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Infected

A patient you did not reach in time.

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

Infected

A patient you did not reach in time.

Nothing in this game is killed, and this component is where that rule is kept. An infected has exactly four things it can be doing, and there is no fifth:

Mode
pacewalking its stretch of street, head down
lungeit has heard you, and it is coming
recoilthe censer's smoke went up in its face — it staggers away and "infected.warded" fires
calmyou stood still beside it long enough — it sits down for good with a small oil lamp burning next to it

Touching one costs NB.RULES.contagionPerTouch through the "hurt" event. The rounds director is what turns that into contagion; it never costs a life directly, and it can always be undone by standing still, which is the whole argument of the game.

Standing still within reach quiets one after the first moment: it stops coming for you and stops costing you anything, which is what makes the longer hold survivable — and leaves you standing in the open while the night goes on around you.

They get bolder as it gets late. bells.boldness() scales how far they hear and how fast they move, so the same street is a different street at the seventh bell than it was at the second.

Fields

Field
iidstable id, carried in every event
kind1 = the gravedigger · 2 = the woman in the torn shift · 3 = the bell-ringer's boy
homeX / spanthe stretch of street it walks; it never leaves it
paceSpeed / lungeSpeed / sensebefore the night's boldness multiplier
calm / progresslive state; progress is 0..1 through the calming hold

Methods

local c = entity.find("infected_sh1").component.get("Infected")
c:status()    -- mode, position, how far through the calming hold
c:calmNow()   -- calm it now: a scripted beat, or a test

game.rounds places these; nothing else spawns one.

Interface

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

conforms to

zero/source-extract/v2

Infected — a patient you did not reach in time. NOTHING IN THIS GAME IS KILLED, and this component is where that rule is kept. An infected has exactly four things it can be doing: pacing — walking its stretch of street, head down lunging — it has heard you, and it is coming recoiling — the censer's smoke went up in its face calm — you stood still beside it long enough to treat it, and it has sat down for good with a small lamp burning next to it There is no fifth state. Touching one costs `NB.RULES.contagionPerTouch` through the `"hurt"` event; the rounds director is what turns that into contagion. It never costs a life directly, and it can always be undone by standing still, which is the whole argument of the game. They get bolder as the night goes: `bells.boldness()` scales how far they hear and how fast they move, so the same street is a different street at the seventh bell than it was at the second. The ROUNDS slice owns this file and places these entities.

Model

findDoctor( ) → any

doctorPos( ) → void

sizeOf( ) → void

poseBody( ) → void

lightLamp( ) → void

becomeCalm( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: number) → void

argtypedescription
dtnumber

status( ) → any

What this one is doing right now — its mode, where it is, and how far through the calming hold the physician has got.

examples

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

calmNow( ) → void

Calm it now — the staging slice's scripted beat, and how a test proves the calmed state without standing there for the seconds.

examples

entity(id).component.get("Infected"):calmNow()

Sub-parts

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

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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/Infected.component

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