P1 iron: nuggets, ore, clay, kiln, smelter, forge, iron tools and arrows, lantern, tool wear and repair

This commit is contained in:
Paul Bailey
2026-11-05 00:31:07 +00:00
parent ab1f417c32
commit 24c280d885
24 changed files with 1334 additions and 43 deletions

View File

@@ -478,6 +478,19 @@ func _scatter_rocks() -> void:
_bind_nodes(pending, _flush(groups, meshes, true, "Rocks"))
## 0..1: how close (x, z) is to the foot of the mountain rim, where scree
## and iron collect. 1 within 6 m of the edge of the walkable area, 0 from
## 30 m in.
func _near_rim(x: float, z: float) -> float:
if not terrain.inside_boundary(x, z, 6.0):
return 1.0
if terrain.inside_boundary(x, z, 30.0):
return 0.0
for m in [24.0, 18.0, 12.0]: # (inside at margin m = at least m metres from the edge)
if terrain.inside_boundary(x, z, m):
return 1.0 - (m - 6.0) / 24.0
return 1.0
## Places one rock. Passing `pending` makes it a mineable boulder (if it's
## inside the walkable area); otherwise it just gets plain collision.
func _place_rock(groups: Dictionary, meshes: Array, hulls: Array, p: Vector2, h: float, n: Vector3,
@@ -493,6 +506,12 @@ func _place_rock(groups: Dictionary, meshes: Array, hulls: Array, p: Vector2, h:
shape.points = pts
if pending != null and terrain.inside_boundary(p.x, p.y, 0.0):
var node := _resource_node("rock", Transform3D(b, pos))
# Rust-streaked boulders with iron ore in them: mostly near the
# rim, a few anywhere. (From the position, so it's the same every
# time, without disturbing the scatter's random numbers.)
var roll := float(absi(hash(Vector2i(int(p.x * 10.0), int(p.y * 10.0)))) % 1000) / 1000.0
if roll < 0.18 + _near_rim(p.x, p.y) * 0.6:
node.make_iron(hulls[vi])
var cs := CollisionShape3D.new()
cs.shape = shape
cs.basis = b.orthonormalized()
@@ -591,8 +610,10 @@ func _scatter_pickups() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = world_seed + 6
# Order matters: new kinds go at the END so existing saves keep their ids.
var want := {"stick": 260, "stone": 170, "flint": 80, "mushroom": 110, "feather": 70, "fiber": 150}
var radius: Dictionary = {"stick": 0.35, "stone": 0.25, "flint": 0.25, "mushroom": 0.25, "feather": 0.25, "fiber": 0.45}
var want := {"stick": 260, "stone": 170, "flint": 80, "mushroom": 110, "feather": 70, "fiber": 150,
"iron_nugget": 70, "clay": 60}
var radius: Dictionary = {"stick": 0.35, "stone": 0.25, "flint": 0.25, "mushroom": 0.25, "feather": 0.25, "fiber": 0.45,
"iron_nugget": 0.25, "clay": 0.3}
for id: String in want:
# Fibre grows as a plant (wild flax) you pick, 2 fibre a clump.
var mesh: Mesh = ItemMeshes.build("fiber_plant") if id == "fiber" else ItemDB.mesh_for(id)
@@ -625,8 +646,17 @@ func _scatter_pickups() -> void:
# Meadows, and thickest along the lake shore.
var wet := 1.0 - smoothstep(terrain.water_level + 0.5, terrain.water_level + 3.0, h)
chance = 0.05 + (1.0 - _forest(x, z)) * 0.45 + wet * 0.6
"iron_nugget":
# In the scree at the foot of the mountains (and on rocky slopes).
chance = 0.02 + _near_rim(x, z) * 0.9 + (1.0 - n.y) * 1.5
"clay":
# The lake shore only.
var lake: Vector2 = terrain.lake_center
var by_lake: bool = Vector2(x - lake.x, z - lake.y).length() < terrain.lake_radius * 1.6
var shore: float = 1.0 - smoothstep(terrain.water_level + 0.4, terrain.water_level + 1.8, h)
chance = shore * 0.95 if by_lake else 0.0
# A few right by the spawn so the first craft is quick.
if Vector2(x - _spawn.x, z - _spawn.z).length() < 18.0:
if Vector2(x - _spawn.x, z - _spawn.z).length() < 18.0 and not id in ["iron_nugget", "clay"]:
chance += 0.5
if keep > chance:
continue