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asset⌬ modulemoduleprimary: init.luau·originates fromworld 29abfd79-9…

npb

<!-- 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 2mo ago
What it does

npb

<!-- 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

npb — the shared contract for Ninja Pirates of the Baltic. Every slice of the game requires this module and nothing requires a slice directly. It holds four things and no gameplay: 1. the constants the whole game agrees on (sea, match, rift, palette) 2. the live match state, as ONE table everybody reads and the rules slice writes 3. an event bus, so a slice reacts to what another slice did without knowing it exists 4. two registries — the fleet (what a junk looks like) and the helm (how the player's junk moves) — each with a working fallback, so any slice is playable before the other two land This file is FROZEN for the build phase. A slice that needs a new number keeps it in its own module; a slice that needs to reach another slice does it through a registry or an event declared here.

Model

reset( ) → void

on(name: ?, fn: ?) → void

argtypedescription
name?
fn?

emit(name: ?, payload: ?) → void

argtypedescription
name?
payload?

newGeneration( ) → void

Generations — the one rule every long-running loop must follow Hot reload replaces a module with a FRESH COPY and orphans every task the previous copy spawned: the old loop keeps running, nothing holds a handle to cancel it, and its work stacks on top of the new one's. Ten edits in a row and the boat sails ten times too fast for no reason you can see in the code. So every `while true` in this game guards on a generation token, which lives on the shared state table — the one channel an orphaned loop and its replacement still have in common: local gen = NPB.generation() while NPB.isCurrent(gen) do ... task.wait() end Boot bumps the generation once, at the start of every assembly, which retires every loop from every earlier copy on its next tick. A slice READS the generation and never bumps it. Guard the entity too — `entity.exists(e.id)` before writing to it. When THIS module is the copy that got replaced, an orphan holds a whole stale state table and the generation cannot reach it; what stops it then is that every entity it points at is dead.

generation( ) → void

isCurrent(gen: ?) → void

argtypedescription
gen?

setOcean(handle: ?) → void

argtypedescription
handle?

ocean( ) → void

seaHeight(x: ?, z: ?) → void

Water height at a world point. Falls back to the flat sea level before the ocean exists, so a caller never has to nil-check.

argtypedescription
x?
z?

seaDisplacement(x: ?, z: ?) → void

Water height AND the horizontal shove the wave gives, as { x, y, z }.

argtypedescription
x?
z?

box(parent: ?, name: ?, sx: ?, sy: ?, sz: ?, px: ?, py: ?, pz: ?, color: ?) → void

argtypedescription
parent?
name?
sx?
sy?
sz?
px?
py?
pz?
color?

hullLength(kind: ?) → void

argtypedescription
kind?

spawnHull(kind: ?, name: ?) → void

argtypedescription
kind?
name?

registerFleet(api: ?) → void

argtypedescription
api?

fleet( ) → void

fleetIsReal( ) → void

throttle( ) → void

speed( ) → void

heading( ) → void

aim( ) → void

registerHelm(api: ?) → void

argtypedescription
api?

claimHelm( ) → void

helm( ) → void

transient(e: ?) → void

Small shared helpers Mark an entity as belonging to the RUN, not to the scene file. Every entity in this game is created by code and rebuilt on the next load, so none of them belongs in scene.json. Left unmarked they accumulate there — the ocean's own seabed tiles did exactly that, nine copies of a thing the Ocean component recreates every time. A temporary entity is live in the session and invisible to the scene file, which is what keeps the scene the planning pass's file and not a dumping ground for three agents' runtime. Call it on everything you spawn, root and children alike.

argtypedescription
e?

posOf(e: ?) → void

Where an entity is, as plain numbers, or nil if it is gone.

argtypedescription
e?

dist2D(a: ?, b: ?) → void

argtypedescription
a?
b?

clampToSea(x: ?, z: ?) → void

Clamp a world point back inside the play area. Returns x, z, wasClamped.

argtypedescription
x?
z?

yaw(radians: ?) → void

A yaw-only rotation quaternion, the one every boat on this sea uses.

argtypedescription
radians?

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/npb.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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Discussion

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