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Garden

The referee decides that a round has closed. This component is what you SEE happen next: every plant easing into its next stage, a root-knot heaving its flagstone up a step, a lightwood rising until the lane behind it is gone, and the Blight taking the tiles it took.

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

Garden — the growing floor, on screen

The referee decides that a round has closed. This component is what you SEE happen next: every plant easing into its next stage, a root-knot heaving its flagstone up a step, a lightwood rising until the lane behind it is gone, and the Blight taking the tiles it took.

It lives on garden_keeper, a child of the scene's Garden anchor, and owns the bodies under it plus the HEIGHT of the tile plates under Board. It owns no unit and no rule.

local G = entity.find("garden_keeper").component.get("Garden")

The round

G:gardenTurn(round?)   -- the garden's turn; returns the changes it animated
G:blightTurn(round?)   -- then the Blight's
G:runRound()           -- both, and the round number they belong to

It also listens for the referee's own signals and needs no call at all:

  • roundEnded { round } runs both phases;
  • phaseChanged { phase = "garden" | "blight", round } runs the matching one.

Each phase is guarded by the round number, so a phase delivered twice — by both signals, or by a signal and a direct call — resolves once. Pass the round when calling directly; without one it reads state.round, and a referee that never advances it will see the second call decline.

What the garden did to whoever is standing in it is handed to the Director component's gardenEffect(effect) if it declares one, and emitted as a unitDamaged signal otherwise. The garden never writes a unit.

Gardening

G:sow(x, y, kind)   -- { ok, reason } — reason is written to be shown as-is
G:burn(x, y)
G:flood(x, y, rounds?)
G:cut(x, y)         -- Anselm's Cut Back
G:floodRow(y)       -- Cassian's Open the Line
G:seedBlight(x, y, stage?)

Reading

G:describeTile(x, y) -- the tile inspector: terrain, detail, NEXT growth stage, cover, elevation, marks
G:coverAt(x, y)      -- 0 none / 1 half / 2 full
G:blocksSight(x, y)  -- true when a sightline dies on this tile
G:hazardAt(x, y)     -- damage for ending a turn there
G:snapshot()         -- every occupied tile + blightShare + threshold
G:blightState()      -- { share, tiles, threshold }

Rebuilding

G:layoutMission("heart_chamber")  -- clear the floor and plant a room's opening garden
G:rebuild()                       -- rebuild every body from the board, no animation

rebuild throws the mesh cache away too, so it is also how a change to the plant geometry reaches what is already standing on the board.

Fields

fielddefaultwhat it does
autoLayouttruelay the mission's opening garden out on wake, when nothing is growing yet
mission""which room to open with; empty means whatever state.mission says
swaytruecosmetic sway on the living plants — the Blight never moves
growTime0.75seconds a growth animation takes

The clock it does not have

update / editorUpdate move cosmetic tweens only — a stalk easing into its new size, a plate rising, a vine breathing. No game state changes on a tick. While the simulation is frozen no tick arrives, so growth started then arrives at full size instead of leaving a half-grown plant standing on the board.

Interface

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

conforms to

zero/source-extract/v2

Garden — the growing floor, on screen. The referee decides that a round has closed. This component is what you SEE happen next: every plant animating into its next stage, a root-knot heaving its flagstone up a step, a lightwood rising until the lane behind it is gone, and the Blight taking the tiles it took. It owns the bodies under the `Garden` anchor and the height of the tile plates under `Board`. It owns no unit and no rule: what the garden does to whoever is standing in it is reported to the referee, not applied. Nothing here runs on a clock. `update` moves cosmetic tweens — a stalk easing into its new size, a vine swaying — and never changes game state. local G = entity.find("Garden").component.get("Garden") G:layoutMission("propagation_hall") G:runRound() -- the garden's turn, then the Blight's G:sow(4, 5, "lightwood") G:describeTile(4, 5)

Model

easeOutCubic(t: number) → number

argtypedescription
tnumber

easeOutBack(t: number) → number

argtypedescription
tnumber

ensureRoot( ) → any

spawnBody(x: number, y: number, kind: string, stage: number, t: any) → any

Spawn the body for one growing thing. `kind` is a plant id or "blight".

argtypedescription
xnumber
ynumber
kindstring
stagenumber
tany

purgeAnims(id: string?) → void

Drop every tween that still points at an entity that is going away. A tween left holding a despawned id re-resolves it every frame, and the engine reports each of those lookups, so one stale entry becomes a flood.

argtypedescription
idstring?

despawnBody(key: string) → void

argtypedescription
keystring

spawnMark(x: number, y: number, kind: string, t: any) → void

argtypedescription
xnumber
ynumber
kindstring
tany

clearMark(x: number, y: number) → void

argtypedescription
xnumber
ynumber

tweensRun( ) → boolean

While the simulation is frozen no tick arrives, so a tween started now would leave a half-grown plant standing on the board for as long as the freeze lasts. Growth still happens; it simply arrives at its full size.

animate(body: any, fromScale: number, dur: number, mode: string) → void

argtypedescription
bodyany
fromScalenumber
durnumber
modestring

animateOut(body: any, dur: number) → void

argtypedescription
bodyany
durnumber

lift(ent: any, toY: number, dur: number) → void

Raise or drop a tile plate and everything standing on it.

argtypedescription
entany
toYnumber
durnumber

raiseTile(x: number, y: number, elev: number, dur: number) → void

argtypedescription
xnumber
ynumber
elevnumber
durnumber

syncTile(x: number, y: number, animated: boolean) → void

One pass over the board: whatever the state says is growing gets a body of the right form, whatever is gone loses its body. `animated` decides whether the differences ease in or simply appear (a fresh layout should not play eighty growth animations at once).

argtypedescription
xnumber
ynumber
animatedboolean

clearBodies( ) → void

Throw every body away. The next sync builds them again from the board, so this is how a change to the geometry itself reaches what is standing there.

syncAll(animated: boolean) → void

argtypedescription
animatedboolean

settlePlates( ) → void

Put every tile plate at the height its tile says, with no animation.

currentRound( ) → number

hasReferee( ) → boolean

Whether a referee is present. Without one the garden keeps its own round count so the growth turn can be exercised on its own.

refereeHook( ) → boolean

reportEffects(effects: { any }) → void

Hand what the garden did to whoever is standing in it to the referee. The garden never writes a unit.

argtypedescription
effects{ any }

runGardenPhase(round: number) → void

argtypedescription
roundnumber

runBlightPhase(round: number) → void

argtypedescription
roundnumber

awake( ) → void

onDestroy( ) → void

tick(dt: number) → void

argtypedescription
dtnumber

update(dt: number) → void

argtypedescription
dtnumber

editorUpdate(dt: number) → void

argtypedescription
dtnumber

gardenTurn(round: number?) → void

--!desc Resolve the garden's turn: every plant grows one stage and the --! spreaders spread. Returns the list of changes it animated. --!arg round The round that just closed. Defaults to the board's round. --!return An array of change records. --!example entity.find("Garden").component.get("Garden"):gardenTurn()

argtypedescription
roundnumber?

blightTurn(round: number?) → void

--!desc Resolve the Blight's turn: the crystal hardens, creeps, and raises --! the floor where it takes root. --!arg round The round that just closed. Defaults to the board's round. --!return An array of change records. --!example entity.find("Garden").component.get("Garden"):blightTurn()

argtypedescription
roundnumber?

runRound( ) → any

--!desc Close a round: the garden takes its turn, then the Blight takes --! its own. With no referee on the scene the garden advances its own --! round count so it can be exercised alone. --!return A table of { round, garden, blight, blightShare }. --!example entity.find("Garden").component.get("Garden"):runRound()

sow(x: number, y: number, kind: string?) → any

--!desc Sow a seed on a tile — cover, laid ahead of the advance. --!arg x Tile column. --!arg y Tile row. --!arg kind A plant id; creepvine when omitted. --!return A table of { ok, reason }. --!example entity.find("Garden").component.get("Garden"):sow(4, 5, "lightwood")

argtypedescription
xnumber
ynumber
kindstring?

burn(x: number, y: number) → any

--!desc Burn a tile back to bare stone, opening the lane through it. --!arg x Tile column. --!arg y Tile row. --!return A table of { ok, reason }. --!example entity.find("Garden").component.get("Garden"):burn(4, 5)

argtypedescription
xnumber
ynumber

flood(x: number, y: number, rounds: number?) → any

--!desc Open the brass line onto a tile: growth is held off there, and any --! fire goes out. --!arg x Tile column. --!arg y Tile row. --!arg rounds How long the water stands. Two rounds when omitted. --!return A table of { ok, reason }. --!example entity.find("Garden").component.get("Garden"):flood(4, 5)

argtypedescription
xnumber
ynumber
roundsnumber?

cut(x: number, y: number) → any

--!desc Strip a tile back with the billhook — no fire, no water. --!arg x Tile column. --!arg y Tile row. --!return A table of { ok, reason }. --!example entity.find("Garden").component.get("Garden"):cut(4, 5)

argtypedescription
xnumber
ynumber

floodRow(y: number) → number

--!desc Flood a whole row from the brass pipes — Cassian's Open the Line. --!arg y Tile row. --!return How many tiles took the water. --!example entity.find("Garden").component.get("Garden"):floodRow(6)

argtypedescription
ynumber

describeTile(x: number, y: number) → any

--!desc What the tile inspector says about a tile: what is growing there, --! what it becomes next round, its cover and its elevation. --!arg x Tile column. --!arg y Tile row. --!return A description table, or nil off the board. --!example entity.find("Garden").component.get("Garden"):describeTile(4, 5)

argtypedescription
xnumber
ynumber

coverAt(x: number, y: number) → number

--!desc The cover a tile gives right now: 0 none, 1 half, 2 full. --!arg x Tile column. --!arg y Tile row. --!return The cover value. --!example entity.find("Garden").component.get("Garden"):coverAt(4, 5)

argtypedescription
xnumber
ynumber

blocksSight(x: number, y: number) → boolean

--!desc Whether a line of sight dies on this tile. --!arg x Tile column. --!arg y Tile row. --!return true when nothing can be seen through it. --!example entity.find("Garden").component.get("Garden"):blocksSight(4, 5)

argtypedescription
xnumber
ynumber

hazardAt(x: number, y: number) → number

--!desc The damage a unit takes for ending its turn on a tile. --!arg x Tile column. --!arg y Tile row. --!return The damage, zero when the tile is harmless. --!example entity.find("Garden").component.get("Garden"):hazardAt(4, 5)

argtypedescription
xnumber
ynumber

snapshot( ) → any

--!desc Everything growing on the board in one table, plus the Blight's --! share and the share that loses the mission. --!return The garden snapshot. --!example entity.find("Garden").component.get("Garden"):snapshot()

layoutMission(mission: string?) → any

--!desc Lay a room's opening garden out and rebuild every body. --!arg mission A mission id from the garden module's layouts. --!return The layout that was used. --!example entity.find("Garden").component.get("Garden"):layoutMission("heart_chamber")

argtypedescription
missionstring?

rebuild( ) → number

--!desc Rebuild every body from the board's current state, without --! animating. Use after another slice has changed the tiles directly. --!return How many bodies stand on the board. --!example entity.find("Garden").component.get("Garden"):rebuild()

seedBlight(x: number, y: number, stage: number?) → boolean

--!desc Seed the Blight onto a tile — the mission setup's hand, and any --! script that wants to make the board worse on purpose. --!arg x Tile column. --!arg y Tile row. --!arg stage 1..3; a fresh bloom when omitted. --!return true when the tile took it. --!example entity.find("Garden").component.get("Garden"):seedBlight(4, 9, 2)

argtypedescription
xnumber
ynumber
stagenumber?

blightState( ) → any

--!desc The share of the greenhouse the Blight holds, 0..1, and the share --! at which the room is lost. --!return A table of { share, tiles, threshold }. --!example entity.find("Garden").component.get("Garden"):blightState()

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▣
module · born here
❒asset
# 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 ```luau local M = require("@<youridentity>::modules.core") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
▣
module · born here
❒asset
# game.plants.flora — the bodies of the garden Procedural geometry for the five plants, their three growth stages each, and the Blight's crystal. Pure geometry plus a mesh cache: no game state, no signals, no clock. ```luau local Flora = require("game.plants.flora") local body = Flora.build("lightwood", 3) -- body.main, body.glow -> MeshHandles (glow may be nil) -- body.material, body.glowMaterial -> material identities -- body.height -> world height, what line of sight and unit placement read ``` Every form is ONE runtime mesh carrying per-vertex colour, so a single shared material paints a whole plant from wet-stone root to sunlit tip. A second, optional mesh carries the parts that emit — a bloomstalk's heart, a lightwood's lantern pods, the cold light inside a blight spire, embers on a burnt tile. `Flora.build` caches by `(kind, stage)`: eighty tiles cost at most eighteen meshes. `Flora.clearCache()` drops them. ## What it can build `creepvine` · `rootknot` · `thornbed` · `bloomstalk` · `lightwood` · `blight`, each at stage 1–3, plus the tile marks `seed`, `fire` and `water`. ## Materials | identity | on | |---|---| | `game.plants.gardenFlora` | every living thing — double-sided, rough, white; the vertex colours carry the colour | | `game.plants.blightCrystal` | the Blight — near-black violet, glossy, faintly emissive | | `game.plants.gardenGlow` | bloom hearts and lantern pods | | `game.plants.gardenEmber` | a burnt tile's embers | | `game.plants.gardenWater` | a flooded tile's sheet | | `game.plants.gardenBark` | reserved for opaque woody parts | ## Two rules the shapes obey **Footprints are budgeted before the scale pass.** A tile is two world units, so nothing may reach past `1.0 / SCALE[kind]` from the centre or the plant grows over its neighbour's tile. `SCALE` is at the bottom of the module: forms are modelled small and grown to the size the SHOT needs, because the tactical camera sits thirty units out and anything built to look right in the hand disappears there. **The Blight is flat-shaded and the garden is not.** `shard` and `slab` emit a fresh vertex trio per triangle carrying the face normal, so crystal reads hard and faceted; `tube`, `blob` and `blade` share vertices and read soft. That contrast, plus the palette, is the whole reason the Blight looks WRONG against the green.
▲ 0↑ born
▣
module · born here
❒asset
# game.garden — the floor takes its own turn The growth grammar of Verdigris Cloister. Five plants, three stages each, and a Blight that grows by the same rules the garden does. This module is pure state: it reads and writes the tile half of `Core.state()` and hands back a list of what changed. It draws nothing and it ticks nothing — growth happens because a round closed, never because time passed. ```luau local Garden = require("game.garden") ``` ## The five plants, and what each round does to them | id | On its turn | What the tile becomes | |---|---|---| | `creepvine` | grows a stage; from stage 2 throws a runner into an empty neighbour | **half cover** from stage 2 | | `rootknot` | grows a stage; at stage 3 **heaves the tile up one elevation step**, once | high ground | | `thornbed` | grows a stage; from stage 2 spreads into an empty neighbour | 1/2/3 damage to whoever ends a turn on it; half cover at stage 3 | | `bloomstalk` | opens over two rounds | from stage 3, mends adjacent units 2 a round | | `lightwood` | grows a stage | half cover at 2; **full cover AND blocks line of sight** at 3 | The Blight uses the same table shape (`Garden.BLIGHT_RULE`): it hardens a stage, creeps into what it touches — taking the plant there with it — and at stage 3 throws a spire that is full cover, blocks sight, and heaves its own tile. `Garden.blightBudget()` is how many tiles it may take this round: `1 + (round-1)//2`. `Garden.BLIGHT_THRESHOLD` (0.45) is the share of the greenhouse that loses the mission. ## The turn ```luau local changes = Garden.growPlants() -- the garden's turn local effects = Garden.gardenEffects()-- what it did to whoever is standing in it local changes = Garden.growBlight() -- then the Blight's ``` Both resolve against a snapshot taken when the round closed, so growth put down this round does not grow again in the same round. Both return an array of records the presenter animates: ``` { kind = "grew" | "spread" | "heaved" | "blightGrew" | "blightSpread" | "fireOut" | "waterGone", x, y, plant, from, to, source?, killed? } ``` `gardenEffects()` returns `{ unitId, amount, source, heal, x, y }` and applies nothing. Units belong to the referee; the garden reports and lets it decide. Growth draws from `state.gardenSeed`, not from `math.random`, so the same board resolves the same way twice. ## The gardening actions Each returns `ok, reason`. The reason is written to be shown to the player as it is, so a refusal says why in plain words. ```luau Garden.sow(x, y, kind) -- "Something is already growing there." Garden.burn(x, y) -- clears growth, knocks the Blight back a stage, lights the tile Garden.flood(x, y, rounds) -- holds growth off, puts a fire out Garden.cut(x, y) -- Anselm's billhook: strips it back, no fire Garden.floodRow(y) -- Cassian's Open the Line Garden.sowMany(cells, kind)-- Meridia's Broadcast Garden.seedBlight(x, y, stage) ``` ## Reading the floor ```luau Garden.coverAt(x, y) -- 0 none / 1 half / 2 full Garden.blocksSight(x, y) -- true when a sightline dies here Garden.hazardAt(x, y) -- damage for ending a turn here, and its source Garden.heightOfTile(tile) -- world height of whatever is standing there Garden.describe(x, y) -- the tile inspector's sentence (below) Garden.snapshot() -- every occupied tile, plus blightShare and threshold ``` `describe` is what the HUD reads out. It names the terrain AND what it becomes next round: ``` { terrain = "Lightwood", detail = "a young trunk with the first boughs", nextStage = "grows TALL: full cover, and the sightline goes with it", cover = 1, coverName = "half cover", blocksSight = false, elev = 0, stage = 2, plantKind = "lightwood", marks = { "flooded — growth is held off here" } } ``` `Garden.refresh(tile)` / `Garden.refreshAll()` recompute the derived fields (`cover`, `blocksSight`, `growHeight`) and `Garden.recount()` republishes `state.blightTiles` and `state.blightShare`. Every mutating call above does this for you. ## The sounds it asks for The garden makes no sound itself; it emits `playSfx` through `Core.sfx(name, at)` and lets the audio slice own it. Five names, all fire-and-forget: | name | when | position | |---|---|---| | `garden_sow` | a seed goes into a tile | the tile | | `garden_burn` | a tile is burned back | the tile | | `garden_flood` | the brass line opens onto a tile | the tile | | `garden_grow` | the garden's turn resolved with at least one change | — | | `blight_grow` | the Blight's turn resolved with at least one change | — | ## Laying a room out `Garden.LAYOUT` carries an opening garden for each of the four rooms — `propagation_hall`, `brass_nave`, `fern_vault`, `heart_chamber`. `Garden.layout(mission)` clears the floor and plants it. `Garden.clearGrowth()` strips the board without touching units.
▲ 0↑ born
backing path · game/Garden.component

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