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PressureVent

A relief port on the Kestrel Wake that no longer holds. Spawned by `game.hazards.buildRig()`; not authored into the scene.

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

PressureVent

A relief port on the Kestrel Wake that no longer holds. Spawned by game.hazards.buildRig(); not authored into the scene.

A vent is a rhythm, not an ambush. It rests, then the lip lights up and a stub of plume shows for a beat and a quarter, then it blows for a beat and a third. The glow is the contract with the player: you can see it coming — and if you are still hauling a tonne and a half of plate down the middle of the shaft when it goes, seeing it coming was not enough.

Escalation

Armed from instability 1 (RULES.CFG.ventAtInstability). The rest between bursts shortens with every plate taken off the wreck; the charge and the burst stay the same length, because those are the two windows a player has learned to read. At instability 0 it never cycles and the plume is not drawn at all.

What it does to you

Inside the jet cone it calls hazards.impulse every frame — the shove has to be sustained to take you off your line, not a single knock. Two things keep it a hazard rather than an ejector seat:

  • Radial falloff. Strongest down the axis, nothing at the rim, so clipping the edge of a plume costs a correction and not the level.
  • A per-burst budget (hazards.CFG.ventMaxDeltaV, 6.5 m/s). In a game with no drag an uncapped jet is a catapult: sit in one for its whole burst and you leave the wreck. With the cap a vent costs a known amount of speed to correct — about two seconds on the RCS brake.

The first frame the player is caught it emits impact(impactAmount, "vent") once. It never writes the player's transform and never writes state.integrity.

Fields worth reading from outside

firing, charge (0..1 warning ramp), fires, hits. look can hang the lip's emissive off charge; shell can warn off firing.

Interface

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

conforms to

zero/source-extract/v2

PressureVent — a relief port on the Kestrel Wake that no longer holds. A vent is a rhythm, not an ambush: it rests, it GLOWS, then it blows. The glow is the contract with the player — you can see it coming, and if you are still hauling a tonne and a half of plate through the shaft when it goes, seeing it coming was not enough. Armed by `instability` (from 1 up, per RULES.CFG.ventAtInstability). At instability 0 it never cycles and the plume is not even drawn. It never writes the player's transform. The shove goes out through `hazards.impulse`, which routes to flight's Scrapper; contact is reported as `RULES.emit("impact", amount, "vent")` and shell decides what that costs. Spawned by game/hazards `buildRig()`; not authored into the scene.

jetEntity( ) → any

Cached because it is read every frame of every burst.

glowEntity( ) → any

setPlume(on: boolean, length: number, width: number, bright: number) → void

argtypedescription
onboolean
lengthnumber
widthnumber
brightnumber

awake( ) → void

update(dt: number) → void

argtypedescription
dtnumber

onDestroy( ) → void

Sub-parts

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11+items
▣
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.
▲ 0↑ born
▣
module · born here
❒asset
# game.hazards The shared ground of HULLBREAKER's **hazard** slice — the wreck fighting back. `require("game.hazards")` ## What is in here | | | |---|---| | `CFG` | the hazard slice's own numbers: vent rhythm and reach, collapse interval, debris speeds, contact radii. The numbers that cross a slice boundary (`ventShove`, `impactDamage`, the instability gates) stay in `game.rules`. | | `VENTS` / `BRACES` / `DEBRIS_COUNT` | the manifests. Where the danger is bolted to the Kestrel Wake — seven pressure vents down the shaft, six cross-braces of truss, fourteen chunks adrift. | | `armed(kind)` | `"vent"` / `"collapse"` / `"debris"` — reads `state.instability` against the gates in `RULES.CFG`. The single place the escalation is decided. | | `quiet()` | the run is `won` or `lost`; nothing swings any more. | | `playerBody()` | the local player's body, re-resolved every call. | | `impulse(x, y, z)` | **the only way this slice moves the player.** | | `reportImpact(amount, source)` | `RULES.emit("impact", …)` plus the counter. | | `buildRig()` | spawns the whole rig under one `HazardRig` root. | | `stats` | live counters every hazard writes; `HazardDirector` mirrors them onto public fields so a run is readable from outside the component VMs. | ## The two contracts this module keeps **Hazard never writes the player's position or velocity.** Every shove goes through `impulse`, which resolves the impulse entry point on `flight`'s `Scrapper` component from the component's own declared surface (`asset.inspect`) and calls it. In this world that resolves to `Scrapper:applyImpulse(x, y, z)` and the resolution is logged at startup. If `Scrapper` is not on the body, or declares no matching entry point, the shove is **dropped and counted** (`stats.impulsesDropped`) rather than faked by writing the transform. **Hazard never writes `state.integrity`.** Contact reports `RULES.emit("impact", amount, source)` and `shell` decides what it costs. `source` is `"vent"`, `"collapse"` or `"debris"`. ## Determinism This world is always multiplayer, and every peer runs the scene entrypoint, so every peer builds its own copy of this rig. Nothing here calls `math.random`: a chunk's whole trajectory comes from `debrisRow(i)`, a hash of its index, and `HazardDirector` picks the next member to let go by sorted name. Two scrappers in the same shaft are dodging the same beam. ## The rig `buildRig()` despawns any existing `HazardRig` before spawning a new one, so ownership is re-derived from the world rather than from a module-local list — a hot-reload or a mode flip cannot leave two copies of the wreck's danger standing. It runs from `game/wiring/hazard`'s `onSceneReady` in **both** edit and play, so a vent can be looked at while authoring.
▲ 0↑ born
backing path · game/PressureVent.component

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