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

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.

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

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.

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

RunDirector

hasComponent(e: any, name: string) → boolean

argtypedescription
eany
namestring

onSceneReady(ctx: any) → void

argtypedescription
ctxany

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# RunDirector The run of HULLBREAKER, from the briefing card to the last breath. One instance, on the scene's `RunDirector` entity, attached by `game/wiring/shell`. It is the single writer of `game.rules` `state.phase`, `o2`, `integrity`, `banked`, `instability` and `cutsMade`. Nothing else should write those: report what happened on the event bus and this component decides what the run does about it. ## What it does - **The clock.** `o2` counts down in real seconds while the phase is `running`, and only then, so the briefing and the end cards cost no air. It is the run's only timer. - **The state machine.** `briefing` → `running` → `won` / `lost`, emitting `phase(newPhase)` on every transition. - **Won** when `banked >= CFG.quotaTonnes` *and* the player is within `dockRadius` of the skiff's cargo maw. Banking the quota out in the wreck is not a win; you still have to get home. - **Lost** when `o2` reaches 0 (`deadReason = "air"`) or `integrity` reaches 0 (`deadReason = "breach"`). - **The events it consumes.** | event | effect | |---|---| | `severed(pieceId, tonnes)` | `cutsMade + 1`, `instability + CFG.instabilityPerCut` (capped), then emits `instability(level)` | | `deposited(pieceId, tonnes)` | `banked + tonnes` (falls back to `RULES.tonnesOf(pieceId)` if no tonnage is passed) | | `impact(amount, source)` | `integrity - amount`, floored at 0, ignored outside `running` | - **The screens.** `hb_visor` (the instrument layer, layer 20, shown only while running) and `hb_card` (the full-frame briefing / won / lost card, layer 40). Both are built by `game.hud` from a snapshot this component assembles each refresh — including where the skiff falls on the glass. ## Fields | field | default | meaning | |---|---|---| | `dockRadius` | 9.0 | metres from the cargo maw that count as docked | | `previewInEdit` | false | draw the HUD in edit mode too | | `refreshHz` | 30.0 | how often the instrument layer is rebuilt | `previewInEdit` is off by default so authoring captures are not covered by a HUD nobody asked for; the run only draws itself in play. ## Two things worth knowing before you change it - **The event handlers are installed once per `game.rules` load**, guarded by a flag on the rules module rather than on this chunk. A component reload re-runs this file with fresh module locals, so a guard here would add a second copy of every handler on every hot-reload and every edit↔play flip. - **Nothing on the instrument layer carries a CSS animation.** The layer is re-registered several times a second and a re-render restarts an animation, so a keyframe pulse would sit frozen on its first frame. The warning blink is a computed `blink` value in the snapshot instead. The cards do animate — they are registered once per phase and left alone. ## Buttons `onCallback` handles `hb_begin` (start the run) and `hb_restart` (reset to briefing, then begin on the next tick, so a slice resetting on `phase` sees the briefing settle first). Both buttons also answer the Return key.
▲ 0↑ born
backing path · game/wiring/shell.module

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