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

fleet

What a junk, a raider, a rift stone and the rift are made of. Published through `NPB.registerFleet`, so the rules and helm slices spawn boats without knowing how one is built.

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

fleet

What a junk, a raider, a rift stone and the rift are made of. Published through NPB.registerFleet, so the rules and helm slices spawn boats without knowing how one is built.

local Fleet = require("game.sea.fleet")
Fleet.register(NPB)                        -- from the sea slice's registerFleet

-- everyone else, through the contract:
local boat = NPB.fleet().spawnHull("raider", "Raider3")
local len  = NPB.fleet().hullLength("raider")

The contract it satisfies

spawnHull(kind, name) -> entity for kind in "player" | "raider" | "stone" | "rift". The returned entity's origin sits at the WATERLINE, its length runs along +Z bow-forward, and every visual part is parented under it. The caller owns the entity's position and rotation and never touches its children.

hullLength(kind) -> number, metres bow to stern: player 19, raider 16.5, stone 3, rift 60.

onDeath(entity) rolls a sunk boat over and takes it down by the head over four seconds. The rules slice still owns when the entity itself dies.

How a boat is made

Every hull is a LOFT — a run of cross-sections down the boat's length skinned into one surface. That is what makes it a hull rather than a box: the sections carry sheer (the rail line rising toward bow and stern), flare, a flat sampan bottom, a broad square transom and a bow narrowing to a stem.

A boat is FOUR meshes, because one Model wears one material:

meshmaterialwhat it is
hulllacquer or timberthe lofted shell and its transom
rigdark timbermasts, yard, boom, battens, rails, deck houses, rudder
sailcloththe battened lugsail, tinted per faction
lampemissivethe stern lantern

The sail is a curved grid emitted twice, once each way round, so it is a genuine two-sided cloth with no thickness. The batten ladder is what the eye reads a junk by, so it is drawn as real bars in the rig mesh rather than painted on.

Meshes are built ONCE per kind and shared by every boat of that kind: the fifth raider uploads no geometry at all.

Who consumes it

game.sea calls register and animate. Everyone else goes through NPB.fleet().

Interface

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

conforms to

zero/source-extract/v2

What a junk, a raider, a rift stone and the rift are made of. SLICE B owns this file; the rules and helm slices reach it only through `NPB.fleet()`.

Model

sectionPoints(s: any, L: number) → void

argtypedescription
sany
Lnumber

railAt(zf: number, L: number) → number

The rail height at any point along the boat, so a deck house or a mast foot sits ON the sheer rather than through it.

argtypedescription
zfnumber
Lnumber

buildHull(L: number) → any

argtypedescription
Lnumber

sailPoint(u: number, v: number, L: number) → void

argtypedescription
unumber
vnumber
Lnumber

buildSail(L: number) → any

argtypedescription
Lnumber

buildRig(L: number, banner: boolean) → any

Masts, battens, deck houses, rudder

argtypedescription
Lnumber
bannerboolean

buildLamp(L: number) → any

argtypedescription
Lnumber

buildStone(L: number) → any

The rift stone

argtypedescription
Lnumber

tearOutline(halfWidth: number, height: number, steps: number) → void

The rift A tear, not a fence: an almond of light standing on the water with a dark edge, crossed with a second one at right angles so it reads as a hole from any bearing, a ring burnt into the sea around it, and ribbons of aurora climbing out of the ring.

argtypedescription
halfWidthnumber
heightnumber
stepsnumber

buildRiftCore(radius: number, height: number) → any

argtypedescription
radiusnumber
heightnumber

buildRiftRim(radius: number, height: number) → any

argtypedescription
radiusnumber
heightnumber

meshesFor(kind: string) → any

argtypedescription
kindstring

part(NPB: any, root: any, name: string, mesh: any, material: string, tint: { number }?) → void

argtypedescription
NPBany
rootany
namestring
meshany
materialstring
tint{ number }?

spawnHull(kind: string, name: string?) → any

Build one hull of the given kind. `kind` is "player", "raider", "stone" or "rift"; the entity's origin sits at the waterline, its length runs along +Z, and every visual part is parented under it.

argtypedescription
kindstring
namestring?

hullLength(kind: string) → number

How long a hull of this kind is, bow to stern, in metres.

argtypedescription
kindstring

onDeath(e: any) → void

A boat that has just been sunk. It rolls over and goes down by the head over a few seconds; the rules slice still owns when the entity itself dies.

argtypedescription
eany

animate(NPB: any, dt: number) → void

Turn the rift's inner tear and every rift stone that is afloat. Called once per tick by the sea slice's single driver.

argtypedescription
NPBany
dtnumber

addSpinner(e: any, rate: number) → void

Register a floating stone so it turns with the rest of the fleet.

argtypedescription
eany
ratenumber

stop( ) → void

Drop every mesh this module uploaded and forget the boats it built.

register(NPB: any) → void

Publish this fleet through the shared contract.

argtypedescription
NPBany

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

7items
▣
module · born here
❒asset
# geo A low-poly mesh builder. It accumulates flat-shaded triangles through a transform stack and hands back one runtime GPU mesh, which `Model.model` takes directly. ```lua local Geo = require("game.sea.geo") local B = Geo.builder() B:push(); B:translate(0, 44, 0); B:cylinder(0, 62, 3.0, 1.9, 14, false, true); B:pop() entity.spawn("tower").component.add("Model", { model = B:mesh(), material = "npb_paint" }) ``` Everything standing on the Baltic — a junk's hull, a wind turbine, a container ship, a skerry, the rift — is one merged mesh built this way rather than a tree of primitive entities: one draw and one component instead of thirty, and a shape made from real sections instead of a stack of boxes. ## What it provides `Geo.builder()` returns a Builder with: - **Transform stack** — `push`, `pop`, `translate`, `scale`, `rotateX/Y/Z`. Composition is parent-then-child, so a part is placed by walking to it. - **Faces** — `tri(a, b, c)`, `quad(a, b, c, d)`. Wind them so `cross(b - a, c - a)` points OUT of the solid; that vector becomes the flat normal all three vertices carry, so a normal can never disagree with the winding it came from. - **Primitives** — `box`, `cylinder` (a cone when either radius is zero, along +Y), `sphere` (faceted, so it reads as cut stone), `loft` (a run of XY cross-sections along +Z — this is what makes a hull a hull), `panel` (an extruded XY polygon), `disc`, `annulus`. - **Audit** — `triangleCount()` and `signedVolume()`. A closed solid built with outward winding has POSITIVE signed volume, which is how a new primitive is checked numerically rather than by eye. - **Output** — `mesh()` uploads everything emitted as one runtime GPU mesh and returns its `MeshHandle`. The caller owns destroying it with `renderer.mesh.destroy`. ## Who consumes it `game.sea.fleet` and `game.sea.furniture`. It holds no game state and no scene knowledge, so anything that needs geometry can use it.
▲ 0↑ born
backing path · game/sea/fleet.module

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