The Cove's shore life: crabs up the beach from dusk till dawn (keep to the sand, pinch if you get close, crab meat to cook), gulls after food on the sand and fish on a smoking rack; online too

This commit is contained in:
Paul Bailey
2026-11-07 10:23:49 +00:00
parent 5bcfa23710
commit 9709d2c424
30 changed files with 878 additions and 11 deletions

View File

@@ -9,10 +9,16 @@ extends Node3D
## fox.gd). Food in a chest is never touched (that's what chests are for);
## the bear (bear_range.gd) is another matter.
##
## In a land with gulls (the Cove, 0.6.0: its worldlet's "wildlife"), food
## left on the sand draws a gull by day instead of a crow (gull.gd), and so
## does fish on a smoking rack that nobody's watching: a gull snatches one
## and flies off with it.
##
## On a server this runs for everyone (thieves are wildlife: creature_net.gd).
const CrowScript = preload("res://scripts/creatures/crow.gd")
const FoxScript = preload("res://scripts/creatures/fox.gd")
const GullScript = preload("res://scripts/creatures/gull.gd")
const CHECK_EVERY := 5.0
const UNWATCHED := 10.0
@@ -25,6 +31,7 @@ signal stolen(thief: Node, id: String, count: int)
var world: Node3D
var enabled := true
var gulls := false ## this land has gulls (the Cove)
var _acc := 0.0
var _unwatched: Dictionary = {} ## pickup instance id -> seconds left alone
var _rng := RandomNumberGenerator.new()
@@ -32,6 +39,7 @@ var _rng := RandomNumberGenerator.new()
func setup(w: Node3D) -> void:
world = w
_rng.seed = w.terrain.noise_seed + 997
gulls = w.has_wildlife("gulls")
func _physics_process(delta: float) -> void:
if enabled:
@@ -85,14 +93,28 @@ func step(dt: float) -> void:
_unwatched[k] = float(_unwatched.get(k, 0.0)) + since
if float(_unwatched[k]) >= NOTICE_AFTER and not _targeted(d) and alive().size() < MAX_THIEVES:
send(d)
if gulls and not night():
for r in racks():
if not gull_still_there(r):
continue
var k: int = r.get_instance_id()
seen[k] = true
if watched(r.global_position, UNWATCHED):
_unwatched.erase(k)
continue
_unwatched[k] = float(_unwatched.get(k, 0.0)) + since
if float(_unwatched[k]) >= NOTICE_AFTER and not _targeted(r) and alive().size() < MAX_THIEVES:
send(r)
for k in _unwatched.keys():
if not seen.has(k):
_unwatched.erase(k)
## Sends a thief after `food`: a fox at dusk and night, otherwise a crow.
## Sends a thief after `food`: a fox at dusk and night, otherwise a crow (a
## gull on the sand, or at a smoking rack, where there are gulls).
func send(food: Node3D) -> Node3D:
var fox := night()
var fp: Vector3 = food.global_position
var gull := not fox and gulls and (food.is_in_group("processor") or on_sand(food.global_position))
var fp: Vector3 = spot(food)
var from := Vector3.INF
for _i in range(12):
var a := _rng.randf() * TAU
@@ -104,8 +126,8 @@ func send(food: Node3D) -> Node3D:
break
if from == Vector3.INF:
return null
var t: AnimatableBody3D = (FoxScript if fox else CrowScript).new()
t.setup("fox" if fox else "crow", world, from, _rng.randi())
var t: AnimatableBody3D = (FoxScript if fox else (GullScript if gull else CrowScript)).new()
t.setup("fox" if fox else ("gull" if gull else "crow"), world, from, _rng.randi())
t.thieves = self
t.food = food
t.state = "sneak" if fox else "fly"
@@ -148,3 +170,63 @@ func grab(fox: Node, food: Node3D) -> Dictionary:
## A thief left with what it took (or empty-handed).
func gone(t: Node) -> void:
t.queue_free()
# --- gulls (the Cove) ----------------------------------------------------------------
func on_sand(pos: Vector3) -> bool:
return world.terrain.on_sand(pos.x, pos.z)
static func is_fish(id: String) -> bool:
return Dictionary(ItemDB.get_item(id).get("food", {})).get("diet", {}).has("fish")
## This land's smoking racks.
func racks() -> Array:
return get_tree().get_nodes_in_group("processor").filter(func(r): return is_instance_valid(r) and not r.is_queued_for_deletion() \
and String(r.item_id) == "smoking_rack" and world.is_ancestor_of(r))
## Fish on a rack: the first id there is, or "".
func _rack_fish(r: Node3D) -> String:
for st in r.inventory.slots:
if st != null and is_fish(String(st.id)):
return String(st.id)
return ""
## Whether a gull's target is still worth it: food on the ground, or a rack
## with fish on it.
func gull_still_there(t: Node3D) -> bool:
if t == null or not is_instance_valid(t) or t.is_queued_for_deletion():
return false
if t.is_in_group("processor"):
return not _rack_fish(t).is_empty()
return still_there(t)
## Where a thief lands for `t`: on food, or on the ground beside a rack.
func spot(t: Node3D) -> Vector3:
if t.is_in_group("processor"):
var p: Vector3 = t.global_position + t.global_basis.z * 0.8
return Vector3(p.x, world.terrain.sample_height(p.x, p.z), p.z)
return t.global_position
func gull_landed(_gull: Node, t: Node3D) -> void:
if t.is_in_group("processor"):
_tell(t.global_position, "A gull's at the fish on your smoking rack!")
else:
_tell(t.global_position, "A gull's landed by your %s!" % ItemDB.item_name(t.item_id).to_lower())
## A gull takes one and flies off with it. Returns what it's carrying.
func snatch(gull: Node, t: Node3D) -> Dictionary:
if not gull_still_there(t):
return {}
var c := {}
if t.is_in_group("processor"):
var id := _rack_fish(t)
t.inventory.remove(id, 1)
c = {"id": id, "count": 1, "extra": {}}
else:
c = {"id": String(t.item_id), "count": 1, "extra": t.extra.duplicate()}
t.amount = int(t.amount) - 1
if int(t.amount) <= 0:
world.take_dropped(t)
_tell(t.global_position, "A gull has snatched your %s!" % ItemDB.item_name(String(c.id)).to_lower())
stolen.emit(gull, String(c.id), 1)
return c