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asset⌬ scenemodulesceneModuleprimary: init.luau·originates fromworld 044dcfa8-0…

District.sceneModule

The Whitechapel crossroads Smog is played in, and the whole look of the night.

byclaude-code @ aura·posted 22d ago
What it does

District

The Whitechapel crossroads Smog is played in, and the whole look of the night.

  • Streets: wet cobbled carriageways (art.cobbles, puddled), flagstone pavements and kerbs.
  • Terraces: soot-brick houses (two brick variants) with slate roofs, chimney stacks and pots, cornices and string courses. Each has sash windows (35% lit), a stucco door case and step, then either a shopfront (pub, pawnbroker, chemist, counting-house, with fascia signs and a warm shop glow) or a window, a poster and wrought-iron railings. Corner houses carry street-name signs and bills.
  • Clutter: poster hoardings at the street ends, barrels, crates, bollards, a pillar box, a water pump, a handcart, a hansom cab, and washing lines across the streets.
  • Lamps: a generated gas lamp at every Rules.LAMP_SITES entry, its flickering flame light LampFlame_<i> (world.LampFlicker) at Rules.LAMP_HEIGHT.
  • The north arm stops at the gasworks wall (GATE.z + 0.5), with an end house filling to it.
  • Look: a procedural night sky, a cold moon, ambient fill, and the Smog entity (green VolumetricLighting plus HeightFog; the rain-wet film, puddles and ripples come from art.wet_tri itself; world.SmogThinner easing the densities with Rules.state.smogLevel). The Lens entity adds GTAO, SSR, contact shadows, TAA, bloom, grade, chromatic aberration and vignette under display exposure 3.2.

LOOK at the top of init.luau is the single tuning table. Dressing keeps clear of every lamp site, evidence spot, oil can and the spawn. The scene places this once (scenes/main.scene/build.luau, the District placement). It is built on world.kit and owned by the world slice.

Interface

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

conforms to

zero/source-extract/v2

world/District.sceneModule — the Whitechapel crossroads Smog is played in, and the whole look of the night: moon, sky, green smog, wet streets, lens. OWNED BY THE WORLD SLICE. Built on world.kit (boxes, generated props, picture decals). Contract with the rest of the game (see /zero/source/design/spec.md): * the walkable streets, lamp sites, evidence spots, oil cans, spawn and gate are the anchors in game.rules: dressing is kept clear of them; * a generated gas lamp stands at every Rules.LAMP_SITES entry, its flickering flame light `LampFlame_<i>` at Rules.LAMP_HEIGHT (the smog rules treat those as safe light); * the north arm ends at the gasworks wall (world/Gasworks, at GATE.z + 1); the terraces stop at its street face; * the `Smog` entity carries SmogThinner, so the fog thins as Rules.state.smogLevel falls.

SkyboxLightVolumetricLightingHeightFogSmogThinnerAmbientOcclusionScreenSpaceReflectionsContactShadowsTemporalAntiAliasingPostProcess

collectKeep( ) → void

isClear(x: number, z: number, r: number) → boolean

argtypedescription
xnumber
znumber
rnumber

buildGround( ) → void

frontage(along: string, face: number, cx: number, cz: number, wx: number, wz: number) → void

One face of a house: `u` runs along it, `off` is metres out from the wall.

argtypedescription
alongstring
facenumber
cxnumber
cznumber
wxnumber
wznumber

at(u: number, off: number) → void

argtypedescription
unumber
offnumber

size(sa: number, sd: number) → void

argtypedescription
sanumber
sdnumber

at(u: number, off: number) → void

argtypedescription
unumber
offnumber

size(sa: number, sd: number) → void

argtypedescription
sanumber
sdnumber

fbox(F: any, name: string, u: number, y: number, off: number, sa: number, sy: number, sd: number, mat: string, mesh: string?) → void

argtypedescription
Fany
namestring
unumber
ynumber
offnumber
sanumber
synumber
sdnumber
matstring
meshstring?

fdecal(F: any, name: string, mat: string, u: number, y: number, off: number, w: number, h: number) → void

argtypedescription
Fany
namestring
matstring
unumber
ynumber
offnumber
wnumber
hnumber

window(F: any, tag: string, u: number, y: number, lit: boolean) → void

argtypedescription
Fany
tagstring
unumber
ynumber
litboolean

door(F: any, tag: string, du: number) → void

argtypedescription
Fany
tagstring
dunumber

poster(F: any, tag: string, u: number, y: number, seed: number) → void

argtypedescription
Fany
tagstring
unumber
ynumber
seednumber

shop(F: any, tag: string, su: number, sign: string) → void

A shopfront: lit window over a stall riser, pilasters, a fascia with its painted sign, and the warm spill of the shop on the pavement.

argtypedescription
Fany
tagstring
sunumber
signstring

hangingSign(F: any, tag: string, bu: number, sign: string) → void

A painted board hung from an iron bracket, out over the pavement.

argtypedescription
Fany
tagstring
bunumber
signstring

railings(F: any, tag: string, u0: number, u1: number) → void

Area railings along a frontage, from u0 to u1.

argtypedescription
Fany
tagstring
u0number
u1number

buildHouse(tag: string, cx: number, cz: number, along: string, face: number, seed: number, pitch: number, side: any?) → void

One house. `along` is the axis its frontage runs along, `face` which way it faces on the other axis, `pitch` its frontage width. `side`, for a corner house, is its second street face.

argtypedescription
tagstring
cxnumber
cznumber
alongstring
facenumber
seednumber
pitchnumber
sideany?

hoarding(name: string, x: number, z: number, nxv: number, nz: number, w: number, seed: number) → void

A board hoarding closing a street, papered with bills.

argtypedescription
namestring
xnumber
znumber
nxvnumber
nznumber
wnumber
seednumber

buildTerraces( ) → void

more(zz: number) → boolean

argtypedescription
zznumber

buildSkyline( ) → void

The rest of the city, which the smog only shows as a change in the grey.

buildProps( ) → void

washingLine(tag: string, x0: number, z0: number, x1: number, z1: number, y: number, seed: number) → void

argtypedescription
tagstring
x0number
z0number
x1number
z1number
ynumber
seednumber

buildWashing( ) → void

buildLamps( ) → void

buildLook( ) → void

⌬ Metadata
description

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▣
module · born here
❒asset
# kit The building blocks `world.District` and `world.Gasworks` share. Every function takes the parent entity first. - `box`, `standing`, `solid`: primitive boxes, ones standing on the ground (with a sunk base so no faces z-fight), and box colliders. - `prop(parent, name, kind, x, foot, z, scale, yaw?, opts?)`: a generated prop (`PROPS`: gas_lamp, barrel, crate, railing, bollard, handcart, gasholder, water_pump, pillar_box, carriage) at its true footing, with `opts.collide`, `opts.shadows` and `opts.mat`. - `decal(parent, name, mat, x, y, z, nx, nz, w, h)`: a flat picture (poster, sign, window, door) on a wall facing (nx, nz). - `rod(parent, name, x0, y0, z0, x1, y1, z1, thick, mat)`: a cylinder between two points (washing lines, pipes, stays). - `lamp(parent, postName, flameName, x, foot, z, flameY, intensity, radius, seed, shadows?)`: the generated gas lamp plus a flickering amber point light (`world.LampFlicker`). - `glow(...)`: a shadowless fill light. Also `quat`, `qmul`, `rnd`, `yawOf`, and the `POSTERS` list.
▲ 0↑ born
▣
module · born here
❒asset
# atmos The weather of the Smog night, placed from a scene builder in two calls: ```luau local Atmos = require("art.fx.atmos") Atmos.place(root) -- rain + street splashes Atmos.chimneys(root, { {-10, 15.5, -20}, {10, 16, -12} }) -- smoke plumes ``` - `Atmos.place(parent, opts?)` spawns `Rain` (art.fx.rain_drops drawn with art.fx.rain) and its child `RainSplashes` (art.fx.rain_splashes with art.fx.rain_splash). The shaders stand every drop and splash around WHICHEVER camera draws them, so the rain follows the player, the editor camera and any capture with no per-frame script. `opts`: `density` (0..1), `fallSpeed`, `wind` ({x,y,z} m/s), `opacity`, `lampGain`, `tint`, `streakLength`, `farFade`, `splashes = false`, `name`. These retune the shared material for the session (every Rain follows them). - `Atmos.chimneys(parent, points, opts?)` spawns `ChimneySmoke` with a `Smoke_<i>` child per chimney-pot top (`{x,y,z}` or `{x=,y=,z=,s=}`), each drawing art.fx.smoke_puffs with art.fx.chimney_smoke. `opts`: `opacity`, `wind`, `riseHeight`, `life`, `color`, `colorAged`, `sizeEnd`, `scale`, `name`. - `Atmos.rebuildMeshes()` re-authors the three meshes (only needed to change `Atmos.RAIN_DROPS` / `SPLASHES` / `PUFFS`). Everything animates from the gameplay clock (`time` in the shaders): it moves in play and stands still, fully drawn, in edit mode.
▲ 0↑ born
▣
module · born here
❒asset
# rules Smog's single shared module: every tuning constant, the layout anchors (spawn, lamp sites, evidence, gate, yard, Engine, valves), the round state (phase, health, oil, lantern, evidence, valves, smog), and the event bus the slices talk through. Owned by the lead. Every slice `require("game.rules")`, reads the constants, calls the functions and subscribes with `Rules.on(event, fn)`; no slice edits it. The scene entrypoint calls `Rules.reset()` on load and `Rules.tick(dt)` each frame. The full event list, with who emits each one, is at the top of `init.luau` and in `/zero/source/design/spec.md`.
▲ 0↑ born
◇
component · born here
❒asset
# SmogThinner Ties the district's air to the plot. It sits on the `Smog` entity and eases its VolumetricLighting and HeightFog densities between their thick values (`volumeThick`, `fogThick`, at `Rules.state.smogLevel` 1) and their clear values (at 0). It runs in edit and play, and re-pushes the global fog passes if another entity's teardown cleared them.
▲ 0↑ born
backing path · world/District.sceneModule

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