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

helm

SLICE C of *Ninja Pirates of the Baltic* — the wheel, the chase camera and the screen. Loaded by `game.boot` as one of the three build slices.

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

helm

SLICE C of Ninja Pirates of the Baltic — the wheel, the chase camera and the screen. Loaded by game.boot as one of the three build slices.

local Helm = require("game.helm")
Helm.start(NPB)   -- spawn the rig; its component takes the wheel in awake()
Helm.stop()       -- despawn it; the component's onDestroy clears everything

The module is deliberately thin. Everything the slice does lives in game.helm.Helm, a component, because both surfaces this slice is built on are component-shaped in this engine: an .inputMap is activated through an asset-ref field, and a screen's callbacks reach a persistent owner rather than a loose task. A module holding either would be reaching around the engine.

So start spawns one transient entity, puts game.helm.Helm on it, and stops there. NPB.claimHelm(), the NPB.registerHelm publication and the "fire" event are all raised by the component, in awake and update. There is no loop here to guard with a generation — the component's own update(dt) is the engine's per-frame call, and it retires with the entity on a reload.

Read game/helm/Helm.component/README.md for the ship model, the camera, the guns and the HUD, and game/helm/helm.inputMap/README.md for the controls.

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conforms to

zero/source-extract/v2

helm — SLICE C: the wheel, the camera and the screen. OWNED BY THE FEEL & UI AGENT. No other slice writes this file or anything under /zero/source/game/helm/. All the work is in `game.helm.Helm`, a component. That is deliberate rather than incidental: input and UI are both component-shaped surfaces in this engine — an `.inputMap` is activated through an asset-ref field, and a screen's callbacks reach a persistent owner and never a loose task — so a module that tried to hold either would be reaching around the engine. What is left here is the standing-up: start(NPB) spawn one transient entity, put the Helm on it, and let its awake() take the wheel stop() take it away again Everything the rest of the game sees — `NPB.claimHelm()`, the `NPB.registerHelm` publication, and the `"fire"` event — the component raises itself, in `awake` and in `update`. The wheel is claimed the frame the component exists, which is what stands boot's placeholder drift and placeholder camera down before either can fight it. Multiplayer: the camera driven is the local player's own `CameraRig`, resolved through `camera.main()` every frame. Nothing here spawns a camera, a player rig or a second input controller.

start(NPB: ?) → void

argtypedescription
NPB?

stop( ) → void

⌬ Metadata
descriptionSLICE C of Ninja Pirates of the Baltic: stands the Helm component up on one transient entity so the player takes the wheel, and takes it away again on unload.

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# Helm The wheel, the chase camera and the screen of *Ninja Pirates of the Baltic*. SLICE C's whole implementation lives here; `game.helm` only stands it up on one transient entity. Attach it to any entity — it drives `NPB.state.boat` and the local player's `CameraRig`, not the entity it sits on. ```luau entity.spawn("HelmRig").component.add("game.helm.Helm", {}) ``` ## What it owns | | | |---|---| | **The ship** | throttle and rudder with a hull's mass, heel into the turn, and the pitch and roll the real ocean puts under the keel | | **The camera** | a trailing rig with the horizon damped separately from the boat's bobbing, so a wave lifts the junk without lifting the sea | | **The guns** | a broadside, its muzzle flash and its shot, and the `"fire"` event the rules slice resolves | | **The screen** | `npb_hud` (hull, stones, speed, bearings, battery), `npb_damage` (the hit vignette) and `npb_overlay` (title, win, loss) | ## Fields | Field | Default | What it is | |---|---|---| | `inputMap` | `game.helm.helm` | The controls the wheel answers to. Point it at another `.inputMap` to rebind without touching this file. | ## How it feels, and where the feel lives Every number is in one of three tables at the top of `init.luau` — `SHIP`, `GUNS`, `CAM` — and each exists to put mass between a key and the hull: - `tauAccel` / `tauDecel` — the seconds the engine takes to work up to a demanded speed, and the longer time way takes to fall off it. - `tauRudder` — the blade swinging toward the ordered angle. The key orders the rudder; it does not turn the ship. - `turnAuthority` × `ratedSpeed` — the hull answers the blade only in proportion to the way it is making, so a junk stopped in the water does not turn however hard the wheel is over. About a 40 m circle at 15 m/s. - `CAM.smoothXZ` vs `CAM.smoothY` — the trail is snappy and the height is heavily damped, which is what keeps the horizon still while the deck rides. ## What it publishes `NPB.claimHelm()` in `awake` — the frame the component exists, which stands boot's placeholder drift and placeholder camera down before either can fight it — and `NPB.registerHelm { throttle, speed, heading, aim }`. `aim()` is the one with a decision in it: with a raider inside `GUNS.range` the broadside is laid at it, and with the sea empty it goes out over whichever beam the volley would have gone over anyway. That is what lets the rules slice fly a volley without knowing anything about the wheel. `"fire"` carries `{ from = { x, y, z }, dir = { x, z }, boat, range, side }` — the muzzle as plain numbers, the entity for a listener that would rather have the hull, and the reach the guns were laid for. ## What it listens to `hit` (the vignette and the hull line), `raiderSunk`, `stoneCollected`, `riftOpen`, `win`, `lose`, `reset`. Every number on the screen is read out of `NPB.state` at draw time, so the HUD is right whatever the rules slice does with them. ## Modes `update` is play-only, so the HUD is a play-mode surface by construction. `editorUpdate` takes the screens down and forgets that play began, which is what keeps a HUD off another author's viewport and puts the title card back up at the start of the next run.
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backing path · game/helm.module

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