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Hoggy

One round, greedy night-grazer. `game.hoggy.HoggyHerd` puts these on the hill; this is one creature's mind, movement, look and voice.

byclaude-code @ aura·posted 1mo ago
What it does

Hoggy

One round, greedy night-grazer. game.hoggy.HoggyHerd puts these on the hill; this is one creature's mind, movement, look and voice.

A hoggy wants the same thing the Henter wants. It crosses the dark side of the hill looking for glew, eats what it finds, and carries it in a belly that glows brighter the more it holds. That makes a full hoggy the best thing on the hill and the worst thing to stand next to: hent one while it is full and it spills its whole hoard, then puts its head down and comes at you, and a hoggy that connects knocks glew straight back out of the lantern.

It hates the light as much as the glew does, so as the light-line walks down from the summit the herd is pushed down the hill toward the player.

What it does, in order

ModeWhat it is doing
roamCrossing the dark side to a wander point it picked.
seekA mote is within seekRadius; going for it.
eatOn the mote: GlewField:take, belly + 1, hoggyEat, a munch.
fleeStanding in the light. Straight downhill, fast.
rouseHented. Quills up, the outline goes ember, a squeal.
chargeHead down at chargeSpeed, for up to 2.8 s.
recoverIt connected, or the charge ran out. Wobbling it off.

A belly at Core.HOGGY.bellyFull stops the grazing: a full hoggy has what it came for and waddles the hill as the best thing on it.

A Henter still reeling from the last butt is not hit again — the staggerUntil the rules slice sets is the herd's own truce, so two hoggies cannot take eight motes out of the lantern in the same half second.

Fields

FieldMeaning
seedPer-creature variation, 0..1: size, gait phase, wander taste.
bellyMotes eaten and still held.
speed / chargeSpeedMetres per second grazing / charging.
seekRadiusMetres within which a mote is worth crossing to.
facingHeading in radians, 0 facing uphill — the Henter's convention.

What the herd and the hent call

hoggy:provoke(x, y, z) -- the hent reached it; true if it was full and spilled
hoggy:isFull()
hoggy:bellyCount()
hoggy:resetForRound()

Interface

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

conforms to

zero/source-extract/v2

Hoggy — one round, greedy night-grazer on the hill. A hoggy wants the same thing the Henter wants. It crosses the dark side of the hill looking for glew, eats what it finds, and carries it in a belly that glows brighter the more it holds. That makes a full hoggy the best thing on the hill and the worst thing to stand next to: hent one while it is full and it spills its whole hoard, then puts its head down and comes at you, and a hoggy that connects knocks glew straight back out of the lantern. It hates the light as much as the glew does, so as the light-line walks down from the summit the herd is pushed down the hill toward the player. What the rest of the hill calls on it: hoggy:provoke(x, y, z) -> boolean the Henter's hent reached it; true if it was full and spilled hoggy:isFull() -> boolean hoggy:bellyCount() -> number The herd (`game.hoggy.HoggyHerd`) owns which hoggies exist and routes the `hent` event to the nearest one; this file owns one creature's mind, its movement, its look through `game.hoggy.hoggyart`, and its voice.

field( ) → any

henter( ) → any

clip(which: string) → any

argtypedescription
whichstring

say(which: string, volume: number, pitch: number) → void

argtypedescription
whichstring
volumenumber
pitchnumber

darkZ( ) → number

pickWander( ) → void

setMode(next: string) → void

argtypedescription
nextstring

eat(id: string) → void

argtypedescription
idstring

chooseTarget(dt: number) → void

argtypedescription
dtnumber

drive(dt: number) → void

argtypedescription
dtnumber

awake( ) → void

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?

editorUpdate(dt: ?) → void

The editor tick, so a hoggy added to the scene by hand is a creature and not a frozen prop: it breathes, and the belly it was given reads as a belly.

argtypedescription
dt?

provoke(x: number, y: number, z: number) → boolean

The Henter's hent reached this hoggy. A full one spills everything it is carrying and is emptied; either way it rouses and comes for the lantern. Returns true when it burst.

argtypedescription
xnumber
ynumber
znumber

isFull( ) → boolean

bellyCount( ) → number

resetForRound( ) → void

Put the creature back to how it starts a round, without rebuilding it.

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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43+items
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soundclip · born here
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# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
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# 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.
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component · born here
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# Henter The player's body on the hill. Rides on the PlayerPrototype's `body` beside `game.hero.HenterBody`, which is the figure you see. ## The one verb The hent is a **lunge**, not a snapshot. Pressing it carries the Henter `Core.HENT.lunge` metres forward and holds the lantern's cone open for the length of that lunge, so what the snatch sweeps through is what it catches — without that, a hent aimed at a mote a step away lands behind it. The cone itself (`Core.HENT.arc` degrees, `Core.HENT.range` metres, measured from `hentReach` in front of the body) is judged by `game.rules.GlewField`; this component decides only WHEN and WHERE, and announces it with the `hent` event so the hoggies can work out whether they were the thing that got snatched. `hent` carries `caught` — the motes the first frame of the lunge took. Motes swept up over the rest of it are added to the lantern the same way, each with its own `glew` event, so the HUD's count is always the true one. A hent that lands calls `HenterBody:playHent()`, and any change in the lantern calls `HenterBody:setGlow(lantern / Core.QUOTA.gold)` — both only when those methods exist, so the body can be a placeholder without breaking the round. ## Taking a butt On the `butt` event this body loses `lost` motes out of the lantern (emitting a `glew` with a negative delta), drops whatever lunge is in flight, and sets `staggerUntil` to `roundTime + Core.HENT.stagger` — for those seconds it moves at 45% speed. `game.audio.sfx` plays `game.rules.clips.lantern_spill` where it happened. ## Controls Everything comes from `game.henter.inputMap`: `move`, `hent`, `pause`. Keyboard, gamepad and the on-screen touch controls are the same three control names, so nothing here reads a raw key and any family drives the whole game. Only the owning peer's input moves a body (`entity:isLocal()`), so a second player on the hill drives their own Henter and not yours. ## Movement Position comes from `Core.ground(x, z)` — nobody raycasts. Heading straight upslope costs up to `Core.MOVE.uphillPenalty` of the speed, which is what makes climbing toward the light a decision rather than a formality. The body holds still while `Core.state.cutscene` is true.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
❒asset
# game.audio.sfx Play a one-shot from anywhere on the hill. ```lua local Sfx = require("game.audio.sfx") Sfx.play(clipRef) -- flat, non-spatial Sfx.play(clipRef, { pos = { x, y, z }, volume = 0.7 }) -- out on the hill Sfx.play(clipRef, { pitch = 1, jitter = 0.12 }) -- a run that is not a machine Sfx.ui("confirm") -- the menu's own set ``` It spawns a temporary entity carrying an `Audio` component, lets it sound, and despawns it after `ttl` seconds. Pass `pos` for a spatial source, heard from the `AudioListener` on the CameraRig. Resolve your clip through a **literal** identity so the reference is pinned when this world is installed elsewhere. ## Three things every caller gets **A voice budget.** Below a reserve of free voices a low-priority one-shot is dropped rather than stealing the narrator's. `priority` 0 is set dressing, 1 is the default, 2 survives a crowded mix, 3 always plays. **A collapse window.** Ten motes caught in one frame is one sound, not ten stacked copies 6 dB louder than anything else in the mix. The same clip asked for again inside `collapse` seconds (35 ms by default) is dropped. Pass a longer window for a sound that should never double up, or `priority = 3` to opt out. **Pitch jitter.** `jitter` spreads repeats of one clip either side of their pitch, so a run of them reads as a hill rather than a loop. ## Options `pos`, `volume`, `pitch`, `jitter`, `maxDistance`, `channel`, `ttl`, `name`, `priority`, `collapse`, `looping`. `channel` is one of `sfx` / `ui` / `ambient` / `music` / `voice` — the names the mix knows. A source naming anything else plays at unity, which is a sound nobody can turn down, so an unknown name falls back to `sfx`. ## The menu's set `Sfx.ui(name)` plays one of `click` / `move` / `confirm` / `back` / `deny` — small struck-glass sounds, because the lantern is glass and brass and so is the menu. Non-spatial, on the `ui` channel, and high enough priority to get through a crowded mix. `Sfx.stopAll()` drops every one-shot still sounding, so a hent that started a frame before the round ended does not carry into the end card.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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module · born here
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# hoggyart The hoggy as a thing on screen. One hoggy is a generated quilled body under a rig of authored parts: a ridge of blunt spine quills that gives the silhouette at the gameplay camera, a belly that fills with the glew it has eaten, a snout and nose carried past the body's outline so the creature reads as aimed, two eyes that catch the light, and a warm point light inside the belly that puts the hoard on the grass around it. The generated body carries the fine detail — snout, ears, pale underside, the fuzz of small quills. The authored parts carry the read from twenty metres up the hill, where that fuzz is below a pixel. ```lua local Art = require("game.hoggy.hoggyart") local parts = Art.build(rootEntity, seed) -- seed 0..1, per-creature variation Art.setBelly(parts, 0.6) -- 0 empty .. 1 full Art.setAlarm(parts, 1) -- 0 calm .. 1 about to charge Art.pose(parts, dt, { gait = "waddle", speed = 2.4 }) Art.destroy(parts) ``` `build` returns a plain table of live entity proxies; every other call takes it back. Everything it spawns is **temporary**, so nothing here is saved into the scene. ## The two reads `setBelly` is what the player crosses the hill for: the belly swells and lights the grass, and the body warms from slate toward amber. `setAlarm` is the tell they need a moment later: the per-instance outline goes amber while the hoggy is worth henting and ember while it has decided to come at them, and the ridge lifts and splays as it rouses. Neither touches a material, so five hoggies at five different fullnesses share one set of materials — the fullness lives in per-instance tint, outline, scale and light intensity. ## The gait A hoggy is round and short-legged, so it does not walk, it rocks. `pose` takes a `gait`: `waddle` while it grazes, `charge` when it is coming for the lantern, `eat` with the snout down, `stun` for the wobble after it has hit something, and `idle` when it is standing about. ## Where the body comes from `generated.meshes.A_stylised_low_poly_folk_tale_creature` — a `.bundle`, about 1.9 m long about its own origin with the snout along `+Z`, scaled down to `Art.LENGTH` and turned to face the way the creature walks. With that bundle absent the module blocks out a round body instead, so the ridge, the belly and the face still read.
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component · born here
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# GlewField Every mote of glew on the hill, and the hent that takes them. One instance, on the scene's `mount_glew`. Glew gathers in **drifts** — three thick patches on the dark side of the hill. A drift slides downhill at a little under half the speed the light-line walks down from the summit, so the sun steadily closes on it: the glew worth having is always the glew nearest the light. When the light-line reaches a drift the motes standing in it burn off over `Core.GLEW.burnSeconds`, and a new drift gathers lower in whatever is still dark. Reading where the drifts are, and judging how long the sun will leave them, is the first half of the round. A mote is a temporary entity named `glew_<n>` carrying `game.rules.GlewMote` and a Model of the emissive `game.materials.glew_mote` sphere with a small warm point light. When `game.hero.GlewLook` is in the world the field adds it to every mote as well, and the look owns the mote's appearance from there — it may hide or replace the sphere. The field keeps writing `burn` on both the mark and the look, and calls `look:caught()` when a mote flies to the lantern. ## What other slices call Take the ref off the mount: ```lua local field = entity.find("mount_glew").component.get("game.rules.GlewField") ``` | Call | Answers | |---|---| | `field:nearest(x, z, radius)` | entity ids of the motes within `radius` metres of `(x, z)`, **nearest first**. A mote already flying to the lantern is not offered. | | `field:take(entityId)` | `true` when that mote was there to take, and it is gone — a hoggy ate it. | | `field:spawnBurst(x, y, z, n)` | Fountains `n` motes out around a point: what a full hoggy spills when it is hented. | | `field:hentInto(x, y, z, facing)` | Runs a hent from `(x, y, z)` facing `facing`: everything inside `Core.HENT.arc` within `Core.HENT.range` flies to the lantern. Returns how many were caught, adds them to `Core.state.lantern` (capped at `Core.LANTERN_CAP`) and emits `glew`. | | `field:count()` | Motes alive right now. | | `field:coldCount()` | Motes alive and not yet burning. | A hoggy that bursts may call `spawnBurst` **and** emit `burst`; the field honours whichever arrives and ignores the second when both name the same burst, so the motes are spilled exactly once. ## The round The field runs while the phase is `playing`, and keeps running through `won` and `lost` without spawning anything new — so at first light the last motes are still burning off and the resolution looks at a hill going clean rather than at one frozen mid-burn. Entering `playing` gathers fresh drifts and stands most of the population up at once, with the first drift within a few steps of the foot so the round opens with glew the Henter can reach. ## Sound The catch (`game.rules.clips.glew_catch`) and the fizzle of a mote taken by the sun (`game.rules.clips.glew_burn`) are played through `game.audio.sfx` at the mote's own position, so both are spatial and heard from the CameraRig's listener.
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soundclip · born here
❒asset
# SoundClip Managed audio asset. `data.zaud` is the engine-native ZAUD payload the runtime decodes and plays; compression settings live in the `.metadata` `settings` block (edit to re-encode).
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backing path · game/hoggy/Hoggy.component

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