

travelTime(dist: number) → number

argtypedescription
distnumber

avatar( ) → any

setCab(y: number) → void

argtypedescription
ynumber

cabSpot(y: number) → void

where V stands in the cab, and on landing n, in world space

argtypedescription
ynumber

landingSpot(n: number) → void

argtypedescription
nnumber

placeV(p: { number }, yaw: number) → void

argtypedescription
p{ number }
yawnumber

setWalker(on: boolean) → boolean

argtypedescription
onboolean

paintDoor(d: any) → void

landing doors

argtypedescription
dany

wantDoor(n: number, open: boolean) → void

argtypedescription
nnumber
openboolean

tickDoors(dt: number) → void

argtypedescription
dtnumber

phase(name: string, T: number) → void

the ride call -> open -> board -> close -> travel -> arrive -> exit

argtypedescription
namestring
Tnumber

finishRide( ) → void

startRide(from: number, to: number) → void

argtypedescription
fromnumber
tonumber

tickRide(dt: number) → void

argtypedescription
dtnumber

openPanel(n: number) → void

argtypedescription
nnumber

run( ) → void

onEnd( ) → void

rest( ) → void

register(def: any) → void

argtypedescription
defany

registerAll( ) → void

position( ) → void

enabled( ) → void

onInteract( ) → void

position( ) → void

onInteract( ) → void

position( ) → void

onInteract( ) → void

requires( ) → void

run( ) → void

position( ) → void

enabled( ) → void

onInteract( ) → void

start( ) → void

lifecycle

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

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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15+items
▣
module · born here
❒asset
# h10 The plan of Megabuilding H10, the stacked residential block on Kiwi Street behind the market's west row: its footprint, the atrium, the unit blocks' inner faces, the storey height, every level's name and neon colour, the glass elevator's shaft, cab and landing doors, V's apartment, the bed, Nana's Skybar counter and the roof stash. `game.city.heights` builds the building from it and `game.city.Megabuilding` runs the elevator, the bed, the bar and the stash against it, so both always agree on where each floor is.
▲ 0↑ born
▣
module · born here
❒asset
# game.rules Banana 2077's one shared module: palette, the Peel Kabuki street layout every slice builds to, tuning for the player, baton and enemies, the controls list, the live game state (`R.state`, kept across hot reloads), the event bus (`R.on` / `R.emit`) and the rule functions that change state (`damagePlayer`, `healPlayer`, `addEddies`, `setSunglasses`, `registerTarget`, `hit`, `reportKill`, `setPhase`, `startRun`). Required by every slice; owned by the lead. See `/zero/source/design/spec.md`.
▲ 0↑ born
▣
module · born here
❒asset
# game.shared.geo Procedural geometry kit for Banana 2077. The world has no imported models, so every curved thing in the game (the banana hero and his baton, the fruit and vegetable gang, the gold peel megatowers) is built from these generators. - `G.lathe`, `G.tube`, `G.blob`, `G.grid` build MeshGeometry tables (flat arrays, 0-based CCW indices, normals, uvs). `opts.open` on `G.grid` builds an open sheet instead of a closed ring. - `G.xform`, `G.merge` move and combine them; `G.mesh` uploads a runtime mesh, `G.asset` writes a durable `.mesh` asset. - `G.q*` quaternion helpers ({x,y,z,w}): `qMul`, `qInv`, `qRot`, `qAxis`, `qFromTo`, `qBasis`, `qLook`, `qSlerp`. Called by `game.player.parts`, the enemy builders and the city district.
▲ 0↑ born
backing path · game/city/Megabuilding.component

Problems

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+ quality × 0.35
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± compat factor

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