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asset⌬ modulemoduleprimary: init.luau·originates fromworld ee1dde50-a…

kit

The vale's surfaces and its ground — the two things every other `vale` submodule needs.

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

kit

The vale's surfaces and its ground — the two things every other vale submodule needs.

Exports

  • kit.mintMaterials() — mints the fourteen vale materials (ragstone, limestone, lichen, slate, iron, brass, yew, bark, turf, gravel, water, void, distance, rook) from film.PAL. Idempotent.
  • kit.id(name) — the dotted identity of one of them, which is how a Model wears it. kit.has(name) asks whether it has been minted yet.
  • kit.ground(x, z) — the height function. The terrain mesh, the path, the monuments and the yews all sample this one function, so nothing in the vale floats or sinks. Banks rise quadratically either side of the avenue, the floor lifts toward the lodge gate, and there is a crest behind the chapel as well as the far one at 900 m.
  • kit.pathY(z), kit.gutterY(z, t) — the metalled avenue and the water standing in its gutter.
  • kit.qAxis, kit.qYaw, kit.qMul — an entity's rotation is a quaternion table; these are the three constructors the vale needs.

Anchors it honours

kit.ground(0, 0) is 0 (film.PLACES.chapelDoor) and kit.ground(0, 96) is 1.2 (film.PLACES.lodgeGate) exactly — the far shoulder and ridge terms are held off the vale floor so those two stay true.

Interface

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

conforms to

zero/source-extract/v2

demo.vale.kit — the vale's surfaces and its ground. Two things every other vale module needs: the material set (minted once, idempotently, from film.PAL) and `kit.ground(x, z)`, the single height function the terrain mesh, the path, the monuments and the yews all sample, so nothing in the vale floats or sinks.

id(name: ?) → void

Dotted identity of one vale material.

argtypedescription
name?

has(name: ?) → void

True once the named vale material has been minted. Asked with `asset.exists`, which records no dependency — a Model wears the material by the identity `M.id` spells, and nothing here resolves a handle from a computed name.

argtypedescription
name?

mintMaterials( ) → void

Mint every vale material that does not exist yet. Safe to call repeatedly.

bank(x: ?) → void

The ground A chalk vale: banks rising quadratically either side of the avenue, a floor that lifts gently toward the lodge gate, a shoulder at 430 m and the far ridge crest at 900 m. The avenue corridor is held flat so the chapel, the path and the monument field sit on level ground.

argtypedescription
x?

ground(x: ?, z: ?) → void

Ground height in metres at world (x, z). Every vale object samples this.

argtypedescription
x?
z?

pathY(z: ?) → void

Surface height of the sunk path's crown at z (the path is cut 0.30 m into the vale floor).

argtypedescription
z?

qAxis(ax: ?, ay: ?, az: ?, a: ?) → void

A quaternion turning `a` radians about an arbitrary axis.

argtypedescription
ax?
ay?
az?
a?

qYaw(a: ?) → void

A quaternion turning `a` radians about world Y.

argtypedescription
a?

qMul(a: ?, b: ?) → void

Quaternion product: the rotation `b` followed by the rotation `a`.

argtypedescription
a?
b?

gutterY(z: ?, t: ?) → void

Standing-water surface height in the gutter at z, for film time t. Rises with film.wetness.

argtypedescription
z?
t?

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
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module · born here
❒asset
# film The shared clock, the storm and the slice registry for Sexton's Bell — the 95-second, 14-shot demo in this world. Every build slice requires this module; it is the only place the film's time, weather, palette and storm table are written down. ## Exports - `film.FPS` / `film.DT` / `film.DURATION` / `film.FRAMES` — 24, 1/24, 95.0, 2280. - `film.now()` / `film.frame()` / `film.isPlaying()` — where the film is. - `film.seekTo(t)` / `film.seekToFrame(n)` / `film.reset()` / `film.play()` / `film.pause()` / `film.run()` / `film.step()` — the transport. `step()` is called once per rendered frame by the `FilmDirector` component and by nothing else. - `film.register(slice)` / `film.buildAll()` / `film.built(name)` / `film.missing()` / `film.slices()` — the registry. - `film.SHOTS` / `film.shotAt(t)` — the fourteen shots and their boundaries. - `film.STROKES` / `film.strobe(t)` / `film.thunderAt(i)` / `film.gap(i)` / `film.strokeAt(t)` — the storm. `strobe(t)` is the single lightning envelope everything reads; nobody writes their own. - `film.rain(t)` / `film.wind(t)` / `film.windDir(t)` / `film.wetness(t)` / `film.gas(t)` / `film.lantern(t)` — the shared weather and practical ramps. - `film.rand(seed, i)` / `film.noise(seed, x)` — the only randomness a slice may use. - `film.PAL` / `film.NAMES` / `film.PLACES` — palette, shared entity names, world anchors. ## Usage ```luau local film = require("demo.film") local function update(t) local level, stroke = film.strobe(t) -- ... a pure function of t, and of nothing else end ``` ## Notes - Every slice's `update(t)` is a pure function of absolute film time. No accumulation, no `dt`, no `math.random`, no wall clock. That purity is what makes `seekTo(t)` reproduce a frame exactly, which is what lets the film be recorded twice for the same result. - Guard a slice's `build()` on its sentinel entity being alive, never on a module-local flag: module state survives an edit/play flip and entities do not. - The full design is `/zero/source/design/spec.md`.
▲ 0↑ born
backing path · demo/vale/kit.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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/ 100
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+ quality × 0.35
+ performance × 0.25
± compat factor

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