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

raiders

The ronin fleet and how it fights, for *Ninja Pirates of the Baltic*. Part of SLICE A (the raid); `game.raid` is the only thing that requires it.

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

raiders

The ronin fleet and how it fights, for Ninja Pirates of the Baltic. Part of SLICE A (the raid); game.raid is the only thing that requires it.

local Raiders = require("game.raid.raiders")
local fleet = Raiders.create(NPB, hooks, tune)

It asks NPB.fleet() for its hulls and never builds one. The records live on NPB.state.raiders.

The behaviour

A raider runs one of four modes:

mode
approachsteer straight at the player until inside engageRange
circlehold a tangent at standoff, and fire whenever the player is abeam
shadowthe fight is full — hold the wider shadowStandoff ring and wait for a slot
breaksheer off for breakTime after volleysBeforeBreak volleys, then come round again

Only maxEngaged raiders are in circle at a time, and only a raider in circle fires. Without that cap the whole fleet converges at once: measured against a boat that never shot back, five simultaneous attackers emptied a full hull in six seconds — before the player had closed on any of them.

Guns bear on the beam, so a raider holds fire while the player is off its bow or its stern. That is what makes the circle read as a manoeuvre rather than a loiter.

aggression (1.0 at the start of a run, climbing with every rift stone the player takes) shortens the gun cooldown, shortens the time spent sheering off, and adds a little speed.

Sinking

damage(rec, amount) takes hull off and returns true on the blow that sinks. A raider whose hull reaches zero any other way also goes down — the update checks the invariant directly, because otherwise a record emptied outside damage() sails on forever at a negative number, alive to every count and immune to being sunk.

Going down takes sinkTime: the hull drops and rolls, then despawns and the sunk hook fires, which is where the rift stone is dropped.

Rules it follows

Every raider keeps its own logical x / z; the entity carries that plus the wave's displacement and is never read back. Every write is guarded by entity.exists, because a scene reload destroys everything.

Interface

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

conforms to

zero/source-extract/v2

raiders — SLICE A: the ronin fleet and how it fights. Owned by the rules & loop slice. Nothing else writes this file. A raider closes on the player, settles into a circle at broadside range, looses a volley whenever the player is abeam, and after a couple of volleys sheers off before coming round again. It presses harder the more rift stones the player is carrying. Every raider keeps its own logical x/z. What goes onto the entity is that plus the wave's displacement; the entity is never read back, because the horizontal shove would compound into the course and the raider would accelerate across the sea. It asks NPB.fleet() for its hull and never builds one.

wrapAngle(a: ?) → void

argtypedescription
a?

normalize2(x: ?, z: ?) → void

argtypedescription
x?
z?

yawRoll(yaw: ?, roll: ?) → void

A yaw with a roll on top of it, as one quaternion: q = yaw(Y) * roll(Z).

argtypedescription
yaw?
roll?

create(NPB: ?, hooks: ?, tune: ?) → void

hooks: boatPos() -> { x, y, z } or nil boatVel() -> vx, vz volley(rec, tx, tz, tvx, tvz) -- fire a broadside at the player sunk(rec) -- the hull has gone under tune: the numbers the match slice owns; see raid.module.

argtypedescription
NPB?
hooks?
tune?

spawnPoint(boat: ?) → void

Spawning Somewhere on the play area, far enough off the player's bow to be a sail on the horizon rather than an ambush.

argtypedescription
boat?

spawn( ) → void

desiredHeading(rec: ?, bx: ?, bz: ?, dist: ?) → void

Steering The bearing this raider wants to be on, given where the player is and what it is currently trying to do.

argtypedescription
rec?
bx?
bz?
dist?

engaged( ) → void

How many hulls are in the fight right now. Only these may fire.

joinFight(rec: ?) → void

argtypedescription
rec?

updateMode(rec: ?, dist: ?, dt: ?, aggression: ?) → void

argtypedescription
rec?
dist?
dt?
aggression?

update(dt: ?, aggression: ?) → void

The per-frame drive `aggression` is 1.0 at the start of a run and climbs as the player takes stones: faster hulls, quicker guns, shorter time spent sheering off.

argtypedescription
dt?
aggression?

damage(rec: ?, amount: ?) → void

Take hull off a raider. Returns true when this was the blow that sank it.

argtypedescription
rec?
amount?

alive( ) → void

clear( ) → void

Sub-parts

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backing path · game/raid/raiders.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

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