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asset⌬ modulemoduleprimary: init.luau·originates fromworld 610f78ae-b…

drift

<!-- zero:scaffolded-readme --> <!-- Replace the line below with what this module provides and who consumes it, then delete both comment lines. -->

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

drift

<!-- 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.

Interface

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

conforms to

zero/source-extract/v2

AURELIAN DRIFT — the shared contract. Every slice of the game codes against THIS table. It holds the run's state, the tuning numbers, the event bus the slices talk over, and the rules that decide win and loss. Require it from anywhere in this world (verified live — use this exact form; a bare "drift" and a "game/drift.module" path both fail): local Drift = require("game.drift") The module loads ONCE; every requirer gets the same table, so a field a component writes is the field another component reads.

on(event: string, fn: ?) → number

argtypedescription
eventstring
fn?

off(event: string, handle: number) → void

argtypedescription
eventstring
handlenumber

emit(event: string, ...: ?) → void

argtypedescription
eventstring
...?

notice(text: string) → void

argtypedescription
textstring

registerSite(site: ?) → void

SITES — the places the voyage is made of A site record: id string, unique name string, shown on the nav + codex kind "derelict" | "beacon" | "waystation" | "relic" | "gate" position { x, y, z } world position yield { charge = n, salvage = n, relic = "name" | nil } codex { title = string, body = string } | nil scanned bool (managed here) Slice C owns the site CONTENT; anything may read Drift.state.sites.

argtypedescription
site?

site(id: string) → void

argtypedescription
idstring

siteList( ) → void

dist3(a: ?, b: ?) → number

argtypedescription
a?
b?

nearestSite(pos: ?, includeScanned: boolean?) → void

Nearest UNSCANNED site to a world position, or nil.

argtypedescription
pos?
includeScannedboolean?

setTarget(id: string?) → void

argtypedescription
idstring?

clamp(v: number, lo: number, hi: number) → number

RULES

argtypedescription
vnumber
lonumber
hinumber

damage(amount: number, cause: string?) → void

argtypedescription
amountnumber
causestring?

addCharge(amount: number, source: string?) → void

argtypedescription
amountnumber
sourcestring?

burnCharge(amount: number) → boolean

Burn charge over dt. Returns false when the tanks are dry.

argtypedescription
amountnumber

addSalvage(amount: number) → void

argtypedescription
amountnumber

addCodex(entry: ?) → void

argtypedescription
entry?

claimSite(id: string) → void

Claim a site's yield. Slice C calls this when a scan completes; it applies the economy and opens the gate when the relic count is met.

argtypedescription
idstring

win(reason: string?) → void

argtypedescription
reasonstring?

lose(reason: string?) → void

argtypedescription
reasonstring?

isPlaying( ) → boolean

ship( ) → void

THE SHIP — every slice reaches the player's ship through here The ship IS the local player's avatar (the scene's PlayerPrototype body). Never cache the result; re-resolve each time, the world is multiplayer.

shipPosition( ) → void

setCameraBehavior(ref: ?) → void

Install a camera behavior asset on the local player's camera rig. Slice A calls this if it authors its own camera instead of the built-in chase controller the scene ships with.

argtypedescription
ref?

reset( ) → void

RESET — a fresh run without reloading the world

Sub-parts

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

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · game/drift.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.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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