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

SalvagePiece

A plate of the Kestrel Wake that can be cut off and hauled. On every entity the scene tags `salvage`.

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

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

Interface

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

conforms to

zero/source-extract/v2

SalvagePiece — a plate of the Kestrel Wake that can be cut off and hauled. OWNED BY THE `torch` SLICE. Baked onto 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, marks it free, gives it a slow drift, and announces it.

manifestRow(name: string) → any

argtypedescription
namestring

awake( ) → void

update(dt: ?) → void

argtypedescription
dt?

weldCut(nodeName: string) → void

Called by CutNode when one of this plate's welds finishes.

argtypedescription
nodeNamestring

release( ) → void

Take the plate off the wreck. Idempotent: `severed` fires exactly once.

isFree( ) → boolean

tonnage( ) → number

setHeld(h: boolean) → void

`flight` calls this when the magclamp takes or releases the plate.

argtypedescription
hboolean

weldsRemaining( ) → number

refit( ) → void

Bolt the plate back onto the wreck: every weld whole again, back where the manifest puts it, back under `Salvage`, not free and not held. This is what a second run needs — `shell` calls it on every plate when it restarts a run, and it is the only way back from `release()`.

Sub-parts

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

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11+items
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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.
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◇
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
backing path · game/SalvagePiece.component

Problems

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