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asset⌬ modulemoduleprimary: init.luau·originates fromworld 29abfd79-9…

raid

Everything that decides what happens in *Ninja Pirates of the Baltic*.

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

raid — SLICE A: rules & loop

Everything that decides what happens in Ninja Pirates of the Baltic.

game.boot starts it with Raid.start(NPB) and stops it with Raid.stop(). Nothing else requires it — the other slices reach it only through the events and state declared in game.npb.

The loop it runs

  1. NPB.MATCH.raiders ronin raiders are on the water, spawned 190–520 m off the player and topped back up respawnDelay after each sinking.
  2. They close, circle at broadside range, loose a volley whenever the player is abeam, and sheer off before coming round again. Two press the attack at a time; the rest stand off and wait their turn.
  3. "fire" from the helm throws the player's broadside. If a raider sits inside the aim cone the volley is laid on a lead solution for it — a broadside from a rolling deck is pointed at a ship, not at a pixel.
  4. A raider out of hull goes down and leaves a rift stone glowing on the water. Sailing within pickupRadius of one takes it.
  5. The stonesToWinth stone lights the rift. Crossing into NPB.RIFT wins. Hull to zero loses.
  6. Either ending holds for resetDelay, then the run starts again from exactly the state the first one started from.

Raiders press harder the more stones the player is carrying.

What it publishes

It raises every event in the contract — hit, raiderSunk, stoneDropped, stoneCollected, riftOpen, win, lose, reset — and it is the only writer of NPB.state.phase, hull, stones and sunk. The HUD is built on those and needs nothing else from here.

It gets boats from NPB.fleet() and never builds one. It reads the player's heading and aim from NPB.helm() and never reads input.

Raid.report() returns the whole match state as plain numbers, for probing from an execute call.

Layout

init.luauthe numbers, the match flow, the rift stones, the one driver loop
game.raid.raidersthe fleet and its behaviour
game.raid.gunneryshot flight and hit resolution, both directions

Rules it follows

One task.spawn drives the whole slice, so there is exactly one handle to cancel, and it is guarded with NPB.isCurrent(gen) so a reload retires it. Every floating thing keeps its own logical x / z and never reads its position back off the entity. Every entity is NPB.transient. All timers are wall clock rather than accumulated frame time — a frame that overruns has its dt clamped, so an accumulator drifts behind the clock under load and a seven-second delay quietly becomes eleven.

Interface

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

conforms to

zero/source-extract/v2

raid — SLICE A: the raid itself. Raiders, gunnery, stones, win and loss. OWNED BY THE RULES & LOOP AGENT. No other slice writes this file or anything under /zero/source/game/raid/. Everything that decides what happens: * the ronin fleet is on the water and hunting the player (game.raid.raiders) * fire is resolved in both directions (game.raid.gunnery) * a raider that runs out of hull goes down and leaves a rift stone * sailing over a stone takes it, and the count goes up * the last stone lights the rift; sailing into it wins * hull to zero loses * either ending resets, and the second run plays like the first It gets boats from NPB.fleet() and never builds one, and it reads the player's heading and aim from NPB.helm() and never reads input. It raises "hit", "raiderSunk", "stoneDropped", "stoneCollected", "riftOpen", "win", "lose" and "reset", and listens for "fire".

wrapAngle(a: ?) → void

argtypedescription
a?

normalize2(x: ?, z: ?) → void

argtypedescription
x?
z?

fault(where: ?, err: ?) → void

Log a fault once per distinct message, so a bug in the per-frame tick shows up without filling the log sixty times a second.

argtypedescription
where?
err?

readVec2(v: ?) → void

A direction or a point out of an event payload, whatever shape the sender used: { x =, z = }, a 3-vector, or a 2-vector.

argtypedescription
v?

boatPos( ) → void

boatVel( ) → void

aggression( ) → void

1.0 at the start of a run, climbing as the player takes stones: quicker guns, faster hulls, less time spent sheering off.

playing( ) → void

dropStone(x: ?, z: ?) → void

Rift stones

argtypedescription
x?
z?

despawnStone(rec: ?) → void

argtypedescription
rec?

clearStones( ) → void

updateStones(dt: ?, boat: ?) → void

argtypedescription
dt?
boat?

hitRaider(rec: ?, amount: ?) → void

Damage

argtypedescription
rec?
amount?

lose( ) → void

hitPlayer(amount: ?) → void

argtypedescription
amount?

layVolley(fx: ?, fz: ?, dx: ?, dz: ?) → void

The player's broadside The bearing the volley actually flies on. If a raider sits inside the aim cone, the volley is laid on where that raider will be when the shot arrives.

argtypedescription
fx?
fz?
dx?
dz?

onFire(payload: ?) → void

argtypedescription
payload?

beginRun( ) → void

The match

openRift( ) → void

win( ) → void

tick(dt: ?) → void

argtypedescription
dt?

start(npb: ?) → void

argtypedescription
npb?

volley(rec: ?, tx: ?, tz: ?, tvx: ?, tvz: ?) → void

argtypedescription
rec?
tx?
tz?
tvx?
tvz?

sunk(rec: ?) → void

argtypedescription
rec?

raiders( ) → void

stop( ) → void

report( ) → void

What the raid knows, for anyone probing it from an execute call.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

11items
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module · born here
❒asset
# gunnery Shot flight and hit resolution for *Ninja Pirates of the Baltic*, in both directions. Part of SLICE A (the raid); `game.raid` is the only thing that requires it. ```lua local Gunnery = require("game.raid.gunnery") local g = Gunnery.create(NPB, hooks) ``` `hooks` supplies the world the shots resolve against: | hook | | |---|---| | `raiders()` | the live raider records | | `boatPos()` | the player's position, or nil | | `hitRaider(rec, amount)` | a shot from the player connected | | `hitPlayer(amount, x, z)` | a shot from a raider connected | ## What it does `playerVolley(fx, fz, dx, dz, cfg)` and `raiderVolley(fx, fz, tx, tz, tvx, tvz, cfg)` each put `cfg.count` round shot in the air, fanned across `cfg.spread` either side of the bearing. A raider's volley is laid on where the player will be when the shot arrives rather than where the player is. `update(dt)` flies every shot, resolves it against the other side, and retires it when it connects, runs out of range, or leaves the play area. Shots ride the same waves everything else does. ## Two things it is careful about Each shot keeps its own logical `x` / `z`. What goes onto the entity is that plus the wave's horizontal displacement; the entity is never read back, because the shove would compound into the shot's course. A hit can end the run, and ending the run clears every shot in flight — from inside the loop that is walking them. The loop stops as soon as it finds the list gone from under it, and the raid slice defers the clear to after the update for the same reason.
▲ 0↑ born
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module · born here
❒asset
# raiders The ronin fleet and how it fights, for *Ninja Pirates of the Baltic*. Part of SLICE A (the raid); `game.raid` is the only thing that requires it. ```lua local Raiders = require("game.raid.raiders") local fleet = Raiders.create(NPB, hooks, tune) ``` It asks `NPB.fleet()` for its hulls and never builds one. The records live on `NPB.state.raiders`. ## The behaviour A raider runs one of four modes: | mode | | |---|---| | `approach` | steer straight at the player until inside `engageRange` | | `circle` | hold a tangent at `standoff`, and fire whenever the player is abeam | | `shadow` | the fight is full — hold the wider `shadowStandoff` ring and wait for a slot | | `break` | sheer off for `breakTime` after `volleysBeforeBreak` volleys, then come round again | Only `maxEngaged` raiders are in `circle` at a time, and only a raider in `circle` fires. Without that cap the whole fleet converges at once: measured against a boat that never shot back, five simultaneous attackers emptied a full hull in six seconds — before the player had closed on any of them. Guns bear on the beam, so a raider holds fire while the player is off its bow or its stern. That is what makes the circle read as a manoeuvre rather than a loiter. `aggression` (1.0 at the start of a run, climbing with every rift stone the player takes) shortens the gun cooldown, shortens the time spent sheering off, and adds a little speed. ## Sinking `damage(rec, amount)` takes hull off and returns true on the blow that sinks. A raider whose hull reaches zero *any other way* also goes down — the update checks the invariant directly, because otherwise a record emptied outside `damage()` sails on forever at a negative number, alive to every count and immune to being sunk. Going down takes `sinkTime`: the hull drops and rolls, then despawns and the `sunk` hook fires, which is where the rift stone is dropped. ## Rules it follows Every raider keeps its own logical `x` / `z`; the entity carries that plus the wave's displacement and is never read back. Every write is guarded by `entity.exists`, because a scene reload destroys everything.
▲ 0↑ born
backing path · game/raid.module

Problems

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0problems
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