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

reset

Puts the Kestrel Wake — and the scrapper flying around inside her — back the way a run finds them.

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

game.reset

Puts the Kestrel Wake — and the scrapper flying around inside her — back the way a run finds them.

shell clears the run's numbers when a player asks for another go: air back to full, tonnage back to zero, instability back to zero, and phase("briefing") on the bus. This module is the other half of that restart. It clears the world:

  • the suit stands down — nothing on the clamp, no velocity, back at the skiff
  • every plate on the manifest is bolted back on, welds whole, out of the shaft
  • the hazard rig is rebuilt, so members that let go are holding again
  • the skiff's cargo maw is restored if something took it

It also owns pointer lock, because that single piece of state decides whether the mouse aims the helmet or moves a cursor, and the game needs both:

phasepointerwhy
runningcapturedthe mouse is the helmet
briefing / won / lostfreea card is up and its button has to be clickable

Using it

local Reset = require("game.reset")

Reset.install()        -- subscribe to `phase`, once per game.rules load
Reset.restore()        -- put the world back right now
Reset.ensureDock()     -- restore the cargo maw if the skiff lost it

install() is idempotent and guards on the rules module rather than on this chunk, so a hot reload does not stack a second handler.

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

spawnPoint( ) → void

localAvatar( ) → any

ensureDock( ) → any

The maw, restored if something took it. Returns the entity either way.

refitSalvage( ) → number

Every plate bolted back on, every weld whole, nothing adrift in the shaft.

standDownPlayer( ) → boolean

The suit: nothing on the clamp, no velocity, back at the skiff.

restore( ) → void

The whole world back to its first-run state. Safe to call twice.

pointerForPhase(phase: string) → void

Pointer lock follows the phase, and nothing else touches it. `running` captures the cursor so the mouse is the helmet; every other phase releases it so the card on screen can be clicked without the click also turning the player around.

argtypedescription
phasestring

onPhase(phase: string) → void

argtypedescription
phasestring

install( ) → void

Subscribed once per `game.rules` load: the guard lives on the rules module rather than on this chunk, because a hot reload gives this file fresh locals but hands back the same rules table, and a local guard would stack a second copy of the handler on every reload.

isInstalled( ) → boolean

Sub-parts

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module · born here
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# 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.
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component · born here
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# 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 | Control | Keyboard | Gamepad | Touch | |---|---|---|---| | Move (thrust in the helmet's plane) | `WASD` | left stick | left stick | | Look | mouse | right stick | drag, right of screen | | Thrust up | `Space` | right shoulder | **Thrust Up** | | Thrust down | `Ctrl` / `C` | left shoulder | **Thrust Down** | | Burn (hard acceleration) | `Shift` | right trigger | **Burn** | | RCS brake | `Q` | left trigger | **RCS Brake** | | Magclamp (grab / release) | `F` | west face button | **Magclamp** | Move and look come from `@builtin::inputMaps.default`; the other five are `game.scrapper`, which composes beside it. ## What other systems call ```lua 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`.
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component · born here
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# SalvagePiece A plate of the Kestrel Wake that can be cut off and hauled. On every entity the scene tags `salvage`. It counts the welds holding the plate on, and when the last one goes it takes the plate off the wreck: unparents it from `Salvage`, marks it free, gives it a slow break-away drift into the shaft, and emits `severed(pieceId, tonnes)` exactly once. ## The free marker A plate is haulable exactly when this component says so: local sp = entity(pieceId).component.get("SalvagePiece") if sp and sp:isFree() then -- clampable `free` is a Sync field, so every peer agrees. A plate still bolted on answers false, and nothing else about it changes — there is no second flag anywhere. ## Methods sp:isFree() sp:tonnage() the manifest mass, the only source of it sp:weldsRemaining() sp:setHeld(true) the magclamp has it — this component stops moving it sp:setHeld(false) released; it drifts again from wherever it is sp:refit() bolt it back on where the manifest puts it
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module · born here
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# 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.
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backing path · game/reset.module

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