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asset⌬ modulemoduleprimary: init.luau·originates fromworld 4484fd90-6…

hero

The hero — the thing the player is in **Hero Line Wars: Emberfront**.

byclaude-code @ aura·posted 2mo ago
What it does

hero.module

The hero — the thing the player is in Hero Line Wars: Emberfront.

This module attaches to the live local player's avatar (layers.active.players.localPlayer.avatar), the clone the engine makes of the scene's HeroPrototype when a peer joins. It never builds a second rig.

What it does

MoveRetunes the avatar's CharacterController to Rules.K.hero.moveSpeed, and clamps the body into the ember lane band every frame with Rules.clampToLane. The lava rift and the canyon walls are hard bounds. The clamp is pulled EDGE_INSET metres inside the band: the lane shelf ends on exactly the band's line, and a capsule standing with its centre on the last inch of that ledge falls off and wedges inside the shelf's own collider, pushing at full speed against a velocity of zero with nothing in the game able to free it. A hero found under the floor anyway is set back on top of it.
TurnThe stock controller strafes without ever turning, so the hero would keep facing one way forever. Each frame the body is turned to face its own velocity.
Swingattack — left mouse / right trigger / the on-screen Attack button. Resolved through Creeps.damageInArc on K.hero.attack (damage, cooldown, range, arc). Held, it keeps swinging on the cooldown.
CleaveQ / gamepad north / the Cleave button. A radial burst through Creeps.damageInRadius on K.hero.abilities.cleave.
SurgeE / left shoulder / the Surge button. A dash: moveSpeed × speedMult for duration, with an ember trail riding the body.
Live and dieDamage in from the creeps slice, out-of-combat regeneration, death, and a respawn at K.points.emberSpawn after K.hero.respawnSeconds.

Every effect it spawns — spark bursts, light flashes, the surge trail — is a temporary entity with a time-to-live this module counts down and despawns, so nothing it makes reaches a scene save and nothing outlives stop().

Controls

The three combat controls live in /zero/source/game/hero_controls.inputMap, each carrying keyboard, gamepad and touch. Movement and the camera come from the engine's own default map, which the avatar's CharacterController activates; this map composes beside it in its own hero group and suppresses nothing.

What other slices call

local Hero = require("game.hero")

Hero.damage(amount, opts?) -> boolean   -- the creeps slice's hook. `opts` is
                                        -- free-form metadata for the feed.
                                        -- false while dead or the match is over.
                                        -- `applyDamage` / `takeDamage` are aliases.
Hero.position()            -> { x, y, z }?   -- where to march at, or nil while unbound
Hero.avatar()              -> EntityProxy?
Hero.isAlive()             -> boolean

Hero.tryAttack() / Hero.tryCleave() / Hero.trySurge() -> boolean
    -- the same three actions without a keyboard, for a HUD button or a test.

What the HUD reads

Kept current every frame:

Hero.health        Hero.maxHealth      Hero.alive       Hero.respawnIn
Hero.cooldowns.cleave    Hero.cooldowns.surge     -- seconds left, 0 = ready
Hero.cooldownMax.cleave  Hero.cooldownMax.surge   -- what to divide by for a bar
Hero.surgeActive                                   -- seconds of dash left

Events it emits

On Rules.bus: heroDamaged { lane, health, max, amount, source }, heroDied { lane }, heroRespawned { lane }, abilityUsed { lane, ability, hits? } — ability is "attack", "cleave" or "surge".

What binding also sets up

Three things are applied once, the first time the live avatar resolves, and left alone afterwards so anything the player does with them stands.

  • The camera framing. The stock orbital_follow rings frame a conversation — head height, four metres out — which in this canyon puts the eye at the hero's ankles and fills the screen with basalt. CAMERA replaces all three rings with a raised chase shot that sees a stretch of lane ahead, and CAMERA_HEADING aims the opening shot into the oncoming column rather than at the nexus behind. The player still orbits and zooms from there.
  • The lantern. A warm point light named hero_lantern that rides the hero. The canyon is lit by the rift alone, which leaves the lane floor and everything standing on it reading as pure black from the chase camera. The lamp keeps the hero, the ground and whatever walked into range legible without lifting the ambient over the whole canyon. It is temporary, there is only ever one, and a reloaded copy of this module adopts the existing one rather than hanging a second light on the body.
  • The plate. Every SkinnedModel under the body is put into art/hero_emberplate.material, because the avatar the engine mints for a joining peer wears a stock skin that reads as a pale mannequin standing in a volcano. The field is assigned directly rather than through appearance.swapMaterials: that tool is an authoring one and marks what it touched with an outline, which on the player's own body is a blue ring that never leaves.

Lifecycle

start() / update(dt) / stop(), called by the scene entrypoint. start() is idempotent, and tolerates being called before the avatar clone exists — update keeps asking every half second until it is there. update also re-arms the slice if it finds itself disarmed, which is what a hot reload of this file leaves behind: fresh module locals, a false running flag, and an entrypoint still ticking the same table.

Interface

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

conforms to

zero/source-extract/v2

strict

creeps( ) → any

The creeps slice is required lazily: it requires this module back, and a pair of top-level requires would be a cycle. By the time anything here swings, every slice is loaded.

yawQuat(fx: number, fz: number) → void

A body with rotation (0, sin(t/2), 0, cos(t/2)) points along (-sin t, 0, -cos t) — measured off the live avatar, not assumed. So the yaw that faces (fx, fz) is atan2(-fx, -fz).

argtypedescription
fxnumber
fznumber

forwardOf(e: any) → void

argtypedescription
eany

track(e: any, ttl: number) → any

Every effect entity is `temporary`, so it never enters a scene save, and carries a time-to-live this module counts down and despawns. Nothing here outlives `stop()`.

argtypedescription
eany
ttlnumber

alive(e: any) → boolean

argtypedescription
eany

flash(pos: { number }, rgb: { number }, intensity: number, radius: number, ttl: number) → void

argtypedescription
pos{ number }
rgb{ number }
intensitynumber
radiusnumber
ttlnumber

clearVfx( ) → void

tickVfx(dt: number) → void

argtypedescription
dtnumber

tune( ) → void

frameCamera( ) → void

Apply the lane-reading framing to whichever orbital rig is following the hero. Runs once per bind: the rings are a starting shot, not a leash, so everything the player does with the mouse afterwards stands.

ensureLantern( ) → void

The hero's own light. A canyon at dusk lit only by the rift leaves the lane floor — and anything standing on it — reading as pure black from the chase camera, which is where the game is actually played from. This is a warm lamp that rides the hero: it keeps the hero, the ground under them and whatever has walked into swinging range legible without lifting the ambient over the whole canyon and flattening the art.

dress(av: any) → void

Dress the hero. The avatar the engine mints for a joining peer wears its stock skin, which in this canyon reads as a pale mannequin standing in a volcano. Every SkinnedModel under the body is put into ember-forged plate instead, once per bind.

argtypedescription
avany

paint(e: any, depth: number) → void

argtypedescription
eany
depthnumber

bind( ) → boolean

activateControls( ) → void

releaseControls( ) → void

face(fx: number, fz: number) → void

argtypedescription
fxnumber
fznumber

creepXZ(rec: any) → void

Where a creep record says it is. The record carries plain x/z; its entity is the fallback for a record that only holds the body.

argtypedescription
recany

aimAtNearest(maxRange: number) → void

Turn toward the nearest creep worth hitting, so a standing swing lands where the fight is rather than where the hero last walked.

argtypedescription
maxRangenumber

swing( ) → void

cleave( ) → void

surge( ) → void

die( ) → void

respawn( ) → void

damage(amount: number, opts: any?) → boolean

The creeps slice's hook. `opts` is optional metadata for the feed.

argtypedescription
amountnumber
optsany?

isAlive( ) → boolean

avatar( ) → any

position( ) → any

start( ) → void

update(dt: number) → void

argtypedescription
dtnumber

stop( ) → void

tryAttack( ) → boolean

The HUD's ability buttons and any test harness go through these, so a tap on a phone and a press on a key take exactly one path.

tryCleave( ) → boolean

trySurge( ) → boolean

Sub-parts

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23+items
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inputmap · born here
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# hero_controls Hero combat: swing, cleave and surge. Composes with the movement scheme.
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module · born here
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# rules <!-- 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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material · born here
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# hero_emberplate <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this material provides and who consumes it, then delete both comment lines. --> TODO: describe this material.
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module · born here
❒asset
# game.creeps — everything that marches The monsters. This module spawns them at the gates, walks them down their lane, stops them to swing at whoever is standing in the way, kills them for bounty, and leaks them into the nexus at the far end. ```lua local Creeps = require("game.creeps") ``` ## What a creep is A creep is an entity hierarchy: a bare root that carries the march, a handful of `Model` parts hung off it that give the tier its silhouette, and a floating health bar. The root's scale is the tier's `scale` from `Rules.K.creeps`, so a Magma Colossus is the same blueprint blown up. Every part is `temporary`, so no creep is ever written into the saved scene. The four tiers read apart at a glance, by size, shape and colour: | Tier | Silhouette | |---|---| | `emberling` | knee-high glowing blob on two stubs, bright orange | | `hound` | long, low, four-legged, spined, crimson | | `brute` | broad hunched biped, dark, molten chest and flank seams | | `colossus` | towering black figure, crowned, with a furnace for a heart | ## The wave On `waveTick`, every lane's `sendQueue` is drained into the **foe's** lane — that is the whole game — and `Rules.K.match.freeCreepsPerWave` baseline creeps are added to each lane so a lane nobody is buying into still has something walking down it. The baseline tier escalates with the wave number, slowly enough that a defended lane is never drowned in creeps it did not earn. The whole batch is released from the gate one creep at a time, so a wave streams out instead of appearing in a lump. ## March, fight, die, leak A creep walks from its gate toward its nexus at `def.speed`, weaving gently around its own line. A defender standing in front of it within reach stops it, and it swings on its tier's cadence. Every player south of the lava rift defends ember and every player north of it defends ash — one player, two, or none, no lane-ownership lookup needed. Killed, it pays `Rules.grant(byLane, def.bounty)` and sinks. Leaked, it calls `Rules.leak(lane, def.leak)` and the nexus takes the lives. Emits `creepSpawned`, `creepKilled`, `creepLeaked` on the rules bus. ## The contract the hero calls These four are fixed. `by` is the **attacking** lane (`"ember"` for the local player) — a hero only hits the creeps marching down its own lane, which is also the lane whose bounty it collects. ```lua Creeps.damageInArc(origin, forward, range, arcDegrees, amount, by) -> hitCount Creeps.damageInRadius(origin, radius, amount, by) -> hitCount Creeps.nearest(position, lane) -> creep? Creeps.countIn(lane) -> number ``` `origin` / `forward` / `position` take a `{x, y, z}` record, a three-element array, or an entity position proxy — all three read the same. ## Reading the live set `Creeps.live` is every live creep, newest last. Each entry carries at least `{ id, def, lane, entity, health, maxHealth }`; `lane` is the lane it is **marching down**, so `"ember"` means it threatens the ember nexus. ```lua Creeps.roster() -- Rules.K.creeps, in cost order Creeps.spawnNow(lane, creepId, at?) -- one creep now, optionally partway down ``` ## How creeps hurt the hero A creep hands damage to `game.hero` through the first of `applyDamage`, `damage`, `takeDamage` or `hurt` that the hero slice exposes, and falls back to the `health` / `alive` fields the spec pins if none of them is there.
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inputbinding · born here
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# attack The 'Attack' control.
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inputbinding · born here
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# cleave The 'Cleave' control.
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inputbinding · born here
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# surge The 'Surge' control.
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