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asset⌬ modulemoduleprimary: init.luau·originates fromworld cdb1d8f5-d…

markers

What the commander's intent looks like on the canyon floor: a lit ring under every selected regiment, a marker where an order was posted, a reticle at the radius an armed ability will actually cover, and the pad's ground cursor.

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

markers

What the commander's intent looks like on the canyon floor: a lit ring under every selected regiment, a marker where an order was posted, a reticle at the radius an armed ability will actually cover, and the pad's ground cursor.

All of it is flat emissive geometry laid on the floor — annuli and thin bars built at load and spawned temporary, so nothing it makes can reach the scene and destroy takes the whole set down with the component.

local Markers = require("game.command.markers")
local m = Markers.new()
m:setSelection({ { x = 0, z = 0, radius = 15, broken = false } })
m:order(12, 40)
m:setReticle(12, 40, 14, "lance")
m:setCursor(12, 40)
m:update(dt)
m:destroy()

Owned by the command slice.

Interface

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

conforms to

zero/source-extract/v2

game/command/markers — what the commander's intent looks like on the ground. Four things stand in the canyon rather than on the glass, because they belong to a place rather than to a screen: a lit ring under every selected regiment, a marker where an order was posted, a reticle at the radius an armed ability will actually cover, and the pad's ground cursor. All of them are flat emissive geometry laid on the floor, which is what reads from a camera this high without competing with the troops for silhouette. Everything here is spawned temporary, so nothing it makes can reach the scene, and `destroy` takes the whole set down when the component goes.

Model

annulus(inner: number, segs: number) → void

A flat annulus in XZ at y = 0, unit outer radius, facing +Y. Wound so the one face points at the sky, which is the only side this camera ever sees.

argtypedescription
innernumber
segsnumber

bar( ) → void

A bar standing on the floor: 1 x 1 x 1 with its base at y = 0, so a scale reads straight off as width, height and depth in metres.

piece(name: string, mesh: any, material: string) → void

argtypedescription
namestring
meshany
materialstring

place(p: ?, x: number, y: number, z: number, sx: number, sy: number, sz: number) → void

argtypedescription
p?
xnumber
ynumber
znumber
sxnumber
synumber
sznumber

stow(p: ?) → void

argtypedescription
p?

new( ) → void

setSelection(self: ?, specs: { RingSpec }) → void

The rings under the selected regiments, one entry per ring. A ring past the end of the list is stowed under the floor rather than left standing somewhere it no longer means anything.

argtypedescription
self?
specs{ RingSpec }

order(self: ?, x: number, z: number) → void

Post a marker at a point, reusing the oldest slot when all six are live.

argtypedescription
self?
xnumber
znumber

setReticle(self: ?, x: number?, z: number?, radius: number?, ability: string?) → void

The ring an armed ability will cover, at the radius it will actually cover.

argtypedescription
self?
xnumber?
znumber?
radiusnumber?
abilitystring?

setCursor(self: ?, x: number?, z: number?) → void

The pad's ground cursor.

argtypedescription
self?
xnumber?
znumber?

update(self: ?, dt: number) → void

argtypedescription
self?
dtnumber

destroy(self: ?) → void

argtypedescription
self?
⌬ Types
RingSpec = { x: number, z: number, radius: number, broken: boolean }

Sub-parts

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7+items
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module · born here
❒asset
# config The command slice's own constants: the commander's feel and the commander's look. The camera's composition (`CAM` — where the station stands, how far the sight line reaches, the zoom and pan rates, and the rule that opens the lens on a narrow screen), how near a press counts as a pick, how long an order marker stands, and the HUD's tokens derived from the shared PALETTE. Consumed by `game.command.CommanderCam`, `game.command.Command`, `game.command.markers` and `ui.hud.Hud`. Nothing here belongs to another slice, which is why it is not in `game.shared`.
▲ 0↑ born
backing path · game/command/markers.module

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