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

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.

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

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.

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.

Interface

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

conforms to

zero/source-extract/v2

gunnery — SLICE A: shot flight and hit resolution, in both directions. Owned by the rules & loop slice. Nothing else writes this file. A volley is a handful of round shot that leave the firing hull, fly along a fixed bearing at a fixed speed, and resolve against whatever they pass close to. It keeps its own logical x/z per shot and never reads a position back off an entity, for the same reason every floating thing in this game does: the wave's horizontal shove would compound into the shot's course.

Model

normalize2(x: ?, z: ?) → void

argtypedescription
x?
z?

create(NPB: ?, hooks: ?) → void

hooks: raiders() -> array of raider records ({ x, z, hull, sinking, ... }) boatPos() -> { x, y, z } or nil hitRaider(rec, amount) hitPlayer(amount, x, z)

argtypedescription
NPB?
hooks?

spawnShot(faction: ?, x: ?, z: ?, dx: ?, dz: ?, speed: ?, range: ?, damage: ?, radius: ?, color: ?) → void

argtypedescription
faction?
x?
z?
dx?
dz?
speed?
range?
damage?
radius?
color?

killShot(shot: ?) → void

argtypedescription
shot?

playerVolley(fx: ?, fz: ?, dx: ?, dz: ?, cfg: ?) → void

The player's broadside. `spread` fans the shot either side of the aim bearing so a volley covers a hull rather than a point.

argtypedescription
fx?
fz?
dx?
dz?
cfg?

raiderVolley(fx: ?, fz: ?, tx: ?, tz: ?, tvx: ?, tvz: ?, cfg: ?) → void

A raider's broadside, aimed at where the player will be rather than where the player is.

argtypedescription
fx?
fz?
tx?
tz?
tvx?
tvz?
cfg?

update(dt: ?) → void

argtypedescription
dt?

count( ) → void

clear( ) → void

Sub-parts

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3items
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backing path · game/raid/gunnery.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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