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:
| lantern | how far it can see you |
|---|---|
| raised | TUNING.vicarSight (26 m) — across the village |
| hooded | TUNING.vicarSightDim (5.5 m) |
| out | 2.5 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
- 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.
- 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. - 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
| key | what it is | where |
|---|---|---|
pews | three pews on flagstone, a fallen hymn board | St. Brannoc's, 0, 47 |
hatch | a raised cellar head, one leaf thrown open | Thackeray Manor, 30, 26 |
wardrobe | a turned-out wardrobe, one door open on nothing | the lane, -7, -14 |
reeds_well | reeds in standing water | the Weeping Well, 21, -22 |
reeds_mill | reeds in standing water | the Drowned Mill, -33, 17 |
reeds_lane | reeds in standing water | the 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()
Scoped to this part · feeds back into the world's score.