P2 stone: stonecutter, cut stone, stone floors/walls/pillars/stairs/windows/doorway, hearth; wooden stairs, windows, posts, palisade and gate; stone support rules
This commit is contained in:
@@ -61,6 +61,40 @@ static func _define() -> Dictionary:
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"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(1, 1, 0)],
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"center": Vector3(0.33, 0.33, 0),
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}
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# --- P2 (docs/PROGRESSION_DESIGN.md §3) ---
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# Pillar: a 0.4 m post standing on a floor corner or edge, carrying what's
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# on top (a floor's corner meets its top).
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# (The collider stops 0.2 m short of the top: that's where a floor resting
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# on it has its slab, and the overlap check would count it as in the way.)
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k["pillar"] = {
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"shapes": [_box(Vector3(0, 0.9, 0), Vector3(0.4, 1.8, 0.4))],
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"snaps": [Vector3(0, 0, 0), Vector3(0, 2, 0)],
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"center": Vector3(0, 1, 0),
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}
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# Stairs: 2 m wide, climbing 2 m over 4 m toward -Z (the roof's slope):
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# low edge on a floor's edge (or the ground), top edge at the next floor
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# up. One smooth ramp to walk on; the steps are in the mesh.
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var sn := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE))
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k["stairs"] = {
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"shapes": [{"type": "box", "center": Vector3(0, 1, -2) - sn * 0.1,
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"size": Vector3(2, 0.2, sqrt(20.0)), "basis": Basis(Vector3.RIGHT, ROOF_ANGLE)}],
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"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0),
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Vector3(-1, 2, -4), Vector3(0, 2, -4), Vector3(1, 2, -4)],
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"center": Vector3(0, 1, -2),
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}
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# Window: a wall with a 1 x 0.7 m opening, 1 m up.
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k["window"] = {
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"shapes": [_box(Vector3(0, 0.5, 0), Vector3(2, 1, 0.2)), _box(Vector3(0, 1.85, 0), Vector3(2, 0.3, 0.2)),
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_box(Vector3(-0.75, 1.35, 0), Vector3(0.5, 0.7, 0.2)), _box(Vector3(0.75, 1.35, 0), Vector3(0.5, 0.7, 0.2))],
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"snaps": wall_snaps,
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"center": Vector3(0, 1, 0),
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}
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# Palisade: 2 m of sharpened logs, 3 m tall, for a ring round your camp.
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k["palisade"] = {
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"shapes": [_box(Vector3(0, 1.5, 0), Vector3(2, 3, 0.36))],
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"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0)],
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"center": Vector3(0, 1.5, 0),
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}
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var n := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE)) # panel normal (up and out)
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# (Ends exactly at the ridge. The seam where two roofs meet is handled by
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# build_system.roofed_at sampling several rays.)
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@@ -109,8 +143,16 @@ static func make_shape(s: Dictionary, margin: float = 0.0) -> Array:
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static func is_build(def: Dictionary) -> bool:
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return def.has("place") and def.place.has("kind")
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## "wood" or "stone" (items.json place.material). Stone loses less support
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## going up and can't stand on wood (build_system.gd).
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var material := "wood"
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static func material_of(d: Dictionary) -> String:
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return String(d.get("place", {}).get("material", "wood"))
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func _make_collision(_mi: MeshInstance3D) -> void:
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kind = def.place.kind
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material = material_of(def)
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collision_layer = 1 | BUILD_LAYER
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add_to_group("build")
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for s in kinds()[kind].shapes:
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@@ -94,21 +94,35 @@ func _grounded(points: Array) -> bool:
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return true
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return false
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static func _loss(from_center: Vector3, to_center: Vector3) -> float:
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const STONE_VERTICAL_LOSS := 0.05 ## stone stacks tall (P2)
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## Support lost passing from a piece centred at `from_center` to one of
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## `material` centred at `to_center`. Through a pillar (`via_pillar`: either
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## piece is one) any real step up or down counts as vertical: a pillar under a
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## floor's corner carries it straight down to the ground.
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static func _loss(from_center: Vector3, to_center: Vector3, material: String = "wood", via_pillar: bool = false) -> float:
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var d := to_center - from_center
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var horiz := Vector2(d.x, d.z).length()
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return VERTICAL_LOSS if absf(d.y) >= horiz * 0.99 else HORIZONTAL_LOSS
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if absf(d.y) >= horiz * 0.99 or (via_pillar and absf(d.y) > 0.5):
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return STONE_VERTICAL_LOSS if material == "stone" else VERTICAL_LOSS
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return HORIZONTAL_LOSS
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## Support a piece of `kind` would have at `xf`, given the current structure.
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func support_for(kind: String, xf: Transform3D, exclude: Node = null) -> float:
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## Wood can't hold stone up (stone on wood has no support from it).
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static func _carries(below: Node, material: String) -> bool:
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return not (material == "stone" and below.material == "wood")
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## Support a piece of `kind` (and `material`) would have at `xf`.
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func support_for(kind: String, xf: Transform3D, exclude: Node = null, material: String = "wood") -> float:
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var pts := _world_snaps(kind, xf)
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if _grounded(pts):
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return 1.0
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var center: Vector3 = xf * BuildPiece.kinds()[kind].center
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var best := 0.0
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for n in _touching(pts, exclude):
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if not _carries(n, material):
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continue
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var nc: Vector3 = n.global_transform * BuildPiece.kinds()[n.kind].center
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best = maxf(best, n.support * (1.0 - _loss(nc, center)))
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best = maxf(best, n.support * (1.0 - _loss(nc, center, material, kind == "pillar" or n.kind == "pillar")))
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return best
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## Recomputes every piece's support from the ground up. Returns the pieces now
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@@ -132,7 +146,8 @@ func recompute() -> Array:
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continue
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var best := 0.0
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for n in nbrs[p]:
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best = maxf(best, n.support * (1.0 - _loss(centers[n], centers[p])))
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if _carries(n, p.material):
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best = maxf(best, n.support * (1.0 - _loss(centers[n], centers[p], p.material, p.kind == "pillar" or n.kind == "pillar")))
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if best > p.support + 0.0001:
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p.support = best
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changed = true
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@@ -170,10 +185,19 @@ func check(def: Dictionary, xf: Transform3D, exclude: Node = null) -> String:
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if not hits.is_empty():
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last_blocker = hits[0].collider
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return "Something's in the way"
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if support_for(kind, xf, exclude) < MIN_SUPPORT:
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var mat := BuildPiece.material_of(def)
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if support_for(kind, xf, exclude, mat) < MIN_SUPPORT:
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if mat == "stone" and _rests_on_wood(kind, xf, exclude):
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return "Stone needs stone or the ground under it (wood can't hold it)"
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return "Not enough support"
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return ""
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func _rests_on_wood(kind: String, xf: Transform3D, exclude: Node) -> bool:
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for n in _touching(_world_snaps(kind, xf), exclude):
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if n.material == "wood":
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return true
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return false
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## Where a building piece goes when the player aims at `hit` (a ray result
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## dictionary: position, normal, collider). `yaw` is the player's preferred
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## rotation. Returns {xf, ok, reason, snapped}.
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@@ -246,6 +270,8 @@ func _free_xf(kind: String, hp: Vector3, yaw: float, on_terrain: bool) -> Transf
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match kind:
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"floor":
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probe = [Vector3(-1, 0, -1), Vector3(1, 0, -1), Vector3(-1, 0, 1), Vector3(1, 0, 1), Vector3.ZERO]
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"pillar":
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probe = [Vector3.ZERO]
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_:
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probe = [Vector3(-1, 0, 0), Vector3.ZERO, Vector3(1, 0, 0)]
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var hs: Array[float] = []
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@@ -271,9 +297,13 @@ func roofed_at(pos: Vector3) -> bool:
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hits += 1
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return hits >= 3
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## Height of the sideways shelter rays: under a window's sill (1 m), so a
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## room with windows still counts as walled in.
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const WALL_RAY_Y := 0.6
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## 0..1 fraction of 8 horizontal directions blocked by walls within 8 m.
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func enclosure_at(pos: Vector3) -> float:
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var from := pos + Vector3(0, 1.2, 0)
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var from := pos + Vector3(0, WALL_RAY_Y, 0)
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var hits := 0
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for i in range(8):
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var a := TAU * i / 8.0
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@@ -284,6 +314,25 @@ func enclosure_at(pos: Vector3) -> float:
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func sheltered_at(pos: Vector3) -> bool:
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return roofed_at(pos) and enclosure_at(pos) >= 0.74
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## 0..1 fraction of 8 horizontal directions whose nearest wall (within 8 m)
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## is stone. A stone room keeps you a little warmer (survival.gd).
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func stone_walls_at(pos: Vector3) -> float:
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var from := pos + Vector3(0, WALL_RAY_Y, 0)
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var space := world.get_world_3d().direct_space_state
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var hits := 0
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for i in range(8):
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var a := TAU * i / 8.0
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var q := PhysicsRayQueryParameters3D.create(from, from + Vector3(cos(a), 0, sin(a)) * 8.0, BuildPiece.BUILD_LAYER)
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var hit := space.intersect_ray(q)
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if hit.is_empty():
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continue
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var c: Object = hit.collider
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if c != null and c.has_meta("owner_piece"):
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c = c.get_meta("owner_piece")
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if c != null and c.get("material") == "stone":
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hits += 1
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return hits / 8.0
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# --- dev helper ---------------------------------------------------------------
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## Builds a 4 x 4 m hut through the same snapping a player uses, aiming at the
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@@ -291,24 +340,29 @@ func sheltered_at(pos: Vector3) -> bool:
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## in hut space), 4 roofs meeting at a ridge, 4 gables. Used by the tests and
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## the screenshot views. A coroutine (await it): like a player, it lets a
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## physics step pass after each piece so the next overlap check sees it.
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## `mat` "stone" builds the floors and walls in stone (a stone doorway, a
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## wooden roof on top).
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## Returns {"placed": n, "failed": [...], "pieces": [...]}.
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func debug_build_hut(center: Vector3, yaw: float) -> Dictionary:
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func debug_build_hut(center: Vector3, yaw: float, mat: String = "wood") -> Dictionary:
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var out := {"placed": 0, "failed": [], "pieces": []}
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var floor_id := mat + "_floor"
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var wall_id := mat + "_wall"
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var door_id := "stone_doorway" if mat == "stone" else "wood_door"
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# Floors: the first sits on the ground, the rest snap to it.
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var f0: Node3D = await _hut_place(out, center, yaw, "wood_floor", Vector3(-1, 0, -1), 0.0, null)
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var f0: Node3D = await _hut_place(out, center, yaw, floor_id, Vector3(-1, 0, -1), 0.0, null)
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if f0 == null:
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return out
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var top: float = f0.global_position.y - center.y
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for l in [Vector3(1, 0, -1), Vector3(-1, 0, 1), Vector3(1, 0, 1)]:
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await _hut_place(out, center, yaw, "wood_floor", l, 0.0, null)
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await _hut_place(out, center, yaw, floor_id, l, 0.0, null)
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# Walls: aim at the floor just inside each edge.
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var q := PI * 0.5
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for x in [-1.0, 1.0]:
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await _hut_place(out, center, yaw, "wood_wall", Vector3(x, top, -1.9), 0.0, f0) # north
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await _hut_place(out, center, yaw, "wood_door" if x > 0 else "wood_wall", Vector3(x, top, 1.9), 0.0, f0) # south
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await _hut_place(out, center, yaw, wall_id, Vector3(x, top, -1.9), 0.0, f0) # north
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await _hut_place(out, center, yaw, door_id if x > 0 else wall_id, Vector3(x, top, 1.9), 0.0, f0) # south
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for z in [-1.0, 1.0]:
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await _hut_place(out, center, yaw, "wood_wall", Vector3(1.9, top, z), q, f0) # east
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await _hut_place(out, center, yaw, "wood_wall", Vector3(-1.9, top, z), q, f0) # west
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await _hut_place(out, center, yaw, wall_id, Vector3(1.9, top, z), q, f0) # east
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await _hut_place(out, center, yaw, wall_id, Vector3(-1.9, top, z), q, f0) # west
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# Roofs on the north and south wall tops, rising to a ridge along X.
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for x in [-1.0, 1.0]:
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await _hut_place(out, center, yaw, "wood_roof", Vector3(x, top + 2.0, 2.0), 0.0, f0)
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@@ -11,7 +11,7 @@ var _panel: AnimatableBody3D
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var _tween: Tween
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func _visual_mesh() -> Mesh:
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return ItemDB.mesh_for("wood_door_frame")
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return ItemDB.mesh_for(String(def.get("mesh", item_id)) + "_frame") # (wood_door_frame, stone_door_frame)
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func _build() -> void:
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_hinge = Node3D.new()
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21
scripts/building/hearth.gd
Normal file
21
scripts/building/hearth.gd
Normal file
@@ -0,0 +1,21 @@
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extends "res://scripts/building/campfire.gd"
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## Stone hearth: an indoor fire (docs/PROGRESSION_DESIGN.md §3). Everything a
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## campfire does (fuel, cooking, keeping wolves off), but it warms a bigger
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## room (1.5x the radius), its chimney keeps the rain off so it never burns
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## faster in a storm, and its stone doesn't need a floor of its own.
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const HEARTH_RADIUS := HEAT_RADIUS * 1.5
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func display_name() -> String:
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return "Stone Hearth"
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func heat_at(pos: Vector3) -> float:
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if not _lit:
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return 0.0
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return 1.0 - smoothstep(2.0, HEARTH_RADIUS, pos.distance_to(global_position))
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func burn_rate() -> float:
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return 1.0
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func interact_prompt(player: Node) -> String:
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return super.interact_prompt(player).replace("Campfire", "Stone hearth")
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12
scripts/building/stonecutter.gd
Normal file
12
scripts/building/stonecutter.gd
Normal file
@@ -0,0 +1,12 @@
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extends "res://scripts/building/piece.gd"
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## Stonecutter: a saw bench for dressing stone. Unlocks "stonecutter" recipes
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## (cut stone, and the stone building pieces) within 6 m. E opens crafting.
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func _build() -> void:
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add_to_group("station:stonecutter")
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func interact_prompt(_player: Node) -> String:
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return "Stonecutter [E] Craft"
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func interact(player: Node) -> void:
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player.open_inventory(null)
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@@ -90,6 +90,22 @@ static func build(key: String) -> ArrayMesh:
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"charcoal_kiln": m = _kiln()
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"smelter": m = _smelter()
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"forge": m = _forge()
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"cut_stone": m = _cut_stone()
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"stonecutter": m = _stonecutter()
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"stone_floor": m = _stone_floor()
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"stone_wall": m = _stone_wall()
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"stone_pillar": m = _stone_pillar()
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"stone_stairs": m = _stairs(true)
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"stone_window": m = _stone_window()
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"stone_doorway": m = _stone_doorway(true)
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"stone_doorway_frame": m = _stone_doorway(false)
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"stone_hearth": m = _hearth()
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"wood_stairs": m = _stairs(false)
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"wood_window": m = _wood_window()
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"wood_pillar": m = _wood_pillar()
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"palisade": m = _palisade()
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"palisade_gate": m = _palisade_gate(true)
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"palisade_gate_frame": m = _palisade_gate(false)
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"berry_bush": m = _berry_bush(true)
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"berry_bush_bare": m = _berry_bush(false)
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_:
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@@ -697,3 +713,227 @@ static func _fish(col: Color, len: float, grilled: bool) -> ArrayMesh:
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for s in [-1.0, 1.0]:
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P._blob(st, Vector3(len * 0.75, len * 0.38, s * len * 0.11), Vector3.ONE * len * 0.06, n, 0.0, Color(0.05, 0.05, 0.05), r, 0)
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return P._commit(st)
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# --- P2 stone building and wooden upgrades ---------------------------------------
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# Dimensions match the colliders in build_piece.gd (pillar, stairs, window,
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# palisade) or reuse the wall/floor/door ones.
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const MORTAR := Color(0.36, 0.35, 0.33)
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const STONE_BLOCK := Color(0.62, 0.61, 0.58)
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static func _block_col(r: RandomNumberGenerator) -> Color:
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var c := P._mul(STONE_BLOCK, r.randf_range(0.8, 1.08))
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return c.lerp(Color(0.6, 0.55, 0.47), r.randf() * 0.25) # some warmer stones
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## Courses of staggered blocks filling x0..x1, y0..y1, `depth` thick, with a
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## mortar core behind them so the joints read dark.
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static func _blocks(st: SurfaceTool, r: RandomNumberGenerator, x0: float, x1: float, y0: float, y1: float,
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depth: float = 0.22, course: float = 0.33) -> void:
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if x1 - x0 < 0.02 or y1 - y0 < 0.02:
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return
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_box(st, Vector3((x0 + x1) * 0.5, (y0 + y1) * 0.5, 0), Vector3(x1 - x0, y1 - y0, depth - 0.04), MORTAR)
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var rows := maxi(roundi((y1 - y0) / course), 1)
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var h := (y1 - y0) / rows
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for i in range(rows):
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var y := y0 + h * (i + 0.5)
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var x := x0
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# Stagger: every other course starts with a half block (world-aligned
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# so neighbouring walls line up).
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var step := 0.5
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var next := x0 + (step * 0.5 if i % 2 == 1 else step)
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while x < x1 - 0.01:
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var e := minf(next, x1)
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_box(st, Vector3((x + e) * 0.5, y, 0), Vector3(e - x - 0.025, h - 0.025, depth), _block_col(r))
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x = e
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next = e + step * r.randf_range(0.8, 1.2)
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static func _cut_stone() -> ArrayMesh:
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var st := P._begin()
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var r := _rng(211)
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_box(st, Vector3(0, 0.08, 0), Vector3(0.3, 0.16, 0.2), _block_col(r))
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_box(st, Vector3(0.01, 0.161, 0), Vector3(0.26, 0.004, 0.16), P._mul(STONE_BLOCK, 1.1))
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return P._commit(st)
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## A heavy bench with a block on it and a frame saw: the stonecutter.
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||||
static func _stonecutter() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(213)
|
||||
_box(st, Vector3(0, 0.72, 0), Vector3(1.6, 0.12, 0.8), PLANK)
|
||||
for sx in [-0.7, 0.7]:
|
||||
for sz in [-0.32, 0.32]:
|
||||
_box(st, Vector3(sx, 0.33, sz), Vector3(0.14, 0.66, 0.14), PLANK_DARK)
|
||||
_box(st, Vector3(0, 0.2, 0), Vector3(1.4, 0.08, 0.64), PLANK_DARK)
|
||||
# Rough stone waiting on the shelf, a block being cut on top.
|
||||
for i in range(3):
|
||||
_box(st, Vector3(-0.45 + 0.42 * i, 0.32, 0.02), Vector3(0.3, 0.16, 0.24), _block_col(r), Basis(Vector3.UP, r.randf_range(-0.3, 0.3)))
|
||||
_box(st, Vector3(0.2, 0.92, 0), Vector3(0.6, 0.28, 0.4), _block_col(r))
|
||||
# Frame saw: two uprights, a cross bar and the iron blade in the cut.
|
||||
for sx in [-0.2, 0.62]:
|
||||
_box(st, Vector3(sx, 1.12, 0), Vector3(0.05, 0.5, 0.05), HANDLE)
|
||||
_box(st, Vector3(0.21, 1.36, 0), Vector3(0.9, 0.04, 0.04), HANDLE)
|
||||
_box(st, Vector3(0.21, 1.04, 0), Vector3(0.86, 0.06, 0.012), IRON_BRIGHT)
|
||||
# Chips and dust.
|
||||
for i in range(5):
|
||||
_box(st, Vector3(r.randf_range(-0.7, 0.7), 0.79, r.randf_range(-0.3, 0.3)), Vector3(0.05, 0.03, 0.04), STONE)
|
||||
return P._commit(st)
|
||||
|
||||
## 2 x 2 m flagstones, top at y = 0, on a 0.2 m bed.
|
||||
static func _stone_floor() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(217)
|
||||
_box(st, Vector3(0, -0.11, 0), Vector3(2.0, 0.18, 2.0), MORTAR)
|
||||
for i in range(4):
|
||||
for j in range(4):
|
||||
var c := Vector3(-0.75 + 0.5 * i + r.randf_range(-0.02, 0.02), -0.03, -0.75 + 0.5 * j + r.randf_range(-0.02, 0.02))
|
||||
_box(st, c, Vector3(0.47, 0.06, 0.47) * Vector3(r.randf_range(0.95, 1.0), 1, r.randf_range(0.95, 1.0)), _block_col(r))
|
||||
return P._commit(st)
|
||||
|
||||
static func _stone_wall() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
_blocks(st, _rng(219), -1.0, 1.0, 0.0, 2.0)
|
||||
return P._commit(st)
|
||||
|
||||
## Square column with a base and a capital, 0.4 m.
|
||||
static func _stone_pillar() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(223)
|
||||
_box(st, Vector3(0, 1.0, 0), Vector3(0.32, 2.0, 0.32), MORTAR)
|
||||
for i in range(6):
|
||||
var y := 0.2 + (1.6 / 6.0) * (i + 0.5)
|
||||
_box(st, Vector3(0, y, 0), Vector3(0.36, 1.6 / 6.0 - 0.025, 0.36), _block_col(r), Basis(Vector3.UP, r.randf_range(-0.04, 0.04)))
|
||||
_box(st, Vector3(0, 0.1, 0), Vector3(0.44, 0.2, 0.44), _block_col(r))
|
||||
_box(st, Vector3(0, 1.9, 0), Vector3(0.44, 0.2, 0.44), _block_col(r))
|
||||
return P._commit(st)
|
||||
|
||||
static func _wood_pillar() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(227)
|
||||
_box(st, Vector3(0, 1.0, 0), Vector3(0.3, 2.0, 0.3), _board(r, BEAM))
|
||||
_box(st, Vector3(0, 1.94, 0), Vector3(0.4, 0.12, 0.4), BEAM)
|
||||
_box(st, Vector3(0, 0.06, 0), Vector3(0.38, 0.12, 0.38), BEAM)
|
||||
return P._commit(st)
|
||||
|
||||
## 8 steps climbing 2 m over 4 m toward -Z (the collider is the smooth ramp
|
||||
## through their noses). Stone is solid underneath; wood is treads on two
|
||||
## stringers.
|
||||
static func _stairs(stone: bool) -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(229 if stone else 231)
|
||||
var a := 0.4636476
|
||||
for i in range(8):
|
||||
var top := 0.25 * (i + 1) - 0.06
|
||||
var zc := -0.25 - 0.5 * i
|
||||
if stone:
|
||||
_box(st, Vector3(0, top * 0.5, zc), Vector3(2.0, top, 0.5), MORTAR)
|
||||
_box(st, Vector3(0, top - 0.05, zc + 0.01), Vector3(1.96, 0.1, 0.5), _block_col(r))
|
||||
else:
|
||||
_box(st, Vector3(0, top - 0.04, zc + 0.03), Vector3(1.7, 0.08, 0.46), _board(r))
|
||||
if not stone:
|
||||
var length := sqrt(20.0)
|
||||
for x in [-0.9, 0.9]:
|
||||
_box(st, Vector3(x, 0.92, -2.0), Vector3(0.12, 0.26, length), BEAM, Basis(Vector3.RIGHT, a))
|
||||
return P._commit(st)
|
||||
|
||||
## Wall with a 1 x 0.7 m opening 1 m up (x -0.5..0.5, y 1.0..1.7).
|
||||
static func _stone_window() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(233)
|
||||
_blocks(st, r, -1.0, 1.0, 0.0, 1.0)
|
||||
_blocks(st, r, -1.0, -0.5, 1.0, 1.7, 0.22, 0.35)
|
||||
_blocks(st, r, 0.5, 1.0, 1.0, 1.7, 0.22, 0.35)
|
||||
_blocks(st, r, -1.0, 1.0, 1.7, 2.0, 0.22, 0.3)
|
||||
_box(st, Vector3(0, 0.97, 0.03), Vector3(1.2, 0.07, 0.3), _block_col(r)) # sill
|
||||
_box(st, Vector3(0, 1.75, 0), Vector3(1.24, 0.12, 0.24), _block_col(r)) # lintel
|
||||
return P._commit(st)
|
||||
|
||||
static func _wood_window() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(237)
|
||||
_wall_body(st, r, -0.84, 0.84, 0.1, 1.0)
|
||||
_wall_body(st, r, -0.84, -0.5, 1.0, 1.7)
|
||||
_wall_body(st, r, 0.5, 0.84, 1.0, 1.7)
|
||||
_wall_body(st, r, -0.84, 0.84, 1.7, 1.9)
|
||||
for x in [-0.92, 0.92]:
|
||||
_box(st, Vector3(x, 1.0, 0), Vector3(0.16, 2.0, 0.2), BEAM)
|
||||
for y in [0.06, 1.94]:
|
||||
_box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM)
|
||||
# Frame, sill and a shutter swung open on each side (outside, +Z).
|
||||
_box(st, Vector3(0, 0.98, 0.02), Vector3(1.16, 0.06, 0.26), BEAM)
|
||||
_box(st, Vector3(0, 1.72, 0), Vector3(1.1, 0.06, 0.2), BEAM)
|
||||
for side in [-1.0, 1.0]:
|
||||
_box(st, Vector3(side * 0.52, 1.35, 0), Vector3(0.05, 0.72, 0.2), BEAM)
|
||||
_box(st, Vector3(side * 0.78, 1.35, 0.14), Vector3(0.48, 0.66, 0.04), _board(r, PLANK_DARK))
|
||||
_box(st, Vector3(0.0, 1.35, 0), Vector3(0.03, 0.7, 0.03), BEAM) # mullion
|
||||
return P._commit(st)
|
||||
|
||||
## Stone arch for a 1.1 x 1.9 m door (the wooden leaf is wood_door_panel).
|
||||
static func _stone_doorway(with_panel: bool) -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(239)
|
||||
_blocks(st, r, -1.0, -0.55, 0.0, 2.0)
|
||||
_blocks(st, r, 0.55, 1.0, 0.0, 2.0)
|
||||
_box(st, Vector3(0, 1.97, 0), Vector3(1.14, 0.06, 0.2), MORTAR)
|
||||
# Arch stones over the opening: a keystone and its neighbours.
|
||||
for i in range(5):
|
||||
var x := -0.44 + 0.22 * i
|
||||
var h := 0.16 + (0.08 if i == 2 else 0.0)
|
||||
_box(st, Vector3(x, 1.9 + h * 0.5 - 0.02, 0), Vector3(0.2, h, 0.24), _block_col(r))
|
||||
if with_panel:
|
||||
_door_panel_into(st, Vector3(-0.54, 0, 0))
|
||||
return P._commit(st)
|
||||
|
||||
## Hearth: the fire sits at the origin in a stone firebox (back toward -Z),
|
||||
## under a hood and chimney.
|
||||
static func _hearth() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(241)
|
||||
_box(st, Vector3(0, 0.06, 0), Vector3(1.6, 0.12, 1.2), _block_col(r))
|
||||
_box(st, Vector3(0, 0.125, 0.05), Vector3(0.9, 0.01, 0.7), ASH)
|
||||
# Back and cheeks.
|
||||
_box(st, Vector3(0, 0.75, -0.48), Vector3(1.6, 1.3, 0.24), MORTAR)
|
||||
for i in range(4):
|
||||
_box(st, Vector3(-0.4 + 0.8 * (i % 2) + r.randf_range(-0.05, 0.05), 0.3 + 0.33 * i, -0.36), Vector3(0.7, 0.3, 0.02), _block_col(r))
|
||||
for sx in [-0.68, 0.68]:
|
||||
for i in range(4):
|
||||
_box(st, Vector3(sx, 0.28 + 0.3 * i, -0.05), Vector3(0.26, 0.28, 0.7), _block_col(r))
|
||||
# Mantel, hood and chimney.
|
||||
_box(st, Vector3(0, 1.3, 0.05), Vector3(1.7, 0.12, 0.8), _block_col(r))
|
||||
_box(st, Vector3(0, 1.55, -0.12), Vector3(1.3, 0.38, 0.6), MORTAR)
|
||||
_blocks(st, r, -0.3, 0.3, 1.74, 2.0, 0.42, 0.26)
|
||||
# A few logs in the fire.
|
||||
for i in range(3):
|
||||
var a := 0.6 * i - 0.6
|
||||
var d := Vector3(cos(a), 0, sin(a)) * 0.3
|
||||
P._cylinder(st, Vector3(0, 0.18, 0.05) - d, Vector3(0, 0.18, 0.05) + d, 0.06, 0.06, 5, P.BARK, r, -1.0, PLANK)
|
||||
return P._commit(st)
|
||||
|
||||
## 2 m of sharpened logs, 3 m tall.
|
||||
static func _palisade() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(243)
|
||||
for i in range(5):
|
||||
_stake(st, r, -0.8 + 0.4 * i, 0.0, 3.0)
|
||||
for y in [0.7, 2.1]:
|
||||
_box(st, Vector3(0, y, -0.2), Vector3(2.0, 0.14, 0.08), BEAM)
|
||||
return P._commit(st)
|
||||
|
||||
static func _stake(st: SurfaceTool, r: RandomNumberGenerator, x: float, y0: float, top: float) -> void:
|
||||
var h := top - r.randf_range(0.0, 0.18)
|
||||
var rad := r.randf_range(0.16, 0.19)
|
||||
P._cylinder(st, Vector3(x, y0, 0), Vector3(x, h - 0.35, 0), rad, rad * 0.95, 7, P.BARK, r)
|
||||
P._cylinder(st, Vector3(x, h - 0.35, 0), Vector3(x, h, 0), rad * 0.95, 0.02, 7, P.WOOD, r)
|
||||
|
||||
## Palisade gate: stakes either side of a 1.1 x 1.9 m opening, more above it.
|
||||
static func _palisade_gate(with_panel: bool) -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(247)
|
||||
for x in [-0.8, 0.8]:
|
||||
_stake(st, r, x, 0.0, 3.0)
|
||||
for x in [-0.36, 0.0, 0.36]:
|
||||
_stake(st, r, x, 1.95, 3.0)
|
||||
for x in [-0.62, 0.62]:
|
||||
_box(st, Vector3(x, 0.98, 0), Vector3(0.12, 1.96, 0.2), BEAM)
|
||||
_box(st, Vector3(0, 1.98, 0), Vector3(1.4, 0.12, 0.24), BEAM)
|
||||
if with_panel:
|
||||
_door_panel_into(st, Vector3(-0.54, 0, 0))
|
||||
return P._commit(st)
|
||||
|
||||
@@ -557,7 +557,7 @@ 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"]:
|
||||
if piece != null and String(piece.kind) in ["wall", "door", "gable", "window", "palisade", "pillar"]:
|
||||
return true
|
||||
ex.append(hit.rid) # a floor or roof edge: look past it
|
||||
return false
|
||||
|
||||
@@ -73,6 +73,9 @@ func balanced_diet() -> bool:
|
||||
return false
|
||||
return true
|
||||
|
||||
var stone_room := false ## sheltered by mostly stone walls (P2): a little warmer
|
||||
const STONE_ROOM_WARMTH := 6.0
|
||||
|
||||
var player: Node3D ## the local player, or a server_player.gd on a server
|
||||
var world: Node3D
|
||||
var _stamina_wait := 0.0
|
||||
@@ -92,6 +95,7 @@ func step(dt: float) -> void:
|
||||
_shelter_left = 0.25
|
||||
roofed = world.build.roofed_at(p)
|
||||
sheltered = roofed and world.build.enclosure_at(p) >= 0.74
|
||||
stone_room = sheltered and world.build.stone_walls_at(p) >= 0.5
|
||||
# Rain soaks you unless there's a roof over your head.
|
||||
if not roofed and world.weather.rain_at(p) > 0.25:
|
||||
wet = WET_SECONDS
|
||||
@@ -105,6 +109,8 @@ func step(dt: float) -> void:
|
||||
rested = maxf(rested - dt, 0.0)
|
||||
var wear: Dictionary = ItemDB.get_item(player.worn).get("wear", {}) if not player.worn.is_empty() else {}
|
||||
var target: float = world.air_warmth(p, sheltered) + heat * 70.0 + float(wear.get("warmth", 0.0))
|
||||
if stone_room:
|
||||
target += STONE_ROOM_WARMTH
|
||||
if wet > 0.0:
|
||||
target -= 22.0 * float(wear.get("wet_chill", 1.0))
|
||||
wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
|
||||
|
||||
@@ -255,7 +255,7 @@ func _rebuild_recipes() -> void:
|
||||
for c in _recipe_list.get_children():
|
||||
c.queue_free()
|
||||
var stations: Array[String] = []
|
||||
for st in ["workbench", "campfire", "forge"]:
|
||||
for st in ["workbench", "campfire", "forge", "stonecutter"]:
|
||||
if Actions.station_near(player, st):
|
||||
stations.append(st)
|
||||
_station_label.text = "Nearby: " + (", ".join(stations) if not stations.is_empty() else "nothing (hand crafting only)")
|
||||
|
||||
@@ -27,6 +27,8 @@ const PIECES := {
|
||||
"kiln": preload("res://scripts/building/processor.gd"),
|
||||
"smelter": preload("res://scripts/building/processor.gd"),
|
||||
"forge": preload("res://scripts/building/forge.gd"),
|
||||
"hearth": preload("res://scripts/building/hearth.gd"),
|
||||
"stonecutter": preload("res://scripts/building/stonecutter.gd"),
|
||||
}
|
||||
const BuildPiece = preload("res://scripts/building/build_piece.gd")
|
||||
const UITheme = preload("res://scripts/ui/theme.gd")
|
||||
|
||||
Reference in New Issue
Block a user