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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8ed7bbce-f…

cinderBombs

`require("@me::hazard.cinderBombs")`

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

cinderBombs

require("@me::hazard.cinderBombs")

The lava-bomb hazard. The crater throws molten blocks at whoever is on the mountain; this module launches them, flies them, lands them, and reports each landing.

Driven entirely by CinderDirector — it owns no clock:

local bombs = require("@me::hazard.cinderBombs")

bombs.reset()                  -- at the top of every run
bombs.update(dt, onHitPlayer)  -- every tick
bombs.count()                  -- how many are in the air
bombs.intervalAt(progress)     -- seconds between launches at that progress

How a bomb behaves

It leaves the vent from a random point inside the caldera floor, above whatever the lava level is at that moment, and arcs over the rim on a fixed CFG.bombFuseSeconds fuse. The aim leads the player: it targets where they would be if they kept walking the way they are walking, plus an error that tightens from TUNE.scatterStart to TUNE.scatterEnd as the eruption peaks. Changing direction is therefore a dodge; standing still is not.

Every bomb carries a ground marker at its landing point that grows to the full blast width as the fuse runs out, so a hit is always something the player was shown in time to move out of. The interval tightens from CFG.bombIntervalStart to CFG.bombIntervalEnd with cinder.progress(), and past TUNE.burstProgress the vent throws pairs. CFG.maxLiveBombs caps what can be in the air, and cinder.state.liveBombs always matches.

What it emits

bomb.spawned — on launch:

{ entity, id, marker, x, y, z, targetX, targetY, targetZ, fuse }

entity is the live entity proxy; id and marker are the raw ids of the bomb and its landing marker. target* and fuse are there so a look or a sound can lead the impact rather than react to it.

bomb.impact — on landing:

{ x, y, z, hitPlayer }

hitPlayer is true when the landing caught the player — inside CFG.bombRadius horizontally and TUNE.hitVertical vertically, so a bomb on the rim does not hit somebody on the flank directly below it. The bomb and its marker are despawned before the event fires, so anything dressing the impact owns the ground it lands on.

Its own numbers

M.TUNE holds what shapes the bomb itself — scatter, lead, arc height, marker size, spin, vent placement. cinder.CFG holds what the whole game shares: interval, radius, fuse and the live cap. Nothing else edits either.

Cleaning up

reset() sweeps by entity name (cinder_bomb_*) rather than by its own list, so a hot reload that dropped the list still cannot leave a bomb hanging in the sky. The director calls it at the start of a run, at the end of one, and when it is destroyed.

Interface

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

conforms to

zero/source-extract/v2

CinderBombs — the lava-bomb hazard. The crater throws molten blocks at whoever is on the mountain. A bomb is launched from the vent, arcs over the rim on a fixed fuse, and lands where the player WOULD be if they kept walking the way they are walking. Change direction and it misses; stand still and it does not. Every bomb carries a ground marker at its landing point that grows to the blast radius as the fuse runs out, so a hit is always something the player was shown and could have moved out of. Driven entirely by CinderDirector: `reset()` at the top of a run, `update(dt, onHit)` every tick. It owns no clock of its own, so a run that restarts starts the hazard from the same state every time. OWNED BY SLICE A (rules-and-loop).

despawnAllBombEntities( ) → void

reset( ) → void

Clear every bomb and put the scheduler back to the top of a run.

intervalAt(prog: number) → number

How many seconds until the next bomb, at this eruption progress.

argtypedescription
prognumber

launch(av: any, prog: number) → void

Launch one bomb at the player. `av` is the live avatar, `prog` 0..1.

argtypedescription
avany
prognumber

landingHits(x: number, y: number, z: number) → boolean

Did this landing catch the player? Horizontal blast radius, plus a vertical reach so a bomb on the rim does not hit somebody on the flank directly below it.

argtypedescription
xnumber
ynumber
znumber

trackPlayer(av: any?, dt: number) → void

argtypedescription
avany?
dtnumber

update(dt: number, onHit: (() → void

Advance every live bomb and schedule new ones. `onHit` is called once per landing that catches the player.

argtypedescription
dtnumber
onHit((

count( ) → number

How many bombs are in the air right now.

Sub-parts

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7items
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module · born here
❒asset
# cinder <!-- 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.
▲ 0↑ born
backing path · libs/@me/hazard/cinderBombs.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.
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