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asset⌬ modulemoduleprimary: init.luau·originates fromworld 3b8c8b6c-9…

combat

The ammunition on the road and the weapon it loads.

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

combat — crates and missiles

The ammunition on the road and the weapon it loads.

Ten crates hover on the racing line, alternating side to side so a lap offers a choice of line. Any racer that drives through one is armed, the crate goes dark, and it comes back eight seconds later. A held round is spent with Space: it leaves the chair, follows the road at 72 m/s, snakes through the corners after the racer ahead, and detonates on it. The victim loses control for a little over two seconds, which on a lap this long is a place.

What the scene calls

Combat.build()      -- lay the crates, build the missile and blast pools
Combat.update(dt)   -- pickups, triggers, flight, impacts
Combat.teardown()   -- clear everything the slice spawned

Two read-only extras, useful from a console or a HUD:

Combat.inFlight()   -- rounds in the air right now
Combat.status()     -- slice clock, crates live/away, next crate back, pool size

How it is put together

Everything that moves comes out of a pool built once in build(): six missiles, five blasts, ten crates, all parented to combat_root. Adding a Model component costs milliseconds, so nothing is spawned at the moment a trigger is pulled — a sleeping body is woken, flown, and put back. combat_root is marked temporary, so none of it is saved into the scene; it is rebuilt from code every load.

Guidance runs in two phases. Far from the target the round reads the racing line ahead of itself and slides across toward the victim's line, so it follows the circuit instead of driving into a barrier. Inside lockRange it abandons the road and flies straight at where the chair will be, leading its speed. The barriers contain a round rather than killing it — it scrapes the wall and is turned back down the road, so a shot fired from a chair a metre onto the run-off still counts.

Impact is a swept proximity fuse: at 72 m/s a frame is three metres, so the test is the closest approach along the whole step, not the point where the step happened to end.

The slice keeps its own clock. Crate respawns and rival reload timers are measured against it and not GP.state.clock, which the race director rewinds to zero at every start.

Rivals shoot too

A rival holding a round takes the shot at whoever is in front of it, after a moment of hesitation and with a cooldown between shots — so the field fights among itself and a place is never safe. Turn it off with GP.TUNE.missile.aiFire = false.

Firing with nobody ahead

Leading the race, the trigger keeps the round and the HUD is told NOTHING AHEAD. A missile is only worth spending at something.

Range

A round burns out after lifetime seconds, which at speed is about 430 metres of road. That is far more than the gap between two racers in a real race, and less than a full lap — a racer half a circuit ahead is out of reach, which is the point.

The numbers

All of them live in GP.TUNE.missile and GP.TUNE.pickup and are read live, so a change is felt without a reload.

Interface

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

conforms to

zero/source-extract/v2

CHAIRSHIFT GP — crates and missiles.

ModelLight

M(key: ?, fallback: ?) → void

Tuning reads live out of GP.TUNE.missile / GP.TUNE.pickup. The fallbacks keep the weapon flying if that block is mid-edit.

argtypedescription
key?
fallback?

P(key: ?, fallback: ?) → void

argtypedescription
key?
fallback?

clamp(v: ?, lo: ?, hi: ?) → void

Small maths the weapon needs.

argtypedescription
v?
lo?
hi?

headingOf(dx: ?, dz: ?) → void

The world's heading convention, shared with the chair: yaw 0 faces +Z and a heading advances by (sin yaw, cos yaw).

argtypedescription
dx?
dz?

shortestAngle(a: ?) → void

argtypedescription
a?

poseQuat(yaw: ?, roll: ?) → void

yaw about world Y, then roll about the body's own forward axis.

argtypedescription
yaw?
roll?

forwardGap(fromT: ?, toT: ?) → void

Lap fraction from a to b, always measured FORWARDS around the lap.

argtypedescription
fromT?
toT?

material(name: ?, color: ?, opts: ?) → void

Authoring a material WRITES to /source, and that write is refused while the world is rebinding and diverted to the play shadow while play runs. A build has to survive both, so the author is attempted once and the plain asset NAME is the fallback: after any earlier build has written the material it resolves by name with no write at all.

argtypedescription
name?
color?
opts?

part(parent: ?, name: ?, model: ?, mat: ?, position: ?, scale: ?, rotation: ?) → void

argtypedescription
parent?
name?
model?
mat?
position?
scale?
rotation?

ensureMaterials( ) → void

crateY( ) → void

CRATES — the ammunition on the road.

placeCrate(crate: ?) → void

argtypedescription
crate?

buildCrates(root: ?) → void

argtypedescription
root?

updateCrates(dt: ?, now: ?) → void

argtypedescription
dt?
now?

makeBlast(root: ?, index: ?) → void

BLASTS — the impact you see from the far side of the circuit.

argtypedescription
root?
index?

fireBlast(pos: ?, scale: ?) → void

argtypedescription
pos?
scale?

updateBlasts(dt: ?) → void

argtypedescription
dt?

makeMissile(root: ?, index: ?) → void

MISSILES.

argtypedescription
root?
index?

sleepMissile(m: ?) → void

argtypedescription
m?

detonate(m: ?, victimId: ?) → void

argtypedescription
m?
victimId?

launch(shooterId: ?) → void

Launch. Returns true if a missile actually left the chair.

argtypedescription
shooterId?

aimPoint(m: ?, target: ?) → void

The aim point. Far from the target a missile flies the ROAD — it reads the racing line ahead of itself and slides across to the target's line, so it snakes through the corners instead of ploughing into a barrier. Inside lock range it abandons the road and goes straight for the kill.

argtypedescription
m?
target?

updateMissiles(dt: ?, now: ?) → void

argtypedescription
dt?
now?

playerTrigger( ) → void

TRIGGERS — the player's, and the rivals'.

rivalTriggers(now: ?) → void

A rival with a round on board takes the shot when the racer in front is inside range, after a human-sized moment of hesitation.

argtypedescription
now?

teardown( ) → void

ENTRY POINTS.

build( ) → void

update(dt: ?) → void

argtypedescription
dt?

status( ) → void

What the slice is holding right now: the slice clock, how many crates are live versus away and when each returns, and how many rounds are in the air. A readable answer to "why did that not arm?".

inFlight( ) → void

How many missiles are in the air right now. Test surface, and the HUD may read it if it wants a launch indicator.

Sub-parts

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

7items
▣
module · born here
❒asset
# gp One-paragraph description of what this module provides and who consumes it. ## Exports - `M.exampleFn(arg) -> result` — what it does and when to call it. - `M.exampleValue: type` — what value it carries. ## Usage ```luau local M = require("@<youridentity>::modules.gp") M.exampleFn("foo") ``` ## Notes - Anything callers need to know about THIS module: required runtime ordering, state ownership, side effects.
▲ 0↑ born
backing path · game/combat.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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/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

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