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HoggyHerd

The hoggies on the hill. One instance, on `mount_hoggies`.

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

HoggyHerd

The hoggies on the hill. One instance, on mount_hoggies.

The herd owns the population — how many hoggies there are and where they walk on — and the routing of the hent. Each creature's own mind, look and voice are in game.hoggy.Hoggy.

Hoggies are on the hill in every phase but a held pause, so the title card looks out over a living hill and the opening beat has something moving in it. They are spawned as temporary children of the mount, so nothing the herd makes is ever saved into the scene.

The hent

game.rules.Henter emits hent with the point the lantern swung through, and exactly one hoggy answers it — the nearest one inside reach. A swing that lands among three of them spills one hoard rather than three. That hoggy bursts if it was full, and rouses either way.

Fields

FieldMeaning
herdSizeHoggies alive on the hill at once. Defaults to Core.HOGGY.count.
respawnSecondsSeconds between hoggies walking on while the herd is short.
spreadMetres across which a hoggy's entry point is scattered.

What other slices can call

local herd = entity.find("mount_hoggies").component.get("game.hoggy.HoggyHerd")
herd:count()      -- hoggies on the hill right now
herd:fullCount()  -- how many of them are glowing full
herd:hoggies()    -- { entityId }

Interface

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

conforms to

zero/source-extract/v2

HoggyHerd — the hoggies on the hill. One instance, on `mount_hoggies`. The herd decides how many hoggies there are, where they come onto the hill, and which one a hent reached. Each creature's own mind, look and voice live in `game.hoggy.Hoggy`; this file is the population and the routing. The hent is the interesting one. `game.rules.Henter` emits `hent` with the point the lantern swung through, and exactly one hoggy answers it — the nearest one inside reach — so a swing that lands among three of them spills one hoard rather than three. That hoggy bursts if it was full, and rouses either way. What other slices can call on it (get the ref off `mount_hoggies`): herd:count() -> number hoggies on the hill right now herd:fullCount() -> number how many of them are glowing full herd:hoggies() -> { entityId }

alive( ) → void

entryPoint( ) → void

Where a hoggy comes onto the hill: on the dark side, below the light-line, scattered across the width so the herd is never a single clump.

spawnOne( ) → void

clearHerd( ) → void

onHent(ev: any) → void

A hent went through this point. The nearest hoggy that can reach it answers.

argtypedescription
evany

resetHerd( ) → void

awake( ) → void

onDestroy( ) → void

update(dt: ?) → void

argtypedescription
dt?

count( ) → number

fullCount( ) → number

hoggies( ) → void

Sub-parts

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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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# 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 | Mode | What it is doing | |---|---| | `roam` | Crossing the dark side to a wander point it picked. | | `seek` | A mote is within `seekRadius`; going for it. | | `eat` | On the mote: `GlewField:take`, belly + 1, `hoggyEat`, a munch. | | `flee` | Standing in the light. Straight downhill, fast. | | `rouse` | Hented. Quills up, the outline goes ember, a squeal. | | `charge` | Head down at `chargeSpeed`, for up to 2.8 s. | | `recover` | It 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 | Field | Meaning | |---|---| | `seed` | Per-creature variation, 0..1: size, gait phase, wander taste. | | `belly` | Motes eaten and still held. | | `speed` / `chargeSpeed` | Metres per second grazing / charging. | | `seekRadius` | Metres within which a mote is worth crossing to. | | `facing` | Heading in radians, 0 facing uphill — the Henter's convention. | ## What the herd and the hent call ```lua hoggy:provoke(x, y, z) -- the hent reached it; true if it was full and spilled hoggy:isFull() hoggy:bellyCount() hoggy:resetForRound() ```
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backing path · game/hoggy/HoggyHerd.component

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