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PlasmaTorch

The scrapper's cutting torch. Lives on the PlayerPrototype's `CameraRig`, because the helmet is what aims it — where you look is where the beam goes.

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

PlasmaTorch

The scrapper's cutting torch. Lives on the PlayerPrototype's CameraRig, because the helmet is what aims it — where you look is where the beam goes.

Hold Cut (left mouse / right trigger / the on-screen button) with a weld in front of you and the beam burns into it. The torch heats while it cuts and sheds heat the moment you let go; at the ceiling it locks out for a couple of seconds and refuses to fire. Three welds hold each plate on, and no weld can be taken in a single hold — cutting is a rhythm.

It reads without a HUD: the muzzle nub goes from cold blue-white to red as heat climbs and pulses dark red while locked out, and the beam and the weld under it glow from dull steel through orange to white as the cut goes through.

Fields

fieldmeaning
rangemetres the beam reaches
dpscut progress per second on a weld
coneDeghalf-angle of the beam's catch cone
heat / locked / lockTimerlive gauge
triggerHeldthe trigger, written by the input map
inputMapthe controls it answers to (game.torch)

Methods

torch:heatFraction()      0..1
torch:isLocked()
torch:isCutting()
torch:aimedAt()           entity name of the weld under the beam, or nil
torch:setTrigger(held)    pull the trigger from code

Interface

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

conforms to

zero/source-extract/v2

PlasmaTorch — the game's verb. OWNED BY THE `torch` SLICE. Baked onto the PlayerPrototype's CameraRig, because the torch is aimed by the helmet: where you look is where the beam goes. The rig is OwnerOnly, so each scrapper carries their own torch and nobody else's. Hold `cut` (LMB / right trigger / the on-screen button) with a weld in front of you and the beam burns into it. Heat climbs while it does and sheds the moment you let go; at the ceiling the torch locks out for a couple of seconds and refuses to fire. So cutting is a rhythm: three bursts, not one hold. All of it reads without a HUD: the muzzle nub goes from cold blue-white to red as heat climbs, and flashes dark red while locked out the beam and the weld under it glow from dull steel through orange to white as the cut goes through the weld shrinks out of existence when it lets go Writes RULES.state.torchHeat / torchLocked / cutting / cutProgress and emits `torchState(heat, locked)` for the HUD. Emits nothing else — the plate announces its own `severed`.

ModelLight

beamName( ) → string

Spawned per rig, temporary (never saved into the world) and unsynced (each scrapper sees their own). The muzzle nub rides the rig, so it needs no per-frame maths; the beam and the spark live in world space between the muzzle and the weld. Every name carries the rig's own id. The world is always shared: two scrappers in the same wreck would otherwise both find — and both drive — the first entity called `torch_beam`.

muzzleName( ) → string

sparkName( ) → string

prop(name: string, parent: any?) → any

argtypedescription
namestring
parentany?

muzzleOffset( ) → void

sweepOrphanProps( ) → void

Props whose rig has gone. A rig can be replaced without this component's `onDestroy` getting the chance to tidy up — a player respawn, a torn-down play world — and a stale beam left hanging in the shaft is a beam the next torch does not own and will never hide. Ownership is re-derived from the world rather than trusted to a local, so it is correct however the rig went.

awake( ) → void

onDestroy( ) → void

tintOf(e: any, r: number, g: number, b: number) → void

argtypedescription
eany
rnumber
gnumber
bnumber

paintMuzzle(t: number) → void

The muzzle IS the heat gauge. Cold blue-white with the torch idle, red at the ceiling, a dark red pulse while it is locked out and refusing to fire.

argtypedescription
tnumber

showBeam(ox: ?, oy: ?, oz: ?, hx: ?, hy: ?, hz: ?, hot: ?) → void

argtypedescription
ox?
oy?
oz?
hx?
hy?
hz?
hot?

hideBeam( ) → void

update(dt: ?) → void

argtypedescription
dt?

heatFraction( ) → number

isLocked( ) → boolean

isCutting( ) → boolean

aimedAt( ) → string

Aim the torch from code — what a test drives instead of a mouse. Returns the entity name of the weld the beam is on, or nil.

setTrigger(held: boolean) → void

Hold or release the trigger without a device attached. The input map drives the same field; this is what a headless test uses.

argtypedescription
heldboolean

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▣
module · born here
❒asset
# rules <!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. --> TODO: describe this module.
▲ 0↑ born
◇
component · born here
❒asset
# 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
▲ 0↑ born
▣
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
backing path · game/PlasmaTorch.component

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