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

CutNode

One of the three welds holding a salvage plate onto the Kestrel Wake. On every entity the scene tags `cutnode`.

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

CutNode

One of the three welds holding a salvage plate onto the Kestrel Wake. On every entity the scene tags cutnode.

It carries how far through the weld the torch has burnt and shows that on itself — dull steel, then orange, then white as it goes. Progress persists when you stop cutting: what stops you is the torch overheating, not the weld cooling, so a weld you got halfway through is still halfway through when the lockout lifts. When it finishes, the weld goes out and tells its plate.

The material is only stood in for when nobody chose one, so art assigned to a weld survives this component waking up again.

Methods

node:burn(amount)     burn progress in; returns the new 0..1
node:progressOf()
node:isSevered()
node:reweld()         whole again — what a run restart uses

Interface

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

conforms to

zero/source-extract/v2

CutNode — one of the three welds holding a salvage plate onto the wreck. OWNED BY THE `torch` SLICE. Baked onto every entity the scene tags `cutnode`. It carries how far through the weld the torch has burnt, shows that on itself, and tells its plate when it finally lets go. Progress PERSISTS when you stop cutting. What stops you is the torch's heat, not the weld cooling — so a node you got halfway through is still halfway through when the lockout lifts. That is what makes cutting a rhythm rather than a hold. Read by the torch through: comp:burn(amount) -> number burn `amount` of progress in; returns 0..1 comp:progress() -> number comp:isSevered() -> boolean

paint(t: number) → void

argtypedescription
tnumber

awake( ) → void

update(dt: ?) → void

The glow decays whether or not anything is cutting, so a weld you walked away from cools off in frame instead of staying lit.

argtypedescription
dt?

burn(amount: number) → number

argtypedescription
amountnumber

progressOf( ) → number

isSevered( ) → boolean

reweld( ) → void

Put the weld back — used when a run restarts without reloading the scene.

Sub-parts

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11+items
▣
module · born here
❒asset
# game/cutting The maths behind the plasma torch. Everything here is pure, or a read of the live scene — no state lives in this module, because a module local does not survive a hot-reload and the torch keeps its state in component fields. local CUT = require("game.cutting") CUT.basis(qx, qy, qz, qw) right / up / forward of a rotation CUT.aim(cameraEntity) where the helmet is and which way it looks CUT.index() the salvage plates and their welds CUT.pick(ox,oy,oz, dx,dy,dz, range, coneCos, index) the weld the beam is on, if any CUT.heatStep(heat, locked, lockTimer, wantsCut, onNode, dt, cfg) one tick of the heat / lockout model CUT.hotColor(t) the one ramp everything warm agrees on `pick` is a cone rather than a ray: the torch is aimed by a helmet in six degrees of freedom, so it forgives a few degrees instead of demanding a cursor on a pixel. It skips welds already burnt through, so the first weld you cut does not stand in front of the two still holding the plate on.
▲ 0↑ born
◇
component · born here
❒asset
# SalvagePiece A plate of the Kestrel Wake that can be cut off and hauled. On every entity the scene tags `salvage`. It counts the welds holding the plate on, and when the last one goes it takes the plate off the wreck: unparents it from `Salvage`, marks it free, gives it a slow break-away drift into the shaft, and emits `severed(pieceId, tonnes)` exactly once. ## The free marker A plate is haulable exactly when this component says so: local sp = entity(pieceId).component.get("SalvagePiece") if sp and sp:isFree() then -- clampable `free` is a Sync field, so every peer agrees. A plate still bolted on answers false, and nothing else about it changes — there is no second flag anywhere. ## Methods sp:isFree() sp:tonnage() the manifest mass, the only source of it sp:weldsRemaining() sp:setHeld(true) the magclamp has it — this component stops moving it sp:setHeld(false) released; it drifts again from wherever it is sp:refit() bolt it back on where the manifest puts it
▲ 0↑ born
backing path · game/CutNode.component

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