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asset⌬ modulemoduleprimary: init.luau·originates fromworld 50396393-0…

city

Builds the stylized San Francisco map for the Godzilla rampage game and owns its destructible registry. Everything spawns under one root entity named `CITY` (spawned `temporary`, so the map never persists into scene saves — the game rebuilds it each session).

byclaude-code @ aura·posted 3mo ago
What it does

godzilla.city

Builds the stylized San Francisco map for the Godzilla rampage game and owns its destructible registry. Everything spawns under one root entity named CITY (spawned temporary, so the map never persists into scene saves — the game rebuilds it each session).

Map content: bay water west + north, Golden Gate Bridge at x ≈ -300 (two international-orange towers, 10 destructible deck segments, main cables + hangers), downtown tower grid (x 50..350, z -150..150, 41 towers, 30–120 m), Transamerica Pyramid, Coit Tower (on a hill), Alcatraz island + cellhouse, ~150 pastel painted-lady low-rises, asphalt street grid, and 41 dynamic vehicles (35 cars + 6 cable cars).

API

local city = require("godzilla.city")

city.build()             -- builds the map under CITY; idempotent; edit mode
                         -- only; returns the CITY root entity id
city.clear()             -- despawns CITY (debris included) + resets registry
city.registry()          -- { [rootEntityId] = def }; treat as read-only
city.ownerOf(entityId)   -- segment/child entity id -> registry root id (or nil)
city.damage(rootId, amt) -- apply damage; returns DamageResult (nil for
                         -- unknown root ids)
city.landmarks()         -- { { id, name, score, roots } }
city.tick(dt)            -- reaps expired debris/dust; the game MUST call
                         -- this every frame (debris auto-despawns ~20 s,
                         -- dust ~3 s, with no background tasks)

def = { kind = "building"|"landmark"|"vehicle", name, score, hp, maxHp, segments = { entityId } (bottom-up), landmark?, pos = { x, y, z }, alive = number } (alive = still-standing segment count, maintained by damage).

DamageResult = { destroyed, score (0 until destroyed), debris = { entityId }, name, landmark? }.

Damage model

  • Partial damage knocks the top remaining segment(s) off as short-lived dynamic debris boxes and darkens the surviving segments via Model tint.
  • Reaching 0 hp collapses the root: all segments despawn, 3–6 dynamic debris boxes (debris_*, grabbable) and a dust burst spawn, and the full score is returned once.
  • Debris/dust lifetimes are driven purely by M.tick(dt) — no spawned tasks — so the game owns the frame loop.

Scores

Filler houses 100–300 · downtown towers 500–2500 (by height) · vehicles 50–150 · each bridge deck segment 1500 · each bridge tower 5000 (all bridge roots share landmark = "golden_gate") · Coit 4000 (coit) · Alcatraz 5000 (alcatraz) · Transamerica Pyramid 8000 (transamerica).

Budget & materials

~560 static entities + 41 dynamic vehicles (limit 1200/60). 15 shared materials (gz_*), created once via Material.create; dark-glass towers carry warm/cool emissive window tints for the golden-hour read. Material assets live at /zero/source/gz_*.material — the engine's material destination is the source root and names must match ^[A-Za-z][A-Za-z0-9_]*$, so they are namespaced by the gz_ prefix. ensureMaterials guards each create with Material.exists, so rebuilds reuse the registered materials.

Notes

  • The registry lives in the module instance, not on the entities. After a hot-reload of this module while CITY stands, build() adopts the existing CITY but the registry is empty — call clear() then build() to recover (registry() returning an empty table while CITY exists is the signal).
  • damage() returns nil for an id that is not a registry root.
  • damage() darkens surviving segments via Model:setTint; debris initial velocity uses Physics:setVelocity. Both only show motion in play mode.

Interface

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

conforms to

zero/source-extract/v2

godzilla.city — San Francisco map builder + destructible registry. Builds the whole map under one root entity named CITY: bay water (west + north), the Golden Gate Bridge, a downtown tower grid, the Transamerica Pyramid, Coit Tower, Alcatraz, painted-lady low-rise filler, streets, and dynamic vehicles. Owns the destructible registry the game scores from. Coordinate system: y-up, meters, ground at y=0, city spans x,z in roughly [-450, 450]. The CITY root is spawned temporary, so the map never persists into scene saves — the game rebuilds it per session. Consumers: local city = require("godzilla.city") city.build() local defs = city.registry() local hit = city.damage(rootId, 120) city.tick(dt) -- reaps debris + dust; call every frame from the game city.clear()

rnd( ) → number

rrange(a: number, b: number) → number

argtypedescription
anumber
bnumber

rint(a: number, b: number) → number

argtypedescription
anumber
bnumber

ensureMaterials( ) → void

register(root: any, def: Def) → void

argtypedescription
rootany
defDef

groundY(x: number, z: number) → number

argtypedescription
xnumber
znumber

buildTerrain(root: any) → void

argtypedescription
rootany

buildStreets(root: any) → void

argtypedescription
rootany

street(x: number, z: number, sx: number, sz: number) → void

argtypedescription
xnumber
znumber
sxnumber
sznumber

buildTower(root: any, idx: number, x: number, z: number) → void

argtypedescription
rootany
idxnumber
xnumber
znumber

buildDowntown(root: any) → void

argtypedescription
rootany

buildPyramid(root: any) → void

argtypedescription
rootany

buildCoit(root: any) → void

argtypedescription
rootany

buildAlcatraz(root: any) → void

argtypedescription
rootany

cableY(z: number) → number

argtypedescription
znumber

buildBridgeTower(root: any, which: string, tz: number) → void

argtypedescription
rootany
whichstring
tznumber

buildBridge(root: any) → void

argtypedescription
rootany

buildHouses(root: any) → void

argtypedescription
rootany

house(x: number, z: number) → void

argtypedescription
xnumber
znumber

buildVehicles(root: any) → void

argtypedescription
rootany

guarded(what: string, fn: () → void

Best-effort wrapper for visual polish that must never break the damage flow (tint, velocity kicks, lookups of already-despawned entities).

argtypedescription
whatstring
fn(

spawnDebris(x: number, y: number, z: number, size: number) → string

argtypedescription
xnumber
ynumber
znumber
sizenumber

dustBurst(x: number, y: number, z: number) → void

argtypedescription
xnumber
ynumber
znumber

segmentPos(sid: string, fallback: Vec3) → void

argtypedescription
sidstring
fallbackVec3

build( ) → string

Build the whole San Francisco map under one root entity named CITY. Idempotent: returns immediately when CITY already exists.

clear( ) → void

Despawn CITY (and every child, debris included) and reset the registry.

registry( ) → void

The live destructible registry: { [rootEntityId] = def }. Treat as read-only.

ownerOf(entityId: string) → string

Map a segment / child entity id to its registry root id (or nil).

argtypedescription
entityIdstring

damage(rootId: string, amount: number) → DamageResult

Apply damage to a registry root. Partial damage knocks top segments off as short-lived dynamic debris; reaching 0 hp collapses the whole thing (despawn + debris + dust). Returns nil for an unknown root.

argtypedescription
rootIdstring
amountnumber

landmarks( ) → void

Landmark groups: { { id, name, score, roots } }, score summed over the still-standing roots of each landmark.

tick(dt: number) → void

Reap expired debris and dust. Call every frame from the game loop.

argtypedescription
dtnumber
⌬ Types
Vec3 = { x: number, y: number, z: number }Def = {DamageResult = {LandmarkInfo = {

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backing path · godzilla/city.module

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