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asset⌬ modulemoduleprimary: init.luau·originates fromworld b4bcbe22-b…

rules

<!-- 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

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.

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

tonnesOf(pieceName: string) → number

Tonnes on the manifest for a piece, by entity name. 0 if it is not one.

argtypedescription
pieceNamestring

on(name: string, fn: (...any) → void

argtypedescription
namestring
fn(...any

emit(name: string, ...: ?) → void

argtypedescription
namestring
...?

flight( ) → void

torch( ) → void

hazard( ) → void

look( ) → void

shell( ) → void

reset( ) → void

wiringModules( ) → void

attachments(tag: string) → void

Every { component, fields } a slice wants on entities carrying `tag`.

argtypedescription
tagstring

sceneReady(ctx: any) → void

Called once by the scene entrypoint after the scene is live.

argtypedescription
ctxany

resetRun( ) → void

Reset the run to its starting state. `shell` owns calling this. `phase` is deliberately NOT among them. A run's numbers and a run's phase are two different things, and writing the phase here writes it around the transition — `shell`'s setPhase then sees the value it was about to move to already in place and returns without emitting, so `phase("briefing")` never reaches the bus and every slice waiting on it to put the wreck back sits still. The phase machine has one writer and this is not it.

⌬ Types
SalvageRow = {

Sub-parts

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# torch <!-- 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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# wiring/shell The `shell` slice's one hook into the scene. It puts `RunDirector` on the scene's `director` entity and gets out of the way — everything the run does lives in that component. - `attach.director` declares `RunDirector` so a scene rebuild bakes it in. - `onSceneReady(ctx)` adds it at runtime as well, guarded on the component already being present, because the far more common case is a scene that is already built and will never bake anything. The fields it attaches with: `dockRadius = 9` (metres from the cargo maw that count as docked for the win check) and `previewInEdit = false` (the instrument layer stays off the glass while authoring, so another slice's viewport capture is not covered by a HUD it did not ask for). Everything the rest of the game needs from `shell` is in `game.rules`: it writes `state.phase`, `o2`, `integrity`, `banked`, `instability` and `cutsMade`, emits `phase(newPhase)` and `instability(level)`, and consumes `severed`, `deposited` and `impact`.
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# game.wiring.reset The reset's entry in the wiring registry. It attaches nothing: putting the world back is a listener on the run's phase, not a behaviour belonging to any one entity in the scene. `onSceneReady` subscribes `game.reset` to the rules bus and restores the skiff's cargo maw if it is missing.
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# look HULLBREAKER's visual slice. This module is the wiring; the visual pass itself is `game.dressing`, applied on every scene load in edit and in play. What it puts on screen: - **The backdrop.** `art.sky.deep_space` through `art.sky.hullbreaker_void` — a black void, a three-layer star field on a cube-face grid, a dusty galactic band, a faint nebula wash and the sun as a hard half-degree pinpoint with no glow around it. - **The hull.** `art.hull.hull_steel` — welded panel courses, rivet rows, plate-thickness variation, rolled grain, grime and oxide, all generated triplanarly in world space so a truss rib at 3x, a pressure hull at 5x and a cut plate at 1x share one texel density and no textures at all. Five materials tune it: `kestrel_hull`, `kestrel_truss`, `salvage_plate` (hazard striped), `skiff_shell`, `cut_seal` (emissive). - **The planet.** `art.sky.orbital_body` — continents, ocean shelves, ice caps, a cloud deck that turns, city lights on the dark side, an atmospheric limb. - **The light.** One hard cold sun three-quarters behind the player's right shoulder, near-black ambient, ACES + bloom + vignette. - **The dust.** Suspended motes through the shaft, lit by the same sun, and a vent plume off each pressure hull. ## What other slices may call ```lua local Dressing = require("game.dressing") Dressing.setNodeHeat(nodeProxy, 0.0 .. 1.0) -- how hot a cut node looks Dressing.extinguishNode(nodeProxy) -- its seal is gone; kill the glow ``` `look` already extinguishes a whole plate's nodes on `severed`.
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# flight The `flight` slice's wiring. It puts the `Scrapper` suit on the player's body, by both of the doors a slice has into a scene it does not own: - **`attach`** bakes `Scrapper` onto the PlayerPrototype's body the next time the scene builds, so every joining player is cloned with a working suit. - **`onSceneReady`** installs the same component on the body this client is already driving, so a session that is mid-play when the slice lands gets thrusters without a scene rebuild. Both paths check first, so a body never ends up with two suits fighting over one velocity. What this slice offers the rest of the game is documented on the component itself — see `game/Scrapper.component`. The short version, for `hazard`: ```lua entity(bodyId).component.get("Scrapper"):applyImpulse(dx, dy, dz) ``` Nothing outside this slice writes the player's position or velocity.
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# game.wiring.hazard The **hazard** slice's door into the scene. Owned by the hazard slice; no other agent edits this file. ## What it wires - `attach.director` → `HazardDirector`, so the wreck's temper is baked onto the scene's `RunDirector` the next time `build.luau` runs. It is **also** ensured in `onSceneReady`, because `attach` only takes effect on a scene rebuild and this slice does not own that file — so the slice works either way, and adding it twice is guarded. - `onSceneReady` → `game.hazards.buildRig()`, which spawns everything else at runtime under one `HazardRig` root: seven `PressureVent`s down the shaft, six `Debris` cross-braces that are structure until they are not, and fourteen `Debris` chunks adrift. It runs in **both** edit and play, so a vent can be looked at and tuned while authoring instead of only existing once someone presses play. ## The slice, in one line each - `game/hazards.module` — the numbers, the manifests, the arming gates, and the two calls a hazard is not allowed to make for itself (`playerBody`, `impulse`). - `game/PressureVent.component` — the jets. Rest, glow, blow. - `game/Debris.component` — braces that let go, and junk that drifts. - `game/HazardDirector.component` — when a member lets go, how much junk is awake, and every counter a run can be read by. ## What it takes from other slices - `state.instability` (written by `shell`) is the only input. 0 is quiet; vents arm at 1, collapse at 2, debris at 3. - `state.phase` — hazards stop entirely once the run is `won` or `lost`. - `flight`'s `Scrapper:applyImpulse(x, y, z)` is the only way this slice moves the player, resolved off the component's declared surface at runtime. ## What it gives back `RULES.emit("impact", amount, source)` with `source` in `"vent"` / `"collapse"` / `"debris"`. Nothing else crosses the boundary.
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backing path · game/rules.module

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awaiting first pass
usability × 0.40
+ quality × 0.35
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± compat factor

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