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

creeps

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.

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

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.

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:

TierSilhouette
emberlingknee-high glowing blob on two stubs, bright orange
houndlong, low, four-legged, spined, crimson
brutebroad hunched biped, dark, molten chest and flank seams
colossustowering 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.

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.

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.

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

baselineTier(wave: number) → string

The free pressure a lane gets every wave even if nobody buys anything. It escalates slowly, so a passive lane loses eventually on its own but a defended one never drowns in creeps it never earned.

argtypedescription
wavenumber

guard(label: string, fn: any, ...: any) → boolean

argtypedescription
labelstring
fnany
...any

vx(v: any) → number

Small vector helpers. The hero slice may hand us a {x,y,z} record, a three-element array, or an entity position proxy — all three read the same way here.

argtypedescription
vany

vz(v: any) → number

argtypedescription
vany

heroModule( ) → any

The hero slice, resolved lazily. Requiring it at module scope would close a require cycle (hero requires creeps); by update time both modules are loaded and the lookup is a cache hit.

damageDefender(laneId: string, amount: number) → void

Hand damage to the hero through whatever entry point its slice exposes, falling back to the live state fields the spec pins (`health`, `alive`).

argtypedescription
laneIdstring
amountnumber

rescanDefenders( ) → void

Every player standing south of the rift defends ember, every player north of it defends ash. That rule holds for one player, two, or none, and it needs no lane-ownership lookup to work.

setBarFill(rec: any) → void

Spawning

argtypedescription
recany

setScale(rec: any, s: number) → void

argtypedescription
recany
snumber

spawnCreep(laneId: string, creepId: string, atProgress: number?) → any

argtypedescription
laneIdstring
creepIdstring
atProgressnumber?

enqueue(laneId: string, creepId: string) → void

Queue a creep to walk out of `laneId`'s gate. The queue is staggered so a wave streams out of the gate instead of appearing in one lump.

argtypedescription
laneIdstring
creepIdstring

killCreep(rec: any, byLane: string) → void

Death and leaking

argtypedescription
recany
byLanestring

leakCreep(rec: any) → void

argtypedescription
recany

applyDamage(rec: any, amount: number, byLane: string) → boolean

argtypedescription
recany
amountnumber
byLanestring

despawnAll( ) → void

Lifecycle Clear the field. The sweep by name matters as much as the tracked list: a hot reload re-runs this chunk with empty locals while the creeps of the previous incarnation are still standing in the lane, and only their names still identify them.

onWaveTick(payload: any) → void

argtypedescription
payloadany

subscribe(event: string, fn: (any) → void

argtypedescription
eventstring
fn(any

start( ) → void

stop( ) → void

update(rawDt: number) → void

argtypedescription
rawDtnumber

damageInRadius(origin: any, radius: number, amount: number, by: string) → number

argtypedescription
originany
radiusnumber
amountnumber
bystring

nearest(position: any, lane: string) → any

Nearest live creep in `lane` to a world position, or nil.

argtypedescription
positionany
lanestring

countIn(lane: string) → number

How many creeps are alive in a lane. The HUD and the AI read this.

argtypedescription
lanestring

roster( ) → void

Convenience for other slices that want the roster in cost order.

debug( ) → void

The slice's own clock and queue, for anything diagnosing why a wave did or did not arrive: `now` is the sim time this slice has integrated, `nextAt` is when the next queued creep is due, and `pending` is how many are still waiting at the gate.

spawnNow(lane: string, creepId: string, atProgress: number?) → any

Put one creep into a lane right now, optionally partway down it. Anything that wants a creep outside the wave rhythm — a probe, a scripted moment — goes through here rather than reaching into the spawn queue.

argtypedescription
lanestring
creepIdstring
atProgressnumber?

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module · born here
❒asset
# 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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▣
module · born here
❒asset
# 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 | | | |---|---| | **Move** | Retunes 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. | | **Turn** | The 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. | | **Swing** | `attack` — 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. | | **Cleave** | `Q` / gamepad north / the **Cleave** button. A radial burst through `Creeps.damageInRadius` on `K.hero.abilities.cleave`. | | **Surge** | `E` / left shoulder / the **Surge** button. A dash: `moveSpeed × speedMult` for `duration`, with an ember trail riding the body. | | **Live and die** | Damage 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 ```lua 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: ```lua 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.
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backing path · game/creeps.module

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