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asset⌬ modulemoduleprimary: init.luau·originates fromworld 9d2cf424-f…

cf_world

One-paragraph description of what this module provides and who consumes it.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

[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/v2

Assembles 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.

argtypedescription
sidenumber

quatY(theta: number) → void

argtypedescription
thetanumber

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.

argtypedescription
wxnumber
wynumber
wznumber
oxnumber
oynumber
oznumber
yawnumber

toWorld(lx: number, ly: number, lz: number, ox: number, oy: number, oz: number, yaw: number) → void

A machine's local point -> world.

argtypedescription
lxnumber
lynumber
lznumber
oxnumber
oynumber
oznumber
yawnumber

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.

argtypedescription
namestring
pairKeystring
parent?
pos?
rotYnumber?

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.

argtypedescription
namestring
parent?
pos?
size?
rotYnumber?

pointLight(name: string, parent: ?, pos: ?, color: ?, intensity: number, radius: number) → void

argtypedescription
namestring
parent?
pos?
color?
intensitynumber
radiusnumber

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.

argtypedescription
rng?
shiftnumber

blocked(z: number, side: number) → boolean

argtypedescription
znumber
sidenumber

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.

argtypedescription
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.

argtypedescription
indexnumber
mark?
parent?
opts?

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module · born here
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# [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 ```luau 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.
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module · born here
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# cf_refs A module script.
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module · born here
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# [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 ```luau 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.
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module · born here
❒asset
# [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 ```luau 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.
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module · born here
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# cf_pusher <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
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backing path · cf_world.module

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