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Scrapper

The suit. Everything that moves the player in HULLBREAKER happens in this component and nowhere else.

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

Scrapper

The suit. Everything that moves the player in HULLBREAKER happens in this component and nowhere else.

Vacuum has no drag, so Scrapper integrates a velocity that nothing ever takes away. Thrust adds to it, the RCS brake subtracts from it and charges propellant for the privilege, and letting go of the controls changes nothing at all. Clamp a plate and its mass folds into every one of those numbers: you start slower, you stop far slower, and the shaft is narrower than you remember.

Put it on the player's body. The scene's PlayerPrototype clones one per joining scrapper, and each instance answers only to the client that owns its body.

Controls

ControlKeyboardGamepadTouch
Move (thrust in the helmet's plane)WASDleft stickleft stick
Lookmouseright stickdrag, right of screen
Thrust upSpaceright shoulderThrust Up
Thrust downCtrl / Cleft shoulderThrust Down
Burn (hard acceleration)Shiftright triggerBurn
RCS brakeQleft triggerRCS Brake
Magclamp (grab / release)Fwest face buttonMagclamp

Move and look come from @builtin::inputMaps.default; the other five are game.scrapper, which composes beside it.

What other systems call

local suit = entity(bodyId).component.get("Scrapper")

suit:applyImpulse(dx, dy, dz)        -- world-space delta-v, m/s
suit:applyForce(dx, dy, dz, dt)      -- the same, held for dt seconds
suit:velocityAt()   -> vx, vy, vz
suit:isCarrying()   -> carrying, tonnes, pieceId
suit:halt()         -- bring the suit to rest, spending no propellant

applyImpulse is the only sanctioned way to move the scrapper from outside this slice — a pressure vent, a collapsing beam, a piece of debris all push the player through it. The shove is scaled by whatever is on the clamp, so a loaded scrapper is harder to knock off line, and the plate is carried through the shove with them.

What it reports

speed, carrying, carriedPiece and clampReady are live public fields a HUD can read every frame. carrying is also mirrored onto game.rules' run state, and the clamp announces itself on the event bus as clamped, released and deposited.

Interface

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

conforms to

zero/source-extract/v2

Scrapper — the suit. OWNED BY THE `flight` SLICE. Everything that moves the player in HULLBREAKER happens here and only here. Vacuum has no drag, so this integrates a velocity that nothing ever takes away: thrust adds to it, the RCS brake subtracts from it at the cost of propellant, and letting go of the controls changes nothing at all. That is the whole feel of the game and it is deliberately not a physics body — a solver with any damping in it would quietly steal the momentum this design is built on.

localAvatarId( ) → string

Ownership. The world is always multiplayer, so every joining scrapper clones this component onto their own body — including, on this client, the bodies of everybody else. Only the local player's suit answers to the local player's controls.

mine(dt: number) → boolean

True when this instance is on the body this client drives. Re-checked a few times a second until it resolves, because the avatar is assigned a moment after the clone spawns.

argtypedescription
dtnumber

followsMe(cand: any, meId: string) → boolean

The helmet. Thrust is applied in the direction the player is looking, so the camera rig's basis is the suit's basis. A camera rig belongs to this body when its `Camera.follow` points at it. That is the link the player system itself makes, and it is the only one that survives the shape play mode leaves the prototype in: the clone's body and its rig both arrive as ROOT entities, so there is no parent to look under and no sibling list to walk.

argtypedescription
candany
meIdstring

findRig(dt: number) → any

argtypedescription
dtnumber

tuneCamera(rig: any) → void

Put the eye at the suit's origin. The scene authors the camera; where the eye sits relative to the body is a flight concern, so it is set from here rather than baked into the scene file.

argtypedescription
rigany

bodyPos( ) → void

The magclamp.

releaseClamp( ) → void

grabClamp( ) → void

toggleClamp( ) → void

haulStep(dt: number, px: number, py: number, pz: number, fx: number, fy: number, fz: number) → void

The clamped plate trails behind the helmet on a short tether, easing into place rather than snapping, so a turn drags it round after you.

argtypedescription
dtnumber
pxnumber
pynumber
pznumber
fxnumber
fynumber
fznumber

subscribe( ) → void

Input

awake( ) → void

Lifecycle

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?

applyImpulse(x: number, y: number, z: number) → void

The surface other slices call. World-space delta-v, in m/s. `hazard` pushes the player with this and with nothing else. A loaded scrapper is harder to shove, by the same curve that makes it harder to accelerate.

argtypedescription
xnumber
ynumber
znumber

applyForce(x: number, y: number, z: number, dt: number) → void

World-space acceleration held for `dt` seconds — the shape a vent that blows for a while wants, rather than a stack of one-frame impulses.

argtypedescription
xnumber
ynumber
znumber
dtnumber

velocityAt( ) → void

isCarrying( ) → void

halt( ) → void

Bring the suit to rest without spending propellant. The run's own lifecycle uses this; nothing in gameplay does.

standDown(x: number, y: number, z: number) → void

Put the suit back where a run starts: nothing on the clamp, no velocity, standing at the skiff. `game.reset` calls this when the run returns to briefing, and it is the only way to let go of a plate without either banking it or handing it the suit's momentum — a plate a restart takes back is refitted to the wreck, not left drifting in the shaft.

argtypedescription
xnumber
ynumber
znumber
⌬ Metadata
descriptionMomentum-only 6DOF thruster movement for a vacuum suit: no drag, an RCS brake that costs propellant, and a magclamp whose cargo mass changes how the suit handles. Exposes applyImpulse for outside forces.

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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
# haul The magclamp's arithmetic, and its one hard question: is this plate free? ```lua local Haul = require("game.haul") ``` ## Mass `accelFactor(tonnes)` is what cargo does to a thruster burn, and `brakeFactor(tonnes)` is what it does to the brake. They are the same curve, but braking is raised to a higher power, because stopping has to degrade faster than starting does. That asymmetry is the tension in the haul: you can always get moving with a plate on the clamp, and getting stopped again is the part you have to plan for. ## Free plates `isFree(piece)` answers whether a plate has been cut loose and can be clamped. `freePieces(x, y, z)` lists every free plate nearest-first, and `nearestFree(x, y, z, range)` is the one the clamp would take. Reach is measured to the plate's surface, not to its centre, because a plate is a three-metre slab and a clamp that measured to the middle would refuse a plate you were standing on. ## The cargo maw `inMaw(x, y, z)` is where tonnage banks — the volume around the skiff's dock, sized from the dock's own scale. `bank(piece)` takes a delivered plate out of play. ## The handshake `setHeld(piece, held, vx, vy, vz)` tells the plate's own drift that the clamp has it, and hands back a velocity when the clamp lets go, so a plate released mid-flight keeps the momentum it was being towed with. Everything here is a pure function of the live world — nothing is cached between calls and no state lives in this module.
▲ 0↑ born
backing path · game/Scrapper.component

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