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hunt

The Hollow Vicar's hunt, and the places you get away from it.

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

game.hunt

The Hollow Vicar's hunt, and the places you get away from it.

What it owns

State (Core.state) — hidden, fear, vicarState, vicarDist. Events — emits vicarSpotted, vicarLost, playerCaught, plus sfx (sting_spotted, sting_lost, caught, heartbeat). Content — six hiding places and, until the vicar slice lands its model, a stand-in body. Everything is spawned under the Hunt container and marked temporary.

The dial

Core.lightAt() is the whole of the Vicar's sight:

lanternhow far it can see you
raisedTUNING.vicarSight (26 m) — across the village
hoodedTUNING.vicarSightDim (5.5 m)
out2.5 m

Movement is the other half. Running is heard at vicarHearRun (22 m) and a walk at vicarHearWalk (8 m), whatever the lantern is doing — a noise it can place sends it to investigate, but it still cannot see an unlit player.

The three ways a chase ends

  1. Hood the lantern and open the distance. A hooded lantern reads to the brain as concealment; past 8 m it loses the trail in about three seconds, searches where it last had you, and goes back to its round.
  2. Reach a hiding place. Stepping into one mid-chase drops it straight to search. It walks to where you were, casts about for six seconds, fails, and drifts away. Fear falls almost twice as fast while you are in one.
  3. Neither, and it reaches you at vicarCatchRange: playerCaught, five seconds of grace, and it withdraws to the far side of its round.

The hiding places

keywhat it iswhere
pewsthree pews on flagstone, a fallen hymn boardSt. Brannoc's, 0, 47
hatcha raised cellar head, one leaf thrown openThackeray Manor, 30, 26
wardrobea turned-out wardrobe, one door open on nothingthe lane, -7, -14
reeds_wellreeds in standing waterthe Weeping Well, 21, -22
reeds_millreeds in standing waterthe Drowned Mill, -33, 17
reeds_lanereeds in standing waterthe fen edge by the lane, 6, -27

Each shows a low amber glint on the ground when it is within reach, and answers when you step into it.

The body it drives

The brain is vendor/stalker — this module writes no second state machine. It drives whatever the vicar slice parents under the Vicar container (the first child), and its own stand-in until that arrives. The swap happens live, in place: the real body picks up standing where the stand-in stood.

Its sound

Authored here with audio.encodePcm, under /zero/source/hunt/: hunt_breath (a wet rasp, pcm, seamless, always running and mixed by distance), hunt_drag (the hem over wet stone, one-shot per step), hunt_hide_wood / hunt_hide_iron / hunt_hide_reeds (a hiding place answering). The shared library, the bed and the music belong to sound; these are the hunt's own noises.

Reading it live

require("game.hunt").debug()

Interface

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

conforms to

zero/source-extract/v2

game.hunt — LANTERNWAKE: the Hollow Vicar's hunt, and your hiding. This slice owns four fields of Core.state — `hidden`, `fear`, `vicarState`, `vicarDist` — and three events — `vicarSpotted`, `vicarLost`, `playerCaught`. The brain is `vendor/stalker` (patrol → investigate → chase → search). This module does not write a second state machine: it computes the SENSES the brain asks for out of the one dial this whole game turns on — `Core.lightAt()` for sight, the player's own speed for sound — and reacts to the events the brain hands back. The three ways out of a chase, and they are the game: 1. HOOD THE LANTERN and put ground between you. A hooded lantern reads to the brain as concealment, so past 8 m it loses the trail in ~3 s. 2. REACH A HIDING PLACE. Stepping into one while it is chasing drops it straight to `search`: it walks to where you were, casts about, fails, and drifts back to its patrol. 3. Do neither, and it reaches you. The hiding places are real, built objects standing on the village ground — three pews in St. Brannoc's, a cellar hatch at the manor, a turned-out wardrobe on the lane, and three reed banks in the standing water. Each one shows a low amber glint when it is within reach and answers when you enter.

ModelLightAudio

mat(name: ?) → void

argtypedescription
name?

clip(name: ?) → void

argtypedescription
name?

xzd(ax: ?, az: ?, bx: ?, bz: ?) → void

argtypedescription
ax?
az?
bx?
bz?

clamp(v: ?, lo: ?, hi: ?) → void

argtypedescription
v?
lo?
hi?

part(parent: ?, name: ?, mesh: ?, material: ?, pos: ?, scale: ?, euler: ?) → void

Spawn one piece of geometry. EVERY entity this slice makes goes through here, so every one of them is temporary — code-owned content must never be baked into the scene.

argtypedescription
parent?
name?
mesh?
material?
pos?
scale?
euler?

node(parent: ?, name: ?, pos: ?, euler: ?) → void

argtypedescription
parent?
name?
pos?
euler?

seeded(seed: ?) → void

a small deterministic generator so every load builds the same reed bank

argtypedescription
seed?

buildPews(root: ?) → void

═══════════════════════════════════════════════════════════════════════ The built things ═══════════════════════════════════════════════════════════════════════ Three pews on a patch of flagstone, and the hymn board that fell off the wall. You go down between the second and the third.

argtypedescription
root?

buildHatch(root: ?) → void

A raised cellar head at the manor: granite kerbs, two banded leaves, one thrown open on the black.

argtypedescription
root?

buildWardrobe(root: ?) → void

Somebody dragged this out of a cottage and left it in the lane. One door stands open on nothing.

argtypedescription
root?

buildReeds(root: ?, seed: ?, blades: ?, spread: ?) → void

Standing water with a bank of reeds in it. Deep enough to kneel in and be gone, which is what the fen is for.

argtypedescription
root?
seed?
blades?
spread?

buildStandIn(root: ?) → void

The stand-in body. It is NOT the hero asset — the vicar slice owns that — but it is a silhouette rather than a capsule, so the hunt reads on screen from the first minute and a screenshot taken before the model lands is not a grey pill in the fog. It hides itself the moment the real one appears.

argtypedescription
root?

clearMine(root: ?) → void

═══════════════════════════════════════════════════════════════════════ build / start / update / stop ═══════════════════════════════════════════════════════════════════════

argtypedescription
root?

childNamed(parent: ?, name: ?) → void

Pick up content this module already built, without respawning it. A hot reload re-runs this chunk and empties everything below `local S`, but the 330 entities are still standing in the scene — re-finding them by name costs nothing where rebuilding them costs the best part of a second, and a shared engine reloads a module often enough for the difference to matter.

argtypedescription
parent?
name?

adopt(root: ?) → boolean

argtypedescription
root?

build( ) → void

targetAlive( ) → boolean

Find the body to drive: the vicar slice's, if it has landed one; ours if not. The vicar slice re-creates its model on every rebuild, so the entity we were driving a moment ago may already be gone — never hold this proxy across a frame without asking whether it is still there.

resolveTarget( ) → void

start( ) → void

stop( ) → void

updateHides(px: ?, pz: ?) → void

Which hiding place, if any, the player is standing in — and the glint on the ones they are near enough to reach.

argtypedescription
px?
pz?

update(dt: ?) → void

argtypedescription
dt?

reseat(x: number, z: number) → void

Put the Vicar back on its round from a stated point, with the trail cold. Rules calls this when it moves the player to a checkpoint, so a respawn does not drop you next to whatever just caught you.

argtypedescription
xnumber
znumber

debug( ) → void

What the hunt is doing right now: `require("game.hunt").debug()`

Sub-parts

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

11items
▣
module · pulled in
❒asset
# stalker A module script.
▲ 0↓ import
▣
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.
▲ 0↑ born
backing path · game/hunt.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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+ quality × 0.35
+ performance × 0.25
± compat factor

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