The Cove's wreck: driftwood and salt on the beach, the captain's sea chest (a treasure map, nails, salt; once each), each player's own X on the map; online too

This commit is contained in:
Paul Bailey
2026-11-07 02:00:31 +00:00
parent ec8caa9ef4
commit 419c71e638
17 changed files with 470 additions and 7 deletions

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@@ -36,6 +36,8 @@ static func build(key: String) -> ArrayMesh:
var m: ArrayMesh
match key:
"stick": m = _stick()
"driftwood": m = _driftwood()
"treasure_map": m = _treasure_map()
"stone": m = _pebble(11, STONE, Vector3(0.14, 0.10, 0.12))
"flint": m = _pebble(23, FLINT, Vector3(0.12, 0.07, 0.15), 0.5)
"wood": m = _wood()
@@ -184,6 +186,26 @@ static func _stick() -> ArrayMesh:
P._cylinder(st, Vector3(0.05, 0.03, 0.0), Vector3(0.2, 0.05, 0.1), 0.012, 0.006, 4, HANDLE, r)
return P._commit(st)
## A sea-bleached branch, twisted, with a stub of a side branch.
static func _driftwood() -> ArrayMesh:
var st := P._begin()
var r := _rng(41)
const BLEACHED := Color(0.72, 0.68, 0.6)
const GREY := Color(0.58, 0.55, 0.5)
P._cylinder(st, Vector3(-0.5, 0.06, -0.04), Vector3(0.05, 0.08, 0.05), 0.07, 0.06, 6, BLEACHED, r, -1.0, GREY)
P._cylinder(st, Vector3(0.05, 0.08, 0.05), Vector3(0.48, 0.05, -0.02), 0.06, 0.035, 6, BLEACHED, r, -1.0, GREY)
P._cylinder(st, Vector3(0.1, 0.09, 0.05), Vector3(0.22, 0.12, 0.24), 0.03, 0.015, 5, GREY, r)
return P._commit(st)
## A rolled-up, torn sheet of old parchment tied with string.
static func _treasure_map() -> ArrayMesh:
var st := P._begin()
var r := _rng(43)
const PARCH := Color(0.82, 0.74, 0.55)
P._cylinder(st, Vector3(-0.16, 0.04, 0), Vector3(0.16, 0.04, 0), 0.04, 0.04, 8, PARCH, r, -1.0, PARCH.darkened(0.15))
P._cylinder(st, Vector3(-0.01, 0.04, 0), Vector3(0.01, 0.04, 0), 0.043, 0.043, 8, Color(0.45, 0.12, 0.08), r)
return P._commit(st)
static func _wood() -> ArrayMesh:
var st := P._begin()
var r := _rng(9)

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@@ -363,6 +363,11 @@ func _run(p: Node3D, what: String, a: Array) -> void:
"tunnel_prop":
if w.tunnel != null:
w.tunnel.set_prop(p, _i(a, 0))
"wreck_chest":
# The wreck's sea chest: each player's share, once.
if w.wreck != null and p.global_position.distance_to(w.wreck.chest.global_position) < 4.0:
if w.wreck.open_for(p, String(p.player_id)):
WorldNet.wreck_state(w.wreck.to_data())
"tunnel_go":
# Down into the cliff tunnel, or back out at the top: a teleport
# the server makes (the tunnel's under the island), from nearby.

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@@ -377,6 +377,18 @@ func tunnel_state(d: Dictionary) -> void:
if Lands.hub:
Lands.push_tunnel(int(d.get("dug", 0)))
## Who's had their share of the wreck's sea chest changed: everyone here
## sees whether it's empty for them.
func wreck_state(d: Dictionary) -> void:
_all("_s2c_wreck", [d])
mark_changed()
@rpc("authority", "call_remote", "reliable")
func _s2c_wreck(d: Dictionary) -> void:
if not is_client() or world.wreck == null:
return
world.wreck.load_data(d)
@rpc("authority", "call_remote", "reliable")
func _s2c_tunnel(d: Dictionary) -> void:
if not is_client() or world.tunnel == null:

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@@ -174,6 +174,8 @@ func _physics_process(delta: float) -> void:
_set_prompt("[RMB] Eat %s" % def.name)
elif def.has("wear"):
_set_prompt("[RMB] Wear %s" % def.name)
elif def.has("read"):
_set_prompt("[RMB] Read the %s" % String(def.name).to_lower())
elif def.has("bow"):
var n: int = Actions.ammo_count(player, def.bow)
_set_prompt("Drawing %d%%" % roundi(draw_power() * 100.0) if _drawing else "[hold LMB] Draw (%d arrows)" % n)
@@ -262,6 +264,8 @@ func _unhandled_input(event: InputEvent) -> void:
Actions.eat(player, player.selected)
elif d.has("wear"):
Actions.wear(player, player.selected)
elif d.has("read"):
player.get_parent().read_map(player) # (the treasure map: your X, on your map)
elif d.get("weapon", {}).has("throw"):
_throw()
elif event.is_action_pressed("rotate_piece"):

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@@ -23,6 +23,8 @@ const MARKS := {
"build": [Color(0.62, 0.45, 0.28), "Your buildings"],
"camp": [Color(1.00, 0.80, 0.35), "Camp"],
"grave": [Color(0.85, 0.85, 0.85), "Your things"],
"wreck": [Color(0.55, 0.38, 0.22), "The wreck"],
"treasure": [Color(0.9, 0.12, 0.1), "X: your treasure"],
}
var world: Node3D
@@ -132,10 +134,16 @@ func _draw_marks() -> void:
for m in world.map_marks():
var at := _to_map(m.pos)
var col: Color = MARKS.get(m.kind, [Color.WHITE])[0]
if m.kind == "treasure":
# An inked X, as on the old chart.
for d in [Vector2(1, 1), Vector2(1, -1)]:
_marks.draw_line(at - d * 8.0, at + d * 8.0, Color(0, 0, 0, 0.8), 5.0)
_marks.draw_line(at - d * 8.0, at + d * 8.0, col, 3.0)
continue
var r := 3.0 if m.kind == "build" else 6.0
_marks.draw_rect(Rect2(at - Vector2(r, r), Vector2(r, r) * 2.0), col)
_marks.draw_rect(Rect2(at - Vector2(r, r), Vector2(r, r) * 2.0), Color(0, 0, 0, 0.7), false, 1.0)
if m.kind in ["den", "barrow", "stones", "seam", "pier", "cave"]:
if m.kind in ["den", "barrow", "stones", "seam", "pier", "cave", "wreck"]:
_marks.draw_string(font, at + Vector2(9, 5), String(m.label), HORIZONTAL_ALIGNMENT_LEFT, -1, 13, col)
# Other players in this land: only on a co-op server (with PvP on, the
# map never gives anyone away). Green dots with their names.

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@@ -664,9 +664,9 @@ func _scatter_pickups() -> void:
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,
"iron_nugget": 70, "clay": 60, "salt": 40}
"iron_nugget": 70, "clay": 60, "salt": 40, "driftwood": 45}
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, "salt": 0.25}
"iron_nugget": 0.25, "clay": 0.3, "salt": 0.25, "driftwood": 0.5}
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)
@@ -709,10 +709,17 @@ func _scatter_pickups() -> void:
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
"salt":
# Crusts on the cliff tops above the sea (P4).
# Crusts on the cliff tops above the sea (P4), or (the Cove)
# on the sand just above the waterline.
chance = 0.95 if terrain.sea_weight(x, z) > 0.6 and _near_rim(x, z) > 0.35 else 0.0
if terrain.beach_weight(x, z) > 0.6 and h < terrain.water_level + 1.2:
chance = 0.6
"driftwood":
# Washed up along a beach (the Cove), near the waterline:
# what a boat's hull is made of.
chance = 0.95 if terrain.beach_weight(x, z) > 0.6 and h < terrain.water_level + 1.6 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 and not id in ["iron_nugget", "clay", "salt"]:
if Vector2(x - _spawn.x, z - _spawn.z).length() < 18.0 and not id in ["iron_nugget", "clay", "salt", "driftwood"]:
chance += 0.5
if keep > chance:
continue

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@@ -55,6 +55,7 @@ var _pieces: Node3D
var hud: CanvasLayer
var pier: Node3D ## the Cove's pier (scripts/world/pier.gd), or null
var tunnel: Node3D ## the cliff tunnel (scripts/world/tunnel.gd, J1), or null
var wreck: Node3D ## the Cove's wreck (scripts/world/wreck.gd, 0.6.0), or null
var sea_cave: Node3D ## the Cove's end of it (scripts/world/sea_cave.gd), or null
var traveling := false ## on the way to another worldlet (the scene is about to change)
var _session_time := 0.0 ## seconds played since the last save
@@ -365,6 +366,15 @@ func _on_terrain_ready() -> void:
props.pier = pr
else:
pr.free()
# The wreck (0.6.0): on the Cove's beach, with the sea chest's treasure maps.
var wk := preload("res://scripts/world/wreck.gd").new()
wk.name = "Wreck"
add_child(wk)
if not menu_mode and wk.place(self):
wreck = wk
props.keep_clear.append([wk.global_position, 9.0])
else:
wk.free()
# The journey's ways on (J1): the Valley's cliff tunnel and the Cove's sea
# cave. On a server too (J3): the server decides the digging and the
# crossings, and every player's game has the same rock to see and walk.
@@ -690,6 +700,7 @@ func collect_save() -> Dictionary:
"barrow": barrow.save_data() if barrow != null else {},
"stones": stones.save_data() if stones != null else {},
"tunnel": tunnel.to_data() if tunnel != null else {},
"wreck": wreck.to_data() if wreck != null else {},
"map": map_data(),
}
@@ -706,6 +717,7 @@ func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, drop
"barrow": barrow.save_data() if barrow != null else {},
"stones": stones.save_data() if stones != null else {},
"tunnel": tunnel.to_data() if tunnel != null else {},
"wreck": wreck.to_data() if wreck != null else {},
}
## The live pieces (placed and not being removed).
@@ -839,6 +851,8 @@ func _apply_save(s: Dictionary, with_player: bool) -> void:
stones.load_data(s.get("stones", {}))
if tunnel != null:
tunnel.load_data(s.get("tunnel", {}))
if wreck != null:
wreck.load_data(s.get("wreck", {}))
if with_player:
load_map_data(String(s.get("map", "")))
# The bear (bear_range.gd): applied when it's set up, after loading.
@@ -971,6 +985,12 @@ func map_marks() -> Array:
add.call("pier", (pier.start + pier.end) * 0.5, "The pier")
if sea_cave != null:
add.call("cave", sea_cave.global_position, "Sea cave")
if wreck != null:
add.call("wreck", wreck.global_position, "The wreck")
# Your X: shown while you carry the map (even where you haven't been).
var x := treasure_spot(my_id())
if x != Vector3.INF and player.inventory.count("treasure_map") > 0:
out.append({"kind": "treasure", "pos": x, "label": "X"})
for piece in all_pieces():
var id: String = String(piece.get("item_id"))
if piece.is_in_group("bed"):
@@ -983,6 +1003,70 @@ func map_marks() -> Array:
add.call("grave", piece.global_position, "Your things")
return out
# --- the pirate treasure (0.6.0, docs/WORLDLETS_DESIGN.md §5) ----------------------
var _treasure_spots: Dictionary = {} ## player id -> Vector3 (worked out once)
## Where player `id`'s treasure is buried (each player's map has its own X):
## a dry, gentle spot in the Cove's hills, picked from the world's seed and
## the player's id, clear of the water, the stream and the other places.
## INF where there's no treasure (no wreck in this land).
func treasure_spot(id: String) -> Vector3:
if wreck == null:
return Vector3.INF
if _treasure_spots.has(id):
return _treasure_spots[id]
var spots := treasure_spots()
var at: Vector3 = Vector3.INF if spots.is_empty() else spots[posmod(hash(id), spots.size())]
_treasure_spots[id] = at
return at
## The world's hiding places for treasure: up to 12, at least 25 m apart,
## picked from its seed (so each player's X is one of these, and different
## players' are usually far apart).
var _hiding: Array = []
func treasure_spots() -> Array:
if not _hiding.is_empty() or wreck == null:
return _hiding
var t: Node3D = terrain
var rng := RandomNumberGenerator.new()
rng.seed = t.noise_seed * 7919 + 2024
var avoid: Array = [wreck.global_position, _spawn]
for n in [den, pier, sea_cave]:
if n != null and n.is_inside_tree():
avoid.append(n.global_position if n != pier else (pier.start + pier.end) * 0.5)
for _try in range(3000):
if _hiding.size() >= 12:
break
var a := rng.randf() * TAU
var r: float = sqrt(rng.randf()) * t.play_radius * 0.85
var x: float = cos(a) * r
var z: float = sin(a) * r
if not t.inside_boundary(x, z, 14.0) or t.beach_weight(x, z) > 0.3 or t.near_stream(x, z, 4.0):
continue
var h: float = t.sample_height(x, z)
if h < t.water_level + 2.0 or t.sample_normal(x, z).y < 0.92 or h > t.snow_height - 6.0:
continue
if avoid.any(func(q): return Vector2(q.x - x, q.z - z).length() < 22.0):
continue
if _hiding.any(func(q): return Vector2(q.x - x, q.z - z).length() < 25.0):
continue
_hiding.append(Vector3(x, h, z))
return _hiding
## The id of the player at this game (yours; a server's character's own).
func my_id() -> String:
return String(Net.get_identity().player_id)
## Right-click with the treasure map: your X goes on your map, and it opens.
func read_map(p: Node3D) -> void:
if wreck == null:
Actions.notify.emit("The X is in the hills above the Cove: read it there")
return
Actions.notify.emit("X marks the spot, in the hills above the bay: it's on your map now (N). Take a pickaxe")
if hud != null and hud.map != null and not hud.map.is_open():
hud.map.open()
## In the cliff tunnel (J1): no daylight, no weather, sheltered.
func underground_at(p: Vector3) -> bool:
return tunnel != null and tunnel.contains(p)

149
scripts/world/wreck.gd Normal file
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@@ -0,0 +1,149 @@
extends Node3D
## The Cove's wreck (docs/WORLDLETS_DESIGN.md §5, 0.6.0): an old ship driven
## up on the sand at the far end of the bay from the sea cave, her bow in the
## shallows, one side stove in. Inside, the captain's sea chest: a torn
## treasure map and a few useful things, **once for each player** (single-
## player and online alike: who's had theirs is saved with the Cove).
##
## Placed from the terrain alone, like the pier, so it's the same for
## everyone; only `opened` (who's had their share) is saved.
const Pier = preload("res://scripts/world/pier.gd")
const OAK := Color(0.36, 0.25, 0.16)
const DARK := Color(0.24, 0.17, 0.11)
const WET := Color(0.2, 0.18, 0.15)
const IRON := Color(0.22, 0.22, 0.24)
## What's in the sea chest, for each player once.
const LOOT := {"treasure_map": 1, "nails": 4, "salt": 2}
var world: Node3D
var opened: Array = [] ## the player ids who've had their share
var chest: StaticBody3D
var front := Vector3.ZERO ## where you stand to reach into the chest
func place(w: Node3D) -> bool:
world = w
var t: Node3D = w.terrain
if not w.has_place("wreck") or not t._has_beach:
return false
# The far end of the beach from the sea cave, where the sand meets the water.
var a := deg_to_rad(t.beach_angle_deg - t.beach_half_width_deg * 0.8)
var dir := Vector2(cos(a), sin(a))
var r: float = t._shore_d() - t._rim_offset(dir.x, dir.y)
var at2 := dir * (r - 1.0)
var at := Vector3(at2.x, maxf(t.sample_height(at2.x, at2.y), t.water_level - 0.3), at2.y)
# Bow out to sea (+Z local), a little askew, heeled over on her side.
var out := Vector3(dir.x, 0.0, dir.y).rotated(Vector3.UP, 0.35)
global_transform = Transform3D(Basis.looking_at(-out, Vector3.UP), at)
_build()
add_to_group("wreck")
return true
func _build() -> void:
var st := SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var body := StaticBody3D.new()
body.name = "Hull"
add_child(body)
var heel := Basis(Vector3(0, 0, 1), deg_to_rad(-14.0))
var parts: Array = [
# [centre, size, colour] in the hull's frame (+Z the bow, +X starboard)
[Vector3(0, 0.12, 0), Vector3(0.35, 0.25, 9.0), DARK], # keel
[Vector3(-1.45, 0.75, 0), Vector3(0.14, 1.3, 8.2), OAK], # port side, whole
[Vector3(1.45, 0.75, 2.6), Vector3(0.14, 1.3, 3.0), OAK], # starboard, forward
[Vector3(1.45, 0.55, -3.0), Vector3(0.14, 0.9, 2.2), OAK], # starboard, aft (stove in between)
[Vector3(0, 0.75, -4.1), Vector3(2.9, 1.3, 0.14), OAK], # transom
[Vector3(0, 0.05, 0), Vector3(2.8, 0.1, 7.6), WET], # bilge boards
[Vector3(0, 1.8, 1.4), Vector3(0.22, 2.6, 0.22), DARK], # mast stump
]
for p in parts:
var c: Vector3 = heel * p[0]
Pier._box(st, c, p[1], p[2])
var cs := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = p[1]
cs.shape = box
cs.transform = Transform3D(heel, c)
body.add_child(cs)
# Ribs over the open hull, some broken off short.
for i in range(6):
var z := -3.4 + i * 1.3
for side in [-1.0, 1.0]:
if side > 0.0 and z > -1.8 and z < 1.0:
continue # (the stove-in side)
var h := 1.9 if (i + int(side)) % 3 != 0 else 1.2
Pier._box(st, heel * Vector3(side * 1.3, h * 0.5 + 0.5, z), Vector3(0.12, h, 0.14), DARK)
# Planks strewn on the sand on the open side.
var rng := RandomNumberGenerator.new()
rng.seed = 919
for i in range(5):
var off := Vector3(2.6 + rng.randf() * 2.5, 0.05, -2.0 + rng.randf() * 4.0)
Pier._box(st, off, Vector3(0.3, 0.06, 1.6 + rng.randf()), OAK.darkened(rng.randf() * 0.3))
st.generate_normals()
var mi := MeshInstance3D.new()
mi.name = "Ship"
mi.mesh = st.commit()
var mat := StandardMaterial3D.new()
mat.vertex_color_use_as_albedo = true
mat.roughness = 0.95
mi.material_override = mat
add_child(mi)
# The captain's sea chest, wedged inside by the break.
chest = StaticBody3D.new()
chest.name = "SeaChest"
chest.collision_layer = 1 | 2
chest.set_script(preload("res://scripts/world/wreck_chest.gd"))
chest.wreck = self
var cst := SurfaceTool.new()
cst.begin(Mesh.PRIMITIVE_TRIANGLES)
Pier._box(cst, Vector3(0, 0.25, 0), Vector3(0.9, 0.5, 0.55), Color(0.3, 0.2, 0.12))
Pier._box(cst, Vector3(0, 0.55, 0), Vector3(0.92, 0.12, 0.57), Color(0.27, 0.18, 0.1))
for x in [-0.32, 0.32]:
Pier._box(cst, Vector3(x, 0.32, 0), Vector3(0.06, 0.64, 0.6), IRON)
cst.generate_normals()
var cmi := MeshInstance3D.new()
cmi.mesh = cst.commit()
cmi.material_override = mat
chest.add_child(cmi)
var ccs := CollisionShape3D.new()
var cb := BoxShape3D.new()
cb.size = Vector3(0.9, 0.62, 0.55)
ccs.shape = cb
ccs.position = Vector3(0, 0.31, 0)
chest.add_child(ccs)
add_child(chest)
chest.transform = Transform3D(heel * Basis(Vector3.UP, 0.4), heel * Vector3(0.5, 0.12, -0.4))
front = global_transform * (heel * Vector3(2.4, 0.0, -0.4))
front.y = world.terrain.sample_height(front.x, front.z)
# --- the sea chest -------------------------------------------------------------
## Whether player `id` has had their share of the chest.
func had(id: String) -> bool:
return id in opened
## Gives player `p` (id `id`) their share: the map and the rest, once.
## Returns false (and says why) when they've had it, or their bag's too full.
func open_for(p: Node, id: String) -> bool:
if had(id):
Actions.tell(p, "The sea chest's empty: you've had what was in it")
return false
for item in LOOT:
if p.inventory.space_for(item) < int(LOOT[item]):
Actions.tell(p, "Make room in your bag first")
return false
for item in LOOT:
p.inventory.add(item, int(LOOT[item]))
opened.append(id)
Actions.tell(p, "In the captain's sea chest: a torn treasure map, %d nails and %d salt. Right-click the map to read it" % [
int(LOOT.nails), int(LOOT.salt)])
Sfx.at("door_open", chest.global_position)
if Net.is_server():
WorldNet.mark_changed()
return true
func to_data() -> Dictionary:
return {"opened": opened.duplicate()}
func load_data(d: Dictionary) -> void:
opened = (d.get("opened", []) as Array).duplicate()

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@@ -0,0 +1 @@
uid://dydutxxckscny

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@@ -0,0 +1,23 @@
extends StaticBody3D
## The wreck's sea chest (wreck.gd): what you look at and press E on. Online,
## your game asks the server, which gives you your share once.
var wreck: Node3D
func interact_prompt(player: Node) -> String:
if wreck.had(_id(player)):
return "The captain's sea chest (empty: you've had what was in it)"
return "[E] Open the captain's sea chest"
func interact(player: Node) -> void:
if wreck.world.is_online():
PlayerNet.ask("wreck_chest", [])
return
wreck.open_for(player, _id(player))
## Whose share: the player's id (a server's character, or, at home, yours).
static func _id(player: Node) -> String:
var pid: Variant = player.get("player_id")
if pid != null and not String(pid).is_empty():
return String(pid)
return String(Net.get_identity().player_id)

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@@ -0,0 +1 @@
uid://oeh0v78qjmnh