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

maw

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

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

maw

<!-- 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.

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/world/maw.module — the Maw, the hive fissure at the canyon head. Built to design/refs/place-maw.png: a chasm of wet black chitin ringed with tall curved bone spires like tusks, a teal throat descending out of sight, and its own light thrown up the canyon walls. It sits at K.WORLD.mawZ, on the lip where the canyon floor falls away, so from the commander's camera it is a glowing silhouette in the notch of sky at the top of the frame — the way key-art.png has it. It also carries the boulders and rubble strewn down the canyon floor, since both are the same kind of scatter and share one deterministic stream.

surfaces( ) → void

build(parent: any) → void

argtypedescription
parentany

rubble(parent: any) → void

Boulders and rubble across the canyon floor, kept clear of the deploy band so a posted regiment never stands inside one.

argtypedescription
parentany

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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# game.shared KESSREL LINE's one shared surface: the game's constants (world frame, palette, fonts, unit kinds and index ranges, regiments, stances, abilities, waves), the event bus every slice talks over, the `battle` state the sim writes and everyone reads, the `audio` and `screens` contracts other slices bind, and the spoken lines with their text. ```lua local K = require("game.shared") K.on("battle.wave", function(p) print(p.wave) end) K.emit("cmd.move", { ids = { 1, 2 }, x = 0, z = 40 }) K.say("wave_1") ``` The design spec at `/zero/source/design/spec.md` says which slice owns which part of it. Nothing here writes a unit, a screen or a sound; it is the place they agree.
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# build <!-- 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 · game/world/maw.module

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
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
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

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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