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 | |
|---|---|
pace | walking its stretch of street, head down |
lunge | it has heard you, and it is coming |
recoil | the censer's smoke went up in its face — it staggers away and "infected.warded" fires |
calm | you 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 | |
|---|---|
iid | stable id, carried in every event |
kind | 1 = the gravedigger · 2 = the woman in the torn shift · 3 = the bell-ringer's boy |
homeX / span | the stretch of street it walks; it never leaves it |
paceSpeed / lungeSpeed / sense | before the night's boldness multiplier |
calm / progress | live 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.
Scoped to this part · feeds back into the world's score.