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

terrain

The land and the water the board is modelled on, built into a `game.board.geo` builder.

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

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.

Interface

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

conforms to

zero/source-extract/v2

terrain — the land and the water the board is modelled on. Three surfaces, each one generated mesh: land() the peninsula from the diorama's north cut to the south tip, its beaches, its skirt, and Töölönlahti sunk through it sea() the faceted water, shallows to open blue, plus the flat ring that carries the horizon past the modelled part island() Suomenlinna, out in the strait The bay is not a hole cut in the land: the land dips below the water line there and the sea surface — which runs unbroken under the whole board — shows through it. One rule, and the bank slopes for free.

surface(x: number, z: number) → number

Height of the peninsula's surface: flat, except where the bay sinks it.

argtypedescription
xnumber
znumber

surfaceColor(x: number, z: number, toShore: number) → void

Colour of the surface, sanded toward the shore and darkened underwater.

argtypedescription
xnumber
znumber
toShorenumber

land(b: ?) → void

argtypedescription
b?

island(b: ?) → void

argtypedescription
b?

skerries(b: ?) → void

Small skerries: the rocks the strait is full of, and the reason the ferry crossing reads as a crossing.

argtypedescription
b?

sea(b: ?) → void

argtypedescription
b?

ringQuad(x0: number, z0: number, x1: number, z1: number) → void

argtypedescription
x0number
z0number
x1number
z1number

foam(b: ?) → void

Foam: a thin bright band following the coast, and a ring round the island. Drawn a hair above the water so the shoreline has a line.

argtypedescription
b?

Sub-parts

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13+items
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module · born here
❒asset
# 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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module · born here
❒asset
# shape Where Helsinki is, on this board. Answers the geography the diorama is generated from and holds no geometry itself. - `coast(z)` the west and east shore x, tapering to the south tip - `bayDepth(x, z)` how deep into Töölönlahti a point is - `onLand(x, z)`, `onIsland(x, z, margin)`, `seaDepth(x, z)` - `ground(x, z)` / `water(x, z)` the colour of the surface at a point - `swell(x, z)` the low facets of the water - `islandOutline(inset)` Suomenlinna's rim - `GREENS`, `AVENUES`, `CROSS_Z` the parks and the street grid - `tileDistance`, `landmarkDistance`, `streetDistance`, `parkStrength` — the clearances every placement is filtered through Consumed by `game.board.terrain`, `game.board.path` and `game.board.city`.
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module · born here
❒asset
# 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`.
▲ 0↑ born
backing path · game/board/terrain.module

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