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HazardField

Everything in the Aurelian's system that acts on the ship without being a destination. Attach it to a mount entity (the scene puts it on `HazardRoot`) and it builds and drives the whole void.

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

HazardField

Everything in the Aurelian's system that acts on the ship without being a destination. Attach it to a mount entity (the scene puts it on HazardRoot) and it builds and drives the whole void.

Four modules under /source/hazards, wired here and nowhere else:

ModuleWhat it is
hazards.shoalsRadiation shoals — visible clumped volumes on the longest crossings, biting hardest at the core
hazards.debrisWreck drifts of tumbling rock and dead plating, with real radii that really hit you
hazards.flaresThe dying star's timed flares: hull and charge in the open, neither in the lee of a site
hazards.faunaDrift lanterns — schools that graze the shoals, bolt from a fast ship, close on a slow one, and feed the sails if you hold still

Everything is placed against Drift.siteList() rather than hardcoded coordinates, so when the site table moves a destination, the danger between them moves with it. Nothing here reads or writes another slice's files: the ship comes from Drift.shipPosition(), harm goes out through Drift.damage(), and the HUD reads the state keys the modules publish.

Fields

FieldDefaultMeaning
damagePerSecond8.5Shoal erosion at the core of a shoal
flareDamagePerSecond2.6What a flare costs per second caught in the open
flareChargePerSecond3.0What the sails take from that same flare
debrisDamage4.0The floor of an impact, before speed and chunk size
faunaChargePerSecond1.9What the lanterns give you for holding still among them

What it publishes on Drift.state

Drift.state.hazard = { inShoal = <name|nil>, depth = 0..1, dps = n, count = n }
Drift.state.debris = { near = n, nearest = <distance|nil>, lastHit = <seconds|nil> }
Drift.state.flare  = { phase = "calm"|"warning"|"active", t, timeToNext, sheltered, intensity }
Drift.state.fauna  = { near = n, nearest = <distance|nil>, mood = "calm"|"curious"|"spooked", feeding }

It also emits flare(phase) and debrisHit(amount, driftName) on the bus, and speaks through Drift.notice.

Iterating on it

Editing any hazard module hot-reloads it into a fresh table that has lost its mount point, and nothing re-runs awake() for that. update() watches each module's running() and re-arms it, and each module sweeps its own name prefix off the mount at start, so a VFS write rebuilds the void in place instead of stacking a second copy on the first.

Interface

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

conforms to

zero/source-extract/v2

HazardField — what the void does to you. OWNED BY SLICE E. Attached to the scene's `HazardRoot` mount point. Owns everything in the system that acts on the ship without being a destination, and does it through four modules under /source/hazards: hazards.shoals radiation shoals — visible nested volumes on the longest crossings, biting hardest at the core hazards.debris wreck drifts of tumbling rock and dead plating that carry real radii and really hit you hazards.flares the dying star's timed flares: hull AND charge in the open, neither in the lee of a site hazards.fauna drift lanterns — schools that graze the shoals, bolt from a fast ship, close on a slow one, and feed the sails if you hold still Everything is placed against `Drift.siteList()` rather than against hardcoded coordinates, so when Slice C moves a destination the danger between them moves with it. Nothing here reads or writes another slice's files: the ship comes from `Drift.shipPosition()`, harm goes out through `Drift.damage()`, and the HUD reads the four state keys the modules publish (`Drift.state.hazard` / `.debris` / `.flare` / `.fauna`).

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

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# fauna Drift lanterns — slow, cold-burning grazers that feed on the radiation shoals. A pale bell with two trailing floats, drifting in loose schools. One school grazes a shoal, so the living thing is in the dangerous place. The other migrates on a long, slow arc across the whole system, so it can turn up on any crossing and you never quite expect it. They react: - Come in **fast** and they scatter — the school bolts outward and swells brighter as it goes. - Come in **slow** and they close on the ship out of curiosity. - **Hold still** inside a curious school and they settle on the sails and feed them: a charge trickle for as long as you do not move. It is the only free charge in the game, and finding it is an accident you have to notice. Schools further than `activeRange` from the ship keep living but stop writing transforms. Publishes `Drift.state.fauna = { near, nearest, mood, feeding }`; `Fauna.schools()` gives the schools and their anchors.
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# debris Wreck drifts — tumbling rock and dead hull plating strung along the same long crossings the shoals sit on, at a fifth and four fifths of the way across. The lane between two lights therefore reads: debris, shoal, debris. Chunks are not decoration. Each carries a real radius and a real velocity, and a chunk that reaches the ship's hull sphere HITS: hull damage scaled by how fast you were going when you met it, a notice, and the chunk knocked off its drift so it does not grind along the hull. Boosting through a wreck drift is the most expensive thing in the game. Drifts further than `activeRange` from the ship stop writing transforms — a drift on the far side of the system is not worth a write per frame. Emits `debrisHit(amount, driftName)` on the bus and publishes `Drift.state.debris = { near, nearest, lastHit }`. `Debris.list()` gives the drifts.
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# flares The dying star is not done yet. Every forty-odd seconds it draws breath and throws a flare down the system: five seconds of warning, then eight seconds of it. A sunjammer's sails do not care that the light is killing you. Caught in the open you take hull AND you take charge. Within `shelterRadius` of a registered site — a station hull, a wreck, the Gate's arch — you take neither. That is the whole decision: cross now and pay hull for a full tank, or sit in the lee of the last place you scanned and wait it out with what you have. The wash is real, not a HUD message: the ambient light of the whole system swings warm and bright over a half-sine, and a wave of embers comes past the ship travelling away from the star. `Flares.trigger(seconds)` brings the next flare forward — for a scripted moment at a site, or for a test that will not wait forty seconds to see one. Emits `flare(phase)` and publishes `Drift.state.flare = { phase, t, timeToNext, sheltered, intensity }`.
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# shoals Radiation shoals — the reason the straight line between two lights is the wrong line. Six shoals sit on the six longest crossings between the spawn origin and the registered sites, at the midpoint, nudged off it so each is a place rather than a marker. Each is an envelope sphere plus seven clumps wearing `hazards.shoal_haze`, turning slowly against each other so the volume has an inside. Concentric shells were the first attempt and read as soap bubbles; density has to be lumpy, not layered. Damage is `damagePerSecond * (0.30 + depth)`, so the edge is cheap and the core is not — skimming a shoal is a real choice. `Shoals.list()` gives the placed shoals (name, position, radius) to anything that wants to route around them; `hazards.fauna` uses it to anchor a school inside one. Publishes `Drift.state.hazard = { inShoal, depth, dps, count }`.
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backing path · hazards/HazardField.component

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