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asset⌬ componentcomponentprimary: init.luau·originates fromworld 8319a68f-5…

Henter

The player's body on the hill. Rides on the PlayerPrototype's `body` beside `game.hero.HenterBody`, which is the figure you see.

byclaude-code @ aura·posted 1mo ago
What it does

Henter

The player's body on the hill. Rides on the PlayerPrototype's body beside game.hero.HenterBody, which is the figure you see.

The one verb

The hent is a lunge, not a snapshot. Pressing it carries the Henter Core.HENT.lunge metres forward and holds the lantern's cone open for the length of that lunge, so what the snatch sweeps through is what it catches — without that, a hent aimed at a mote a step away lands behind it. The cone itself (Core.HENT.arc degrees, Core.HENT.range metres, measured from hentReach in front of the body) is judged by game.rules.GlewField; this component decides only WHEN and WHERE, and announces it with the hent event so the hoggies can work out whether they were the thing that got snatched.

hent carries caught — the motes the first frame of the lunge took. Motes swept up over the rest of it are added to the lantern the same way, each with its own glew event, so the HUD's count is always the true one.

A hent that lands calls HenterBody:playHent(), and any change in the lantern calls HenterBody:setGlow(lantern / Core.QUOTA.gold) — both only when those methods exist, so the body can be a placeholder without breaking the round.

Taking a butt

On the butt event this body loses lost motes out of the lantern (emitting a glew with a negative delta), drops whatever lunge is in flight, and sets staggerUntil to roundTime + Core.HENT.stagger — for those seconds it moves at 45% speed. game.audio.sfx plays game.rules.clips.lantern_spill where it happened.

Controls

Everything comes from game.henter.inputMap: move, hent, pause. Keyboard, gamepad and the on-screen touch controls are the same three control names, so nothing here reads a raw key and any family drives the whole game. Only the owning peer's input moves a body (entity:isLocal()), so a second player on the hill drives their own Henter and not yours.

Movement

Position comes from Core.ground(x, z) — nobody raycasts. Heading straight upslope costs up to Core.MOVE.uphillPenalty of the speed, which is what makes climbing toward the light a decision rather than a formality. The body holds still while Core.state.cutscene is true.

Interface

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

conforms to

zero/source-extract/v2

Henter — the player's body on the hill. Sits on the PlayerPrototype body, activates the `henter` input map, moves along the ground the core module describes, and performs the hent: the snatch that is the game's one verb. The hent is a lunge forward and a cone in front of the lantern. What the cone reaches is decided by `game.rules.GlewField` on `mount_glew`, which owns every mote and the lantern count; this component decides WHEN and WHERE, and tells the rest of the hill about it through the `hent` event so the hoggies can judge whether they were the thing that got snatched. It also takes the consequences: a hoggy's `butt` knocks glew out of the lantern and staggers the Henter for `Core.HENT.stagger` seconds. Every control comes from `game.henter.inputMap` — keyboard, gamepad and the on-screen touch controls are the same three control names, so nothing here reads a raw key.

isMine( ) → boolean

resolveField( ) → any

body( ) → any

whooshClip( ) → any

spillClip( ) → any

playAt(clip: any, x: number, y: number, z: number, volume: number, pitch: number) → void

argtypedescription
clipany
xnumber
ynumber
znumber
volumenumber
pitchnumber

doHent( ) → void

onButt(ev: any) → void

A hoggy butted the Henter: glew spills out of the lantern and the Henter is slowed while they gather themselves.

argtypedescription
evany

arm( ) → void

release( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?
⌬ Metadata
descriptionThe player's body on the hill: moves over the ground function, lunges the hent through the lantern's cone, takes a hoggy's butt out of the lantern, and reads keyboard, gamepad and touch through one input map.

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module · born here
❒asset
# core <!-- 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
# HenterBody The Henter — the hooded figure the player is — and the lantern they carry. Sits on the PlayerPrototype's `body`. It builds the whole figure under one child root (`henter_figure`) out of the meshes in `game.hero.meshes`, and animates it by turning a chain of pivots: `hips` → `chest` → `arm_r` → `pole_pivot`. There is no skeleton and no clip library; the walk, the lean, the snatch and the swing of the lantern all come out of the same handful of angles, which is why they blend into each other instead of cutting. The gait is measured from how fast the body is actually travelling, so it is true however the Henter got moved — walked, lunged, or carried by a cutscene. ## What other slices use | | | |---|---| | entity `lantern` | A direct child of `henter_figure`, carried onto the stave's hook every frame and hanging plumb. Where the glew flies to, and where the lantern's point light lives. Found by a shallow child scan, by `entity.getDescendants`, or by `public:lanternEntity()`. | | `public:setGlow(t)` | `0..1` — how full the lantern reads. Drives the light's intensity and radius and the size of the flame inside the glass. | | `public:playHent()` | Plays the snatch: wind up, drive, settle, with the lantern thrown forward on its hook. | | `public:receiveGlew(x, y, z)` | Flies one mote from there into the lantern along an arc of its own. | | `public:lanternPosition()` | The world point the glew should aim at — the flame, not the ring. | | `public:noteGlewCaught()` | "A catch is already in flight." `game.hero.GlewLook` says this when the glew field flies a caught mote itself, so the body does not draw a second one over the top of it. | It listens for `butt` (the Henter is knocked back on their heels), `glew` (the lantern's own note), `hent` (the animation, and the fallback flight when nothing else drew one) and `phase`. ## The sound it owns Boots in wet heather on each end of the stride, the lantern's ring chinking on its hook when the swing turns over, iron creaking when a hent throws it forward, and the small warm note a mote makes dropping into the lantern — all from `game.hero.heroaudio`, synthesised, so none of it can arrive silent.
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# game.audio.sfx Play a one-shot from anywhere on the hill. ```lua local Sfx = require("game.audio.sfx") Sfx.play(clipRef) -- flat, non-spatial Sfx.play(clipRef, { pos = { x, y, z }, volume = 0.7 }) -- out on the hill Sfx.play(clipRef, { pitch = 1, jitter = 0.12 }) -- a run that is not a machine Sfx.ui("confirm") -- the menu's own set ``` It spawns a temporary entity carrying an `Audio` component, lets it sound, and despawns it after `ttl` seconds. Pass `pos` for a spatial source, heard from the `AudioListener` on the CameraRig. Resolve your clip through a **literal** identity so the reference is pinned when this world is installed elsewhere. ## Three things every caller gets **A voice budget.** Below a reserve of free voices a low-priority one-shot is dropped rather than stealing the narrator's. `priority` 0 is set dressing, 1 is the default, 2 survives a crowded mix, 3 always plays. **A collapse window.** Ten motes caught in one frame is one sound, not ten stacked copies 6 dB louder than anything else in the mix. The same clip asked for again inside `collapse` seconds (35 ms by default) is dropped. Pass a longer window for a sound that should never double up, or `priority = 3` to opt out. **Pitch jitter.** `jitter` spreads repeats of one clip either side of their pitch, so a run of them reads as a hill rather than a loop. ## Options `pos`, `volume`, `pitch`, `jitter`, `maxDistance`, `channel`, `ttl`, `name`, `priority`, `collapse`, `looping`. `channel` is one of `sfx` / `ui` / `ambient` / `music` / `voice` — the names the mix knows. A source naming anything else plays at unity, which is a sound nobody can turn down, so an unknown name falls back to `sfx`. ## The menu's set `Sfx.ui(name)` plays one of `click` / `move` / `confirm` / `back` / `deny` — small struck-glass sounds, because the lantern is glass and brass and so is the menu. Non-spatial, on the `ui` channel, and high enough priority to get through a crowded mix. `Sfx.stopAll()` drops every one-shot still sounding, so a hent that started a frame before the round ended does not carry into the end card.
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component · born here
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# GlewField Every mote of glew on the hill, and the hent that takes them. One instance, on the scene's `mount_glew`. Glew gathers in **drifts** — three thick patches on the dark side of the hill. A drift slides downhill at a little under half the speed the light-line walks down from the summit, so the sun steadily closes on it: the glew worth having is always the glew nearest the light. When the light-line reaches a drift the motes standing in it burn off over `Core.GLEW.burnSeconds`, and a new drift gathers lower in whatever is still dark. Reading where the drifts are, and judging how long the sun will leave them, is the first half of the round. A mote is a temporary entity named `glew_<n>` carrying `game.rules.GlewMote` and a Model of the emissive `game.materials.glew_mote` sphere with a small warm point light. When `game.hero.GlewLook` is in the world the field adds it to every mote as well, and the look owns the mote's appearance from there — it may hide or replace the sphere. The field keeps writing `burn` on both the mark and the look, and calls `look:caught()` when a mote flies to the lantern. ## What other slices call Take the ref off the mount: ```lua local field = entity.find("mount_glew").component.get("game.rules.GlewField") ``` | Call | Answers | |---|---| | `field:nearest(x, z, radius)` | entity ids of the motes within `radius` metres of `(x, z)`, **nearest first**. A mote already flying to the lantern is not offered. | | `field:take(entityId)` | `true` when that mote was there to take, and it is gone — a hoggy ate it. | | `field:spawnBurst(x, y, z, n)` | Fountains `n` motes out around a point: what a full hoggy spills when it is hented. | | `field:hentInto(x, y, z, facing)` | Runs a hent from `(x, y, z)` facing `facing`: everything inside `Core.HENT.arc` within `Core.HENT.range` flies to the lantern. Returns how many were caught, adds them to `Core.state.lantern` (capped at `Core.LANTERN_CAP`) and emits `glew`. | | `field:count()` | Motes alive right now. | | `field:coldCount()` | Motes alive and not yet burning. | A hoggy that bursts may call `spawnBurst` **and** emit `burst`; the field honours whichever arrives and ignores the second when both name the same burst, so the motes are spilled exactly once. ## The round The field runs while the phase is `playing`, and keeps running through `won` and `lost` without spawning anything new — so at first light the last motes are still burning off and the resolution looks at a hill going clean rather than at one frozen mid-burn. Entering `playing` gathers fresh drifts and stands most of the population up at once, with the first drift within a few steps of the foot so the round opens with glew the Henter can reach. ## Sound The catch (`game.rules.clips.glew_catch`) and the fizzle of a mote taken by the sun (`game.rules.clips.glew_burn`) are played through `game.audio.sfx` at the mote's own position, so both are spatial and heard from the CameraRig's listener.
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backing path · game/rules/Henter.component

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