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asset⌬ modulemoduleprimary: init.luau·originates fromworld 47bd3ec3-8…

fight

Stateless helpers shared by `Emberward.component` and `CombatCamera.component`.

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

game/combat/fight

Stateless helpers shared by Emberward.component and CombatCamera.component.

  • Fight.damp(current, goal, tau, dt) — frame-rate independent approach.
  • Fight.xyz(p) — read any position-ish value as three numbers.
  • Fight.horizDist(a, b) / Fight.yawTo(a, b) / Fight.angleDelta(from, to).
  • Fight.yawQuat(yaw) — a rotation about +Y as the array a transform takes.
  • Fight.inArc(origin, yaw, target, arcDegrees, range) — cone + range test.
  • Fight.newShake() / Fight.addShake(s, amp, dur) / Fight.sampleShake(s, dt, scale) — trauma-based screen shake, sampled from layered sines so it stays smooth.

Yaw is measured about +Y from world +Z: forward is (sin yaw, 0, cos yaw), so a yaw of 0 faces the saint down the arena's +Z axis.

Interface

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

conforms to

zero/source-extract/v2

game/combat/fight — the arithmetic the combat slice shares between its two components (`Emberward` and `CombatCamera`). Nothing here touches state. It is angles, distances, damping and a shake accumulator: the parts both files need and neither should own. local Fight = require("game.combat.fight") local yaw = Fight.yawTo(from, to) YAW CONVENTION, matching the engine's own rigs: `yaw` is measured about +Y from world +Z, and the forward it names is `(sin yaw, 0, cos yaw)`. An unrotated body faces +Z, so a yaw of 0 is a body facing the saint.

damp(current: number, goal: number, tau: number, dt: number) → number

Frame-rate independent approach toward a goal. `tau` is the time constant in seconds: the value covers ~63% of the remaining distance in one.

argtypedescription
currentnumber
goalnumber
taunumber
dtnumber

xyz(p: any) → void

Read any position-ish value into three plain numbers.

argtypedescription
pany

horizDist(a: any, b: any) → number

Distance between two points on the ground plane.

argtypedescription
aany
bany

yawTo(a: any, b: any) → number

The yaw that points from `a` toward `b`, on the ground plane.

argtypedescription
aany
bany

angleDelta(from: number, to: number) → number

Signed shortest angle from `from` to `to`, in radians, in (-pi, pi].

argtypedescription
fromnumber
tonumber

yawQuat(yaw: number) → void

A quaternion for a rotation about +Y, as the array the transform takes.

argtypedescription
yawnumber

inArc(origin: any, yaw: number, target: any, arcDegrees: number, range: number) → boolean

Is `target` inside a cone of `arcDegrees` centred on `yaw`, within `range`? An arc of 360 or more is every direction, and only the range is tested.

argtypedescription
originany
yawnumber
targetany
arcDegreesnumber
rangenumber

newShake( ) → Shake

addShake(s: Shake, amplitude: number, duration: number) → void

Add an impact. `amplitude` is 0..1-ish; `duration` sets how fast it decays.

argtypedescription
sShake
amplitudenumber
durationnumber

calmShake(s: Shake) → void

Drop every impact in flight at once. What a cut to a new shot wants: the shake belongs to the blow that caused it, not to the frame after the cut.

argtypedescription
sShake

sampleShake(s: Shake, dt: number, scale: number) → void

Advance the shake and read this frame's offset, in metres.

argtypedescription
sShake
dtnumber
scalenumber
⌬ Types
V3 = { x: number, y: number, z: number }Shake = {

Sub-parts

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backing path · game/combat/fight.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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