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asset⌬ modulemoduleprimary: init.luau·originates fromworld 610f78ae-b…

debris

Wreck drifts — tumbling rock and dead hull plating strung along the same long crossings the shoals sit on, at a fifth and four fifths of the way across. The lane between two lights therefore reads: debris, shoal, debris.

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

debris

Wreck drifts — tumbling rock and dead hull plating strung along the same long crossings the shoals sit on, at a fifth and four fifths of the way across. The lane between two lights therefore reads: debris, shoal, debris.

Chunks are not decoration. Each carries a real radius and a real velocity, and a chunk that reaches the ship's hull sphere HITS: hull damage scaled by how fast you were going when you met it, a notice, and the chunk knocked off its drift so it does not grind along the hull. Boosting through a wreck drift is the most expensive thing in the game.

Drifts further than activeRange from the ship stop writing transforms — a drift on the far side of the system is not worth a write per frame.

Emits debrisHit(amount, driftName) on the bus and publishes Drift.state.debris = { near, nearest, lastHit }. Debris.list() gives the drifts.

Interface

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

conforms to

zero/source-extract/v2

debris — the wreck the dark is full of. SLICE E. Drifts of tumbling rock and dead hull plating, strung along the same long crossings the shoals sit on, at a third and two-thirds of the way across. The lane between two lights therefore reads: debris, shoal, debris. Going around is longer; going straight is what costs you. Chunks are not decoration. Each one carries a real radius and a real velocity, and a chunk that reaches the ship's hull sphere HITS: hull damage scaled by how fast you were going when you met it, a notice, and the chunk knocked off its drift. Boosting through a wreck drift is the most expensive thing in the game. Publishes `Drift.state.debris` for the HUD: { near = n, nearest = distance|nil, lastHit = seconds-ago|nil }

makeDrift(key: string, centre: ?, label: string) → void

argtypedescription
keystring
centre?
labelstring

build( ) → void

start(mount: ?) → void

argtypedescription
mount?

stop( ) → void

running( ) → boolean

list( ) → void

Read-only, for anything that wants to know where the wreck drifts are.

update(dt: number) → void

argtypedescription
dtnumber

Sub-parts

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11items
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module · born here
❒asset
# voidutil The small shared maths the Aurelian Drift hazard modules all need. - **Deterministic RNG** — `V.rng(seed)` is a 32-bit LCG seeded from a string, with `next` / `range` / `int` / `dir`. The world is multiplayer and the hazards are built independently on every peer, so seeding from a string (never `os.clock` or `math.random`) is what makes two peers agree on where the debris is. - **Vectors** — `add` / `sub` / `scale` / `len` / `norm` / `lerp` / `dist` / `dist2` / `arr`, on plain `{x, y, z}` tables. - **Rotation** — `quatAxisAngle(axis, radians)` and `lookRotation(dir)` (points a mesh's +Z down a direction), plus `arr4(q)`. - **Routes** — `V.routes(sites, origin)` returns every crossing between the origin and the registered sites, longest first, and `V.along(route, t)` walks one. Hazards are placed against this rather than coordinates. - **Entity bookkeeping** — `spawn` (always temporary), `despawnAll`, `alive`, and `despawnByPrefix(mount, prefix)`, which sweeps a mount for anything a previous instance of a hot-reloaded module left behind. - **`V.queue()`** — a spawn queue. A hazard field is a hundred entities and spawning a hundred entities inside one `update()` is a watchdog halt, so build enqueues and update drains a few per frame.
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module · born here
❒asset
# drift <!-- 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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backing path · hazards/debris.module

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