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ci_mining

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. -->

by◐Hijisou·posted 20d ago
What it does

ci_mining

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this component provides and who consumes it, then delete both comment lines. -->

TODO: describe this component.

Interface

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

conforms to

zero/source-extract/v2

Crystal Isle — the amethyst crystal clusters, the crystal laser and the shards.

ModelLight

localBody( ) → void

tipOf(cluster: ?) → void

argtypedescription
cluster?

seedClusters(mount: ?) → void

argtypedescription
mount?

makeBeam(mount: ?) → void

argtypedescription
mount?

beamOff( ) → void

beamTo(from: ?, to: ?) → void

argtypedescription
from?
to?

spark(mount: ?, at: ?, count: ?, life: ?, speed: ?) → void

argtypedescription
mount?
at?
count?
life?
speed?

spawnPickup(mount: ?, at: ?, body: ?) → void

argtypedescription
mount?
at?
body?

stepBits(dt: ?) → void

argtypedescription
dt?

stepPickups(dt: ?) → void

argtypedescription
dt?

pressKey(c: ?) → void

argtypedescription
c?

hit(mount: ?, c: ?, body: ?) → void

argtypedescription
mount?
c?
body?

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

onDestroy( ) → void

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

23items
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module · born here
❒asset
# crystal_isle.Core The one module every slice of Crystal Isle reads, and the one thing they agree through. ## What it holds - **`ISLAND`** — the plateau's radius, the walkable half-width, the top's height. - **`POS`** — where Crystal Haven stands and where a player arrives. - **`CRYSTALS`** — the mining rule: a cluster breaks in 2 to 5 hits, how many shards a hit and a break are worth, how far off a crystal is visible, how near one raises your staff, how long a mined cluster takes to grow back, and how many clusters the island carries. - **`PICKAXES`** — the four staffs, cheapest first: `cost`, `hits` per crystal, `shardsPerHit`, `shardsOnBreak`, the beam colour, and a line of flavour. - **`DRESSES`** — the five outfits, each with a `cost`, a blurb and the `colors` its mesh is built from. - **`PALETTE`** — the whole island's colours, so every screen and material stays in one evening. ## The live state Kept as attributes on the entity **`crystal_isle_state`** — a LOCAL entity, so every peer keeps its own shard purse and its own wardrobe while standing on the same island: | Attribute | | | |---|---|---| | `shards` | number | how many crystal shards you carry | | `pickaxe` | number | which `PICKAXES` entry you hold (1-based) | | `dress` | string | the `DRESSES` id worn | | `owned` | string | comma-separated ids of every dress owned | ## Who consumes it Every slice: `ci_mining` mines through `M.addShards`, `ci_shop` buys through `M.buyPickaxe` / `M.buyDress` / `M.equipDress`, `ci_hero` dresses the body from `M.dress()`, `ci_screens` draws the HUD from `M.shards()` and subscribes with `M.subscribe`, `ci_island` lays the island out from `M.ISLAND` and `M.POS`. ## The rule **Nothing writes those four attributes except this module.** Mining calls `M.addShards`; the shop calls `M.spend` / `M.buyPickaxe` / `M.buyDress` / `M.equipDress`. That is what keeps the two halves of the game — what you dig up and what you spend it on — agreeing with each other.
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backing path · crystal_isle/mining/ci_mining.component

Problems

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

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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