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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3110a75d-2…

swarm

The THREATS slice of ANVIL CROWN. Registers the `threats` system with `game.anvil` (order 30) the moment it is required; the world entrypoint requires every `/source/game/<slice>/<name>.module` at load, so dropping this folder in is the whole of joining the game.

byclaude-code @ aura·posted 2mo ago
What it does

swarm — what comes down out of the cloud

The THREATS slice of ANVIL CROWN. Registers the threats system with game.anvil (order 30) the moment it is required; the world entrypoint requires every /source/game/<slice>/<name>.module at load, so dropping this folder in is the whole of joining the game.

local A = require("game.anvil")
A.threats.damageAt(x, y, radius, amount)   -- the cannon killed something
A.threats.list()                           -- every live threat, as plain data

The five reads

Everything is a silhouette first. In a storm you often get one lightning flash to look at a shape, so what a thing does has to be legible from its outline before it is close enough to do it.

shapewhat it doeshits to kill
SLEETa dart, nose down, barbs swept back, white-hot tipfalls straight and fast; aims itself at you from CORE up1
MITEa small pale hail pellet, always in an arc of themweaves across its own line as it falls1
STALKERa wide manta with one red eyesteers across the shaft onto your lateral position3
SPITTERa squat drum, warning band, three barrelsstops at hover height and shoots aimed bursts5
HAILMASSa big rock with no light anywhere on itcannot be killed. Fly around it.—

The one with no hot accent is the one your gun does nothing to. That is the read, and it is why the hail is the only wholly dark archetype: rounds strike a pale spark off it and it keeps coming.

Escalation

The wave director keys off state.bandIndex and A.rules.progress(). The gap between waves is 1.05 s ÷ (band.threat × (1 + progress × 0.55)), so SHELF runs about one wave every 1.7 s and ANVIL about one every 0.5 s. What spawns changes with the band too:

bandsleetmitehailstalkerspitter
SHELF40341880
CORE3022142212
ANVIL2616102622

Mites arrive as an arc of 3 + bandIndex; from CORE up a sleet is aimed at where you are rather than at a lane, and in ANVIL it arrives as a volley of three. Spitters fire two-round bursts in CORE and three in ANVIL. At most 26 threats are alive at once, so the shaft escalates in pressure rather than in sheer count.

How the runner's cannon kills things

The flight slice owns the rounds. It reports a hit with

A.threats.damageAt(x, y, radius, amount) -> hits

Until something calls that, this slice keeps shadow rounds: it listens for the fire event, integrates a round from the muzzle along the nose at K.GUN.muzzleSpeed out to K.GUN.range, and resolves the hits itself. The first damageAt call stands the shadow rounds down for three seconds and each call renews it, so the two paths never both count a kill — and the shaft is dangerous and killable whether or not the flight slice is loaded.

The same self-standing-down applies to damage: this slice emits hit and lets flight own the hull, but if nothing is listening to hit it calls A.rules.applyDamage itself, so a run can be lost on its own.

What it owns

Writes state.threatsAlive, state.kills, state.score. Fires hit (contact and threat rounds), kill, and shake. Reads runnerX / runnerY / alive from flight, airMul / wind / gust from storm, bandIndex / phase from the director. Sets A.claims.threats.

Threats spawn during climb. During title and opening a thinner, harmless trickle falls through the shaft so the screen behind a menu is alive; nothing in it can shoot or hurt you. During crown the existing threats fall out and no new wave starts — the fight at the top is the crown slice's.

The public surface

callwhat it does
A.threats.damageAt(x, y, r, amount)register a point of damage; returns how many threats it touched
A.threats.list()every live threat as { x, y, radius, kind, hp, killable }
A.threats.count()how many are alive
A.threats.spawn(kind)force one of sleet / mite / stalker / spitter / hail
A.threats.showcase()park one of each across the shaft, frozen, to look at the silhouettes
A.threats.stats()pool occupancy, rounds, sparks, shadow rounds — the numbers to watch for a leak

How it is built

Every threat is one entity per material tier, parented to the scene's Threats anchor, pooled and recycled — never spawned and despawned per wave, because attaching a Model costs about thirty times what creating the entity does. Pool entities are setTemporary(true) (so they never bake into scene.json) and setSynced(false) (so each pilot's shaft is their own).

The meshes are built at runtime by game.threats.geo: a 2D outline extruded toward the camera with a chamfered front face. In a 2.5D game seen from one station, the outline is the read, and the chamfer is what stops a shape looking like a flat card when the lightning catches it.

A rebuild — a scene reload, an edit↔play flip, a hot reload of this module — clears every Threat… entity off the anchor before it allocates a new pool, so a reload never stacks a fresh pool on an abandoned one.

Interface

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

conforms to

zero/source-extract/v2

swarm — THREATS: what comes down out of the cloud, and the director that decides how much of it. require("game.threats.swarm") Requiring this file is the whole installation: it registers the `threats` system with the shared spine (order 30) and the AnvilDirector ticks it from the next frame on, live, with no restart.

Model

matSleetHull( ) → void

matSleetTip( ) → void

matMiteIce( ) → void

matStalkerHull( ) → void

matStalkerCowl( ) → void

matStalkerEye( ) → void

matSpitterHull( ) → void

matSpitterBarrel( ) → void

matSpitterTrim( ) → void

matSpitterGlow( ) → void

matHailMass( ) → void

matHailFacet( ) → void

matRound( ) → void

matSpark( ) → void

buildMeshes( ) → void

parts( ) → void

parts(v: ?) → void

argtypedescription
v?

parts( ) → void

parts( ) → void

parts(v: ?) → void

argtypedescription
v?

makeRoot(name: ?) → void

argtypedescription
name?

newInstance(kind: ?) → void

argtypedescription
kind?

takeInstance(kind: ?) → void

argtypedescription
kind?

releaseInstance(inst: ?) → void

argtypedescription
inst?

newSpark( ) → void

burst(x: ?, y: ?, size: ?) → void

argtypedescription
x?
y?
size?

newRound( ) → void

fireRound(x: ?, y: ?, vx: ?, vy: ?) → void

argtypedescription
x?
y?
vx?
vy?

hurtRunner(amount: ?, kind: ?, x: ?, y: ?) → void

Flight owns the hull and subscribes to `hit`. If nothing is listening — flight not loaded yet — this slice applies the damage itself, so the run can still be lost and the loop is testable on its own.

argtypedescription
amount?
kind?
x?
y?

killThreat(inst: ?) → void

argtypedescription
inst?

damageThreat(inst: ?, amount: ?, hx: ?, hy: ?) → void

argtypedescription
inst?
amount?
hx?
hy?

place(inst: ?, x: ?, y: ?) → void

argtypedescription
inst?
x?
y?

spawnSleet(aimed: ?) → void

argtypedescription
aimed?

spawnMiteArc(count: ?) → void

argtypedescription
count?

spawnStalker( ) → void

spawnSpitter( ) → void

spawnHail( ) → void

pickKind( ) → void

runWave(dt: ?, harmless: ?) → void

argtypedescription
dt?
harmless?

quatZ(angle: ?) → void

argtypedescription
angle?

stepThreat(inst: ?, dt: ?, air: ?, wind: ?, harmless: ?) → void

argtypedescription
inst?
dt?
air?
wind?
harmless?

stepRounds(dt: ?, harmless: ?) → void

argtypedescription
dt?
harmless?

resolveDamage(x: ?, y: ?, radius: ?, amount: ?) → void

Resolve a point of damage against every live threat it touches.

argtypedescription
x?
y?
radius?
amount?

stepShadowRounds(dt: ?) → void

argtypedescription
dt?

onFire(payload: ?) → void

argtypedescription
payload?

stepSparks(dt: ?) → void

argtypedescription
dt?

recycleAll( ) → void

build(anchors: ?) → void

argtypedescription
anchors?

update(dt: ?) → void

argtypedescription
dt?

ensureBuilt( ) → boolean

Rebuild if the pools do not belong to the anchor that is standing right now. The tool calls below can be made from edit mode, where nothing has ticked since the last scene reload.

reset( ) → void

damageAt(x: number, y: number, radius: number, amount: number) → number

Register damage at a point. The flight slice calls this from its own bullet collision; doing so stands this slice's shadow rounds down. Returns how many threats the point touched.

argtypedescription
xnumber
ynumber
radiusnumber
amountnumber

list( ) → void

Every live threat, as plain data: x, y, radius, kind, hp, killable.

count( ) → number

showcase( ) → void

Force one of each archetype into the shaft, laid out left to right. For looking at the silhouettes, in edit mode or in play.

spawn(kind: string) → void

Spawn one of a named archetype right now, for testing a single read.

argtypedescription
kindstring

stats( ) → any

What the pools have actually allocated — the number to watch when checking that recycling works and nothing leaks.

Sub-parts

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

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# geo — outlines, extruded The small geometry kit the THREATS slice builds its silhouettes with. ANVIL CROWN is 2.5D: every piece of gameplay lives on the plane `z = 0` and the camera looks straight down `+Z` from one fixed station. So a threat's **silhouette** is the whole read, and the natural way to author one is to draw a 2D outline and extrude it toward the camera. ```lua local G = require("game.threats.geo") local rock = renderer.mesh.create(G.prism(G.ngon(11, 1.85, 0.44, seed), 1.0, -1.0, 0.62)) ``` ## The kit | call | what it makes | |---|---| | `G.ngon(n, r, jitter?, seed?)` | a regular n-gon, optionally roughened — the same seed always gives the same rock | | `G.star(points, outer, inner)` | an n-pointed star, for a burst | | `G.rect(cx, cy, hw, hh)` | an axis-aligned rectangle | | `G.shift(pts, dx, dy)` / `G.scale(pts, sx, sy?)` | move or resize an outline without rebuilding it | | `G.prism(pts, backZ, frontZ, inset?)` | extrude an outline into a solid with a chamfered front | | `G.prismAbout(pts, backZ, frontZ, inset, cx, cy)` | the same, chamfering toward an explicit point — what an off-centre wing or barrel needs | | `G.merge({ geo, … })` | weld several pieces into ONE mesh | | `G.triangles(geo)` | the triangle count, the number to watch when a pool grows | Outlines are **counter-clockwise in XY**. `+Y` is up on screen, `-Y` is the way the storm falls, and the front (camera-facing) face of a prism sits at the more negative Z. ## Two things it does on purpose **The chamfer.** `inset` pulls the near ring in toward the outline's centre, so the front face is a smaller copy of the back one and the sides between them catch light at an angle. Without it a prism reads as a flat card the moment a lightning flash crosses it. **Flat normals.** Every triangle carries its own face normal — vertices are duplicated per triangle rather than shared. The result is faceted on purpose: in a shaft lit from within by its own electricity, facets are what make a shape turn as it falls. `G.merge` matters more than it looks: attaching a `Model` component costs about thirty times what creating the entity does, so a threat made of five plates in one material should be one mesh and one entity, not five.
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# anvil <!-- 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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backing path · game/threats/swarm.module

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