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

shape

Where Helsinki is, on this board. Answers the geography the diorama is generated from and holds no geometry itself.

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

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.

Interface

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

conforms to

zero/source-extract/v2

shape — where Helsinki is, on this board. The board is a miniature of the peninsula: sea on three sides, a ragged coast, Töölönlahti cut into the middle of it, parks where Helsinki has parks, and a street grid the little blocks stand in. This module answers the geography questions the diorama is generated from — where the water ends, what colour the ground is at a point, where a tree may stand — and holds none of the geometry itself. `game.board.geo` builds; this decides. World frame: X east, Z south, Y up. North is -Z, the top of the screen.

lerpShore(points: { { z: number, x: number } }, z: number) → number

argtypedescription
points{ { z: number, x: number } }
znumber

wobble(z: number, phase: number) → number

The ragged part. Helsinki's shoreline is all inlets and points; a plain taper reads as a sausage, so the coast wobbles on three frequencies.

argtypedescription
znumber
phasenumber

coast(z: number) → void

The west and east shore x at a given z. Both taper toward the south tip, where the peninsula runs out into the ferry crossing.

argtypedescription
znumber

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

0 outside the bay, 1 at its middle, with a soft rim so the bank slopes.

argtypedescription
xnumber
znumber

islandOutline(inset: number) → void

The fortress island's rim: an ellipse with the bastion notches the star fort actually has, so its silhouette is not a pebble.

argtypedescription
insetnumber

onIsland(x: number, z: number, margin: number) → boolean

argtypedescription
xnumber
znumber
marginnumber

onLand(x: number, z: number) → boolean

Is this point on the peninsula (not the island, not the bay)?

argtypedescription
xnumber
znumber

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

Roughly how far out to sea a point is: 0 at a shore, growing outward. Used to shade the water from turquoise shallows to open blue.

argtypedescription
xnumber
znumber

grain(x: number, z: number) → number

Cheap, seamless value wobble, for grain in the ground colour.

argtypedescription
xnumber
znumber

ground(x: number, z: number) → void

The colour of the peninsula's surface at a point: the districts blended by distance, the parks laid over them, a little grain on top.

argtypedescription
xnumber
znumber

water(x: number, z: number) → void

The sea's colour at a point, shallows through open water.

argtypedescription
xnumber
znumber

swell(x: number, z: number) → number

Low, slow swell. The water is built as facets, so this is all the motion the surface needs to stop reading as a sheet of card.

argtypedescription
xnumber
znumber

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

How far the nearest tile centre is. Nothing but the path's own furniture stands within a slab and a half of the route.

argtypedescription
xnumber
znumber

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

How far the nearest landmark anchor is, measured to the edge of the footprint the landmarks slice will fill, so the board leaves it empty.

argtypedescription
xnumber
znumber

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

How far the nearest street centreline is.

argtypedescription
xnumber
znumber

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

How deep into a park a point is (0 outside every one of them).

argtypedescription
xnumber
znumber

Sub-parts

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

11items
▣
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 ```
▲ 0↑ born
▣
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/shape.module

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