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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@@ -12,9 +12,11 @@ extends Node3D
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## A line is drawn from the rod tip each frame (hands.gd gives the tip).
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const BITE_WINDOW := 1.5
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const MIN_DEPTH := 0.5 ## water this deep under the float, or no fish
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const LINE_LENGTH := 26.0
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var water_type := "" ## "lake", "sea"... (world.water_at)
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var table: Dictionary = {} ## that water's fishing table (ItemDB.water_fishing)
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var world: Node3D
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var player: Node3D
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var state := "flying"
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@@ -59,20 +61,34 @@ func _physics_process(delta: float) -> void:
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func _process(_delta: float) -> void:
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_draw_line()
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## How long until the next bite (seconds).
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func _next_wait() -> float:
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func _dawn_dusk() -> bool:
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var h: float = world.day_night.hours()
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var k := 1.0
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if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5):
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k *= 0.6 # fish feed at dawn and dusk
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if world.weather.precip > 0.3:
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k *= 0.8
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return rng.randf_range(5.0, 14.0) * k
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return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5)
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## How long until the next bite (seconds), from data/fish.json.
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func _next_wait() -> float:
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var mods: Dictionary = ItemDB.fishing.modifiers
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var w: Array = table.get("bite_wait", [5.0, 14.0])
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var k := 1.0
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if _dawn_dusk():
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k *= float(mods.get("dawn_dusk_wait", 0.6)) # fish feed at dawn and dusk
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if world.weather.precip > 0.3:
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k *= float(mods.get("rain_wait", 0.8))
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return rng.randf_range(w[0], w[1]) * k
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## A weighted pick from this water's fish (dawn/dusk weights when they apply).
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func _pick_fish() -> String:
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var h: float = world.day_night.hours()
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var trout := 0.4 if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) else 0.22
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return "trout" if rng.randf() < trout else "perch"
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var fish: Array = table.get("fish", [])
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var key := "dawn_dusk" if _dawn_dusk() else "weight"
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var total := 0.0
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for f in fish:
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total += float(f[key])
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var roll := rng.randf() * total
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for f in fish:
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roll -= float(f[key])
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if roll <= 0.0:
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return f.id
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return fish[-1].id if not fish.is_empty() else ""
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func step(dt: float) -> void:
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_t += dt
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@@ -86,14 +102,24 @@ func step(dt: float) -> void:
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velocity.y -= 9.8 * dt
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var p := global_position + velocity * dt
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var ground: float = terrain.sample_height(p.x, p.z)
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if p.y <= terrain.water_level and ground < terrain.water_level - MIN_DEPTH:
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p.y = terrain.water_level
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state = "floating"
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wait_left = _next_wait()
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var water: Dictionary = world.water_at(p.x, p.z)
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if not water.is_empty() and p.y <= float(water.surface):
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p.y = water.surface
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water_type = water.type
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table = ItemDB.water_fishing(water_type)
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if table.is_empty() or table.fish.is_empty():
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state = "landed"
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Actions.notify.emit("Nothing to catch here")
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elif float(water.depth) < float(table.min_depth):
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state = "landed"
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Actions.notify.emit("Too shallow here: cast further out")
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else:
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state = "floating"
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wait_left = _next_wait()
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elif p.y <= ground + 0.03:
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p.y = ground + 0.03
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state = "landed"
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Actions.notify.emit("Cast into the water (deeper than this)" if ground < terrain.water_level else "Cast into the water")
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Actions.notify.emit("Cast into the water")
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global_position = p
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"floating":
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wait_left -= dt
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@@ -110,7 +136,7 @@ func step(dt: float) -> void:
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if bite_left <= 0.0:
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state = "floating"
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fish = ""
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wait_left = _next_wait() * 1.3
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wait_left = _next_wait() * float(ItemDB.fishing.modifiers.get("missed_wait", 1.3))
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_mesh.position.y = 0.0
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Actions.notify.emit("It got away")
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