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Patient

One of the people still breathing behind a shuttered door in Ashcross.

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

Patient

One of the people still breathing behind a shuttered door in Ashcross.

A patient is a nook, not a sprite: a straw pallet, a figure huddled on it, a quarantine sheet nailed across the front and drawn to one side, and a lantern on a hook beside the door. All four are children of the entity carrying this component, so moving the entity moves the whole doorway.

game.rounds places these; nothing else spawns one.

The moment, and the hold

Reaching one is a moment: come within reachRadius and they speak, once, through NB.say — which means the line is heard if the audio slice has a voice for it and printed on screen either way.

Treating one is a hold. Stand within treatRadius and move slower than stillSpeed for NB.RULES.treatSeconds. The lantern's wick catches the moment work starts and gutters back out if the physician steps away, so the progress is readable off the street rather than off a bar. When the hold completes the sheet falls in a heap, the figure sits up bandaged, and the lantern burns.

The lit lanterns are the progress display. Five of them lit is the round.

Fields

Field
pidstable id, carried in every event
whothe name the field kit prints when they speak
kind1..3 — which of the three painted figures
reachLine / treatLinewhat they say, coming and going
reachRadius / treatRadius / stillSpeedthe geometry of the hold
reached / treated / progresslive state; progress is 0..1

Methods

local c = entity.find("patient_vetch").component.get("Patient")
c:status()                                 -- this patient
c:round()                                  -- the whole round's blackboard
c:treatNow()                               -- finish the hold now
c:setPhase("play")                         -- drive NB.setPhase
c:raise("gate.reached", { x = 0, y = 0 })  -- raise an event on the live bus

round, setPhase and raise are the round's external control surface: a scripted beat, a tool, or a test drives the round through them without reaching into game.nb and without having to know which slice owns what.

Where the doctor is

Read off the doctor entity's transform — the local player's avatar where there is one — rather than off NB.state.doctor. The world is always multiplayer and the doctor is a PlayerPrototype the engine clones, so the avatar is the body actually standing there; the speed the hold checks is differenced from that same transform, which means the hold reads true whoever is driving the body.

Interface

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

conforms to

zero/source-extract/v2

Patient — one of the people still breathing behind a shuttered door. A patient is a NOOK, not a sprite: a straw pallet, a figure huddled on it, a quarantine sheet nailed across the front of it, and a lantern hanging beside the door. All four are children of this entity, so moving the entity moves the whole doorway. Reaching one is a moment — they speak, once, the first time the physician is close enough to hear. TREATING one is a HOLD: the physician has to stand still beside them for `NB.RULES.treatSeconds`, which is exactly when he is worth nothing to himself. When the hold completes the sheet comes down, the figure sits up bandaged, and the lantern lights. THE LIT LANTERNS ARE THE PROGRESS DISPLAY. There is a counter in the field kit's HUD, but the thing the player actually reads is how much of the street behind them is burning. The ROUNDS slice owns this file and places these entities; nothing else spawns one. `rounds.module` sets every public field at spawn time. Where the doctor is: read off the `doctor` ENTITY's transform — the local player's avatar where there is one — rather than off `NB.state.doctor`. The world is always multiplayer and the doctor is a PlayerPrototype the engine clones, so the avatar is the body that is actually standing there, and the speed the hold checks is differenced from that same transform.

Model

quad(name: string, mat: any, w: number, h: number, x: number, y: number, z: number) → any

argtypedescription
namestring
matany
wnumber
hnumber
xnumber
ynumber
znumber

setMaterial(e: any, mat: any) → void

argtypedescription
eany
matany

findDoctor( ) → any

The physician's body. Prefer the local player's avatar — the world is always multiplayer and the doctor is a PlayerPrototype the engine clones — and fall back to the authored anchor when there is no player yet.

doctorPos( ) → void

light(amount: number) → void

argtypedescription
amountnumber

awake( ) → void

Build the nook

onDestroy( ) → void

finish( ) → void

The hold

update(dt: number) → void

argtypedescription
dtnumber

status( ) → any

Everything this patient knows about itself — id, name, whether they have been reached or treated, and how far through the hold the physician is.

examples

entity(id).component.get("Patient"):status()

round( ) → any

The round's shared blackboard in one call — phase, bell, contagion, tallies and where the physician is.

examples

entity(id).component.get("Patient"):round()

treatNow( ) → void

Complete the hold now — the staging slice's scripted beat, and how a test proves the treated state without standing there for the seconds.

examples

entity(id).component.get("Patient"):treatNow()

raise(name: string, payload: any) → void

Raise an event on the round's bus without reaching for `game.nb` yourself. Use it to stand in for a slice that has not landed yet — `"gate.reached"`, `"puff"`, `"pickup"`.

argtypedescription
namestringThe event name, from the contract in `nb.module`.
payloadanyThe event's payload table.

examples

entity(id).component.get("Patient"):raise("gate.reached", { x = 10, y = 96 })

setPhase(to: string) → void

Drive the round's phase. Pass one of title / opening / play / won / lost / paused.

argtypedescription
tostringThe phase to move to.

examples

entity(id).component.get("Patient"):setPhase("play")

Sub-parts

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# nb <!-- 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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# bells The clock of Ashcross: nine tolls, `NB.RULES.secondsPerBell` apart, and the pressure they put on everything else. `game.rounds` owns this module and drives it — nothing here runs a loop of its own, so the night stops when the round stops. ```lua local Bells = require("game.bells") Bells.begin() -- start counting Bells.update(dt) -- once a frame from the rounds director Bells.toll() -- ring the next one now (tests, a scripted beat) Bells.halt() -- stop without losing the count Bells.reset() -- back to the top of the night Bells.count() -- 0..9 Bells.untilNext() -- seconds to the next toll Bells.pressure() -- 0..1, how late it is Bells.miasmaRise() -- extra contagion/second the air itself costs Bells.boldness() -- range and speed multiplier the infected read Bells.line(n) -- the Bellman's line for bell n ``` Every toll emits `"bell"` `{ n }`, plays `NB.sfx("bell", { n, pressure })`, and speaks the Bellman's line through `NB.say`. It also mirrors the count into `NB.state.bell` / `NB.state.bellClock`, which is what the field kit's HUD reads.
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backing path · game/Patient.component

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