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asset⌬ componentcomponentprimary: init.luau·originates fromworld cdb1d8f5-d…

Battlefield

The place Kessrel Line is fought in. The scene entrypoint adds this to `mount_world` on load, in edit and in play alike, and it stands the whole canyon from code: nothing of what you see below is in the scene file.

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

Battlefield

The place Kessrel Line is fought in. The scene entrypoint adds this to mount_world on load, in edit and in play alike, and it stands the whole canyon from code: nothing of what you see below is in the scene file.

What it builds, north to south:

  • The ground — art/world/kessrel_canyon.terrainData, baked by art/world/bake_canyon.luau. A dead-flat ochre floor the length of the battle with a pale gravel riverbed wandering down it, cliffs closing from 82 m of half-width at the line to 50 m at the Maw, and low country falling away past the head so the dusk sky holds the top of a tall frame. The terrain carries a heightfield collider, which is what an order raycast lands on.
  • The Maw (maw.module) — the hive fissure at the canyon head: a rim of wet black chitin, a teal throat, bone spires, the crust it has spilled down the canyon, and the light it throws up the walls. It also scatters the boulders and talus across the floor.
  • The Gate of Harrow (gate.module) — the rampart at the bottom with two blast doors, floodlight masts, amber beacons, cobalt banners, the sandbag lines and crates the regiments form up behind, and the evacuation ships climbing out of the port behind it.
  • The dusk (air.module) — the sun, the violet fill, the painted sky (art/world/kessrel_dusk_sky over this world's own kessrel_sky shader), the amber height fog, the volumetric shafts, the bloom and the display grade, and the dust and spores drifting through it.

Every piece is rebuilt at awake and marked temporary and unsynced, so the scene never saves it and each commander builds their own copy.

Fields

FieldMeaning
showGreyboxWhether the plan phase's greybox boxes stay visible. Off by default.
dressingWhether the Gate, the Maw, the works and the rubble are built. Off leaves the terrain and the light, which is the cheapest frame that still reads as the place.
motesWhether drifting dust and Maw spores are emitted.

Changing any of them rebuilds the battlefield in place.

Changing the ground

The terrain is a baked asset, not a graph cooked at load. Edit art/world/bake_canyon.luau and run it:

execute { instance = "kessrel", file = "/zero/source/art/world/bake_canyon.luau" }

then reload the standing terrain (Terrain:reload()), or toggle a field here to rebuild. art/world/make_materials.luau mints the surfaces the same way.

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/world/Battlefield.component — the place the battle happens in. The scene entrypoint adds this to `mount_world` on load, in edit and in play alike. It replaces the plan phase's greybox with the canyon of design/refs/place-canyon.png: the baked terrain (ochre floor, pale gravel riverbed, layered sienna cliffs closing north), the Gate of Harrow at the bottom of the frame with its floodlights, beacons, banners, barricades and the evacuation ships' glow behind it, the Maw at the top with its teal light and bone spires, and the dusk the whole thing stands in — sun, sky, amber haze, light shafts, bloom and grade, drifting dust and spores. Everything it stands is runtime dressing rebuilt from code at awake: it is marked temporary so the scene never saves it, and unsynced so a joining commander builds their own copy rather than receiving several hundred props. The ground keeps answering a raycast: the terrain carries a heightfield collider over the whole rect, which is what an order cursor lands on.

Terrain

setGreybox(on: boolean) → void

argtypedescription
onboolean

ground(parent: any) → void

The baked canyon, stood as one Terrain entity. `art/world/bake_canyon.luau` writes the asset; nothing cooks a graph at load.

argtypedescription
parentany

build( ) → void

awake( ) → void

onPropertyChanged( ) → void

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.

Showing up to 3 levels deep. Open a part to see what it holds further down.

36+items
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module · born here
❒asset
# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
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module · born here
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# gate <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# build <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# maw <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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module · born here
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# air <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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terraindata · born here
❒asset
# kessrel_canyon (terrainData) A landscape covering 1000 x 1400 m: the heightfield, the weight maps that say which surface covers where, and the table of what those surfaces are — held together as one asset. A `Terrain` component references this and stands an entity on it. Fill it from a procgen graph with `terrain.write`, which writes the manifest and every child texture in one step.
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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texture · born here
❒asset
# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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backing path · game/world/Battlefield.component

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