Fish per water type in data/fish.json; worldlets design
- data/fish.json: fish, weights, dawn/dusk odds, bite timing and minimum depth per water type; ItemDB.define_water() registers them - world.water_at(x, z) answers lake / sea / dry land; the float uses it, so a worldlet with a sea only needs a "sea" entry - Clear messages for shallow water and water with nothing to catch - Lake fish: more of them, bigger, nearer the shore, jumping with splash rings - docs/WORLDLETS_DESIGN.md: proposal for data-defined world types
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docs/WORLDLETS_DESIGN.md
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# Worldlets design
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Status: **proposal**. Nothing here is built yet, apart from the first piece
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of groundwork (`world.water_at()` and `data/fish.json`, see §6).
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## 1. What a worldlet is
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A **worldlet** is a small, complete world type: a ~320 m playable area with
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its own shape, water, climate, wildlife and features, generated from a seed
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like today's island. The current map becomes the first worldlet, **"Valley"**:
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a mountain ring, a lake and a sea cliff. Others can differ in kind, not just
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in seed:
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| Worldlet | Shape | Water | Twist |
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|---|---|---|---|
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| **Valley** (today) | mountain ring + sea cliff | lake | wolves' den in the rim |
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| **Cove** | low hills down to a sandy bay | sea + harbour, a stream | sea fishing, a pier, tides later |
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| **Highlands** | plateau, cliffs, a tarn | small cold lake | snow most days, harsher nights |
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| **Marsh** | flat, reedy, pools | many shallow pools | fog, insects, bog iron later |
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A worldlet is **data plus a few generator building blocks**, not a new
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scene with its own code. That keeps the game's systems shared (building,
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survival, creatures, saving) and makes worldlets addable by addons later
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(§7).
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## 2. The big decision: one worldlet per save, or linked worldlets?
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**A. One worldlet per save.** New World asks for a name, a seed and a
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worldlet type. Simple, and it fits everything already built.
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**B. Linked worldlets in one save.** Several worldlets form one world, and
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you travel between them (a mountain pass, a cave tunnel, a boat). Each keeps
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its own state. More exciting, but much more work, especially in M2: a server
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would have to simulate several places at once, or keep all players together.
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**Recommendation: build A first, with a save layout that allows B later.**
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Each worldlet's state goes in its own file from day one
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(`worlds/<id>/worldlets/<worldlet>.json`), and the player's own state moves
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to `worlds/<id>/player.json`. Then B is "add travel and a second file",
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not "migrate every save".
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## 3. Definition format
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`data/worldlets/<id>.json`. Every number that's an `@export` on
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`terrain.gd` today moves here, plus the lists that are hard-coded:
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```json
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{
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"id": "cove",
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"name": "Cove",
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"description": "Low hills running down to a sheltered bay.",
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"size": 320,
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"terrain": {
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"base": {"height_scale": 7.0, "octaves": 4},
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"boundary": [
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{"type": "mountains", "from_deg": 60, "to_deg": 300, "height": 50},
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{"type": "beach", "from_deg": 300, "to_deg": 60, "slope": 0.08}
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],
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"features": [
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{"type": "cove", "angle_deg": 0, "width": 60},
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{"type": "stream", "from": "mountains", "to": "cove"}
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]
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},
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"water": {"sea_level": -1.5, "lakes": []},
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"climate": {"cold_day_chance": 0.1, "snowline": 45, "day_length": 1200},
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"wildlife": {
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"budget": {"rabbit": 5, "deer": 3, "boar": 2},
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"wolves": {"den": "rim", "den_day": 3, "hunt_day": 5}
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},
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"places": [{"type": "pier", "at": "cove"}],
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"spawn": {"near": "cove", "facing": "sea"}
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}
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```
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Generator **building blocks** (GDScript, shared by all worldlets): base
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hills, mountain rim, sea cliff, beach slope, cove/bay, lake basin, stream
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bed, plateau. A worldlet only picks and parameterises them, so it can't do
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anything a block can't.
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## 4. What changes in the code
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Most game code already asks the terrain generic questions:
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`sample_height`, `sample_normal`, `inside_boundary` and `find_spawn`. The
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work is in the places that know about *this* island's single lake and
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cliff. Today:
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| Assumption | Used in | Becomes |
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|---|---|---|
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| one lake at `water_level` | player (swimming), creature, spawner, den, build_system, props, lake_fish, world | `world.water_at(x, z)` (done for fishing) |
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| `lake_center` / `lake_radius` | lake_fish, world (views) | the water bodies list |
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| `sea_angle_deg`, `coast_point` | props (sea stacks, cliff-top strip), world (views) | the boundary segment list |
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| `snow_height` | props, spawner, weather | `climate.snowline` |
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| `play_radius` | props, den | boundary queries |
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The steps:
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1. **Terrain pipeline.** `terrain.gd` becomes a runner that stacks the
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chosen building blocks into the height grid. The grid, collision,
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`sample_height` and the boundary wall stay exactly as they are.
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2. **A `WorldInfo` API** on the world node, for everything outside terrain:
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`water_at`, `water_bodies()`, `boundary_at(angle)`, `features(type)`,
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`climate`. No system reads terrain exports directly any more.
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3. **Water bodies.** Each lake, pond and the sea is a body with a surface,
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shape and type. The water mesh is built per body. Swimming, the "too
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deep" check, animal steering and fishing all go through `water_at`.
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4. **Props and places by feature.** Scenery reads densities from the
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definition. The den, the sea stacks and (in Cove) the pier are "places"
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positioned by features, not hard-coded angles.
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5. **Saves.** `meta.json` gains `"worldlet": "valley"`. Older saves default
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to Valley, so nothing breaks.
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6. **New World screen.** Pick a worldlet type (with a short description and
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a preview render), then name and seed as now.
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## 5. The Cove and sea fishing
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- **Beach boundary.** Sand slopes gently into shallow water. You can wade
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and swim out until the water is deep, and then a current carries you back
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(the beach equivalent of the invisible wall, with a toast).
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- **Harbour.** A sheltered bay with a generated wooden pier. The pier is
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built from the building pieces, so it's "placed by the world" and can't
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be dismantled.
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- **Sea fish** in `data/fish.json` under `"sea"`: mackerel (common),
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cod (bigger, deeper water), and maybe crab pots later. Casting from the
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pier reaches deep water. The fishing code needs no changes: it already
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asks `water_at` what it landed in and looks up that water's fish.
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- Later: tides (sea level shifting slowly), a raft or rowing boat, and
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driftwood on the beach.
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## 6. Done already (groundwork)
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- `world.water_at(x, z)` returns `{type, surface, depth}` for the lake and
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the sea, and fishing uses it instead of `terrain.water_level`.
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- `data/fish.json` holds the fish per water type, bite timings and
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dawn/dusk weights. `ItemDB.define_water()` registers a water's fish, so an
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addon or a worldlet can add "sea" without code.
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## 7. How it fits the roadmap
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- **Before M2 (recommended):** steps 1-6 for Valley alone, with no visible
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change, then the Cove. Doing the refactor before multiplayer means M2
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replicates "worldlet id + seed + edits", not one hard-coded island.
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- **M2:** the server loads one worldlet per save (option A). Clients
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regenerate it from id + seed, which is the same determinism we rely on
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now.
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- **M3 (addons):** `define_worldlet()` takes the same JSON. Addons can only
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combine building blocks, so a worldlet addon can't run arbitrary code in
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the generator.
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- **Option B (linked worldlets)** fits after M2, once we know how the
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server handles players in different places.
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## 8. Phasing and tests
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| Phase | Delivers | Done when |
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|---|---|---|
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| **W0** | terrain pipeline + WorldInfo API; Valley defined in JSON | seed 1337 generates the **same height grid** as today (a hash test), and all 9 suites still pass |
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| **W1** | worldlet picked on New World and saved in meta; old saves = Valley | load an old save and a new Valley save; both play |
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| **W2** | water bodies (several per world), beach boundary block, swim-back current | a test worldlet with two ponds and a beach passes the boundary and terrain-edge tests |
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| **W3** | **Cove** worldlet: bay, stream, pier place, sea fish | you catch a mackerel off the pier |
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| **W4** | (optional) Highlands / Marsh | each passes the shared suites |
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| **W5** | (after M2, optional) linked worldlets and travel | walk through a pass from Valley into Cove and back |
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Every existing suite runs per worldlet (boundary, terrain edges, survival,
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building, wildlife, fishing), so a new worldlet can't ship with a hole in
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its edge or animals that spawn in the sea.
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## 9. Questions for you
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1. **A or B?** One worldlet per save to start, or do you want travel between
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them early? (Recommendation: A, with the save layout ready for B.)
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2. **Worldlet size:** keep ~320 m, or let some be bigger?
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3. **Difficulty per worldlet:** should harsher worldlets (Highlands) bring
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wolves sooner, or keep the same grace period everywhere?
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4. **Which second worldlet first:** Cove (sea fishing, the beach you
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mentioned) is my suggestion.
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