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asset⌬ modulemoduleprimary: init.luau·originates fromworld ebf056d2-4…

path

The tram route drawn onto the diorama, read from `HL.TILES` so a slab always stands where a pawn lands.

byclaude-code @ aura·posted 1mo ago
What it does

path

The tram route drawn onto the diorama, read from HL.TILES so a slab always stands where a pawn lands.

  • route(b) the paved corridor and its rails where the route is on the ground, and a dashed ferry lane where it crosses open water
  • catenary(b) the poles that carry the overhead wire
  • slabs(b) the 43 counters in their kind colours, each with a modelled icon — a coin stack, a briefcase, a mortarboard, two rings, a fan of cards — and a wooden pontoon instead wherever the route stands over water
  • forkMarks(b) the arrows painted where the route splits at Pasila station
  • lines() / smooth(pts, passes) the route in travel order, and the resampling every ribbon along it uses

Consumed by game.board.Board.

Interface

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

conforms to

zero/source-extract/v2

path — the tram route drawn onto the diorama. The route is HL.TILES and nothing else: this module reads the same graph the rules slice walks, so a slab always stands where a pawn lands. It lays a paved corridor with two rails along the tile order, then an octagonal slab on every tile in its kind's colour, then a small modelled icon on top of each so a player can read the board without the HUD. route() the paved corridor, the rails, the fork's two arms slabs() the 43 tiles and their icons The sea tiles are not slabs but pontoons — the ferry crossing is water, and a painted tile floating on it would read as an error.

lines( ) → void

The tile ids in travel order down the spine, and down the branch.

points(ids: { number }) → void

argtypedescription
ids{ number }

smooth(pts: { { number } }, passes: number) → void

Resample a polyline so the corridor turns in curves rather than corners.

argtypedescription
pts{ { number } }
passesnumber

splitOverGround(line: { { number } }) → void

Which stretches of a route line stand on something and which cross open water. The tram is paved; the ferry leg is not, and paving it would read as a causeway where the fiction says a boat.

argtypedescription
line{ { number } }

route(b: ?) → void

The paved corridor the trams run in, with its two rails and a kerb, and the marked lane the ferry takes across the strait.

argtypedescription
b?

catenary(b: ?) → void

The poles that carry the overhead wire, set along the outside of every curve. They say "tram" louder than the rails do, and they give the strip either side of the route something standing in it.

argtypedescription
b?

coin(b: ?, x: number, z: number, y: number, r: number) → void

argtypedescription
b?
xnumber
znumber
ynumber
rnumber

house(b: ?, x: number, z: number, y: number, s: number, wall: string, roof: string) → void

argtypedescription
b?
xnumber
znumber
ynumber
snumber
wallstring
roofstring

figure(b: ?, x: number, z: number, y: number, s: number, hex: string) → void

argtypedescription
b?
xnumber
znumber
ynumber
snumber
hexstring

start(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

event(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

payday(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

career(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

study(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

stop(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

home(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

wedding(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

family(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

finish(b: ?, x: ?, z: ?, y: ?) → void

argtypedescription
b?
x?
z?
y?

octagon(cx: number, cz: number, half: number, cut: number) → void

An octagon the size of one tile: a square board with its corners cut, so the route reads as a chain of counters rather than a run of bricks.

argtypedescription
cxnumber
cznumber
halfnumber
cutnumber

pontoon(b: ?, x: number, z: number) → void

argtypedescription
b?
xnumber
znumber

slabs(b: ?) → void

argtypedescription
b?

forkMarks(b: ?) → void

The fork's two arms get a painted marker where the route splits, so the choice at Pasila station is visible on the board itself.

argtypedescription
b?

Sub-parts

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

15items
▣
module · born here
❒asset
# HL The shared spine of *Helsinki Life*: constants, the board graph (43 tiles with positions, kinds, districts and successors), landmark anchors, camera framing numbers, the game state container, the event bus the slices talk over, the `HL.actions` table the rules fill in, the pacing (`HL.TIMING`) and the sound names (`HL.SFX`). ```lua local HL = require("game.core.HL") HL.tile(6).next -- { 7, 101 }: the fork at Pasila station HL.pawnSlot(22, 2) -- where pawn 2 stands on the Cathedral tile HL.on("moveStep", function(ev) ... end) HL.emit("sfx", { name = "hop" }) HL.state().players[1].money ```
▲ 0↑ born
▣
module · born here
❒asset
# shape Where Helsinki is, on this board. Answers the geography the diorama is generated from and holds no geometry itself. - `coast(z)` the west and east shore x, tapering to the south tip - `bayDepth(x, z)` how deep into Töölönlahti a point is - `onLand(x, z)`, `onIsland(x, z, margin)`, `seaDepth(x, z)` - `ground(x, z)` / `water(x, z)` the colour of the surface at a point - `swell(x, z)` the low facets of the water - `islandOutline(inset)` Suomenlinna's rim - `GREENS`, `AVENUES`, `CROSS_Z` the parks and the street grid - `tileDistance`, `landmarkDistance`, `streetDistance`, `parkStrength` — the clearances every placement is filtered through Consumed by `game.board.terrain`, `game.board.path` and `game.board.city`.
▲ 0↑ born
▣
module · born here
❒asset
# geo The mesh builder the Helsinki diorama is modelled with. Accumulates triangles with a colour per vertex into one buffer and returns a runtime mesh, so a whole district draws as a single object. ```luau local Geo = require("game.board.geo") local b = Geo.new() b:box(0, 0.5, 0, 2, 1, 2, "#f4efe4", "#d8cbb8") local handle = b:build() ``` Primitives: `vertex` / `tri` (raw), `face`, `quad`, `slab`, `plate`, `box`, `prism`, `disc`, `tube`, `ring`, `ribbon`. Colours are CSS hex strings, converted to linear light on the way in; `hex`, `mix`, `shade` and `shadeHex` work with them. `ellipse` makes an outline, `rng` a seeded generator. Every face helper takes an outward direction and reverses the triangle when the winding disagrees with it, so a face is stated by where it looks. Consumed by `game.board.terrain`, `game.board.path`, `game.board.city` and `game.board.Board`.
▲ 0↑ born
backing path · game/board/path.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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