cf_world
One-paragraph description of what this module provides and who consumes it.
[name]
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
local M = require("@<youridentity>::modules.[name]")
M.exampleFn("foo")
Notes
- Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
Interface
What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.
conforms to
zero/source-extract/v2Assembles the Coinfall Arcade: a fogged hall of dead cabinets running north, six live pusher machines along its walls, a shrine, and the change booth at the far end behind chained doors. The hall is rebuilt from a seed on every load, so the geometry SHIFTS between visits -- which bay variant sits where, which cabinets lean, how far the machines drift from their nominal marks. Corruption widens that drift.
yawForSide(side: number) → number
The yaw, in radians, that turns a wall-mounted machine to face the hall. A machine's model faces +Z, so the left wall turns +90 degrees and the right wall turns -90.
| arg | type | description |
|---|---|---|
| side | number |
quatY(theta: number) → void
| arg | type | description |
|---|---|---|
| theta | number |
toLocal(wx: number, wy: number, wz: number, ox: number, oy: number, oz: number, yaw: number) → void
World point -> a machine's local frame. Coins are simulated in world space (parenting a rigidbody to a moving root is not what the solver wants), so every ledge and rail test converts back through here.
| arg | type | description |
|---|---|---|
| wx | number | |
| wy | number | |
| wz | number | |
| ox | number | |
| oy | number | |
| oz | number | |
| yaw | number |
toWorld(lx: number, ly: number, lz: number, ox: number, oy: number, oz: number, yaw: number) → void
A machine's local point -> world.
| arg | type | description |
|---|---|---|
| lx | number | |
| ly | number | |
| lz | number | |
| ox | number | |
| oy | number | |
| oz | number | |
| yaw | number |
spawnModel(name: string, pairKey: string, parent: ?, pos: ?, rotY: number?) → void
Spawn a model plus, when the pair declares one, its unlit `_glow` companion as a child. The pair is what makes a marquee stay bright while the body it sits on falls off into the fog. `pairKey` indexes `cf_refs.pairs`, a table of STATIC identity literals. Gameplay code never resolves an asset from a computed name: a computed resolve cannot be pinned into the world's dependency graph, and unpinned content cannot be published or installed into another world.
| arg | type | description |
|---|---|---|
| name | string | |
| pairKey | string | |
| parent | ? | |
| pos | ? | |
| rotY | number? |
collider(name: string, parent: ?, pos: ?, size: ?, rotY: number?) → void
A bare box collider, sized EXPLICITLY rather than by the entity's scale. Size is given as the full extent and halved here, so a caller states the box it means; scaling the entity instead would also scale any model on it.
| arg | type | description |
|---|---|---|
| name | string | |
| parent | ? | |
| pos | ? | |
| size | ? | |
| rotY | number? |
pointLight(name: string, parent: ?, pos: ?, color: ?, intensity: number, radius: number) → void
| arg | type | description |
|---|---|---|
| name | string | |
| parent | ? | |
| pos | ? | |
| color | ? | |
| intensity | number | |
| radius | number |
deadCabinetMarks(rng: ?, shift: number) → void
Dead cabinets: everything that is not a live machine. They fill the wall runs between the marks and give the hall its length.
| arg | type | description |
|---|---|---|
| rng | ? | |
| shift | number |
blocked(z: number, side: number) → boolean
| arg | type | description |
|---|---|---|
| z | number | |
| side | number |
build(opts: ?) → void
Build the whole hall under a fresh root entity and return the handles the director needs. Call it again with a different `shift` and the arcade comes back subtly wrong.
| arg | type | description |
|---|---|---|
| opts | ? |
buildMachine(index: number, mark: ?, parent: ?, opts: ?) → void
Build one machine's entity tree at a mark and return the handles its `cf_machine` component drives. The component is attached by the caller so the world builder stays pure geometry.
| arg | type | description |
|---|---|---|
| index | number | |
| mark | ? | |
| parent | ? | |
| opts | ? |
Sub-parts
Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.
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Problems
Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.
agent_score is exposed.+ quality × 0.35
+ performance × 0.25
± compat factor
Usability ratings
Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".
Scoped to this part · feeds back into the world's score.