diff --git a/data/items.json b/data/items.json index 955f69f..facc357 100644 --- a/data/items.json +++ b/data/items.json @@ -280,13 +280,49 @@ "name": "Wood Gable", "category": "building", "stack": 20, - "description": "Triangle that closes the end of a roof. R to flip it.", + "description": "Triangle that closes the end of a roof. R to flip it. On a wider house, stand it on a half wall to close a taller roof's end.", "mesh": "wood_gable", "place": { "piece": "build", "kind": "gable" } }, + { + "id": "wood_half_wall", + "name": "Wood Half Wall", + "category": "building", + "stack": 20, + "description": "2 x 1 m. A low wall or railing, or on top of a wall, under a gable, to close the end of a wider house's taller roof.", + "mesh": "wood_half_wall", + "place": { + "piece": "build", + "kind": "half_wall" + } + }, + { + "id": "wood_roof_ridge", + "name": "Wood Roof Ridge", + "category": "building", + "stack": 20, + "description": "A 2 m ridge cap: on a 6 m-wide house, it bridges the gap between the two sides' roofs, at the top.", + "mesh": "wood_roof_ridge", + "place": { + "piece": "build", + "kind": "roof_ridge" + } + }, + { + "id": "wood_ridge_gable", + "name": "Wood Ridge Gable", + "category": "building", + "stack": 20, + "description": "A small triangle that closes the end under a roof ridge. Stand it on a half wall.", + "mesh": "wood_ridge_gable", + "place": { + "piece": "build", + "kind": "ridge_gable" + } + }, { "id": "bed", "name": "Bed", diff --git a/data/recipes.json b/data/recipes.json index a608d9c..574ca74 100644 --- a/data/recipes.json +++ b/data/recipes.json @@ -138,6 +138,37 @@ "wood": 1 } }, + { + "id": "wood_half_wall", + "output": "wood_half_wall", + "count": 1, + "station": "workbench", + "category": "building", + "inputs": { + "wood": 1 + } + }, + { + "id": "wood_roof_ridge", + "output": "wood_roof_ridge", + "count": 1, + "station": "workbench", + "category": "building", + "inputs": { + "wood": 2, + "fiber": 1 + } + }, + { + "id": "wood_ridge_gable", + "output": "wood_ridge_gable", + "count": 1, + "station": "workbench", + "category": "building", + "inputs": { + "wood": 1 + } + }, { "id": "bed", "output": "bed", diff --git a/scripts/building/build_piece.gd b/scripts/building/build_piece.gd index f51d477..c6c75fc 100644 --- a/scripts/building/build_piece.gd +++ b/scripts/building/build_piece.gd @@ -61,6 +61,15 @@ static func _define() -> Dictionary: "snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(1, 1, 0)], "center": Vector3(0.33, 0.33, 0), } + # Half wall: 2 m wide, 1 m tall (0.6.2, Gitea #7). On a wall's top, under + # a gable, it closes the end of a taller roof (a wider house, with a + # second row of roof panels); on a floor, it's a low wall or a railing. + k["half_wall"] = { + "shapes": [_box(Vector3(0, 0.5, 0), Vector3(2, 1, 0.2))], + "snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), + Vector3(-1, 1, 0), Vector3(0, 1, 0), Vector3(1, 1, 0)], + "center": Vector3(0, 0.5, 0), + } # --- P2 (docs/PROGRESSION_DESIGN.md ยง3) --- # Pillar: a 0.4 m post standing on a floor corner or edge, carrying what's # on top (a floor's corner meets its top). @@ -95,6 +104,29 @@ static func _define() -> Dictionary: "snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0)], "center": Vector3(0, 1.5, 0), } + # Roof ridge (0.6.2, Gitea #7): a 2 m cap, an upside-down V at the roof's + # slope, for houses whose width leaves a 2 m gap between the two sides' + # top rows (6 m, 10 m). Origin = centre at the level of the rows' top + # edges (local z = +-1), rising 0.5 m to the peak along z = 0. + var ns := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE)) + var nn := Vector3(0, cos(ROOF_ANGLE), -sin(ROOF_ANGLE)) + var half := sqrt(1.25) + k["roof_ridge"] = { + "shapes": [ + {"type": "box", "center": Vector3(0, 0.25, 0.5) + ns * ROOF_T * 0.5, "size": Vector3(2, ROOF_T, half), "basis": Basis(Vector3.RIGHT, ROOF_ANGLE)}, + {"type": "box", "center": Vector3(0, 0.25, -0.5) + nn * ROOF_T * 0.5, "size": Vector3(2, ROOF_T, half), "basis": Basis(Vector3.RIGHT, -ROOF_ANGLE)}, + _box(Vector3(0, 0.55, 0), Vector3(2, 0.08, 0.3))], # (the ridge board: no gap at the peak for rain, or the shelter test) + "snaps": [Vector3(-1, 0, 1), Vector3(0, 0, 1), Vector3(1, 0, 1), + Vector3(-1, 0, -1), Vector3(0, 0, -1), Vector3(1, 0, -1)], + "center": Vector3(0, 0.25, 0), + } + # Ridge gable: the small triangle (2 m wide, 0.5 m tall, peak in the + # middle) that closes the end under a roof ridge, on a half wall or a wall. + k["ridge_gable"] = { + "shapes": [_prism([Vector2(-1, 0), Vector2(1, 0), Vector2(0, 0.5)], 0.2)], + "snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(0, 0.5, 0)], + "center": Vector3(0, 0.17, 0), + } var n := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE)) # panel normal (up and out) # (Ends exactly at the ridge. The seam where two roofs meet is handled by # build_system.roofed_at sampling several rays.) diff --git a/scripts/items/item_meshes.gd b/scripts/items/item_meshes.gd index 96b8dc8..d05577d 100644 --- a/scripts/items/item_meshes.gd +++ b/scripts/items/item_meshes.gd @@ -69,6 +69,9 @@ static func build(key: String) -> ArrayMesh: "wood_door_panel": m = _door_panel() "wood_roof": m = _roof() "wood_gable": m = _gable() + "wood_half_wall": m = _half_wall() + "wood_roof_ridge": m = _roof_ridge() + "wood_ridge_gable": m = _ridge_gable() "bed": m = _bed() "raw_meat": m = _meat(MEAT_RAW) "cooked_meat": m = _meat(MEAT_COOKED) @@ -546,6 +549,17 @@ static func _wall() -> ArrayMesh: _box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM) return P._commit(st) +## Half wall: the wall's boards and frame, 2 x 1 m. +static func _half_wall() -> ArrayMesh: + var st := P._begin() + var r := _rng(75) + _wall_body(st, r, -0.84, 0.84, 0.1, 0.9) + for x in [-0.92, 0.92]: + _box(st, Vector3(x, 0.5, 0), Vector3(0.16, 1.0, 0.2), BEAM) + for y in [0.06, 0.94]: + _box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM) + return P._commit(st) + ## Door frame (1.1 x 1.9 m opening); `with_panel` adds the closed door, for the ## inventory icon and the placement ghost. static func _door(with_panel: bool) -> ArrayMesh: @@ -597,6 +611,37 @@ static func _roof() -> ArrayMesh: _box(st, along * s + n * 0.085, Vector3(2.04, 0.05, (length + 0.3) / rows + 0.1), _board(r, SHINGLE), tilt) return P._commit(st) +## Roof ridge: two short shingled panels meeting at a peak 0.5 m up (an +## upside-down V across local Z), origin at the centre of the low edges' +## level. Bridges the gap between two roof rows on a 6 m-wide house. +static func _roof_ridge() -> ArrayMesh: + var st := P._begin() + var r := _rng(91) + var a := 0.4636476 + var half := sqrt(1.25) + for side in [1.0, -1.0]: + var b := Basis(Vector3.RIGHT, a * side) + var n := Vector3(0, cos(a), sin(a) * side) + var mid := Vector3(0, 0.25, 0.5 * side) + _box(st, mid + n * 0.03, Vector3(2.0, 0.06, half + 0.06), _board(r, BEAM), b) + for i in range(2): + var along := Vector3(0, -sin(a), cos(a) * side) * (half * (0.25 - 0.5 * i)) + _box(st, mid + along + n * 0.085, Vector3(2.04, 0.05, half * 0.5 + 0.1), _board(r, SHINGLE), Basis(Vector3.RIGHT, (a + 0.06) * side)) + _box(st, Vector3(0, 0.55, 0), Vector3(2.06, 0.08, 0.16), BEAM) # (the ridge board) + return P._commit(st) + +## Ridge gable: a small triangle, 2 m wide and 0.5 m tall, peak in the middle. +static func _ridge_gable() -> ArrayMesh: + var st := P._begin() + var r := _rng(98) + for i in range(2): + var y0 := 0.25 * i + var hw := 0.92 * (1.0 - y0 / 0.5) - 0.06 + _box(st, Vector3(0, y0 + 0.125, 0), Vector3(hw * 2.0, 0.25 - 0.015, 0.12), _board(r)) + _box(st, Vector3(0, 0.06, 0), Vector3(2.0, 0.12, 0.2), BEAM) + _box(st, Vector3(0, 0.25, 0), Vector3(0.14, 0.5, 0.2), BEAM) + return P._commit(st) + ## Triangular gable end: 0 m tall at -X, 1 m tall at +X. static func _gable() -> ArrayMesh: var st := P._begin() diff --git a/scripts/net/net.gd b/scripts/net/net.gd index 07a1a17..933b9f4 100644 --- a/scripts/net/net.gd +++ b/scripts/net/net.gd @@ -673,7 +673,7 @@ func _wall_hit(space: PhysicsDirectSpaceState3D, a: Vector3, b: Vector3) -> bool var piece: Node = c as Node while piece != null and piece.get("kind") == null: piece = piece.get_parent() - if piece != null and String(piece.kind) in ["wall", "door", "gable", "window", "palisade", "pillar"]: + if piece != null and String(piece.kind) in ["wall", "half_wall", "door", "gable", "ridge_gable", "window", "palisade", "pillar"]: return true ex.append(hit.rid) # a floor or roof edge: look past it return false diff --git a/scripts/world/props.gd b/scripts/world/props.gd index e6a0276..bbdc663 100644 --- a/scripts/world/props.gd +++ b/scripts/world/props.gd @@ -173,8 +173,8 @@ func clear_under(piece: Node3D) -> void: if not is_instance_valid(piece) or not is_inside_tree(): return await get_tree().physics_frame # (the piece's collider is in the world from the next step) - if not is_instance_valid(piece): - return + if not is_instance_valid(piece) or not piece.is_inside_tree(): + return # (dismantled straight away) var space := get_world_3d().direct_space_state var at := piece.global_position for pk in pickups.values(): diff --git a/tests/run_all.sh b/tests/run_all.sh index 34449cf..1f1fc84 100755 --- a/tests/run_all.sh +++ b/tests/run_all.sh @@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then echo "Importing the project first (fresh copy)..." godot --headless --path . --import >/dev/null 2>&1 fi -for t in test_boot test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_cliffs test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_net_lands test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_water_bodies test_cove test_wreck test_shore test_boat test_bug_report test_tunnel test_map test_terrain_edges test_boundary; do +for t in test_boot test_survival_core test_survival_stats test_save_load test_weather_building test_roofs test_creatures_combat test_cliffs test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_net_lands test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_water_bodies test_cove test_wreck test_shore test_boat test_bug_report test_tunnel test_map test_terrain_edges test_boundary; do extra="" [ "$t" = "test_boundary" ] && extra="--fixed-fps 30" # A suite that waits on a world that failed to load would hang forever, diff --git a/tests/test_roofs.gd b/tests/test_roofs.gd new file mode 100644 index 0000000..92bbffc --- /dev/null +++ b/tests/test_roofs.gd @@ -0,0 +1,211 @@ +extends SceneTree +## Gitea #7: growing a house. A longer one (along the ridge): take out the +## end wall and gables, add floors, walls and a roof bay, and the gables go +## on the new end. A wider one (across the ridge): the roof gets a second row +## of panels on top of the first, and its taller ends close with a half wall +## under a gable. Inside both you're under a roof and sheltered. +## Run: godot --headless --path . --script res://tests/test_roofs.gd + +var _fails := 0 +var _finished := false +var S: Node +var w: Node3D +var B: Node +const Q := PI * 0.5 + +func check(cond: bool, what: String) -> void: + print((" ok " if cond else " FAIL ") + what) + if not cond: + _fails += 1 + +func _initialize() -> void: + _run.call_deferred() + +func _run() -> void: + S = root.get_node("Saves") + S.root_dir = "user://test_roofs_worlds" + for x in S.list_worlds(): + S.delete_world(x.id) + S.current_id = S.create_world("Roofs", 1337) + w = load("res://scenes/world.tscn").instantiate() + root.add_child(w) + for _i in range(8): + await physics_frame + w.creatures.enabled = false + w.player.set_physics_process(false) + w.player.survival.set_process(false) + B = w.build + await _longer() + await _wider() + await _six() + _finished = true + check(_finished, "test ran to the end (no script errors)") + for x in S.list_worlds(): + S.delete_world(x.id) + DirAccess.remove_absolute(S.root_dir) + print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails]) + quit(1 if _fails > 0 else 0) + +## One piece, aimed as a player would (build_system.gd's hut helper). +func _place(out: Dictionary, c: Vector3, id: String, local: Vector3, ryaw: float, on: Node3D) -> Node3D: + return await B._hut_place(out, c, 0.0, id, local, ryaw, on) + +func _new_out() -> Dictionary: + return {"placed": 0, "failed": [], "pieces": []} + +func _longer() -> void: + print("a longer house (along the ridge)") + var c: Vector3 = B.debug_find_site(w._spawn + Vector3(20, 0, 0), 5.0) + var hut: Dictionary = await B.debug_build_hut(c, 0.0) + check(hut.failed.is_empty(), "the 4 x 4 hut (%d pieces)" % hut.placed) + var f0: Node3D = hut.pieces[0] + var top: float = f0.global_position.y - c.y + for p in hut.pieces.duplicate(): + var l: Vector3 = p.global_position - c + if (p.kind == "wall" or p.kind == "gable") and l.x > 1.5: + w.remove_piece(p) + for _i in range(3): + await physics_frame + var out := _new_out() + for z in [-1.0, 1.0]: + await _place(out, c, "wood_floor", Vector3(3, 0, z), 0.0, null) + await _place(out, c, "wood_wall", Vector3(3, top, -1.9), 0.0, f0) + await _place(out, c, "wood_wall", Vector3(3, top, 1.9), 0.0, f0) + for z in [-1.0, 1.0]: + await _place(out, c, "wood_wall", Vector3(3.9, top, z), Q, f0) + await _place(out, c, "wood_roof", Vector3(3, top + 2.0, 2.0), 0.0, f0) + await _place(out, c, "wood_roof", Vector3(3, top + 2.0, -2.0), PI, f0) + await _place(out, c, "wood_gable", Vector3(4, top + 2.0, 1.0), Q, f0) + await _place(out, c, "wood_gable", Vector3(4, top + 2.0, -1.0), -Q, f0) + check(out.failed.is_empty() and out.placed == 10, "a bay on the end, and its gables (%d placed%s)" % [out.placed, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + var inside := Vector3(c.x + 3.0, f0.global_position.y, c.z) + check(B.roofed_at(inside) and B.sheltered_at(inside), "sheltered in the new end") + +func _wider() -> void: + print("a wider house (across the ridge): 4 m along, 8 m across") + var c := Vector3.INF + for near in [Vector3(-30, 0, 0), Vector3(0, 0, 30), Vector3(30, 0, 25), Vector3(-25, 0, -25), Vector3(0, 0, -35)]: + var at: Vector3 = w._spawn + near + var got: Vector3 = B.debug_find_site(at, 5.0) + if got != at: # (it hands back where you asked when there's no site) + c = got + break + check(c != Vector3.INF, "(a site for it)") + if c == Vector3.INF: + return + var out := _new_out() + # Floors: 2 x 4. The first sits on the ground, the rest snap to it. + var f0: Node3D = await _place(out, c, "wood_floor", Vector3(-1, 0, -3), 0.0, null) + check(f0 != null, "(the first floor: %s)" % [out.failed]) + if f0 == null: + return + var top: float = f0.global_position.y - c.y + for x in [-1.0, 1.0]: + for z in [-3.0, -1.0, 1.0, 3.0]: + if x == -1.0 and z == -3.0: + continue + await _place(out, c, "wood_floor", Vector3(x, 0, z), 0.0, null) + # Walls all round. + for x in [-1.0, 1.0]: + await _place(out, c, "wood_wall", Vector3(x, top, -3.9), 0.0, f0) + await _place(out, c, "wood_wall", Vector3(x, top, 3.9), 0.0, f0) + for z in [-3.0, -1.0, 1.0, 3.0]: + await _place(out, c, "wood_wall", Vector3(1.9, top, z), Q, f0) + await _place(out, c, "wood_wall", Vector3(-1.9, top, z), Q, f0) + check(out.failed.is_empty(), "floors and walls (%d placed%s)" % [out.placed, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + var n0: int = out.placed + # The roof: the first row on the long walls, the second row on top of it, + # meeting at the ridge 2 m up. + for x in [-1.0, 1.0]: + await _place(out, c, "wood_roof", Vector3(x, top + 2.0, 4.0), 0.0, f0) + await _place(out, c, "wood_roof", Vector3(x, top + 2.0, -4.0), PI, f0) + var n1: int = out.placed + for x in [-1.0, 1.0]: + await _place(out, c, "wood_roof", Vector3(x, top + 3.0, 2.0), 0.0, f0) + await _place(out, c, "wood_roof", Vector3(x, top + 3.0, -2.0), PI, f0) + check(out.placed - n1 == 4 and out.failed.is_empty(), "a second row of roof on top of the first, up to the ridge (%d placed%s)" % [out.placed - n1, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + var ridge: Array = out.pieces.filter(func(p): return p.kind == "roof" and absf(p.global_position.y - (f0.global_position.y + 3.0)) < 0.2) + check(ridge.size() == 4 and ridge.all(func(p): return p.support >= B.MIN_SUPPORT), "(held up: support %s)" % [ridge.map(func(p): return snappedf(p.support, 0.01))]) + # The ends: a gable on the wall at the eaves; nearer the ridge, a half + # wall on the wall and a gable on the half wall. + var n2: int = out.placed + for x in [-2.0, 2.0]: + await _place(out, c, "wood_gable", Vector3(x, top + 2.0, 3.0), Q, f0) + await _place(out, c, "wood_gable", Vector3(x, top + 2.0, -3.0), -Q, f0) + await _place(out, c, "wood_half_wall", Vector3(x, top + 2.0, 1.0), Q, f0) + await _place(out, c, "wood_half_wall", Vector3(x, top + 2.0, -1.0), Q, f0) + await _place(out, c, "wood_gable", Vector3(x, top + 3.0, 1.0), Q, f0) + await _place(out, c, "wood_gable", Vector3(x, top + 3.0, -1.0), -Q, f0) + check(out.placed - n2 == 12 and out.failed.is_empty(), "both ends closed: gables, and half walls under the upper gables (%d placed%s)" % [out.placed - n2, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + var halves: Array = out.pieces.filter(func(p): return p.kind == "half_wall") + check(halves.size() == 4 and halves.all(func(p): return absf(p.global_position.y - (f0.global_position.y + 2.0)) < 0.05), + "the half walls stand on the walls' tops") + var uppers: Array = out.pieces.filter(func(p): return p.kind == "gable" and absf(p.global_position.y - (f0.global_position.y + 3.0)) < 0.05) + check(uppers.size() == 4, "and the upper gables stand on the half walls (%d)" % uppers.size()) + for z in [-3.0, 0.0, 3.0]: + var inside := Vector3(c.x, f0.global_position.y, c.z + z) + check(B.roofed_at(inside) and B.sheltered_at(inside), "sheltered inside, %+.0f m across (roof %s, walls %.2f)" % [z, B.roofed_at(inside), B.enclosure_at(inside)]) + # A half wall on its own: a low wall on a floor. + var out2 := _new_out() + var c2: Vector3 = B.debug_find_site(w._spawn + Vector3(-25, 0, 10), 3.0) + var g0: Node3D = await _place(out2, c2, "wood_floor", Vector3(0, 0, 0), 0.0, null) + if g0 != null: + var t2: float = g0.global_position.y - c2.y + var hw: Node3D = await _place(out2, c2, "wood_half_wall", Vector3(0, t2, 0.9), 0.0, g0) + check(hw != null and absf(hw.global_position.y - g0.global_position.y) < 0.05, "a half wall on a floor's edge: a low wall (%s)" % [out2.failed]) + +## A site with room for a house `half` metres each way from its middle. +func _site(half: float, tries: Array) -> Vector3: + for near in tries: + var at: Vector3 = w._spawn + near + var got: Vector3 = B.debug_find_site(at, half) + if got != at: + return got + return Vector3.INF + +func _six() -> void: + print("a 6 x 6 house: a roof ridge bridges the middle") + var c := _site(4.0, [Vector3(30, 0, -20), Vector3(-30, 0, 20), Vector3(25, 0, 30), Vector3(-35, 0, -10)]) + check(c != Vector3.INF, "(a site for it)") + if c == Vector3.INF: + return + var out := _new_out() + var f0: Node3D = await _place(out, c, "wood_floor", Vector3(-2, 0, -2), 0.0, null) + if f0 == null: + check(false, "(the first floor: %s)" % [out.failed]) + return + var top: float = f0.global_position.y - c.y + for x in [-2.0, 0.0, 2.0]: + for z in [-2.0, 0.0, 2.0]: + if not (x == -2.0 and z == -2.0): + await _place(out, c, "wood_floor", Vector3(x, 0, z), 0.0, null) + for x in [-2.0, 0.0, 2.0]: + await _place(out, c, "wood_wall", Vector3(x, top, -2.9), 0.0, f0) + await _place(out, c, "wood_wall", Vector3(x, top, 2.9), 0.0, f0) + for z in [-2.0, 0.0, 2.0]: + await _place(out, c, "wood_wall", Vector3(2.9, top, z), Q, f0) + await _place(out, c, "wood_wall", Vector3(-2.9, top, z), Q, f0) + check(out.failed.is_empty() and out.placed == 21, "9 floors and 12 walls (%d placed%s)" % [out.placed, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + var n0: int = out.placed + for x in [-2.0, 0.0, 2.0]: + await _place(out, c, "wood_roof", Vector3(x, top + 2.0, 3.0), 0.0, f0) + await _place(out, c, "wood_roof", Vector3(x, top + 2.0, -3.0), PI, f0) + check(out.placed - n0 == 6, "a row of roof up from each long wall, leaving a 2 m gap in the middle (%d%s)" % [out.placed - n0, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + var n1: int = out.placed + for x in [-2.0, 0.0, 2.0]: + await _place(out, c, "wood_roof_ridge", Vector3(x, top + 3.0, 0.0), 0.0, f0) + check(out.placed - n1 == 3 and out.failed.is_empty(), "roof ridges bridge it (%d placed%s)" % [out.placed - n1, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + var ridges: Array = out.pieces.filter(func(p): return p.kind == "roof_ridge") + check(ridges.size() == 3 and ridges.all(func(p): return absf(p.global_position.y - (f0.global_position.y + 3.0)) < 0.05 and absf(p.global_position.z - c.z) < 0.05), + "on the rows' top edges, along the middle") + check(ridges.all(func(p): return p.support >= B.MIN_SUPPORT), "(held up: support %s)" % [ridges.map(func(p): return snappedf(p.support, 0.01))]) + var n2: int = out.placed + for x in [-3.0, 3.0]: + await _place(out, c, "wood_gable", Vector3(x, top + 2.0, 2.0), Q, f0) + await _place(out, c, "wood_gable", Vector3(x, top + 2.0, -2.0), -Q, f0) + await _place(out, c, "wood_half_wall", Vector3(x, top + 2.0, 0.0), Q, f0) + await _place(out, c, "wood_ridge_gable", Vector3(x, top + 3.0, 0.0), Q, f0) + check(out.placed - n2 == 8 and out.failed.is_empty(), "the ends closed: gables, and a half wall and ridge gable in the middle (%d placed%s)" % [out.placed - n2, "" if out.failed.is_empty() else ": %s" % [out.failed]]) + for z in [-2.0, 0.0, 2.0]: + var inside := Vector3(c.x, f0.global_position.y, c.z + z) + check(B.roofed_at(inside) and B.sheltered_at(inside), "sheltered inside, %+.0f m across (roof %s, walls %.2f)" % [z, B.roofed_at(inside), B.enclosure_at(inside)]) diff --git a/tests/test_roofs.gd.uid b/tests/test_roofs.gd.uid new file mode 100644 index 0000000..9be3973 --- /dev/null +++ b/tests/test_roofs.gd.uid @@ -0,0 +1 @@ +uid://ceh70qtahkoa0 diff --git a/tools/site/guide_sections.md b/tools/site/guide_sections.md index 53747b5..4099124 100644 --- a/tools/site/guide_sections.md +++ b/tools/site/guide_sections.md @@ -181,6 +181,8 @@ Select a piece on your hotbar and a ghost shows where it will go: green if it fi Building pieces (floors, walls, roofs, gables, doors, windows, stairs, posts, palisades) are 2 m on a side and **snap** to each other: aim near a piece and the ghost lines up with it. On open ground a floor sits level and a wall sits flush. You can't build in water. A roof rises 1 m over 2 m, so two from opposite walls of a 4 m hut meet at the ridge; gables close the ends. +To make a house **longer**, add bays along the ridge: more roof, and the gables go on the new end. To make it **wider**, the roof climbs higher: on an 8 m-wide house, a second row of roof sits on top of the first; on a 6 m-wide one, a **Roof Ridge** bridges the 2 m gap at the top. The taller ends close with a **Half Wall** (2 m x 1 m) on top of the wall, then a gable on the half wall, or a small **Ridge Gable** under a roof ridge. A half wall on its own makes a low wall or a railing. + ### Support Look at a piece to see its **support**. Anything on the ground has full support; each piece above or beside takes support from the best piece it's joined to, losing a little going up and a lot going sideways. Below 30% a piece can't be placed, and pieces left without support collapse back into your inventory. A hut, a second storey or a short overhang works; a bridge in mid-air doesn't. Posts and pillars carry their load straight down.