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asset⌬ modulemoduleprimary: init.luau·originates fromworld fc82d437-3…

garden

The grounds the Hedgerow Assizes are fought in, and the boundary fence that is the health bar.

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

garden

The grounds the Hedgerow Assizes are fought in, and the boundary fence that is the health bar.

local Garden = require("garden")

Garden.build(style)      -- rebuild the static arena under "duel_arena"
Garden.fence(line)       -- rebuild the boundary under "duel_fence"
Garden.style()           -- the style standing in the world right now
Garden.styleLabel(name)  -- what a style's grounds are called
Garden.STYLES            -- { "assize", "pettifer", "wickham", "ashcombe" }

Styles

One rite, four grounds. assize is the neutral ground the game opens on; the other three are the neighbours'. Every style is the same ground plan wearing a different palette, skyline and furniture — the lawn, the piste, the gateways and the dark band a fencer's shoulders are read against never move.

stylegroundsreads as
assizethe neutral groundclipped topiary, urns, brick perimeter
pettiferLower Marsh Cottageblossom hedge, orchard, bee skeps, cottages beyond the gates
wickhamThe Limescool clipped yew, pennants, bollards and chain, poplars
ashcombeAshcombe Halldark ancient topiary and a peacock, stone terrace, the Hall at both ends

style is sticky. DuelMatch and GardenDressing both rebuild the arena with no argument, and a garden that reverted every restart would be no garden at all — so a name sets it and a later build() keeps it. An unknown name falls back to the standing style rather than erroring. To go back to the neutral ground, name it: Garden.build("assize").

The lawn is the score

Garden.fence(line) draws the ground the fence has taken as the history of the bout rather than as one pale rectangle:

  • everything more than four posts back is settled turf, mown and grown in;
  • the four most recent bays are laid one to a post and brighten toward the line;
  • every one of those posts still shows its spoil ring — earth turned when it went in, greening over with each bay it falls behind;
  • the leading edge is cut in three steps, because a lawn does not change hands along a ruler;
  • the paling stops 0.42 m short of the line so the boundary post stands clear of it, with the two fencers straddling it.

Rules this module keeps

  • Nothing it makes reaches scene.json. Every entity is setTemporary(true) on the line after it spawns; both builders despawn what they find first.
  • Flat things are shelved. Every horizontal surface has its own height in M.Y, 10 mm apart, and each is a 20 mm slab whose TOP sits on its shelf. Two flat slabs that overlap in depth z-fight, and a z-fight across a lawn reads as a diagonal seam drawn on the grass.
  • Nothing stands at fencer height inside the reading zone. Every prop a style adds is behind the mid hedge or beyond a gateway. The eye must find the gap between the two fencers before it finds anything else.
  • The garden has edges. A perimeter wall on the three open sides and a treeline beyond them, because without them the turf runs to the horizon in every direction and the walled garden is not walled.

Adding a style

Add an entry to STYLE and its name to M.STYLES. A style is a palette plus three functions — skyline, furniture and beyond — and nothing else in the module needs to know about it.

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 grounds the Hedgerow Assizes are fought in. Every static thing you can see is built here: the mown lawn and its stripes, the piste, the boundary hedges and their gateways, the garden wall, the skyline, the furniture, the bell — and the property fence, which is the health bar and moves whenever a post goes in. Three entry points, all idempotent and all safe to call at any time: Garden.build(style) rebuilds the static arena under "duel_arena" Garden.fence(line) rebuilds the boundary under "duel_fence" Garden.style() the style name standing in the world right now `style` names a neighbour's grounds — one of `Garden.STYLES`. It is STICKY: a name sets it and a later `build()` with no argument keeps it, because DuelMatch and GardenDressing both rebuild the arena with no argument and a garden that reverted every restart would be no garden at all. An unknown name falls back to the standing style rather than erroring. To go back to the neutral ground, name it: `Garden.build("assize")`. Both builders despawn what they find before they build, and both call `setTemporary(true)` on every entity they spawn, on the line after the spawn. Nothing this module makes may ever reach scene.json: it is derived from the match state and rebuilt from scratch on every load. Reading the look. The frame has to answer "where are the two fencers and how far apart are they" before it answers anything else, so every style is built in the same value bands. Below a fencer's waist the background is mid-toned oak paling; above it, deep hedge. A fencer in whites is lighter than either. What a style changes is hue, skyline and furniture — never the value of the band a fencer's shoulders are read against, and never anything at fencer height inside the reading zone. Depth is done in materials rather than in fog: the far hedge and the wall wear paler, flatter surfaces than the near ones, which is aerial perspective without a post-process that also greys out the sky. Flat things are shelved. Every horizontal surface has its own height in `M.Y`, 10 mm apart, and each is a 20 mm slab whose TOP sits on its shelf. Two flat slabs that overlap in depth z-fight, and a z-fight across a lawn reads as a diagonal seam drawn on the grass.

Model

part(parent: string, name: string, mesh: string, pos: { number }, scale: { number }, mat: string?, rot: { number }?) →

Spawn one visible part. Every part is temporary the line after it spawns.

argtypedescription
parentstringParent entity id.
namestringEntity name.
meshstringPrimitive mesh name ("cube", "cylinder", "sphere", "cone", ...).
pos{ number }Local position as {x, y, z}.
scale{ number }Local scale as {x, y, z}.
matstring?Material identity, or nil for the engine default.
rot{ number }?Local euler angles as {x, y, z} degrees, or nil.

backdrop(parent: string, name: string, mesh: string, pos: ?, scale: ?, mat: string?, rot: { number }?) → void

Deep background. It reads as one silhouette against the sky and its own shadow is never in frame, so it does not spend the shadow atlas that the fencers' long shadows need.

argtypedescription
parentstring
namestring
meshstring
pos?
scale?
matstring?
rot{ number }?

flat(parent: string, name: string, x: number, z: number, w: number, d: number, y: number, mat: string?) → void

A horizontal slab on one of the shelves in `M.Y`. Nothing drawn on the ground is authored any other way.

argtypedescription
parentstring
namestring
xnumber
znumber
wnumber
dnumber
ynumber
matstring?

topiaryBall(r: string, x: number, z: number, h: number, tag: string, mat: string, trunk: string) → void

Everything here stands BEHIND the mid hedge or BEYOND the gateways. Nothing a style adds may stand at fencer height inside the reading zone, because every upright pale mass near the piste is something the eye has to rule out before it can find the two fencers.

argtypedescription
rstring
xnumber
znumber
hnumber
tagstring
matstring
trunkstring

orchardTree(r: string, x: number, z: number, h: number, tag: string, leaf: string, trunk: string) → void

argtypedescription
rstring
xnumber
znumber
hnumber
tagstring
leafstring
trunkstring

coneYew(r: string, x: number, z: number, h: number, tag: string, mat: string) → void

argtypedescription
rstring
xnumber
znumber
hnumber
tagstring
matstring

topiaryDrum(r: string, x: number, z: number, h: number, tag: string, mat: string) → void

argtypedescription
rstring
xnumber
znumber
hnumber
tagstring
matstring

peacockTopiary(r: string, x: number, z: number, tag: string, mat: string, stone: string) → void

Forty years of not surrendering a boundary, clipped into a bird.

argtypedescription
rstring
xnumber
znumber
tagstring
matstring
stonestring

beeSkeps(r: string, x: number, z: number, tag: string, straw: string, stand: string) → void

Mrs Pettifer's bees, on their stand against the wall.

argtypedescription
rstring
xnumber
znumber
tagstring
strawstring
standstring

flagstaff(r: string, x: number, z: number, tag: string, pole: string, flag: string) → void

The Major's colours, and the pole they run up.

argtypedescription
rstring
xnumber
znumber
tagstring
polestring
flagstring

bollardRun(r: string, x0: number, x1: number, z: number, n: number, tag: string, mat: string, chain: string) → void

argtypedescription
rstring
x0number
x1number
znumber
nnumber
tagstring
matstring
chainstring

sundial(r: string, x: number, z: number, tag: string, mat: string, gnomon: string) → void

argtypedescription
rstring
xnumber
znumber
tagstring
matstring
gnomonstring

buildUrn(r: string, x: number, z: number, tag: string, stone: string, bloom: string) → void

argtypedescription
rstring
xnumber
znumber
tagstring
stonestring
bloomstring

glasshouse(r: string, x: number, z: number, len: number, tag: string, frame: string, glass: string) → void

A span of glasshouse: a dwarf wall, a glazed body and a ridge. Mr Quilty's ground is a working nursery and the glass is what says so from a distance.

argtypedescription
rstring
xnumber
znumber
lennumber
tagstring
framestring
glassstring

coldFrame(r: string, x: number, z: number, tag: string, frame: string, glass: string) → void

A cold frame: a brick kerb under one sloped light, kept low so it never competes with a fencer for the eye.

argtypedescription
rstring
xnumber
znumber
tagstring
framestring
glassstring

cordonRow(r: string, x0: number, x1: number, z: number, n: number, tag: string, post: string, leafMat: string) → void

Apples trained flat on wires, the nurseryman's stock in trade. A cordon is a row of thin verticals, so it reads as ruled lines rather than as a mass.

argtypedescription
rstring
x0number
x1number
znumber
nnumber
tagstring
poststring
leafMatstring

potStack(r: string, x: number, z: number, tag: string, mat: string) → void

Pots stacked where they were emptied.

argtypedescription
rstring
xnumber
znumber
tagstring
matstring

headstone(r: string, x: number, z: number, tilt: number, tag: string, mat: string) → void

A headstone, leaning the way three centuries lean it.

argtypedescription
rstring
xnumber
znumber
tiltnumber
tagstring
matstring

lychgate(r: string, x: number, z: number, tag: string, timber: string, roof: string) → void

The lychgate: the roofed gate a churchyard is entered by, and the one piece of the Revd's ground that has a silhouette of its own.

argtypedescription
rstring
xnumber
znumber
tagstring
timberstring
roofstring

columnarYew(r: string, x: number, z: number, h: number, tag: string, mat: string) → void

A columnar churchyard yew. Narrower and far taller than a clipped cone, so the Revd's skyline is verticals where the Major's is a drill line.

argtypedescription
rstring
xnumber
znumber
hnumber
tagstring
matstring

hayRick(r: string, x: number, z: number, tag: string, hay: string, timber: string) → void

Young Tibb's rick, netted down and eaten into on the near side.

argtypedescription
rstring
xnumber
znumber
tagstring
haystring
timberstring

wireRun(r: string, x0: number, x1: number, z: number, n: number, tag: string, stake: string, wire: string) → void

Stakes and two strands of galvanised wire: the boundary a tenant actually keeps, as opposed to the one being fenced for.

argtypedescription
rstring
x0number
x1number
znumber
nnumber
tagstring
stakestring
wirestring

trough(r: string, x: number, z: number, tag: string, mat: string, stand: string) → void

A galvanised trough on its stand.

argtypedescription
rstring
xnumber
znumber
tagstring
matstring
standstring

deadTree(r: string, x: number, z: number, h: number, tag: string, mat: string) → void

A dead ash, left standing because nobody has been paid to take it down.

argtypedescription
rstring
xnumber
znumber
hnumber
tagstring
matstring

skyline(r: ?, s: ?) → void

argtypedescription
r?
s?

furniture(r: ?, s: ?) → void

argtypedescription
r?
s?

beyond(r: ?, s: ?, side: ?, tag: ?) → void

argtypedescription
r?
s?
side?
tag?

skyline(r: ?, s: ?) → void

argtypedescription
r?
s?

furniture(r: ?, s: ?) → void

argtypedescription
r?
s?

beyond(r: ?, s: ?, side: ?, tag: ?) → void

argtypedescription
r?
s?
side?
tag?

skyline(r: ?, s: ?) → void

argtypedescription
r?
s?

furniture(r: ?, s: ?) → void

argtypedescription
r?
s?

beyond(r: ?, s: ?, side: ?, tag: ?) → void

argtypedescription
r?
s?
side?
tag?

skyline(r: ?, s: ?) → void

argtypedescription
r?
s?

furniture(r: ?, s: ?) → void

argtypedescription
r?
s?

beyond(r: ?, s: ?, side: ?, tag: ?) → void

argtypedescription
r?
s?
side?
tag?

skyline(r: ?, s: ?) → void

argtypedescription
r?
s?

furniture(r: ?, s: ?) → void

argtypedescription
r?
s?

beyond(r: ?, s: ?, side: ?, tag: ?) → void

argtypedescription
r?
s?
side?
tag?

skyline(r: ?, s: ?) → void

argtypedescription
r?
s?

furniture(r: ?, s: ?) → void

argtypedescription
r?
s?

beyond(r: ?, s: ?, side: ?, tag: ?) → void

argtypedescription
r?
s?
side?
tag?

skyline(r: ?, s: ?) → void

argtypedescription
r?
s?

furniture(r: ?, s: ?) → void

argtypedescription
r?
s?

beyond(r: ?, s: ?, side: ?, tag: ?) → void

argtypedescription
r?
s?
side?
tag?

styleFor(name: string?) → void

argtypedescription
namestring?

style( ) → string

The style name standing in the world right now.

styleLabel(name: string?) → string

What a style is called, for a caption or a log line.

argtypedescription
namestring?A style name.

buildGate(r: string, x: number, side: number, tag: string, s: ?) → void

The gateway at each end of the piste: the hedge stops, two piers carry a lintel, and through it is the garden being played for. It is also why the morning sun never throws an end hedge's shadow down the piste.

argtypedescription
rstring
xnumber
sidenumber
tagstring
s?

build(style: string?) →

Rebuild the whole static garden. Returns the arena root.

argtypedescription
stylestring?and an unknown name falls back to it rather than erroring.

bayNear(fid: string, k: number, x0: number, span: number) → void

argtypedescription
fidstring
knumber
x0number
spannumber

bayFar(fid: string, k: number, x0: number, span: number) → void

argtypedescription
fidstring
knumber
x0number
spannumber

wonGround(fid: string, spans: ?, line: number) → void

The ground the fence has taken, drawn as the history of the bout rather than as one pale rectangle. Everything more than four posts back is settled turf, mown and grown in. The four most recent bays are laid one to a post and brighten toward the line, so the eye can count backwards from where the fight is to how it got there. Each of those posts still shows its spoil ring — earth turned when it went in, greening over with every bay it falls behind. The leading edge is cut in three steps instead of one straight line, because a lawn does not change hands along a ruler.

argtypedescription
fidstring
spans?
linenumber

fence(line: number) →

Rebuild the boundary fence for a property line at X = line.

argtypedescription
linenumberThe property line's X position.
⌬ Metadata
descriptionBuilds the walled country-house garden the Hedgerow Assizes are fought in, and the property fence that is the game's score. Two idempotent entry points; everything it spawns is marked temporary so no geometry reaches scene.json.

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
# duel The rules of the Hedgerow Assizes, in one place: the ground plan of the walled garden, the frame data of the four commitments, the measure each one works at, the triangle that decides what a contact means, how far a post drives the property line, and the roster of neighbours with the fencing each one keeps. Every duel component reads its numbers from here, so the whole match is tuned in one file. Consumed by `Fencer`, `FencerAI`, `DuelMatch`, `DuelHud`, `DuelFx`, `garden` and the main scene's entrypoint. ## The measure Each action carries a band, not a range: `reach` is the furthest the blade crosses and `minReach` the nearest — inside that, the panel is smothered and the attack is *crowded out*. `advance` is the ground the commitment itself takes, so every attack steps in and a defender cannot simply walk backwards out of the sport. A commitment that reached nobody runs its recovery from a debt, and that debt is the whole punishment for committing at the wrong distance. | Action | windup | active | recover | reach | minReach | advance | whiff | parried | |---|---|---|---|---|---|---|---|---| | `thrust` | 0.22 | 0.10 | 0.42 | 2.55 | 1.55 | 0.35 | 0.35 | 0.45 | | `sweep` | 0.34 | 0.20 | 0.58 | 2.15 | 0.00 | 0.25 | 0.55 | 0.65 | | `lunge` | 0.30 | 0.16 | 0.95 | 3.05 | 1.75 | 1.30 † | 1.00 | 1.20 | | `parry` | 0.05 | 0.34 | 0.40 | — | — | — | 0.30 | — | † The lunge is marked `recoil`: whatever of its `advance` it managed to cover it gives back over its own recovery, travelling backwards and unable to answer anything while it does. It buys reach; it never buys position. ## The triangle `parry` turns a `thrust` and a `lunge` aside and earns a riposte; a `sweep` crashes through a held guard; a `thrust` arrives inside a `sweep`'s long wind-up. A riposte cannot be turned at all. **The guard answers from its first frame.** `resolveTouch` treats a `parry` in `windup` exactly as it treats one in `active`, because a guard that only worked once it had finished rising could be beaten by an attack thrown from further out than the wind-up is long — which made a correct read lose to a committed attack, the one outcome the triangle exists to prevent. ## What a post is worth A post is not a fixed step. Three properties of the ground decide how far the line moves, and between them they are what gives a bout its length: | | | | |---|---|---| | `POST_STEP` | 1.15 | fresh mown lawn in the middle of a garden | | `POST_ROOTED` | 0.60 | the last feet before a hedge are old rooted ground, and give up to this much of the step | | `POST_RECLAIM` | 0.35 | lawn you already conceded holds somebody else's posts; they come out before the line passes back | | `POST_CHURN` | 0.05 | each post already driven breaks the ground a little further, to `POST_CHURN_MAX` | `postDrive(line, dir, posts, driven)` is the whole rule. Rooted ground stops a garden being annexed by a short run of luck; conceded ground stops two even fencers walking the line back and forth all afternoon. Chosen against a simulation of the rule over 600 bouts a configuration, with the riposte rate and touch cadence taken from played logs: a median bout of about 20 touches, 80 % of bouts between 45 s and 120 s. ## The roster, and how each one fences `NEIGHBOURS` is the roster — index, `key`, `skill` and `style`. `STYLES` is the fencing attached to each key, and it is what makes three opponents rather than one opponent at three settings: | | `hold` | `think` | `patience` | `adapt` | `boundary` | |---|---|---|---|---|---| | `pettifer` | +0.55 | 1.45 | 2.4 | 0.6 | 0.0 | | `wickham` | 0.00 | 0.90 | 1.0 | 2.2 | 0.15 | | `ashcombe` | −0.35 | 0.75 | 0.6 | 1.1 | 1.0 | `hold` moves the measure held at rest; `think` the pause between commitments; `patience` how long an opponent who has offered nothing is indulged before the touch is simply fetched; `adapt` how heavily a repeated stroke steers the answer and how much faster the eye settles on one it has seen; `boundary` how far the defence of one's own ground stiffens the fencing as the line comes back toward one's own hedge. `w*` are the standing appetites for each commitment. `style(key)` falls back to `wickham`'s for an unknown name rather than erroring. ## Surface - `ACTIONS` — the table above. - `isAttack(name)`, `reachOf(name, isRiposte)`, `windupOf(name, isRiposte)`, `advanceSpeed(name)`, `whiffOf(name)`, `parriedOf(name)`. - `resolveTouch(attack, defAction, defPhase, isRiposte)` — `"touch"` | `"parried"` | `"nothing"`. - `measureFault(name, gap, isRiposte)` — `"short"` | `"crowded"` | `nil`. - `postDrive(line, dir, posts, driven)` — metres one touch moves the boundary. - `resetX(line, side)` / `clampX(x, line, side, foeX)` — where a fencer stands, and how far it may travel: bounded by the opponent, not by the line. - `winner(line)` — `"player"` | `"rival"` | `nil` for the boundary's position. - `NEIGHBOURS`, `neighbour(index)`, `neighbourIndexOf(key)`, `neighbourNearestSkill(skill)`, `STYLES`, `style(key)`. - `LAWN_HALF`, `LINE_LIMIT`, `POST_STEP`, `POST_ROOTED`, `POST_RECLAIM`, `POST_CHURN`, `POST_CHURN_MAX`, `RIPOSTE_POSTS`, `STANCE`, `WALK_SPEED`, `RETREAT_FACTOR`, `MIN_GAP`, `LEASH`, `RIPOSTE_WINDOW`, `RIPOSTE_QUICK`, `RIPOSTE_REACH`, `CLASH_PUSHBACK`, `HIT_STUN`, `SALUTE_TIME`, `TOUCH_PAUSE`, `SIDE`, `COLOR`.
▲ 0↑ born
backing path · garden.module

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