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Blocks

The lozenged masonry of First Light: Betocsin, and the two hero pieces beside it — the tocsin and the crane that brings the courses in.

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

Blocks

The lozenged masonry of First Light: Betocsin, and the two hero pieces beside it — the tocsin and the crane that brings the courses in.

local Blocks = require("game.blocks.Blocks")

local e = Blocks.spawnSlab({ course = 1, a = 2.4, b = 2.4, cu = 0, cv = 0, tone = 1 })
Blocks.reshape(e, a, b, cu, cv, course)   -- after a trim, the same entity
Blocks.markPerfect(course, true)          -- a gilt line along that course's arris
local off = Blocks.spawnOffcut(spec)      -- the overhang, thrown off the tower
Blocks.spawnPlinth(parent)                -- the ruined stump the tower stands on

Every course is a parallelogram prism cut to the lozenge game.core defines — edges a along Core.U and b along Core.V, COURSE_HEIGHT tall — with a chamfered arris top and bottom, which is what makes one course read as its own stone. tone is 1 or 2: the alternating tinctures of the lozengy field. Sizes are quantised to a centimetre so a tower's worth of trims shares a handful of meshes.

The hero pieces

They stand themselves up the first time a course is seated and drive themselves from Core.state, so nothing has to call them:

local crane = Blocks.spawnCrane(parent)   -- a handle, not an entity
crane:setHang(cu, cv, y)                  -- put the hook exactly here for a moment
crane:swingTo("u", t)                     -- ... or on the swing axis
crane:release()                           -- back to following Core.state.swing

Blocks.spawnBell(parent)                  -- the bell, its frame and its clapper
Blocks.hoistBell(t)                       -- 0 fallen on the plinth, 1 hung on the last course
Blocks.ringBell(quality)                  -- swing it; the clapper lags behind
Blocks.setBellGlint(dawn)                 -- how hard first light is on the bronze

setHang and swingTo are momentary: stop calling them and the crane hands itself back to Core.state.swing after about half a second.

What it is made of

  • game.blocks.Geo — the mesh builders (the chamfered prism, the revolve, the sawn box, and the merge that makes a whole timber bay one mesh).
  • stonecut.shader + masonry.material — the masonry, one material for the whole tower with the tincture per instance.
  • bellbronze.shader + bell_bronze.material — the cast bronze.
  • hewn.shader + crane_timber / crane_rope / crane_iron — the gantry.
  • game.blocks.Crane, game.blocks.Tocsin, game.blocks.Offcut — the three behaviours those pieces carry.

Interface

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

conforms to

zero/source-extract/v2

strict

ModelBoxColliderPhysics

remember(key: string, m: any) → any

argtypedescription
keystring
many

masonryMat( ) → any

timberMat( ) → any

ironMat( ) → any

ropeMat( ) → any

bronzeMat( ) → any

cachedMesh(key: string, build: () → void

argtypedescription
keystring
build(

q(v: number) → number

Course sizes are quantised to a centimetre so a tower's worth of trims shares a handful of meshes. PERFECT_TOLERANCE is 9 cm, so nothing the player is judged on moves.

argtypedescription
vnumber

prismMesh(a: number, b: number, h: number) → any

argtypedescription
anumber
bnumber
hnumber

prismGeometry(a: number, b: number, h: number) → Geo

Kept for callers written against the earlier shape of this module.

argtypedescription
anumber
bnumber
hnumber

claim(name: string, parent: any?) → any

Where this slice's own scenery lives

argtypedescription
namestring
parentany?

root( ) → any

seedOf(course: number) → number

argtypedescription
coursenumber

dressSlab(e: any, spec: SlabSpec, shaderTone: number, perfect: boolean) → void

Every course carries its own reading of the one masonry material. lane 0 = (seed, tone, wear, perfect) lane 1 = (a, b, course/BELL_COURSE, 0)

argtypedescription
eany
specSlabSpec
shaderTonenumber
perfectboolean

spawnSlab(spec: SlabSpec) → any

Spawn one seated course. Returns the entity.

argtypedescription
specSlabSpec

reshape(e: any, a: number, b: number, cu: number, cv: number, course: number) → void

Give a seated course new dimensions and centre (after a trim).

argtypedescription
eany
anumber
bnumber
cunumber
cvnumber
coursenumber

markPerfect(course: number, on: boolean?) → void

A course seated inside PERFECT_TOLERANCE keeps a gilt line along its arris.

argtypedescription
coursenumber
onboolean?

slabEntity(course: number) → any

argtypedescription
coursenumber

forgetSlabs( ) → void

Every course this slice is holding a handle to, so a restart can forget them.

spawnPlinth(parent: any?) → any

The plinth: what the fallen tower left standing

argtypedescription
parentany?

spawnOffcut(spec: SlabSpec) → any

The trimmed overhang: a real piece that tumbles off the tower into the fog.

argtypedescription
specSlabSpec

bellMeshes( ) → void

The tocsin

spawnBell(parent: any?) → any

The bell, its yoke and its clapper. It starts lying on the plinth where it fell; `hoistBell` carries it up the tower.

argtypedescription
parentany?

hoistBell(t: number) → void

argtypedescription
tnumber

bellHoist( ) → number

setBellPose(t: number) → void

argtypedescription
tnumber

ringBell(quality: number) → void

Swing the bell and throw the clapper. `quality` 0..1 is how well it was rung.

argtypedescription
qualitynumber

setBellGlint(t: number) → void

How hard first light is catching the bronze; the world slice's dawn drives it.

argtypedescription
tnumber

spawnCrane(parent: any?) → CraneHandle

A timber gantry standing behind the tower: two legs that grow a bay at a time, a spar across their heads, a jib cantilevered out over the tower, and a traveller carrying the sheave, the rope and the hook.

argtypedescription
parentany?

setHang(_self: ?, cu: number, cv: number, y: number?) → void

argtypedescription
_self?
cunumber
cvnumber
ynumber?

swingTo(_self: ?, axis: string, t: number) → void

argtypedescription
_self?
axisstring
tnumber

release(_self: ?) → void

argtypedescription
_self?

ensureScenery( ) → void

Idempotent: both calls reuse what is already standing and only add what is missing, so it is safe to call on every seated course.

⌬ Types
SlabSpec = {CraneHandle = {
⌬ Metadata
descriptionThe lozenged masonry API the rules slice builds the tower through, plus the bell and the crane.

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# Tocsin The bell's own behaviour: what first light does to the bronze, the hoist up the tower, the four tolls from under the fog, and the peal. It reads `Core.state` and the event bus, so a round rings the bell without anything having to call it: `dawn` lights the metal, the `hoist` phase carries it up the tower and swings it in over the last course, a `watch` makes the fallen bell shudder, and `ring` swings it as hard as the player rang it with the clapper always a beat behind. `Blocks.hoistBell(t)` and `Blocks.ringBell(quality)` are the explicit ways in. Attached by `game.blocks.Blocks`; nothing else adds it.
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# Geo The mesh builders behind the masonry, the bell and the crane. Each returns raw geometry in the shape `renderer.mesh.create` takes — positions, normals, uvs, colors, indices — so a caller can cache it, merge it or upload it. ```lua local Geo = require("game.blocks.Geo") Geo.chamferedPrism(a, b, h, chamfer) -- a course of the tower Geo.revolve(profile, segments) -- the bell, the clapper, the sheave, a shaft Geo.box(sx, sy, sz, "x"|"y"|"z") -- a sawn timber, grain along the named axis Geo.cylinder(radius, height, segs) -- a rope or a pin Geo.mergeInto(dst, src, pos, euler) -- several pieces into one mesh ``` Two conventions the shaders in this folder read back: - uv — for a face of a stone, `(signed metres along the face from its own centre, metres up from the bottom of the course)` for a cap, `(u, v)` in the lozenge basis, in metres for a turned or sawn piece, `(across the piece 0..1, along it in metres)`. - color — `r` face kind (0 side, 0.5 chamfered arris, 1 cap), `g` a per-face random, `b` the face's own length in metres divided by 8, `a` 1. `BELL_PROFILE`, `CLAPPER_PROFILE` and `SHEAVE_PROFILE` are the polylines the revolve turns. A profile walked up the outside, over the crown and back down the inside gives a hollow shell whose normals turn over with it, which is how the bell gets a mouth you can see up into.
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# core One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage Replace `<identity>` with the string `asset.create` returned — this module's source path with `/` written as `.` and each segment's type suffix dropped, the way a module at `/source/lib/thing.module` is `lib.thing` and one at `/source/kit.package/thing.module` is `kit.thing`. ```luau local M = require("<identity>") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
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# Offcut The overhang the trim cut off a course, on its way into the fog. `Blocks.spawnOffcut` gives the piece a collider and a dynamic body, then adds this: it waits for the solver to have a body, throws the stone off the tower's axis with a tumble, trails quarry dust behind it, and takes it out of the world once it is below the fog line. If no body arrives — an offcut spawned while the world is posed rather than played — it falls under its own script instead, so a trim is never a piece left hanging in the air. Attached by `game.blocks.Blocks`; nothing else adds it.
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# Crane The timber gantry the courses come in on. Two legs stand together on one side of the tower — off the estuary axis, so the camera never has to look at the tower through them — and grow a bay at a time out of the fog as the tower rises. A spar ties their heads; a jib is cantilevered from it across the tower on a pair of rope stays, with a stone counterweight at its tail. A traveller rides along the jib and a sheave rides across the traveller, so the hook can stand over any point of the lozenge — which is what the swing needs, since the courses come in along U on one course and along V on the next. It drives itself from `Core.state` (`swing`, `topY`, `course`, `phase`), so nothing has to call it. `Blocks.spawnCrane():setHang(cu, cv, y)` and `:swingTo(axis, t)` override the hook for about half a second at a time; `:release()` hands it back at once. Attached by `game.blocks.Blocks`; nothing else adds it.
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backing path · game/blocks/Blocks.module

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