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rs_airship

The `airship` slice: the handle the rest of *Red String Over the Atlantic* holds the *Weltmeer* by.

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

rs_airship

The airship slice: the handle the rest of Red String Over the Atlantic holds the Weltmeer by.

Her geometry is /source/world/Airship.sceneModule, which the scene places at Core.EXTERIOR_ORIGIN. This module adds the two things code wants from her — somewhere to put the camera, and airscrews that turn.

local air = Core.need("airship")     -- nil until the slice has installed
if air then
    air.toShot("establish")           -- cut to the opening framing
    air.toShot("beam", 4.5)           -- or glide there; returns the handle
    air.moveBetween("distant", "beam", 8.0)
end

The framings

Each is a composed shot on her, returned in world coordinates as { eye, look, fov, blurb }.

NameWhat it sees
establishHigh three-quarter off the starboard bow — the trailer's first frame.
beamFull broadside: her name, the lit window band, the engine cars.
windowsClose on the promenade glass.
gondolaUnder the bow, looking up at the control car.
enginesAlongside the after cars, the hull running away behind.
sternAstern and above, on the cruciform tail.
bowHead on, off the stem.
distantA long way off, small in a lot of weather.

Airship.SHOT_NAMES is the list in that order; Airship.shots() returns them all at once.

The airscrews

Airship.spin(true, rpm) drives all five through one Core.tick. It is idempotent — a second call replaces the driver rather than adding another — and Airship.spin(false) stops it. install starts it once she is in the scene.

The rest

  • Airship.entity() — her root entity, or nil while the placement has not run.
  • Airship.present() — whether the geometry is actually there.
  • Airship.NAME / LENGTH / BEAM — for anything that wants to print them.

Interface

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

conforms to

zero/source-extract/v2

game/rs_airship.module — the `airship` slice. The geometry of the Weltmeer lives in /source/world/Airship.sceneModule, which the scene places at Core.EXTERIOR_ORIGIN. This module is the handle the rest of the game holds her by: the named exterior framings the camera returns to, and the airscrews turning while anyone is looking. local air = Core.need("airship") air.toShot("beam", 4.0) -- glide to the broadside local s = air.shot("establish") -- or take the eye/look and drive it yourself

W(p: ?) → void

Ship-local to world.

argtypedescription
p?

shot(name: ?) → void

A named framing in WORLD coordinates: { eye, look, fov, blurb }. Returns nil for a name that is not one of SHOT_NAMES.

argtypedescription
name?

shots( ) → void

Every framing at once, keyed by name — for a contact sheet or a picker.

toShot(name: ?, seconds: ?) → void

Put the camera on a framing. `seconds` glides; omitted, it cuts. Returns the glide handle (with :cancel()) when it glides, else true/false.

argtypedescription
name?
seconds?

moveBetween(fromName: ?, toName: ?, seconds: ?) → void

Glide from one framing straight into another — the move the opening makes.

argtypedescription
fromName?
toName?
seconds?

entity( ) → void

Her hull, and the airscrews on it The root entity of the built ship, or nil while the placement has not run.

present( ) → void

True when the geometry is actually in the scene.

spin(on: ?, rpm: ?) → void

Turn the five airscrews. Idempotent: calling it again replaces the driver rather than adding a second one. `Airship.spin(false)` stops them.

argtypedescription
on?
rpm?

install(Core: ?) → void

argtypedescription
Core?

Sub-parts

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backing path · game/rs_airship.module

Problems

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0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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