M2.5: wildlife, wolves, hunting, fishing and sleeping on the server

This commit is contained in:
Paul Bailey
2026-11-04 21:25:10 +00:00
parent 26be17b05f
commit a211fe4c63
20 changed files with 1258 additions and 88 deletions

View File

@@ -65,11 +65,25 @@ func _ask(what: String, args: Array = []) -> bool:
PlayerNet.ask(what, args)
return true
const NOT_ONLINE := "Hunting and fishing aren't on servers yet (they come with the animals)"
## A message for one player: on screen in single-player; on a server, to
## that player's game (player_net.gd). For things that happen later than the
## request that caused them (a fish biting, an arrow landing a kill).
func tell(player: Node, text: String) -> void:
if Net.is_server() and player != null and player.get("peer") != null:
PlayerNet.tell(int(player.peer), text)
else:
notify.emit(text)
func _not_online() -> bool:
notify.emit(NOT_ONLINE)
return false
## A message for everyone (the wolves howling).
func tell_all(text: String) -> void:
if Net.is_server():
PlayerNet.tell_all(text)
else:
notify.emit(text)
## Online, a creature is known by its net id (creature_net.gd).
static func _cid(c: Node) -> int:
return int(c.get_meta("cid", 0))
func _in_reach(player: Node3D, target: Node3D, extra: float = 0.0) -> bool:
return player.global_position.distance_to(target.global_position) <= REACH + 2.5 + extra
@@ -251,7 +265,12 @@ func melee_stats(player: Node) -> Dictionary:
## One melee blow at an animal.
func melee(player: Node3D, target: Node3D) -> bool:
if _online():
return _not_online()
if not is_instance_valid(target) or not target.is_in_group("creature"):
return false
if not melee_stats(player).armed:
notify.emit(NEED_WEAPON)
return false
return _ask("melee", [_cid(target)])
if not is_instance_valid(target) or not target.is_in_group("creature"):
return false
var m := melee_stats(player)
@@ -275,12 +294,12 @@ func projectile_hit(shooter: Node3D, target: Node3D, damage: float, at: Vector3,
var was_alive: bool = not target.is_dead()
target.take_hit(damage, shooter.global_position if shooter != null else at, embed_id)
if was_alive and target.is_dead():
notify.emit("Killed a %s" % target.display_name().to_lower())
tell(shooter, "Killed a %s" % target.display_name().to_lower())
## Throws the spear in `slot` from `origin` along `dir`.
func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
if _online():
return _not_online()
return _ask("throw", [slot, dir])
var s = player.inventory.get_slot(slot)
if s == null:
return false
@@ -298,9 +317,15 @@ func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world
## Starts drawing the held bow: needs arrows and a little stamina.
func can_draw(player: Node3D) -> bool:
if _online():
return _not_online()
var bow: Dictionary = ItemDB.get_item(player.held_item_id()).get("bow", {})
if _online():
# (The server checks arrows and spends the stamina when you shoot.)
if bow.is_empty():
return false
if player.inventory.count(bow.ammo) <= 0:
notify.emit("No arrows (craft them at a workbench: sticks, flint, feathers)")
return false
return true
if bow.is_empty():
return false
if player.inventory.count(bow.ammo) <= 0:
@@ -314,7 +339,7 @@ func can_draw(player: Node3D) -> bool:
## Looses an arrow. `power` 0..1 is how far the bow was drawn.
func shoot(player: Node3D, origin: Vector3, dir: Vector3, power: float, world: Node3D) -> bool:
if _online():
return _not_online()
return _ask("shoot", [dir, power])
var bow: Dictionary = ItemDB.get_item(player.held_item_id()).get("bow", {})
if bow.is_empty() or player.global_position.distance_to(origin) > 2.5:
return false
@@ -328,7 +353,9 @@ func shoot(player: Node3D, origin: Vector3, dir: Vector3, power: float, world: N
func butcher(player: Node3D, carcass: Node3D) -> bool:
if _online():
return _not_online()
if not is_instance_valid(carcass) or not carcass.is_in_group("carcass"):
return false
return _ask("butcher", [_cid(carcass)])
if not is_instance_valid(carcass) or not carcass.is_in_group("carcass") or not _in_reach(player, carcass, 1.0):
return false
var drops: Dictionary = carcass.butcher_drops()
@@ -346,7 +373,9 @@ func butcher(player: Node3D, carcass: Node3D) -> bool:
## Casts the held rod from `origin` along `dir`.
func cast_line(player: Node3D, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
if _online():
return _not_online()
if ItemDB.get_item(player.held_item_id()).get("fishing", {}).is_empty():
return false
return _ask("cast", [dir])
var rod: Dictionary = ItemDB.get_item(player.held_item_id()).get("fishing", {})
if rod.is_empty() or player.global_position.distance_to(origin) > 2.5:
return false
@@ -361,14 +390,14 @@ func cast_line(player: Node3D, origin: Vector3, dir: Vector3, world: Node3D) ->
## Reels in. With a fish biting you land it; otherwise the line just comes in.
func reel(player: Node3D, world: Node3D) -> bool:
if _online():
return _not_online()
var b: Node3D = world.bobber
return _ask("reel")
var b: Node3D = world.bobber_of(player)
if b == null or not is_instance_valid(b):
return false
var caught := ""
if b.state == "biting":
caught = b.fish
world.end_fishing()
world.end_fishing(player)
if caught.is_empty():
return false
if _give(player, caught, 1) == 0:

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@@ -168,6 +168,9 @@ func step(dt: float) -> void:
_flash -= dt
if _flash <= 0.0:
_set_material(_mat)
if puppet:
_puppet_step(dt)
return
if is_dead():
carcass_left -= dt
if carcass_left <= 0.0:
@@ -175,10 +178,58 @@ func step(dt: float) -> void:
return
_attack_cd = maxf(_attack_cd - dt, 0.0)
_aggro = maxf(_aggro - dt, 0.0)
_think(dt)
# Who it's reacting to: the player (or on a server, the nearest one).
var t := _pick_target()
if t != null:
player = t
_think(dt)
elif state in ["flee", "charge"]:
state = "idle" # nobody about
_move(dt)
_animate(dt)
func _pick_target() -> Node3D:
return world.nearest_player(global_position)
# --- on a client playing online: the server's animal, shown here ------------
## A puppet only shows what the server's copy is doing (creature_net.gd):
## no thinking, no damage dealt. It can still be hit (that's sent to the
## server) and butchered.
var puppet := false
var _net_pos := Vector3.ZERO
var _net_yaw := 0.0
func net_update(pos: Vector3, y: float, st: String, spd: float, new_hp: float) -> void:
if not puppet:
return
_net_pos = pos
_net_yaw = y
speed = spd
if new_hp < hp - 0.01 and st != "dead":
_flash = 0.15
_set_material(_hit_mat)
_burst()
hp = new_hp
if st == "dead" and state != "dead":
_burst()
_die(global_position + global_basis.z)
return
if state != "dead":
state = st
func _puppet_step(dt: float) -> void:
if is_dead():
return
var k := 1.0 - exp(-12.0 * dt)
var p := global_position.lerp(_net_pos, k)
if p.distance_to(_net_pos) > 6.0:
p = _net_pos # (a jump: a wolf slipping home to the den)
global_position = p
yaw = lerp_angle(yaw, _net_yaw, k)
rotation.y = yaw
_animate(dt)
## Whether the player is close enough to be noticed. Sprinting, or moving
## fast while swimming or jumping, is loud.
func _notices_player(d: float) -> bool:
@@ -313,6 +364,8 @@ func _animate(dt: float) -> void:
## Applies a hit (Actions validates who hit what). `from` = where it came
## from, for the reaction.
func take_hit(damage: float, from: Vector3, embed_id: String = "") -> void:
if puppet:
return # (online the server's copy takes the hit)
if is_dead():
if not embed_id.is_empty():
embedded[embed_id] = embedded.get(embed_id, 0) + 1
@@ -349,6 +402,9 @@ func _die(from: Vector3) -> void:
collision_layer = 2
for l in _legs:
l.rotation.x = 0.4
if puppet:
_visual.rotation.z = -PI * 0.5
return
# Topple onto its side, away from the blow.
var side := 1.0 if (global_position - from).dot(global_basis.x) > 0.0 else -1.0
if is_inside_tree() and DisplayServer.get_name() != "headless":

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@@ -51,7 +51,7 @@ func step(dt: float) -> void:
velocity.y -= gravity * dt
var to := from + velocity * dt
var ex: Array[RID] = []
if shooter != null:
if shooter != null and is_instance_valid(shooter) and shooter.has_method("get_rid"):
ex.append(shooter.get_rid())
var q := PhysicsRayQueryParameters3D.create(from, to, 1 | 8, ex)
var hit := get_world_3d().direct_space_state.intersect_ray(q)
@@ -66,6 +66,9 @@ func step(dt: float) -> void:
func _on_hit(hit: Dictionary) -> void:
var c: Object = hit.collider
var dir := velocity.normalized()
if visual:
queue_free()
return
if c != null and (c as Node).is_in_group("creature"):
var k := clampf(velocity.length() / _start_speed, 0.4, 1.0)
Actions.projectile_hit(shooter, c, damage * k, global_position, item_id if item_id == "arrow" else "")
@@ -83,5 +86,11 @@ func _on_hit(hit: Dictionary) -> void:
_drop(Transform3D(b, at))
func _drop(xf: Transform3D) -> void:
world.drop_item(item_id, 1, xf)
if not visual:
world.drop_item(item_id, 1, xf)
queue_free()
## Online, our game shows the server's arrows and spears in flight
## (creature_net.gd). They hit nothing: the server's copy does that, and
## anything that lands comes from the server as a dropped item.
var visual := false

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@@ -40,10 +40,21 @@ func alive(kind: String = "") -> Array:
## Fills the budget straight away (world start), closer in than usual so
## there's something to see, but not on top of the player.
func populate() -> void:
func populate(around: Vector3 = Vector3.INF) -> void:
for kind in BUDGET:
for i in range(BUDGET[kind]):
_spawn_near(kind, 22.0, RING_MAX)
_spawn_near(kind, 22.0, RING_MAX, around)
## A player joined a server: some wildlife around them straight away, up to
## the island's budget.
func populate_for(pos: Vector3) -> void:
if not enabled:
return
var n: int = world.players().size()
for kind in BUDGET:
var near := alive(kind).filter(func(c): return c.global_position.distance_to(pos) < RING_MAX).size()
for i in range(mini(BUDGET[kind] - near, budget(kind, n) - alive(kind).size())):
_spawn_near(kind, 22.0, RING_MAX, pos)
func _process(delta: float) -> void:
if not enabled:
@@ -54,19 +65,32 @@ func _process(delta: float) -> void:
if _check > 0.0:
return
_check = CHECK_EVERY
var pp: Vector3 = world.player.global_position
# Around every player (on a server there can be several, wherever they
# are): an animal goes once it's far from all of them.
var everyone: Array = world.players()
if everyone.is_empty():
return
for c in get_children():
if c.global_position.distance_to(pp) > DESPAWN:
var near := false
for p in everyone:
near = near or c.global_position.distance_to(p.global_position) <= DESPAWN
if not near:
if c.is_in_group("creature"):
_cooldown[c.kind] = RESPAWN_DELAY * 0.3
c.queue_free()
for kind in BUDGET:
if _cooldown[kind] > 0.0:
continue
if alive(kind).size() < BUDGET[kind]:
if _spawn_near(kind, RING_MIN, RING_MAX) != null:
if alive(kind).size() < budget(kind, everyone.size()):
var who: Node3D = everyone[0] if everyone.size() == 1 else everyone[_rng.randi() % everyone.size()]
if _spawn_near(kind, RING_MIN, RING_MAX, who.global_position) != null:
_cooldown[kind] = RESPAWN_DELAY * 0.25
## How many of a kind the island holds: the budget per player, up to twice
## it however many are on (MULTIPLAYER_PLAN.md §11).
static func budget(kind: String, players: int) -> int:
return BUDGET[kind] * clampi(players, 1, 2)
func _on_died(c: Node) -> void:
_cooldown[c.kind] = RESPAWN_DELAY
@@ -78,8 +102,8 @@ func _habitat(kind: String, x: float, z: float) -> float:
"deer": return 1.0 - absf(f - 0.45) * 1.6
_: return smoothstep(0.35, 0.75, f)
func _spawn_near(kind: String, rmin: float, rmax: float) -> Node3D:
var pp: Vector3 = world.player.global_position
func _spawn_near(kind: String, rmin: float, rmax: float, around: Vector3 = Vector3.INF) -> Node3D:
var pp: Vector3 = around if around != Vector3.INF else world.player.global_position
for _try in range(40):
var a := _rng.randf() * TAU
var r := _rng.randf_range(rmin, rmax)

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@@ -33,6 +33,9 @@ func interact_prompt(p: Node) -> String:
s += " (you need a weapon)"
return s
func _pick_target() -> Node3D:
return pack.target_for(self)
func _think(dt: float) -> void:
var pp: Vector3 = player.global_position
var d := global_position.distance_to(pp)
@@ -85,7 +88,7 @@ func _think_hunt(pp: Vector3, d: float) -> void:
match state:
"lunge":
# Break off first if you've reached a fire or it's taking too long.
if _state_t <= 0.0 or not pack.may_close_in():
if _state_t <= 0.0 or not pack.may_close_in(player):
state = "stalk"
pack.lunge_done(self)
else:
@@ -98,7 +101,7 @@ func _think_hunt(pp: Vector3, d: float) -> void:
_:
state = "stalk"
_go_to(pack.circle_point(self))
if pack.request_lunge(self):
if pack.request_lunge(self, player):
state = "lunge"
_state_t = 4.0

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@@ -107,16 +107,19 @@ func step(dt: float) -> void:
if not night and alive_count() < pack_size(day):
fill_den(false)
_gap = maxf(_gap - dt, 0.0)
for t in _gaps.keys():
_gaps[t] = maxf(float(_gaps[t]) - dt, 0.0)
if not is_instance_valid(t):
_gaps.erase(t)
_circle_a += dt * 0.25
if _lunger != null and (not is_instance_valid(_lunger) or _lunger.is_dead() or _lunger.state != "lunge"):
_lunger = null
# At dawn wolves head home; once one is well away from you (out of sight),
# it slips straight back rather than picking its way across the island.
if mode == "den":
var pp: Vector3 = world.player.global_position
for m in alive():
if m.global_position.distance_to(den_pos) > 6.0 and m.global_position.distance_to(pp) > 45.0 \
and pp.distance_to(den_pos) > 35.0:
if m.global_position.distance_to(den_pos) > 6.0 and _far_from_everyone(m.global_position, 45.0) \
and _far_from_everyone(den_pos, 35.0):
m.global_position = den.slot_pos(m.slot)
m.wounded = false
m.state = "rest"
@@ -146,9 +149,9 @@ func _warn(day: int) -> void:
return
_warned[day] = true
if day == DEN_DAY:
Actions.notify.emit("Wolves are howling up in the hills. They'll come hunting soon.")
Actions.tell_all("Wolves are howling up in the hills. They'll come hunting soon.")
elif day == HUNT_DAY:
Actions.notify.emit("The wolves are hunting tonight. Stay near a fire or behind closed walls.")
Actions.tell_all("The wolves are hunting tonight. Stay near a fire or behind closed walls.")
_howl_left = _rng.randf_range(2.0, 6.0)
## Brings the pack up to size, wolves lying in the den. `force` ignores
@@ -157,7 +160,7 @@ func fill_den(force: bool) -> void:
var need: int = pack_size(effective_day()) - alive_count()
if need <= 0:
return
if not force and world.player.global_position.distance_to(den_pos) < 35.0:
if not force and not _far_from_everyone(den_pos, 35.0):
return
members = alive()
var used := {}
@@ -181,44 +184,119 @@ func fill_den(force: bool) -> void:
func home_slot(w: Node) -> Vector3:
return den.slot_pos(w.slot)
## The lit campfire you're sheltering by, if any.
func player_fire() -> Node3D:
var pp: Vector3 = world.player.global_position
func _far_from_everyone(pos: Vector3, r: float) -> bool:
for p in world.players():
if p.global_position.distance_to(pos) < r:
return false
return true
# --- who the pack goes after ----------------------------------------------------
# In single-player that's you. On a server the pack splits between the
# players it's hunting: wolf 1 takes the first, wolf 2 the second, and so on,
# preferring players away from a fire (you can't be got at by a fire, so
# they'd rather go for someone who isn't). Each target gets their own circle
# and their own one-wolf-at-a-time darts.
var _targets: Array = []
var _target_t := 0.0
## Who wolf `w` is after right now (null: nobody about).
func target_for(w: Node) -> Node3D:
if not world.server_mode:
return world.player
if mode != "hunt":
return world.nearest_player((w as Node3D).global_position)
_refresh_targets()
if _targets.is_empty():
return null
var i := alive().find(w)
return _targets[maxi(i, 0) % _targets.size()]
## Players worth hunting, nearest the den first: those away from a fire if
## there are any, otherwise everyone (they'll circle the fire).
func _refresh_targets() -> void:
var now := Time.get_ticks_msec() / 1000.0
if now - _target_t < 1.0 and _targets.all(func(p): return is_instance_valid(p) and not p.survival.dead):
return
_target_t = now
var everyone: Array = world.players()
var open := everyone.filter(func(p): return fire_near(p) == null)
_targets = open if not open.is_empty() else everyone
_targets.sort_custom(func(a, b): return a.global_position.distance_to(den_pos) < b.global_position.distance_to(den_pos))
func _p(p: Node3D) -> Node3D:
return p if p != null else world.player
## The lit campfire `p` is sheltering by, if any.
func fire_near(p: Node3D) -> Node3D:
var pp: Vector3 = _p(p).global_position
for f in get_tree().get_nodes_in_group("station:campfire"):
if f.station_active() and (f as Node3D).global_position.distance_to(pp) < FIRE_SAFE:
return f
return null
func _torch() -> bool:
return world.player.hands != null and world.player.hands.held_heat() > 0.0
## (Single-player name, used by tests.)
func player_fire() -> Node3D:
return fire_near(world.player)
func _torch(p: Node3D = null) -> bool:
var who := _p(p)
return who.get("hands") != null and who.hands.held_heat() > 0.0
## Wolves only close in when you're away from a fire.
func may_close_in() -> bool:
return player_fire() == null and not world.player.survival.dead
func may_close_in(p: Node3D = null) -> bool:
return fire_near(p) == null and not _p(p).survival.dead
## The wolves going after the same player as `w`.
func _hunting_with(w: Node) -> Array:
var t := target_for(w)
return alive().filter(func(m): return target_for(m) == t)
## Where wolf `w` should be while circling.
func circle_point(w: Node) -> Vector3:
var fire := player_fire()
var center: Vector3 = fire.global_position if fire != null else world.player.global_position
var r := FIRE_RING if fire != null else RING * (1.3 if _torch() else 1.0)
var live := alive()
var n := maxi(live.size(), 1)
var a := _circle_a + TAU * float(live.find(w)) / n
var t := _p(target_for(w))
var fire := fire_near(t)
var center: Vector3 = fire.global_position if fire != null else t.global_position
var r := FIRE_RING if fire != null else RING * (1.3 if _torch(t) else 1.0)
var group := _hunting_with(w)
var n := maxi(group.size(), 1)
var a := _circle_a + TAU * float(maxi(group.find(w), 0)) / n
return center + Vector3(cos(a), 0, sin(a)) * r
## A wolf asks for its turn to dart in.
func request_lunge(w: Node) -> bool:
if _lunger != null or _gap > 0.0 or not may_close_in() or alive_count() < 2:
return false
if w.global_position.distance_to(world.player.global_position) > RING * 1.8:
## Darting in: one wolf at a time per player being hunted.
var _lungers: Dictionary = {} ## target -> wolf
var _gaps: Dictionary = {} ## target -> seconds until the next dart
## A wolf asks for its turn to dart in at `p`.
func request_lunge(w: Node, p: Node3D = null) -> bool:
var t := _p(p)
if not world.server_mode:
if _lunger != null or _gap > 0.0 or not may_close_in(t) or alive_count() < 2:
return false
else:
var cur: Node = _lungers.get(t)
if cur != null and is_instance_valid(cur) and not cur.is_dead() and cur.state == "lunge":
return false
if float(_gaps.get(t, 0.0)) > 0.0 or not may_close_in(t) or alive_count() < 2:
return false
if w.global_position.distance_to(t.global_position) > RING * 1.8:
return false
_lunger = w
_lungers[t] = w
return true
func lunge_done(w: Node) -> void:
if _lunger == w:
_lunger = null
_gap = ATTACK_GAP * (2.5 if _torch() else 1.0) * _rng.randf_range(0.8, 1.3)
if not world.server_mode:
_gap = ATTACK_GAP * (2.5 if _torch() else 1.0) * _rng.randf_range(0.8, 1.3)
return
var t: Node3D = target_for(w) if w != null and is_instance_valid(w) else null
for k in _lungers.keys():
if _lungers[k] == w:
_lungers.erase(k)
if t != null:
_gaps[t] = ATTACK_GAP * (2.5 if _torch(t) else 1.0) * _rng.randf_range(0.8, 1.3)
## A wolf was hit: the whole pack turns on you.
func alert(_from: Vector3) -> void:
@@ -227,7 +305,12 @@ func alert(_from: Vector3) -> void:
func howl() -> void:
var live := alive()
if _audio == null or live.is_empty():
if live.is_empty():
return
if world.server_mode:
CreatureNet.howl((live[0] as Node3D).global_position + Vector3(0, 1, 0)) # everyone hears it
return
if _audio == null:
return
_audio.global_position = (live[0] as Node3D).global_position + Vector3(0, 1, 0)
_audio.pitch_scale = _rng.randf_range(0.9, 1.1)

View File

@@ -55,7 +55,15 @@ func setup(w: Node3D, p: Node3D, from: Vector3, vel: Vector3, seed: int) -> void
_line.material_override = lm
add_child(_line)
## Online, our game shows the server's float (creature_net.gd): it doesn't
## run any fishing itself, it's just moved and shown.
var puppet := false
func _physics_process(delta: float) -> void:
if puppet:
_t += delta
_mesh.position.y = (-0.06 + sin(_t * 18.0) * 0.03) if state == "biting" else (sin(_t * 2.2) * 0.012 if state == "floating" else 0.0)
return
step(delta)
func _process(_delta: float) -> void:
@@ -94,8 +102,8 @@ func step(dt: float) -> void:
_t += dt
var terrain: Node3D = world.terrain
if global_position.distance_to(player.global_position) > LINE_LENGTH + 4.0:
Actions.notify.emit("The line snapped")
world.end_fishing()
Actions.tell(player, "The line snapped")
world.end_fishing(player)
return
match state:
"flying":
@@ -109,17 +117,17 @@ func step(dt: float) -> void:
table = ItemDB.water_fishing(water_type)
if table.is_empty() or table.fish.is_empty():
state = "landed"
Actions.notify.emit("Nothing to catch here")
Actions.tell(player, "Nothing to catch here")
elif float(water.depth) < float(table.min_depth):
state = "landed"
Actions.notify.emit("Too shallow here: cast further out")
Actions.tell(player, "Too shallow here: cast further out")
else:
state = "floating"
wait_left = _next_wait()
elif p.y <= ground + 0.03:
p.y = ground + 0.03
state = "landed"
Actions.notify.emit("Cast into the water")
Actions.tell(player, "Cast into the water")
global_position = p
"floating":
wait_left -= dt
@@ -128,7 +136,7 @@ func step(dt: float) -> void:
state = "biting"
fish = _pick_fish()
bite_left = BITE_WINDOW
Actions.notify.emit("Bite! Click to reel in")
Actions.tell(player, "Bite! Click to reel in")
"biting":
bite_left -= dt
# The float bobs hard and goes under.
@@ -138,7 +146,7 @@ func step(dt: float) -> void:
fish = ""
wait_left = _next_wait() * float(ItemDB.fishing.modifiers.get("missed_wait", 1.3))
_mesh.position.y = 0.0
Actions.notify.emit("It got away")
Actions.tell(player, "It got away")
func _draw_line() -> void:
_imesh.clear_surfaces()

257
scripts/net/creature_net.gd Normal file
View File

@@ -0,0 +1,257 @@
extends Node
## Autoload "CreatureNet": the wildlife on a server (M2.5,
## docs/MULTIPLAYER_PLAN.md §5).
##
## The server's world runs the animals and the wolf pack (world.gd in server
## mode), so everyone sees the same rabbit in the same place, and a pack
## hunts whoever it likes. Ten times a second it sends everyone:
## - every animal and wolf, alive or a carcass: id, kind, where, facing,
## what it's doing, its speed and health;
## - every fishing float: whose it is, where, and whether a fish is biting.
## Players' games show these as puppets (creature.gd, bobber.gd `puppet`):
## they animate and can be hit or butchered (Actions sends that to the
## server), but decide nothing. Arrows and spears in flight are sent once
## when they're loosed and flown on each screen for show; only the server's
## copy hits anything. Howls are sent too.
##
## Snapshots are unreliable (a lost one is replaced 0.1 s later). Something
## missing from the snapshots for a second (despawned, butchered) goes.
const Creature = preload("res://scripts/creatures/creature.gd")
const Bobber = preload("res://scripts/fishing/bobber.gd")
const Projectile = preload("res://scripts/creatures/projectile.gd")
const WolfPack = preload("res://scripts/creatures/wolf_pack.gd")
const SEND_INTERVAL := 0.1
const FORGET_AFTER := 1.0
# Server.
var _next_cid := 1
var _by_cid: Dictionary = {} ## cid -> creature (server)
var _send_left := 0.0
# Client.
var world: Node3D
var puppets: Dictionary = {} ## cid -> creature.gd puppet
var floats: Dictionary = {} ## owner peer -> bobber.gd puppet
var _seen: Dictionary = {} ## cid or "f<peer>" -> last time seen (s)
var _root: Node3D
var _howl_player: AudioStreamPlayer3D
var projectiles_seen := 0 ## tests read these
var howls_heard := 0
# --- server ----------------------------------------------------------------------
func _server_world() -> Node3D:
return WorldNet.world if Net.is_server() and WorldNet.world != null and is_instance_valid(WorldNet.world) else null
## The server's creature with id `cid`, alive or a carcass.
func creature(cid: int) -> Node3D:
var c: Node3D = _by_cid.get(cid)
return c if c != null and is_instance_valid(c) and not c.is_queued_for_deletion() else null
func _process(delta: float) -> void:
var w := _server_world()
if w != null:
_server_tick(w, delta)
elif world != null:
_client_tick()
func _server_tick(w: Node3D, delta: float) -> void:
if not w.launched.is_connected(_on_launched):
w.launched.connect(_on_launched)
_send_left -= delta
if _send_left > 0.0:
return
_send_left = SEND_INTERVAL
var all: Array = []
_by_cid.clear()
for group in ["creature", "carcass"]:
for c in w.get_tree().get_nodes_in_group(group):
if not c.has_meta("cid"):
c.set_meta("cid", _next_cid)
_next_cid += 1
_by_cid[int(c.get_meta("cid"))] = c
all.append(c)
var fl: Array = []
for p in w.bobbers:
var b: Node3D = w.bobbers[p]
if is_instance_valid(b) and is_instance_valid(p):
fl.append([int(p.peer), b.global_position, b.state])
if all.is_empty() and fl.is_empty():
return
# Packed tight and split, so no packet goes over the MTU (a lost
# fragment loses the whole unreliable packet).
var i := 0
while i < maxi(all.size(), 1):
var chunk := PackedByteArray()
chunk.resize(mini(PER_PACKET, all.size() - i) * ENTRY)
var o := 0
for c in all.slice(i, i + PER_PACKET):
_encode(chunk, o, c)
o += ENTRY
for peer in WorldNet._ready_peers:
_s2c_life.rpc_id(peer, chunk, fl if i == 0 else [])
i += PER_PACKET
const PER_PACKET := 40
const ENTRY := 23
const KIND_IDS := ["rabbit", "deer", "boar", "wolf"]
const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend"]
## One creature in 23 bytes: id, kind, state, position, facing, speed, health.
static func _encode(buf: PackedByteArray, o: int, c: Node3D) -> void:
buf.encode_u32(o, int(c.get_meta("cid")))
buf.encode_u8(o + 4, maxi(KIND_IDS.find(c.kind), 0))
buf.encode_u8(o + 5, maxi(STATE_IDS.find(c.state), 0))
var p: Vector3 = c.global_position
buf.encode_float(o + 6, p.x)
buf.encode_float(o + 10, p.y)
buf.encode_float(o + 14, p.z)
buf.encode_u16(o + 18, int(fposmod(c.yaw, TAU) / TAU * 65535.0))
buf.encode_u8(o + 20, clampi(int(c.speed * 20.0), 0, 255))
buf.encode_u16(o + 21, clampi(int(c.hp * 100.0), 0, 65535))
static func _decode(buf: PackedByteArray, o: int) -> Array:
return [buf.decode_u32(o), KIND_IDS[mini(buf.decode_u8(o + 4), KIND_IDS.size() - 1)],
Vector3(buf.decode_float(o + 6), buf.decode_float(o + 10), buf.decode_float(o + 14)),
buf.decode_u16(o + 18) / 65535.0 * TAU, STATE_IDS[mini(buf.decode_u8(o + 5), STATE_IDS.size() - 1)],
buf.decode_u8(o + 20) / 20.0, buf.decode_u16(o + 21) / 100.0]
func _on_launched(id: String, origin: Vector3, vel: Vector3, shooter: Node3D) -> void:
var by := int(shooter.peer) if shooter != null and is_instance_valid(shooter) and shooter.get("peer") != null else 0
for peer in WorldNet._ready_peers:
_s2c_launched.rpc_id(peer, id, origin, vel, by)
## The pack howls (wolf_pack.gd): everyone hears it, from where it is.
func howl(at: Vector3) -> void:
for peer in WorldNet._ready_peers:
_s2c_howl.rpc_id(peer, at)
# --- client ----------------------------------------------------------------------
func join_world(w: Node3D) -> void:
world = w
puppets.clear()
floats.clear()
_seen.clear()
projectiles_seen = 0
howls_heard = 0
_root = Node3D.new()
_root.name = "NetCreatures"
w.add_child(_root)
func leave_world() -> void:
if not Net.is_server():
world = null
puppets.clear()
floats.clear()
_root = null
static func _now() -> float:
return Time.get_ticks_msec() / 1000.0
func _alive_world() -> bool:
return world != null and is_instance_valid(world) and _root != null and is_instance_valid(_root)
## Anything the server has stopped sending goes.
func _client_tick() -> void:
if not _alive_world():
return
var now := _now()
for cid in puppets.keys():
if now - float(_seen.get(cid, 0.0)) > FORGET_AFTER:
var c: Variant = puppets[cid]
puppets.erase(cid)
if is_instance_valid(c):
(c as Node).queue_free()
for peer in floats.keys():
if now - float(_seen.get("f%d" % peer, 0.0)) > FORGET_AFTER * 0.6:
_drop_float(peer)
func _drop_float(peer: int) -> void:
var b: Variant = floats.get(peer) # (may already be freed: untyped)
floats.erase(peer)
if is_instance_valid(b):
(b as Node).queue_free()
if peer == Net.local_peer and world != null and is_instance_valid(world):
world.bobber = null
@rpc("authority", "call_remote", "unreliable_ordered")
func _s2c_life(packed: PackedByteArray, fl: Array) -> void:
if not _alive_world():
return
var now := _now()
var list: Array = []
for o in range(0, packed.size() - ENTRY + 1, ENTRY):
list.append(_decode(packed, o))
for e in list:
var cid := int(e[0])
var kind := String(e[1])
if not Creature.KINDS.has(kind):
continue
var got: Variant = puppets.get(cid)
var c: Node3D = got if is_instance_valid(got) else null
if c == null:
c = Creature.new()
c.puppet = true
c.setup(kind, world, e[2], cid)
c.set_meta("cid", cid)
c.yaw = float(e[3])
_root.add_child(c)
c.global_position = e[2]
c.rotation.y = c.yaw
puppets[cid] = c
c.net_update(e[2], float(e[3]), String(e[4]), float(e[5]), float(e[6]))
_seen[cid] = now
for f in fl:
_float_update(int(f[0]), f[1], String(f[2]))
_seen["f%d" % int(f[0])] = now
func _float_update(peer: int, pos: Vector3, state: String) -> void:
var got: Variant = floats.get(peer)
var b: Node3D = got if is_instance_valid(got) else null
if b == null:
b = Bobber.new()
b.puppet = true
b.setup(world, world.player, pos, Vector3.ZERO, 0)
_root.add_child(b)
floats[peer] = b
if peer == Net.local_peer:
world.bobber = b # hands.gd: the prompt, the line from our rod
b.global_position = pos
b.state = state
if peer != Net.local_peer:
# Someone else's line: from about where their rod would be.
var av: Node3D = world.net_sync.avatars.get(peer) if world.net_sync != null else null
if av != null and is_instance_valid(av):
b.tip = av.global_position + Vector3(0, 1.5, 0) + (-av.global_basis.z) * 0.8
else:
b.tip = pos + Vector3(0, 0.1, 0)
@rpc("authority", "call_remote", "reliable")
func _s2c_launched(id: String, origin: Vector3, vel: Vector3, by: int) -> void:
if not _alive_world():
return
projectiles_seen += 1
var pr: Node3D = Projectile.new()
pr.visual = true
pr.setup(id, world, origin, vel, 0.0, world.player if by == Net.local_peer else null)
_root.add_child(pr)
@rpc("authority", "call_remote", "reliable")
func _s2c_howl(at: Vector3) -> void:
if not _alive_world():
return
howls_heard += 1
if DisplayServer.get_name() == "headless":
return
if _howl_player == null or not is_instance_valid(_howl_player):
_howl_player = AudioStreamPlayer3D.new()
_howl_player.stream = WolfPack.howl_stream()
_howl_player.unit_size = 30.0
_howl_player.max_distance = 400.0
_howl_player.volume_db = 2.0
_root.add_child(_howl_player)
_howl_player.global_position = at
_howl_player.pitch_scale = randf_range(0.9, 1.1)
_howl_player.play()

View File

@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
const Identity = preload("res://scripts/net/identity.gd")
const ServerConfig = preload("res://scripts/net/server_config.gd")
const PROTOCOL := 4 ## 3: the shared world (M2.3); 4: the server decides (M2.4)
const PROTOCOL := 5 ## 3: shared world (M2.3); 4: the server decides (M2.4); 5: wildlife (M2.5)
const DEFAULT_PORT := 24242
const HANDSHAKE_TIMEOUT := 10.0
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
@@ -272,6 +272,12 @@ func _tick_clock(delta: float) -> void:
for peer in players:
_s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time)
## Everyone gets the clock now (after a night's sleep, an admin's /time).
func push_clock() -> void:
_clock_left = CLOCK_INTERVAL
for peer in players:
_s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time)
## Where a player is, as far as the server knows.
func player_pos(peer: int) -> Vector3:
return _states[peer].pos if _states.has(peer) else Vector3.INF
@@ -440,6 +446,7 @@ func _c2s_proof(sig: PackedByteArray) -> void:
if start == Vector3.INF:
start = _spawn_for(players.size())
PlayerNet.place_at(peer, start)
_world.creatures.populate_for(start) # some wildlife about them straight away
players[peer] = p
_states[peer] = {"pos": start, "yaw": yaw, "pitch": 0.0, "anim": 0, "held": "", "t": server_time, "corr_t": -10.0,
"stamp": server_time, "off": INF}

View File

@@ -130,3 +130,4 @@ func _on_clock(day: int, time: float) -> void:
if absf(diff) > 0.01:
world.day_night.time = time
world.day_night.apply(true)
world.weather.snap() # (a night slept through: the weather jumps too)

View File

@@ -19,7 +19,6 @@ signal cursor_changed(stack) ## client: the server says this is on your cur
const ServerPlayer = preload("res://scripts/net/server_player.gd")
const STATS_INTERVAL := 0.25
const NOT_YET := "Hunting and fishing aren't on servers yet (they come with the animals)"
# Server.
var proxies: Dictionary = {} ## peer -> server_player.gd
@@ -69,6 +68,10 @@ func server_join(peer: int, id: String, display: String) -> Vector3:
p.inventory.changed.connect(func(): _dirty[peer] = true; WorldNet.mark_changed())
p.worn_changed.connect(func(): _dirty[peer] = true)
p.survival.died.connect(_on_died.bind(peer))
# A wolf bite or a boar: their screen flashes red, from the right side.
p.survival.hurt.connect(func(amount, from):
if proxies.has(peer):
_s2c_hurt.rpc_id(peer, amount, from))
var at := Vector3.INF
var d := _read(_file(id))
if not d.is_empty():
@@ -96,10 +99,14 @@ func server_leave(peer: int) -> void:
if p.survival.dead:
_respawn(peer, false) # left on the death screen: they come back alive
_save(p)
var w: Node3D = WorldNet.world
if w != null and w.bobber_of(p) != null:
w.end_fishing(p)
proxies.erase(peer)
_dirty.erase(peer)
_acks.erase(peer)
p.queue_free()
_maybe_pass_night() # (the last one awake leaving lets the others sleep)
func save_all() -> void:
for p in proxies.values():
@@ -149,6 +156,9 @@ func server_moved(peer: int, from: Vector3, to: Vector3, yaw: float, anim: int,
p.rotation.y = yaw
if to.y < p.water_level - 0.6:
p.survival.soak()
if p.in_bed and to.distance_to(p.bed_at) > 1.5:
p.in_bed = false
tell(p.peer, "You got out of bed")
func _process(delta: float) -> void:
if not Net.is_server() or proxies.is_empty():
@@ -356,8 +366,129 @@ func _run(p: Node3D, what: String, a: Array) -> void:
"debug_drop":
if cheats and not ItemDB.get_item(_s(a, 0)).is_empty():
w.drop_item(_s(a, 0), maxi(_i(a, 1), 1), Transform3D(Basis(), _v(a, 2)))
# --- hunting and fishing (M2.5) ---
# Arrows, spears and casts start from where the server knows you are
# (your eyes), whatever your game says: only the aim comes from you.
"melee":
var c: Node3D = CreatureNet.creature(_i(a, 0))
if c != null:
Actions.melee(p, c)
"butcher":
var c: Node3D = CreatureNet.creature(_i(a, 0))
if c != null:
Actions.butcher(p, c)
"shoot":
var dir := _dir(a, 0)
var power := clampf(float(a[1]) if a.size() > 1 and (a[1] is float or a[1] is int) else 0.0, 0.0, 1.0)
if dir != Vector3.ZERO and Actions.can_draw(p):
Actions.shoot(p, _eye(p) + dir * 0.5, dir, power, w)
"throw":
var dir := _dir(a, 1)
if dir != Vector3.ZERO:
Actions.throw_spear(p, _i(a, 0), _eye(p) + dir * 0.5 + Vector3(0, -0.05, 0), dir + Vector3(0, 0.06, 0), w)
"cast":
var dir := _dir(a, 0)
if dir != Vector3.ZERO:
Actions.cast_line(p, _eye(p) + dir * 0.6, dir, w)
"reel":
Actions.reel(p, w)
"debug_spawn":
if cheats and Creature.KINDS.has(_s(a, 0)) and _s(a, 0) != "wolf" and _v(a, 1).is_finite():
w.creatures.spawn(_s(a, 0), _v(a, 1))
"debug_time":
if cheats:
w.day_night.day = maxi(_i(a, 0), 1)
w.day_night.time = clampf(float(a[1]) / 24.0, 0.0, 0.999) if a.size() > 1 else w.day_night.time
w.day_night.apply(true)
w.weather.snap()
Net.push_clock()
"debug_tp":
var to := _v(a, 0)
if cheats and to.is_finite():
p.global_position = to
Net.teleport(p.peer, to)
_s2c_respawn.rpc_id(p.peer, to, p.rotation.y, "")
"debug_hut":
if cheats and _v(a, 0).is_finite():
_debug_hut(_v(a, 0))
_:
Actions.notify.emit(NOT_YET if what in ["hunt", "fish"] else "Unknown request")
Actions.notify.emit("Unknown request")
const Creature = preload("res://scripts/creatures/creature.gd")
static func _eye(p: Node3D) -> Vector3:
return p.global_position + Vector3(0, 1.6, 0)
## A unit aim direction from the request, or ZERO.
static func _dir(a: Array, k: int) -> Vector3:
var d := _v(a, k)
return d.normalized() if d.is_finite() and d.length() > 0.01 else Vector3.ZERO
## Test hook: a closed hut (floors, walls, door, roof) with two beds in it.
func _debug_hut(center: Vector3) -> void:
var w: Node3D = WorldNet.world
var out: Dictionary = await w.build.debug_build_hut(center, 0.0)
if out.pieces.is_empty():
return
var top: float = out.pieces[0].global_position.y
for x in [-0.6, 0.6]:
w.spawn_piece(ItemDB.get_item("bed"), Transform3D(Basis(), Vector3(center.x + x, top, center.z - 0.3)))
# --- server: messages, getting hurt, sleeping ----------------------------------------
func tell(peer: int, text: String) -> void:
if proxies.has(peer):
_s2c_notify.rpc_id(peer, text)
func tell_all(text: String) -> void:
for peer in proxies:
_s2c_notify.rpc_id(peer, text)
## The server's sleep rule (server.json "sleep"): how many of the players
## online must be in bed for the night to pass.
func _beds_needed(n: int) -> int:
match String(Net.config.v("sleep")):
"anyone": return 1
"half": return ceili(n / 2.0)
return n # "all_online" (the default)
## Actions.use_bed decided `p` may sleep: they get into bed, and the night
## passes once enough players are in bed.
func go_to_bed(p: Node3D) -> void:
p.in_bed = true
p.bed_at = p.global_position
if not _maybe_pass_night():
var n: int = _alive().size()
var asleep: int = _alive().filter(func(q): return q.in_bed).size()
tell(p.peer, "You're in bed (%d of %d asleep). The night passes when %s." % [asleep, n,
"everyone's in bed" if _beds_needed(n) >= n else "%d are" % _beds_needed(n)])
for q in _alive():
if q != p:
tell(q.peer, "%s is in bed (%d of %d asleep)" % [p.display, asleep, n])
func _alive() -> Array:
return proxies.values().filter(func(q): return not q.survival.dead)
## Everyone in bed (by the rule)? Then until 06:00 for all: the clock, fires,
## regrowth and weather move on; sleepers wake rested.
func _maybe_pass_night() -> bool:
var w: Node3D = WorldNet.world
var live := _alive()
if w == null or live.is_empty():
return false
var asleep := live.filter(func(q): return q.in_bed)
if asleep.size() < _beds_needed(live.size()):
return false
var secs: float = fposmod(6.0 - w.day_night.hours(), 24.0) / 24.0 * w.day_night.day_length
w.skip_time(secs)
for q in live:
if q.in_bed:
q.survival.after_sleep(secs)
q.in_bed = false
_s2c_slept.rpc_id(q.peer, asleep.has(q))
Net.push_clock()
WorldNet.save()
return true
## The chest or grave `nid`, if this player may use it right now.
func _container(p: Node3D, nid: int) -> Node3D:
@@ -451,3 +582,22 @@ func _s2c_respawn(at: Vector3, yaw: float, text: String) -> void:
@rpc("authority", "call_remote", "reliable")
func _s2c_notify(text: String) -> void:
Actions.notify.emit(text)
var hurts := 0 ## client: how often the server said we were hurt (tests read it)
@rpc("authority", "call_remote", "reliable")
func _s2c_hurt(amount: float, from: Vector3) -> void:
hurts += 1
if world != null and is_instance_valid(world):
world.player.survival.hurt.emit(amount, from)
## The night passed (we were asleep, or up while the others slept).
@rpc("authority", "call_remote", "reliable")
func _s2c_slept(was_asleep: bool) -> void:
if world == null or not is_instance_valid(world):
return
var text := "You slept until morning" if was_asleep else "The night passed while the others slept"
if world.hud != null and was_asleep:
world.hud.fade(func(): Actions.notify.emit(text))
else:
Actions.notify.emit(text)

View File

@@ -1,4 +1,4 @@
extends Node3D
extends CharacterBody3D
## One player's character on a dedicated server (M2.4): what they carry, what
## they hold, what they wear, their bed, and their survival stats, which run
## here (warmth from the server's fires and buildings, hunger, diet...).
@@ -23,8 +23,12 @@ var worn := ""
var cursor = null ## the stack held on the inventory screen's cursor
var survival: Node
var hands: Node ## (self: held_heat for a carried torch)
var velocity := Vector3.ZERO
## (A body with no collision, so it has a physics id: wolves look for a clear
## line to it, and arrows skip whoever shot them. `velocity` comes from the
## player's moves.)
var water_level := -INF
var in_bed := false ## got into bed, waiting for the night to pass
var bed_at := Vector3.ZERO
var has_bed_spawn := false
var bed_spawn := Vector3.ZERO
var anim := 0 ## last movement state reported (avatar.gd Anim)
@@ -32,6 +36,9 @@ var died_at := 0 ## ticks (ms) when they last died
func setup(world: Node3D) -> void:
hands = self
collision_layer = 0
collision_mask = 0
set_physics_process(false)
water_level = world.terrain.water_level
survival = preload("res://scripts/player/survival.gd").new()
survival.name = "Survival"

View File

@@ -270,8 +270,6 @@ func respawn_from_server(at: Vector3, yaw: float) -> void:
## Why you can't sleep in `bed` right now ("" = you can).
func sleep_block_reason(bed: Node3D) -> String:
if is_online() or server_mode:
return "Sleeping on a server isn't in yet (everyone would have to agree)"
var h: float = day_night.hours()
if h > 5.5 and h < 19.5:
return "You can only sleep at night (after 19:30)"
@@ -284,7 +282,12 @@ func sleep_block_reason(bed: Node3D) -> String:
return ""
## Sleeps until 06:00: the clock, fires, regrowth and weather all move on.
## On a server you get into bed, and the night passes once enough players
## are in bed (the server's sleep rule, player_net.gd).
func sleep(p: Node3D) -> void:
if server_mode:
PlayerNet.go_to_bed(p)
return
var secs: float = fposmod(6.0 - day_night.hours(), 24.0) / 24.0 * day_night.day_length
if hud != null:
hud.fade(func(): _finish_sleep(p, secs))
@@ -335,7 +338,18 @@ func _on_terrain_ready() -> void:
var saved: Dictionary = Saves.load_state(Saves.current_id)
if not saved.is_empty():
apply_save(saved)
return # no player, no animals (the server runs those in M2.5)
# The server runs the wildlife and the wolves for everyone (M2.5):
# animals live around the players, and players see them via
# creature_net.gd.
set_physics_process(false) # (no player of our own to keep on the map)
creatures.setup(self)
creatures.enabled = not "--no-creatures" in OS.get_cmdline_user_args()
if den.found:
wolves = preload("res://scripts/creatures/wolf_pack.gd").new()
wolves.name = "Wolves"
add_child(wolves)
wolves.setup(self, den)
return
_respawn()
if Saves.has_world():
var state: Dictionary = Saves.load_state(Saves.current_id)
@@ -714,9 +728,9 @@ func _go_online() -> void:
props.regrow_enabled = false
WorldNet.join_world(self)
PlayerNet.join_world(self) # and our inventory and stats
CreatureNet.join_world(self) # the server's animals, wolves, arrows and floats
if hud != null:
var bar := UITheme.label("Online: %s · no animals, hunting or fishing on servers yet" \
% Net.server_info.get("server_name", "server"), 14, UITheme.TEXT_DIM)
var bar := UITheme.label("Online: %s" % Net.server_info.get("server_name", "server"), 14, UITheme.TEXT_DIM)
bar.position = Vector2(16, 40)
$HUD.add_child(bar)
Actions.notify.emit("Connected to %s" % Net.server_info.get("server_name", "the server"))
@@ -724,6 +738,7 @@ func _go_online() -> void:
func _on_net_left(_reason: String) -> void:
WorldNet.leave_world()
PlayerNet.leave_world()
CreatureNet.leave_world()
if is_inside_tree():
get_tree().paused = false
get_tree().auto_accept_quit = true
@@ -750,25 +765,69 @@ func _make_dropped(id: String, count: int, xf: Transform3D) -> Node3D:
return pk
## Casts a fishing float (Actions validated it). One at a time.
## One float per player (on a server, everyone can fish at once). `bobber`
## is the local player's.
func start_fishing(p: Node3D, origin: Vector3, vel: Vector3) -> Node3D:
end_fishing()
bobber = preload("res://scripts/fishing/bobber.gd").new()
bobber.setup(self, p, origin, vel, randi())
add_child(bobber)
return bobber
end_fishing(p)
var b: Node3D = preload("res://scripts/fishing/bobber.gd").new()
b.setup(self, p, origin, vel, randi())
add_child(b)
bobbers[p] = b
if p == player:
bobber = b
return b
func end_fishing() -> void:
if bobber != null and is_instance_valid(bobber):
bobber.queue_free()
bobber = null
func end_fishing(p: Node3D = null) -> void:
if p == null:
p = player
if is_online() and p == player and bobber != null:
PlayerNet.ask("reel") # (switched away from the rod: the server reels in)
var b: Node3D = bobbers.get(p)
bobbers.erase(p)
if b != null and is_instance_valid(b):
b.queue_free()
if p == player:
if bobber != null and is_instance_valid(bobber) and bobber != b:
bobber.queue_free() # (online: the server's float, shown here)
bobber = null
func bobber_of(p: Node3D) -> Node3D:
var b: Node3D = bobbers.get(p)
return b if b != null and is_instance_valid(b) else null
var bobbers: Dictionary = {} ## player -> their float
# --- who's here ------------------------------------------------------------
## Everyone animals react to: the local player in single-player; on a
## server, every player's character that's alive (player_net.gd).
func players() -> Array:
if server_mode:
return PlayerNet.proxies.values().filter(func(p): return is_instance_valid(p) and not p.survival.dead)
return [player]
## The nearest of them to `pos`, or null if nobody's around (a server with
## everyone dead or gone).
func nearest_player(pos: Vector3) -> Node3D:
if not server_mode:
return player
var best: Node3D = null
for p in players():
if best == null or p.global_position.distance_to(pos) < best.global_position.distance_to(pos):
best = p
return best
## Fires an arrow or thrown spear (Actions validated it).
func launch(id: String, origin: Vector3, vel: Vector3, damage: float, shooter: Node3D) -> Node3D:
var pr: Node3D = preload("res://scripts/creatures/projectile.gd").new()
pr.setup(id, self, origin, vel, damage, shooter)
add_child(pr)
if server_mode:
launched.emit(id, origin, vel, shooter) # everyone sees it fly (creature_net.gd)
return pr
signal launched(id: String, origin: Vector3, vel: Vector3, shooter: Node3D)
## Takes a piece out of the world (dismantled). Anything that loses its
## support collapses, and its item goes back to `refund_to` if there's room.
## Returns how many pieces collapsed.