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asset⌬ modulemoduleprimary: init.luau·originates fromworld 52b50907-6…

blocks

Where the block city stands, and what each building is made of. Pure geometry: this module spawns nothing, reads no entity and touches no physics, so a layout can be inspected and counted without a running simulation.

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

blocks

Where the block city stands, and what each building is made of. Pure geometry: this module spawns nothing, reads no entity and touches no physics, so a layout can be inspected and counted without a running simulation.

local Blocks = require("game.city.blocks")
local plan = Blocks.layout(7)
print(plan.blockCount, plan.jointCount)
for _, s in ipairs(plan.structures) do
    print(s.kind, s.x, s.z, s.height, s.tier, #s.blocks)
end

Archetypes

kindwhat it isneeds
skyscrapera tapering stack of banded storeys under a slate cap2.3 m
officeSlaba wide low block with a setback penthouse4.2 m
waterTowerfour legs, a platform, a tank, a chrome cap3.0 m
antennaMasta broad footing under a thin tapering column and a spire2.0 m
bridgetwo piers with a three-block deck laid across them7.2 m
gatetwo piers, a lintel over them, a clock on top5.0 m

Blocks.layout(seed, opts) deals them across four streets of sites, widest archetype first so each appears at least once, then fills the rest by weight. Sites are shares of the table's own half-width and of the band the city is allowed to stand in, so the same layout scales with the table rather than walking off it.

The one joint rule

An entity carries at most one Joint component, so a structure's edges form a tree in which every block is the HOLDER of at most one edge. That is what makes Physics.jointReaction(blockId) unambiguous, which is what lets the break thresholds be measured instead of guessed. Blocks.validate(structure) checks it and the City component refuses to build a structure that fails.

The rule is why the piers of a bridge and a gate are chained in opposite directions: the free end of each chain is what the deck or the lintel hangs from.

What a block is

{ x, y, z, sx, sy, sz, ry, paint, mass } — a world centre, full extents, a yaw about Y, an index into the painted-wood palette, and a mass from its own volume, clamped into the envelope Rules.PHYS allows. No dimension is thinner than Rules.PHYS.blockMinThickness, so nothing in the city can be tunnelled through at 60 Hz — which matters, because CCD is forbidden on every body in this game.

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

rng(seed: number) → Rng

argtypedescription
seednumber

next( ) → number

range(lo: number, hi: number) → number

argtypedescription
lonumber
hinumber

int(lo: number, hi: number) → number

argtypedescription
lonumber
hinumber

pick(list: ?) → void

argtypedescription
list?

massOf(sx: number, sy: number, sz: number) → number

argtypedescription
sxnumber
synumber
sznumber

block(x: number, y: number, z: number, sx: number, sy: number, sz: number, paint: number) → BlockSpec

argtypedescription
xnumber
ynumber
znumber
sxnumber
synumber
sznumber
paintnumber

orient(s: Structure, rng: Rng, jitter: number) → Structure

Nothing in a playroom is square to the room. Every archetype is laid out on its own axes and then turned as a whole, and the shapes that stack with no horizontal neighbour take a little per-block twist on top of that, so a tower reads as hand-stacked rather than extruded. Rotation is about Y only, which is why a block's collider and its joint anchors both stay simple.

argtypedescription
sStructure
rngRng
jitternumber

skyscraper(rng: Rng, x: number, z: number) → Structure

Each one returns a Structure. `x`, `z` is where it stands; the caller has already checked the site is wide enough for `Blocks.WIDTH[kind]`. A tapering tower of storeys with a banded livery and a small cap.

argtypedescription
rngRng
xnumber
znumber

officeSlab(rng: Rng, x: number, z: number) → Structure

A wide, squat office slab with a setback penthouse.

argtypedescription
rngRng
xnumber
znumber

waterTower(rng: Rng, x: number, z: number) → Structure

Four legs, a platform, a tank and a chrome cap. Top-heavy on purpose.

argtypedescription
rngRng
xnumber
znumber

antennaMast(rng: Rng, x: number, z: number) → Structure

A broad footing under a long, thin, tapering column and a chrome spire.

argtypedescription
rngRng
xnumber
znumber

bridge(rng: Rng, x: number, z: number) → Structure

Two piers with a three-block deck slung between them.

argtypedescription
rngRng
xnumber
znumber

gate(rng: Rng, x: number, z: number) → Structure

A gateway arch: two piers, a lintel across them, a clock block on top.

argtypedescription
rngRng
xnumber
znumber

layout(seed: number, opts: LayoutOpts?) → void

Lay the whole city out for `seed`. Returns `{ structures, blockCount, jointCount }`.

argtypedescription
seednumber
optsLayoutOpts?

validate(s: Structure) → void

Check a structure's edges form a tree with one joint per entity at most. Returns `true`, or `false` and the reason.

argtypedescription
sStructure
⌬ Types
BlockSpec = {Structure = {Rng = {LayoutOpts = { zMin: number?, zMax: number?, halfX: number? }

Sub-parts

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

7items
▣
module · born here
❒asset
# rules The cross-slice constants of BLOCKBUSTER 767 — read-only, and the contract between any two parts of the game that have to agree on a number. - `TABLE` — where the play surface is and where its edges are. - `LAUNCH` — the launcher's position, how far the heading and elevation trim, and the wind band: how long a notch takes, how many there are, and what the red zone past the last one costs. - `CITY` — the band of table the skyline stands in, its seed, and the landmarks. - `PHYS` — masses, speed caps, the debris governor, the settle threshold and the margin a measured joint break force is multiplied by. - `SCORE` — what a shoved block, a toppled tower and a block off the table pay, the chain window, the landmark and called-shot multipliers, and the star thresholds. - `SESSION` — three planes, the round clock, the rest and wreck beats. - `STATES` / `EVENTS` — the only state names and event names the game uses; a typo in either raises at the call rather than going quietly nowhere. - `LAYOUT` — the bands every screen anchors into, as shares of the viewport. Units are metres, kilograms and seconds. The table top is `y = 0`; `+Z` is downrange, so the plane launches at `LAUNCH.z` and flies toward the city. A number only one slice reads lives in that slice's own files, not here. Consumed by every slice.
▲ 0↑ born
backing path · game/city/blocks.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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