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

reset

The reset's entry in the wiring registry.

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

game.wiring.reset

The reset's entry in the wiring registry.

It attaches nothing: putting the world back is a listener on the run's phase, not a behaviour belonging to any one entity in the scene. onSceneReady subscribes game.reset to the rules bus and restores the skiff's cargo maw if it is missing.

Interface

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conforms to

zero/source-extract/v2

strict

onSceneReady(_ctx: any) → void

argtypedescription
_ctxany

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module · born here
❒asset
# 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: | phase | pointer | why | |---|---|---| | `running` | captured | the mouse is the helmet | | `briefing` / `won` / `lost` | free | a card is up and its button has to be clickable | ## Using it ```lua 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.
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backing path · game/wiring/reset.module

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