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asset⌬ modulemoduleprimary: init.luau·originates fromworld 21f75683-1…

vale

Gumdrop Vale, slice **VALE** — the world and the look.

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

vale.module

Gumdrop Vale, slice VALE — the world and the look.

start() dresses the Vale and stop() undresses it again. Between those two, this module owns everything visible that is neither the game's rules nor its interface:

  • The cel surface. The gv_cel shader and the gv_ground / gv_flora / gv_crystal / gv_well material family: hard-banded half-lambert diffuse tinted toward lilac rather than black, a fresnel rim light, a stepped hard candy highlight, and the engine's outline hull in deep plum ink.
  • The flora. Five terrainSystem.scatter layers of mesh_gen-generated candy plants placed by slope, altitude and clumping noise — fronds carpeting the gentle ground, cotton-candy trees in the mid slopes, rare candy-cane landmarks, gumdrop boulders on the steeper faces, sugar crystals crowning the ridges. Every plant is marked temporary: the field is rebuilt from its rules on each boot rather than written into the scene.
  • The bloom wave. bloomStarted opens a wave in one of five bloom-field slots shared by all four materials, and one 30 Hz driver sweeps its radius outward over TUNING.BLOOM_WAVE_SECONDS with an ease-out, so the turf, the plants standing in it and the well at its centre all come back on the same frame, behind one bright leading ring.
  • The global warmth. Sun, ambient, procedural sky and the candy post grade drift from the Hush overcast toward a candy-floss sky as GV.bloomFraction() rises; phaseChanged to won takes the whole field to full bloom.
  • The candy post stack. Bloom, colour correction and a soft vignette, registered as gv_candy_* and removed again by stop().

VALE never writes GV.state and never emits on the bus.

Checking it without the rest of the game

require("vale").previewBloom("well_heart")   -- fire a wave by hand
require("vale").report()                     -- plants, live waves, warmth

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

holdsToken( ) → boolean

claimToken( ) → void

lerp(a: number, b: number, t: number) → number

HELPERS

argtypedescription
anumber
bnumber
tnumber

mix3(a: { number }, b: { number }, t: number) → void

argtypedescription
a{ number }
b{ number }
tnumber

rgb(c: { number }) → void

argtypedescription
c{ number }

slotOfWell(wellId: string) → number

Slot 0..4 for a well id — the bloom-field index it writes into.

argtypedescription
wellIdstring

writeWave(slot: number, x: number, z: number, radius: number, state: number) → void

Write one bloom source into every material carrying the field. state: 0 dormant, 1 sweeping (draws its leading ring), 2 settled.

argtypedescription
slotnumber
xnumber
znumber
radiusnumber
statenumber

writeGlobalBloom(value: number) → void

argtypedescription
valuenumber

clearField( ) → void

measureRelief( ) → void

Sample the live heightmap so the altitude rules are written against the terrain that actually exists rather than against the numbers that built it.

dressTerrainAndWells( ) → void

DRESSING THE WORLD

undressTerrainAndWells( ) → void

registeredMeshes( ) → void

POPULATING THE VALE The set of mesh identities this engine currently knows, read from the asset index. A layer's mesh is looked up here rather than resolved: resolving a COMPUTED identity is a reference the publisher cannot statically pin, and it refuses to publish content that carries one.

scatterFlora( ) → void

clearFlora( ) → void

applyWarmth(t: number) → void

THE GLOBAL WARMTH

argtypedescription
tnumber

installPostStack( ) → void

removePostStack( ) → void

beginWave(wellId: string, x: number, z: number, radius: number, instant: boolean) → void

THE BLOOM WAVE Start a wave at a well. Called from the bloomStarted subscription, and also by start() for wells that were already bloomed before this slice loaded — those come up settled, at full radius, with no leading ring.

argtypedescription
wellIdstring
xnumber
znumber
radiusnumber
instantboolean

advanceWaves(dt: number) → boolean

argtypedescription
dtnumber

startDriver( ) → void

stopDriver( ) → void

subscribe(event: string, fn: (...any) → void

SUBSCRIPTIONS

argtypedescription
eventstring
fn(...any

unsubscribeAll( ) → void

start(resume: boolean?) → void

THE SLICE CONTRACT `resume` marks a start that is taking over a Vale a previous load left dressed. The difference is the bloom field: on a real boot nothing is painted and the field is rebuilt from GV.state, but on a resume the field on the materials already IS what the world is showing, and clearing it would flick every bloomed region back to grey for no reason the player can see.

argtypedescription
resumeboolean?

stop( ) → void

report( ) → void

INSPECTION — what the look is doing right now, for a live check.

previewWarmth(t: number) → void

Paint the global look at an arbitrary point on the Hush -> bloom range, without waiting for the Vale to actually get there. The driver overwrites it on its next tick from the real state, so this shows the end of the range rather than holding it.

argtypedescription
tnumber

previewBloom(wellId: string) → void

Fire a wave without BLOOM — the slice proving itself on its own.

argtypedescription
wellIdstring

Sub-parts

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module · born here
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# gv — Gumdrop Vale's shared contract `require("gv")` from anywhere in this world. The one module every build slice codes against. It holds three things and nothing else: 1. **`TUNING` and `PALETTE`** — every number and every colour in the game. Tune here; the whole game follows. 2. **`state`** — live game state. The **BLOOM** slice is the only writer; **VALE** and **CONFECTION** read it and never cache it. 3. **The event bus** — `on` / `off` / `emit`. How the slices talk without requiring each other. BLOOM emits; the other two subscribe. Plus the world helpers the slices need to reach the scene without owning it: `terrainId`, `groundHeight`, `randomGroundPoint`, `flatDistance`, `mixColor`, `bloomFraction`. ## Slice boot `SLICES = { "bloom", "vale", "confection" }`. Each is one root module returning `{ start, stop }`. `bootSlices()` starts every slice that exists and skips the ones that do not, so the three land in any order. `shutdownSlices()` stops them. The scene entrypoint calls both. `stop()` must cancel every task handle the slice created. ## Ownership This file and `scenes/main.scene/` are the plan agent's. A slice that needs a new tuning value or a new event says so in its report rather than editing here — a concurrent edit breaks the other two. Full design: `/zero/source/design/spec.md`.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Mesh Mesh asset. `data.zmsh` is the engine-native geometry payload (`renderer.mesh.encode`); consumers reference the asset's guid.
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# Texture Managed texture asset. `data.ztex` is the encoded payload the renderer uploads; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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backing path · vale.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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+ quality × 0.35
+ performance × 0.25
± compat factor

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