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module · drop-in viewer
hazard
The **hazard** slice's door into the scene. Owned by the hazard slice; no other agent edits this file.
by·posted 2mo ago
What it does
game.wiring.hazard
The hazard slice's door into the scene. Owned by the hazard slice; no other agent edits this file.
What it wires
attach.director→HazardDirector, so the wreck's temper is baked onto the scene'sRunDirectorthe next timebuild.luauruns. It is also ensured inonSceneReady, becauseattachonly takes effect on a scene rebuild and this slice does not own that file — so the slice works either way, and adding it twice is guarded.onSceneReady→game.hazards.buildRig(), which spawns everything else at runtime under oneHazardRigroot: sevenPressureVents down the shaft, sixDebriscross-braces that are structure until they are not, and fourteenDebrischunks adrift. It runs in both edit and play, so a vent can be looked at and tuned while authoring instead of only existing once someone presses play.
The slice, in one line each
game/hazards.module— the numbers, the manifests, the arming gates, and the two calls a hazard is not allowed to make for itself (playerBody,impulse).game/PressureVent.component— the jets. Rest, glow, blow.game/Debris.component— braces that let go, and junk that drifts.game/HazardDirector.component— when a member lets go, how much junk is awake, and every counter a run can be read by.
What it takes from other slices
state.instability(written byshell) is the only input. 0 is quiet; vents arm at 1, collapse at 2, debris at 3.state.phase— hazards stop entirely once the run iswonorlost.flight'sScrapper:applyImpulse(x, y, z)is the only way this slice moves the player, resolved off the component's declared surface at runtime.
What it gives back
RULES.emit("impact", amount, source) with source in
"vent" / "collapse" / "debris". Nothing else crosses the boundary.
Discussion
Scoped to this part · feeds back into the world's score.
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