P5 the Old Stag: standing stones and altar, three-phase boss with charges, stun window, spirit wolves and stomps; antler pickaxe and trophy; group scaling and credit for every fighter; online 3-player test (protocol 12)
This commit is contained in:
@@ -1085,6 +1085,50 @@
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"fish": 26
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"fish": 26
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}
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}
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}
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}
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},
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{
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"id": "stag_antler",
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"name": "Old Stag's Antler",
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"category": "resource",
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"stack": 5,
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"description": "A great pale antler, hard as iron. Worked at a forge into the best pickaxe there is.",
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"mesh": "stag_antler"
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},
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{
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"id": "stag_trophy",
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"name": "Old Stag Trophy",
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"category": "placeable",
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"stack": 1,
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"description": "The Old Stag's skull and antlers on a stand. Proof.",
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"mesh": "stag_trophy",
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"place": {
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"piece": "trophy",
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"footprint": [
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1.4,
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0.9
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]
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}
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},
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{
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"id": "antler_pickaxe",
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"name": "Antler Pickaxe",
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"category": "tool",
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"stack": 1,
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"description": "Mines faster than iron, lasts longer, and is lighter to swing.",
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"mesh": "antler_pickaxe",
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"tool": {
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"kind": "pickaxe",
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"tier": 3,
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"damage": 3.0,
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"stamina": 4.0
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},
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"durability": 250,
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"repair": {
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"inputs": {
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"iron_bar": 1
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},
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"station": "forge"
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}
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}
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}
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]
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]
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}
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}
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@@ -577,6 +577,18 @@
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"trout": 1,
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"trout": 1,
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"salt": 1
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"salt": 1
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}
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}
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},
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{
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"id": "antler_pickaxe",
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"output": "antler_pickaxe",
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"count": 1,
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"station": "forge",
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"category": "tools",
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"inputs": {
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"stag_antler": 1,
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"iron_bar": 1,
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"wood": 2
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}
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}
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}
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]
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]
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}
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}
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@@ -1,7 +1,6 @@
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# Progression and challenges design
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# Progression and challenges design
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Status: **P1 (iron), P2 (stone), P3 (adversaries) and P4 (hazards)
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Status: **P1-P5 built** (iron, stone, adversaries, hazards, the Old Stag).
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built**; P5 is a proposal.
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*As built in P1:*
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*As built in P1:*
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- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
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- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
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@@ -123,6 +122,35 @@ built**; P5 is a proposal.
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It burns 40 s (you can warm yourself by it), falls, and leaves 2 charcoal.
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It burns 40 s (you can warm yourself by it), falls, and leaves 2 charcoal.
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- Network protocol 11.
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- Network protocol 11.
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*As built in P5 (the Old Stag):*
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- The standing stones: 7 tall stones in a ring at the foot of the rim with
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an altar in the middle (from the seed; 60 m+ from the spawn and den, 50 m+
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from the barrow, 42 m+ from the bear's home). E on the altar sets barrow
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key pieces in its three hollows; with all three in, at night, it calls
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the Old Stag.
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- The Old Stag: 900 health, 3.8 m at the shoulder. It circles, lowers its
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antlers (1.2 s warning), and charges in a straight line through where
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you were: 30 if it catches you, nothing if you step aside. Then it's
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stunned for 2.5 s, when hits do half as much again. Below 2/3 it calls 3
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spirit wolves; below 1/3 2 more, quicker warnings (0.8 s), a 1.5 s stun,
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and a stamp (15 to anyone within 5.5 m, every 4 s). No fear of fire.
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- It goes back into the mist at dawn, or 5 s after everyone's left the
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stones or died: the key pieces stay in the altar for another night.
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- Beaten: its antler and a trophy (a placeable stand) where it fell, the
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key pieces used up, and the world remembers (day and, on a server, who;
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everyone's told). Three new key pieces call it again.
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- In a group (on a server): anyone can set key pieces in the altar. It has
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60% more health for each extra living player within 45 m when it's
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called (900 alone, 1980 for three), and calls one more wolf each time for
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each extra player (up to 4 more). It remembers everyone whose blow,
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arrow or spear hit it; when it falls, all of them are named ("Beaten by
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Alice, Bob and Cara on day 2") and saved. The antler and trophy go to
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whoever picks them up first (tests/test_net_boss.gd: three players).
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- Antler pickaxe (forge: the antler, an iron bar, 2 wood): tier 3, 3.0 a hit
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(iron 2.0), 250 uses (iron 200), 4 stamina a swing (iron 6).
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- Network protocol 12; creature health now goes over the wire in tenths
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(up to 6553), so the stag's 900 fits.
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Today the island runs out of goals after a few days: once you have stone
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Today the island runs out of goals after a few days: once you have stone
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tools, a hut, a bow and a fire, the only threats are wolves at night, the
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tools, a hut, a bow and a fire, the only threats are wolves at night, the
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cold and your diet. This plan adds a **second tier of materials** (iron and
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cold and your diet. This plan adds a **second tier of materials** (iron and
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@@ -43,6 +43,7 @@ Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
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- [x] The bear: raids unattended food, palisades and closed huts keep it out, bear hide rug, bear fat *(P3, part 2)*
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- [x] The bear: raids unattended food, palisades and closed huts keep it out, bear hide rug, bear fat *(P3, part 2)*
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- [x] Crows and foxes steal food left out; the barrow, its guards, the coffin and key pieces *(P3, part 3)*
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- [x] Crows and foxes steal food left out; the barrow, its guards, the coffin and key pieces *(P3, part 3)*
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- [x] Hazards: food spoilage (rot speed setting), smoking rack and salt, food poisoning, harsher blizzards, hard winters, lightning on trees *(P4)*
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- [x] Hazards: food spoilage (rot speed setting), smoking rack and salt, food poisoning, harsher blizzards, hard winters, lightning on trees *(P4)*
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- [x] The standing stones and the Old Stag: a three-phase boss, its antler and trophy, the antler pickaxe *(P5)*
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- [ ] **Iron, stone building and new adversaries**: iron nuggets and ore,
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- [ ] **Iron, stone building and new adversaries**: iron nuggets and ore,
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smelting and a forge, iron tools and durability, cut-stone building,
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smelting and a forge, iron tools and durability, cut-stone building,
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an alpha wolf, a bear, a barrow with guards, spoilage and blizzards
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an alpha wolf, a bear, a barrow with guards, spoilage and blizzards
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@@ -243,7 +243,7 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
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if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
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if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
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notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind))
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notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind))
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return false
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return false
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if not player.survival.use_stamina(6.0):
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if not player.survival.use_stamina(float(tool.get("stamina", 6.0))): # (the antler pickaxe is lighter)
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notify.emit("Too tired")
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notify.emit("Too tired")
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return false
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return false
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var drops: Dictionary = node.hit(float(tool.get("damage", 1.0)), hit_point, player.global_position)
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var drops: Dictionary = node.hit(float(tool.get("damage", 1.0)), hit_point, player.global_position)
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@@ -323,6 +323,15 @@ func loot_barrow(player: Node3D, barrow: Node) -> bool:
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tell(player, "+%d %s" % [int(got[id]), ItemDB.item_name(id)])
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tell(player, "+%d %s" % [int(got[id]), ItemDB.item_name(id)])
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return true
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return true
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## E on the standing stones' altar (standing_stones.gd, P5): set barrow key
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## pieces in it, or (all three in, at night) call the Old Stag.
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func use_stones(player: Node3D, stones: Node) -> bool:
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if stones == null or not stones.found or not _in_reach(player, stones.altar(), 0.5):
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return false
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if _online():
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return _ask("stones", [])
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return not stones.use(player).is_empty()
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## E on a door an alpha broke: mend it (two wood), shut.
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## E on a door an alpha broke: mend it (two wood), shut.
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func repair_door(player: Node3D, door: Node3D) -> bool:
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func repair_door(player: Node3D, door: Node3D) -> bool:
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if not is_instance_valid(door) or not door.get("broken") or not _in_reach(player, door, 1.0):
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if not is_instance_valid(door) or not door.get("broken") or not _in_reach(player, door, 1.0):
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@@ -405,6 +414,8 @@ func melee(player: Node3D, target: Node3D) -> bool:
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return false
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return false
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# Blunt weapons (the club) crack bone: +50% on skeletons.
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# Blunt weapons (the club) crack bone: +50% on skeletons.
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var bone := bool(target.def.get("bone", false)) if target.get("def") != null else false
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var bone := bool(target.def.get("bone", false)) if target.get("def") != null else false
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if target.has_method("credit"):
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target.credit(player)
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target.take_hit(m.damage * (1.5 if bone and m.get("blunt", false) else 1.0), player.global_position)
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target.take_hit(m.damage * (1.5 if bone and m.get("blunt", false) else 1.0), player.global_position)
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use_held(player)
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use_held(player)
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if target.is_dead():
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if target.is_dead():
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@@ -449,6 +460,8 @@ func projectile_hit(shooter: Node3D, target: Node3D, damage: float, at: Vector3,
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if not is_instance_valid(target) or not target.is_in_group("creature"):
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if not is_instance_valid(target) or not target.is_in_group("creature"):
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return
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return
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var was_alive: bool = not target.is_dead()
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var was_alive: bool = not target.is_dead()
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if shooter != null and target.has_method("credit"):
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target.credit(shooter) # (the Old Stag remembers everyone who hurt it)
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target.take_hit(damage, shooter.global_position if shooter != null else at, embed_id)
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target.take_hit(damage, shooter.global_position if shooter != null else at, embed_id)
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if was_alive and target.is_dead():
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if was_alive and target.is_dead():
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tell(shooter, "Killed a %s" % target.display_name().to_lower())
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tell(shooter, "Killed a %s" % target.display_name().to_lower())
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@@ -180,8 +180,17 @@ func _desired_speed() -> float:
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"charge", "flee": return def.run
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"charge", "flee": return def.run
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return 0.0
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return 0.0
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## (The chest it's going for isn't in its way: it walks right up to it.)
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## (The chest it's going for isn't in its way: it walks right up to it. Nor
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## is the person it's charging: it runs into them, not round them.)
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func _blocked(dir: Vector3) -> bool:
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func _blocked(dir: Vector3) -> bool:
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if state == "charge" and player != null and global_position.distance_to(player.global_position) < 6.0:
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var probe := global_position + dir * (1.4 + speed * 0.15)
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var h: float = terrain.sample_height(probe.x, probe.z)
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if not terrain.inside_boundary(probe.x, probe.z, 6.0) or h < terrain.water_level + 0.2 or absf(h - global_position.y) > 1.1:
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return true
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var q := PhysicsRayQueryParameters3D.create(global_position + Vector3(0, 0.45, 0), Vector3(probe.x, h + 0.45, probe.z), 1)
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q.exclude = [get_rid(), player.get_rid(), terrain.get_node("TerrainBody").get_rid()]
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return not get_world_3d().direct_space_state.intersect_ray(q).is_empty()
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if state == "raid" and food != null and is_instance_valid(food) and global_position.distance_to(food.global_position) < 3.5:
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if state == "raid" and food != null and is_instance_valid(food) and global_position.distance_to(food.global_position) < 3.5:
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var probe := global_position + dir * 1.4
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var probe := global_position + dir * 1.4
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var h: float = terrain.sample_height(probe.x, probe.z)
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var h: float = terrain.sample_height(probe.x, probe.z)
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@@ -63,6 +63,8 @@ func _find_home() -> bool:
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continue
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continue
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if world.barrow != null and world.barrow.found and Vector2(c.x - world.barrow.position.x, c.z - world.barrow.position.z).length() < 40.0:
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if world.barrow != null and world.barrow.found and Vector2(c.x - world.barrow.position.x, c.z - world.barrow.position.z).length() < 40.0:
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continue
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continue
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if world.stones != null and world.stones.found and Vector2(c.x - world.stones.position.x, c.z - world.stones.position.z).length() < 42.0:
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continue
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if terrain.sample_height(c.x, c.z) < terrain.water_level + 1.0:
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if terrain.sample_height(c.x, c.z) < terrain.water_level + 1.0:
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continue
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continue
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var near := 0
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var near := 0
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@@ -60,6 +60,14 @@ const KINDS := {
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"notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
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"damage": 20.0, "attack_range": 2.0, "attack_cd": 2.0, "bone": true,
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"damage": 20.0, "attack_range": 2.0, "attack_cd": 2.0, "bone": true,
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"drops": {"iron_nugget": [1, 2]}},
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"drops": {"iron_nugget": [1, 2]}},
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# P5: the Old Stag (old_stag.gd), called by the standing stones, and the
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# spirit wolves it summons (they just run at you: the base "charge").
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"old_stag": {"name": "Old Stag", "hp": 900.0, "walk": 2.0, "run": 13.0, "turn": 3.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 60.0,
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"damage": 30.0, "attack_range": 2.8, "attack_cd": 1.0, "drops": {}},
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"spirit_wolf": {"name": "Spirit Wolf", "hp": 40.0, "walk": 1.6, "run": 7.4, "turn": 6.0,
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"notice": 0.0, "notice_loud": 0.0, "calm": 60.0,
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"damage": 8.0, "attack_range": 1.8, "attack_cd": 1.3, "aggro": 9999.0, "drops": {}},
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# One bear per island, in the deep forest by the rim (bear.gd, bear_range.gd).
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# One bear per island, in the deep forest by the rim (bear.gd, bear_range.gd).
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# Slower than you sprinting, but it hits like a falling tree.
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# Slower than you sprinting, but it hits like a falling tree.
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"bear": {"name": "Bear", "hp": 220.0, "walk": 1.3, "run": 7.0, "turn": 3.5,
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"bear": {"name": "Bear", "hp": 220.0, "walk": 1.3, "run": 7.0, "turn": 3.5,
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@@ -132,7 +140,8 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
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var eyes := MeshInstance3D.new()
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var eyes := MeshInstance3D.new()
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eyes.mesh = parts.eyes
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eyes.mesh = parts.eyes
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var em := StandardMaterial3D.new()
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var em := StandardMaterial3D.new()
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var eye: Color = {"alpha": Color(1.0, 0.18, 0.1), "guard": Color(0.45, 0.8, 1.0)}.get(k, Color(1.0, 0.75, 0.3))
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var eye: Color = {"alpha": Color(1.0, 0.18, 0.1), "guard": Color(0.45, 0.8, 1.0), "old_stag": Color(0.55, 0.95, 1.0),
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"spirit_wolf": Color(0.55, 0.95, 1.0)}.get(k, Color(1.0, 0.75, 0.3))
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em.albedo_color = eye.lerp(Color.WHITE, 0.2)
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em.albedo_color = eye.lerp(Color.WHITE, 0.2)
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em.emission_enabled = true
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em.emission_enabled = true
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em.emission = eye
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em.emission = eye
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@@ -157,7 +166,7 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
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cs.position = Vector3(0, parts.height * 0.5, 0)
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cs.position = Vector3(0, parts.height * 0.5, 0)
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if k != "rabbit" and k != "guard": # (rabbits are round, guards stand upright)
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if k != "rabbit" and k != "guard": # (rabbits are round, guards stand upright)
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# Long bodies: lay the capsule along the spine.
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# Long bodies: lay the capsule along the spine.
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cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65, "bear": 2.0, "fox": 0.8, "crow": 0.3}.get(k, 1.4)
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cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65, "bear": 2.0, "fox": 0.8, "crow": 0.3, "old_stag": 3.3, "spirit_wolf": 1.25}.get(k, 1.4)
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cs.rotation.x = PI * 0.5
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cs.rotation.x = PI * 0.5
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cs.position = Vector3(0, parts.height * 0.55, 0)
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cs.position = Vector3(0, parts.height * 0.55, 0)
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add_child(cs)
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add_child(cs)
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@@ -411,7 +420,7 @@ func take_hit(damage: float, from: Vector3, embed_id: String = "") -> void:
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|
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## How a living animal responds to being hit (wolves override this).
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## How a living animal responds to being hit (wolves override this).
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func _react(from: Vector3) -> void:
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func _react(from: Vector3) -> void:
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if kind == "boar" and hp > def.hp * 0.3:
|
if (kind == "boar" and hp > def.hp * 0.3) or kind == "spirit_wolf": # (spirit wolves never run)
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state = "charge"
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state = "charge"
|
||||||
_aggro = def.aggro
|
_aggro = def.aggro
|
||||||
_attack_cd = 0.4
|
_attack_cd = 0.4
|
||||||
|
|||||||
@@ -23,6 +23,8 @@ static func build(kind: String) -> Dictionary:
|
|||||||
"fox": d = _scaled(_wolf_parts(Color(0.78, 0.4, 0.15), Color(0.92, 0.88, 0.8), 281), 0.6)
|
"fox": d = _scaled(_wolf_parts(Color(0.78, 0.4, 0.15), Color(0.92, 0.88, 0.8), 281), 0.6)
|
||||||
"crow": d = _crow()
|
"crow": d = _crow()
|
||||||
"guard": d = _guard()
|
"guard": d = _guard()
|
||||||
|
"old_stag": d = _scaled(_stag(), 2.1)
|
||||||
|
"spirit_wolf": d = _wolf_parts(Color(0.62, 0.72, 0.78), Color(0.85, 0.92, 0.95), 351)
|
||||||
_: d = _boar()
|
_: d = _boar()
|
||||||
_cache[kind] = d
|
_cache[kind] = d
|
||||||
return d
|
return d
|
||||||
@@ -250,3 +252,39 @@ static func _guard() -> Dictionary:
|
|||||||
return {"body": P._commit(st), "eyes": P._commit(est), "leg": P._commit(lst),
|
return {"body": P._commit(st), "eyes": P._commit(est), "leg": P._commit(lst),
|
||||||
"hips": [Vector3(-0.1, 0.93, 0), Vector3(0.1, 0.93, 0)],
|
"hips": [Vector3(-0.1, 0.93, 0), Vector3(0.1, 0.93, 0)],
|
||||||
"radius": 0.3, "height": 1.85}
|
"radius": 0.3, "height": 1.85}
|
||||||
|
|
||||||
|
## The Old Stag (before scaling up): a pale, moss-hung spirit deer with a
|
||||||
|
## huge crown of antlers.
|
||||||
|
static func _stag() -> Dictionary:
|
||||||
|
var coat := Color(0.72, 0.74, 0.7)
|
||||||
|
var moss := Color(0.32, 0.42, 0.24)
|
||||||
|
var bone := Color(0.9, 0.87, 0.76)
|
||||||
|
var dark := Color(0.15, 0.16, 0.18)
|
||||||
|
var st := P._begin()
|
||||||
|
var r := _rng(341)
|
||||||
|
var n := _noise(341, 1.2)
|
||||||
|
P._blob(st, Vector3(0, 1.0, 0), Vector3(0.3, 0.33, 0.66), n, 0.14, coat, r, 1)
|
||||||
|
P._blob(st, Vector3(0, 1.18, -0.3), Vector3(0.3, 0.28, 0.32), n, 0.3, moss, r, 1) # mossy mane
|
||||||
|
P._cylinder(st, Vector3(0, 1.15, -0.45), Vector3(0, 1.6, -0.68), 0.15, 0.1, 6, coat, r)
|
||||||
|
P._blob(st, Vector3(0, 1.66, -0.8), Vector3(0.12, 0.13, 0.22), n, 0.1, coat, r, 1)
|
||||||
|
P._blob(st, Vector3(0, 1.6, -1.0), Vector3(0.05, 0.05, 0.05), n, 0.0, dark, r, 0)
|
||||||
|
for s in [-1.0, 1.0]:
|
||||||
|
P._cylinder(st, Vector3(s * 0.07, 1.74, -0.74), Vector3(s * 0.2, 1.85, -0.7), 0.04, 0.015, 4, coat, r)
|
||||||
|
# Antlers: a beam with tines, wide and high.
|
||||||
|
var base := Vector3(s * 0.05, 1.78, -0.78)
|
||||||
|
var mid := Vector3(s * 0.32, 2.2, -0.7)
|
||||||
|
var top := Vector3(s * 0.52, 2.6, -0.55)
|
||||||
|
P._cylinder(st, base, mid, 0.035, 0.028, 5, bone, r)
|
||||||
|
P._cylinder(st, mid, top, 0.028, 0.012, 5, bone, r)
|
||||||
|
for t in [[mid, Vector3(s * 0.28, 2.45, -0.95)], [mid, Vector3(s * 0.55, 2.25, -0.85)],
|
||||||
|
[top, Vector3(s * 0.62, 2.85, -0.7)], [top, Vector3(s * 0.75, 2.6, -0.45)], [base.lerp(mid, 0.3), Vector3(s * 0.12, 2.05, -1.05)]]:
|
||||||
|
P._cylinder(st, t[0], t[1], 0.02, 0.006, 4, bone, r)
|
||||||
|
# Moss hanging from the antlers.
|
||||||
|
P._cylinder(st, mid, mid + Vector3(0, -0.25, 0), 0.03, 0.01, 4, moss, r)
|
||||||
|
P._blob(st, Vector3(0, 1.1, 0.64), Vector3(0.06, 0.09, 0.05), n, 0.1, coat, r, 0)
|
||||||
|
var est := P._begin()
|
||||||
|
for s in [-1.0, 1.0]:
|
||||||
|
P._blob(est, Vector3(s * 0.085, 1.7, -0.9), Vector3.ONE * 0.025, n, 0.0, Color(0.6, 0.95, 1.0), r, 0)
|
||||||
|
return {"body": P._commit(st), "eyes": P._commit(est), "leg": _leg(0.9, 0.06, 0.04, coat, dark, 342),
|
||||||
|
"hips": [Vector3(-0.15, 0.9, -0.44), Vector3(0.15, 0.9, -0.44), Vector3(-0.15, 0.92, 0.44), Vector3(0.15, 0.92, 0.44)],
|
||||||
|
"radius": 0.42, "height": 1.8}
|
||||||
|
|||||||
210
scripts/creatures/old_stag.gd
Normal file
210
scripts/creatures/old_stag.gd
Normal file
@@ -0,0 +1,210 @@
|
|||||||
|
extends "res://scripts/creatures/creature.gd"
|
||||||
|
## The Old Stag (docs/PROGRESSION_DESIGN.md §6): the island's one boss, called
|
||||||
|
## by the standing stones (standing_stones.gd) at night with three barrow key
|
||||||
|
## pieces. A huge antlered spirit.
|
||||||
|
##
|
||||||
|
## The fight goes round a loop: it circles you at a distance, stops and
|
||||||
|
## lowers its antlers (the warning), then charges in a straight line through
|
||||||
|
## where you were. Step aside and it thunders past; get caught and it hits for
|
||||||
|
## 30. After a charge it stands stunned for a moment: hits then do half as
|
||||||
|
## much again. Three phases by health:
|
||||||
|
## - 1 (above 2/3): circle, charge, stunned 2.5 s.
|
||||||
|
## - 2 (from 2/3): it rears and calls three spirit wolves out of the mist,
|
||||||
|
## then goes on.
|
||||||
|
## - 3 (from 1/3): two more wolves; quicker warnings and charges, a shorter
|
||||||
|
## stun, and if you stay close it stamps the ground (15 to everyone within
|
||||||
|
## 5.5 m).
|
||||||
|
## It doesn't run, isn't afraid of fire, and goes back into the mist at dawn
|
||||||
|
## or if everyone leaves the stones (the stones keep their key pieces).
|
||||||
|
##
|
||||||
|
## With more people at the stones when it's called it's tougher (60% more
|
||||||
|
## health for each extra player; standing_stones.gd scale_for()), and it
|
||||||
|
## remembers everyone who struck it (credit()): all of them are named when
|
||||||
|
## it falls.
|
||||||
|
|
||||||
|
const CIRCLE_R := 14.0
|
||||||
|
const CHARGE_HIT := 3.0 ## caught within this of its path
|
||||||
|
const STUN_DAMAGE := 1.5 ## hits while stunned
|
||||||
|
const STOMP_R := 5.5
|
||||||
|
const STOMP_DAMAGE := 15.0
|
||||||
|
const STOMP_CD := 4.0
|
||||||
|
|
||||||
|
var stones: Node ## standing_stones.gd
|
||||||
|
var phase := 1
|
||||||
|
var max_hp := 900.0 ## (scaled for the group when it's called)
|
||||||
|
var fighters: Dictionary = {} ## who struck it: player id -> name, in order
|
||||||
|
var _target := Vector3.ZERO ## where it's charging to
|
||||||
|
var _dir := Vector3.FORWARD
|
||||||
|
var _hit_this_charge := false
|
||||||
|
var _stomp_cd := 0.0
|
||||||
|
var _circle_a := 0.0
|
||||||
|
var _goal_d := 0.0
|
||||||
|
var charges := 0 ## (tests read these)
|
||||||
|
var charge_hits := 0
|
||||||
|
|
||||||
|
func display_name() -> String:
|
||||||
|
return def.name
|
||||||
|
|
||||||
|
func interact_prompt(_p: Node) -> String:
|
||||||
|
if is_dead():
|
||||||
|
return "The Old Stag (fading)"
|
||||||
|
var tell := {"circle": "circling you", "telegraph": "lowering its antlers!", "charge": "CHARGING!",
|
||||||
|
"stunned": "stunned: strike now!", "summon": "calling its wolves", "stomp": "rearing up!"}
|
||||||
|
return "The Old Stag %d / %d (%s)" % [ceili(hp), int(max_hp), tell.get(state, "")]
|
||||||
|
|
||||||
|
func _pick_target() -> Node3D:
|
||||||
|
return world.nearest_player(global_position)
|
||||||
|
|
||||||
|
func _phase_for(h: float) -> int:
|
||||||
|
if h > max_hp * 2.0 / 3.0:
|
||||||
|
return 1
|
||||||
|
return 2 if h > max_hp / 3.0 else 3
|
||||||
|
|
||||||
|
## Tougher for a bigger group: `players` = how many were at the stones.
|
||||||
|
func scale_for(players: int) -> void:
|
||||||
|
max_hp = float(def.hp) * (1.0 + 0.6 * float(maxi(players, 1) - 1))
|
||||||
|
hp = max_hp
|
||||||
|
|
||||||
|
## `who` struck it (Actions: a blow, an arrow or a thrown spear).
|
||||||
|
func credit(who: Node) -> void:
|
||||||
|
if who == null:
|
||||||
|
return
|
||||||
|
var id := String(who.get("player_id")) if who.get("player_id") != null else "you"
|
||||||
|
if not fighters.has(id):
|
||||||
|
fighters[id] = String(who.get("display")) if who.get("display") != null and not String(who.get("display")).is_empty() else "you"
|
||||||
|
|
||||||
|
## Everyone who struck it, by name, in the order they joined in.
|
||||||
|
func fighter_names() -> Array:
|
||||||
|
return fighters.values()
|
||||||
|
|
||||||
|
func _times() -> Dictionary:
|
||||||
|
if phase >= 3:
|
||||||
|
return {"circle": 2.0, "telegraph": 0.8, "stun": 1.5}
|
||||||
|
return {"circle": 3.0, "telegraph": 1.2, "stun": 2.5}
|
||||||
|
|
||||||
|
func _think(dt: float) -> void:
|
||||||
|
var pp: Vector3 = player.global_position
|
||||||
|
_state_t -= dt
|
||||||
|
_stomp_cd = maxf(_stomp_cd - dt, 0.0)
|
||||||
|
var want := _phase_for(hp)
|
||||||
|
if want > phase and state != "charge":
|
||||||
|
phase = want
|
||||||
|
state = "summon"
|
||||||
|
_state_t = 2.0
|
||||||
|
stones.summon_wolves(self, 3 if phase == 2 else 2)
|
||||||
|
return
|
||||||
|
match state:
|
||||||
|
"summon":
|
||||||
|
_face(pp)
|
||||||
|
if _state_t <= 0.0:
|
||||||
|
_start_circle()
|
||||||
|
"circle":
|
||||||
|
_circle_a += dt * 0.5
|
||||||
|
var c := pp + Vector3(cos(_circle_a), 0, sin(_circle_a)) * CIRCLE_R
|
||||||
|
_go_to(c)
|
||||||
|
if phase >= 3 and global_position.distance_to(pp) < STOMP_R and _stomp_cd <= 0.0:
|
||||||
|
state = "stomp"
|
||||||
|
_state_t = 0.6
|
||||||
|
elif _state_t <= 0.0:
|
||||||
|
state = "telegraph"
|
||||||
|
_state_t = _times().telegraph
|
||||||
|
"telegraph":
|
||||||
|
_face(pp)
|
||||||
|
if _state_t <= 0.0:
|
||||||
|
_dir = Vector3(pp.x - global_position.x, 0, pp.z - global_position.z).normalized()
|
||||||
|
_target = pp + _dir * 7.0
|
||||||
|
_hit_this_charge = false
|
||||||
|
charges += 1
|
||||||
|
state = "charge"
|
||||||
|
_state_t = 4.0
|
||||||
|
"charge":
|
||||||
|
# (Checked every step along the way: anyone near its path is hit.)
|
||||||
|
if not _hit_this_charge:
|
||||||
|
for p in world.players():
|
||||||
|
var d := Vector2(p.global_position.x - global_position.x, p.global_position.z - global_position.z).length()
|
||||||
|
if d < CHARGE_HIT and not p.survival.dead:
|
||||||
|
p.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "the Old Stag")
|
||||||
|
_hit_this_charge = true
|
||||||
|
charge_hits += 1
|
||||||
|
var left := Vector2(_target.x - global_position.x, _target.z - global_position.z)
|
||||||
|
if left.dot(Vector2(_dir.x, _dir.z)) <= 0.0 or _state_t <= 0.0:
|
||||||
|
state = "stunned"
|
||||||
|
_state_t = _times().stun
|
||||||
|
"stunned":
|
||||||
|
if _state_t <= 0.0:
|
||||||
|
_start_circle()
|
||||||
|
"stomp":
|
||||||
|
_face(pp)
|
||||||
|
if _state_t <= 0.0:
|
||||||
|
_stomp_cd = STOMP_CD
|
||||||
|
for p in world.players():
|
||||||
|
if p.global_position.distance_to(global_position) < STOMP_R and not p.survival.dead:
|
||||||
|
p.survival.damage(STOMP_DAMAGE * world.difficulty_mult("damage"), global_position, "the Old Stag")
|
||||||
|
stones.stomped(self)
|
||||||
|
_start_circle()
|
||||||
|
_:
|
||||||
|
_start_circle()
|
||||||
|
|
||||||
|
func _start_circle() -> void:
|
||||||
|
state = "circle"
|
||||||
|
_state_t = _times().circle
|
||||||
|
var away := global_position - player.global_position
|
||||||
|
_circle_a = atan2(away.z, away.x)
|
||||||
|
|
||||||
|
func _face(p: Vector3) -> void:
|
||||||
|
var to := p - global_position
|
||||||
|
target_yaw = atan2(-to.x, -to.z)
|
||||||
|
_goal_d = 0.0
|
||||||
|
|
||||||
|
func _go_to(p: Vector3) -> void:
|
||||||
|
var to := p - global_position
|
||||||
|
to.y = 0.0
|
||||||
|
if to.length() > 0.3:
|
||||||
|
steer(atan2(-to.x, -to.z))
|
||||||
|
_goal_d = to.length()
|
||||||
|
|
||||||
|
func _desired_speed() -> float:
|
||||||
|
match state:
|
||||||
|
"circle": return 0.0 if _goal_d < 1.0 else 6.5
|
||||||
|
"charge": return def.run
|
||||||
|
return 0.0
|
||||||
|
|
||||||
|
## A charge is a straight line: over the ground, through bushes and saplings
|
||||||
|
## (it only stops for the edge of the valley and the water).
|
||||||
|
func _move(dt: float) -> void:
|
||||||
|
if state != "charge":
|
||||||
|
super._move(dt)
|
||||||
|
return
|
||||||
|
speed = move_toward(speed, def.run, dt * def.run * 4.0)
|
||||||
|
yaw = rotate_toward(yaw, atan2(-_dir.x, -_dir.z), 8.0 * dt)
|
||||||
|
var p := global_position + _dir * speed * dt
|
||||||
|
if not terrain.inside_boundary(p.x, p.z, 0.5) or terrain.sample_height(p.x, p.z) < terrain.water_level + 0.2:
|
||||||
|
state = "stunned" # (pulled up short at the edge)
|
||||||
|
_state_t = _times().stun
|
||||||
|
return
|
||||||
|
p.y = terrain.sample_height(p.x, p.z)
|
||||||
|
global_position = p
|
||||||
|
rotation.y = yaw
|
||||||
|
|
||||||
|
## Rearing for the summon and the stomp; head down for the warning.
|
||||||
|
func _animate(dt: float) -> void:
|
||||||
|
if state in ["summon", "stomp"]:
|
||||||
|
_visual.rotation.x = lerpf(_visual.rotation.x, 0.5, minf(dt * 5.0, 1.0))
|
||||||
|
return
|
||||||
|
if state == "telegraph":
|
||||||
|
_visual.rotation.x = lerpf(_visual.rotation.x, -0.25, minf(dt * 5.0, 1.0))
|
||||||
|
return
|
||||||
|
super._animate(dt)
|
||||||
|
|
||||||
|
func take_hit(damage: float, from: Vector3, embed_id: String = "") -> void:
|
||||||
|
super.take_hit(damage * (STUN_DAMAGE if state == "stunned" and not puppet else 1.0), from, embed_id)
|
||||||
|
|
||||||
|
## It doesn't flinch or run; it just keeps coming.
|
||||||
|
func _react(_from: Vector3) -> void:
|
||||||
|
pass
|
||||||
|
|
||||||
|
func _die(from: Vector3) -> void:
|
||||||
|
super._die(from)
|
||||||
|
carcass_left = 4.0 # (it fades back into the mist)
|
||||||
|
if not puppet and stones != null:
|
||||||
|
stones.stag_died(self)
|
||||||
@@ -119,6 +119,9 @@ static func build(key: String) -> ArrayMesh:
|
|||||||
"rotten_food": m = _pebble(321, Color(0.33, 0.3, 0.16), Vector3(0.11, 0.06, 0.1), 0.45)
|
"rotten_food": m = _pebble(321, Color(0.33, 0.3, 0.16), Vector3(0.11, 0.06, 0.1), 0.45)
|
||||||
"salt": m = _salt()
|
"salt": m = _salt()
|
||||||
"smoking_rack": m = _smoking_rack()
|
"smoking_rack": m = _smoking_rack()
|
||||||
|
"stag_antler": m = _antler()
|
||||||
|
"stag_trophy": m = _stag_trophy()
|
||||||
|
"antler_pickaxe": m = _antler_pickaxe()
|
||||||
"smoked_meat": m = _meat(Color(0.36, 0.17, 0.1))
|
"smoked_meat": m = _meat(Color(0.36, 0.17, 0.1))
|
||||||
"salted_meat": m = _meat(Color(0.68, 0.42, 0.38))
|
"salted_meat": m = _meat(Color(0.68, 0.42, 0.38))
|
||||||
"smoked_fish": m = _fish(Color(0.72, 0.5, 0.22), 0.2, true)
|
"smoked_fish": m = _fish(Color(0.72, 0.5, 0.22), 0.2, true)
|
||||||
@@ -1062,3 +1065,48 @@ static func _smoking_rack() -> ArrayMesh:
|
|||||||
var d := Vector3(cos(a), 0, sin(a)) * 0.18
|
var d := Vector3(cos(a), 0, sin(a)) * 0.18
|
||||||
P._cylinder(st, Vector3(0, 0.06, 0) - d, Vector3(0, 0.06, 0) + d, 0.035, 0.035, 5, P.BARK, r, -1.0, CHARCOAL)
|
P._cylinder(st, Vector3(0, 0.06, 0) - d, Vector3(0, 0.06, 0) + d, 0.035, 0.035, 5, P.BARK, r, -1.0, CHARCOAL)
|
||||||
return P._commit(st)
|
return P._commit(st)
|
||||||
|
|
||||||
|
# --- P5 the Old Stag ---------------------------------------------------------------------
|
||||||
|
|
||||||
|
const ANTLER := Color(0.9, 0.87, 0.76)
|
||||||
|
|
||||||
|
## One branching antler lying on its side.
|
||||||
|
static func _antler_into(st: SurfaceTool, r: RandomNumberGenerator, o: Vector3, k: float, up: Vector3 = Vector3.UP) -> void:
|
||||||
|
var side := up.cross(Vector3.FORWARD).normalized() if absf(up.dot(Vector3.FORWARD)) < 0.9 else Vector3.RIGHT
|
||||||
|
var a := o
|
||||||
|
var b := o + up * 0.35 * k + side * 0.12 * k
|
||||||
|
var c := b + up * 0.3 * k + side * 0.18 * k
|
||||||
|
P._cylinder(st, a, b, 0.035 * k, 0.028 * k, 5, ANTLER, r)
|
||||||
|
P._cylinder(st, b, c, 0.028 * k, 0.01 * k, 5, ANTLER, r)
|
||||||
|
for t in [[a.lerp(b, 0.4), Vector3(0, 0.15, -0.12)], [b, Vector3(0, 0.2, -0.15)], [b.lerp(c, 0.6), Vector3(0, 0.12, 0.14)]]:
|
||||||
|
P._cylinder(st, t[0], (t[0] as Vector3) + (up * (t[1] as Vector3).y + Vector3(0, 0, (t[1] as Vector3).z)) * k * 1.4, 0.018 * k, 0.005 * k, 4, ANTLER, r)
|
||||||
|
|
||||||
|
static func _antler() -> ArrayMesh:
|
||||||
|
var st := P._begin()
|
||||||
|
_antler_into(st, _rng(361), Vector3(-0.25, 0.04, 0), 1.0, Vector3(1, 0.12, 0).normalized())
|
||||||
|
return P._commit(st)
|
||||||
|
|
||||||
|
## The skull and antlers on a wooden stand.
|
||||||
|
static func _stag_trophy() -> ArrayMesh:
|
||||||
|
var st := P._begin()
|
||||||
|
var r := _rng(363)
|
||||||
|
var n := FastNoiseLite.new()
|
||||||
|
n.seed = 363
|
||||||
|
_box(st, Vector3(0, 0.08, 0), Vector3(1.2, 0.16, 0.7), P._mul(BEAM, 0.9))
|
||||||
|
_box(st, Vector3(0, 0.6, -0.15), Vector3(0.16, 0.9, 0.16), BEAM)
|
||||||
|
P._blob(st, Vector3(0, 1.12, -0.1), Vector3(0.16, 0.16, 0.26), n, 0.1, Color(0.88, 0.85, 0.75), r, 1)
|
||||||
|
P._blob(st, Vector3(0, 1.08, 0.12), Vector3(0.07, 0.06, 0.08), n, 0.0, Color(0.2, 0.2, 0.2), r, 0)
|
||||||
|
for s in [-1.0, 1.0]:
|
||||||
|
_antler_into(st, r, Vector3(s * 0.08, 1.25, -0.12), 1.6, Vector3(s * 0.7, 1.0, 0).normalized())
|
||||||
|
P._blob(st, Vector3(s * 0.07, 1.16, 0.08), Vector3.ONE * 0.025, n, 0.0, Color(0.55, 0.9, 1.0), r, 0)
|
||||||
|
return P._commit(st)
|
||||||
|
|
||||||
|
static func _antler_pickaxe() -> ArrayMesh:
|
||||||
|
var st := P._begin()
|
||||||
|
var r := _rng(365)
|
||||||
|
_handle(st, 0.62, r)
|
||||||
|
_box(st, Vector3(0, 0.57, 0), Vector3(0.06, 0.08, 0.06), IRON)
|
||||||
|
P._cylinder(st, Vector3(-0.02, 0.58, 0), Vector3(0.27, 0.5, 0), 0.032, 0.004, 5, ANTLER, r, -1.0, ANTLER)
|
||||||
|
P._cylinder(st, Vector3(0.02, 0.58, 0), Vector3(-0.24, 0.53, 0), 0.032, 0.004, 5, ANTLER, r, -1.0, ANTLER)
|
||||||
|
P._cylinder(st, Vector3(0.1, 0.56, 0), Vector3(0.14, 0.66, 0), 0.012, 0.003, 4, ANTLER, r)
|
||||||
|
return P._commit(st)
|
||||||
|
|||||||
@@ -20,7 +20,8 @@ extends Node
|
|||||||
const Creature = preload("res://scripts/creatures/creature.gd")
|
const Creature = preload("res://scripts/creatures/creature.gd")
|
||||||
const BearScript = preload("res://scripts/creatures/bear.gd")
|
const BearScript = preload("res://scripts/creatures/bear.gd")
|
||||||
const CrowScript = preload("res://scripts/creatures/crow.gd")
|
const CrowScript = preload("res://scripts/creatures/crow.gd")
|
||||||
const GuardScript = preload("res://scripts/creatures/guard.gd") # (falls apart in its own way)
|
const GuardScript = preload("res://scripts/creatures/guard.gd")
|
||||||
|
const StagScript = preload("res://scripts/creatures/old_stag.gd") # (rears and lowers its antlers) # (falls apart in its own way)
|
||||||
const Bobber = preload("res://scripts/fishing/bobber.gd")
|
const Bobber = preload("res://scripts/fishing/bobber.gd")
|
||||||
const Projectile = preload("res://scripts/creatures/projectile.gd")
|
const Projectile = preload("res://scripts/creatures/projectile.gd")
|
||||||
const WolfPack = preload("res://scripts/creatures/wolf_pack.gd")
|
const WolfPack = preload("res://scripts/creatures/wolf_pack.gd")
|
||||||
@@ -98,9 +99,9 @@ func _server_tick(w: Node3D, delta: float) -> void:
|
|||||||
|
|
||||||
const PER_PACKET := 40
|
const PER_PACKET := 40
|
||||||
const ENTRY := 23
|
const ENTRY := 23
|
||||||
const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha", "bear", "crow", "fox", "guard"]
|
const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha", "bear", "crow", "fox", "guard", "old_stag", "spirit_wolf"]
|
||||||
const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend", "bash",
|
const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend", "bash",
|
||||||
"warn", "raid", "eat", "fly", "fly_off", "peck", "sneak", "carry"]
|
"warn", "raid", "eat", "fly", "fly_off", "peck", "sneak", "carry", "circle", "telegraph", "stunned", "summon", "stomp"]
|
||||||
|
|
||||||
## One creature in 23 bytes: id, kind, state, position, facing, speed, health.
|
## One creature in 23 bytes: id, kind, state, position, facing, speed, health.
|
||||||
static func _encode(buf: PackedByteArray, o: int, c: Node3D) -> void:
|
static func _encode(buf: PackedByteArray, o: int, c: Node3D) -> void:
|
||||||
@@ -113,13 +114,13 @@ static func _encode(buf: PackedByteArray, o: int, c: Node3D) -> void:
|
|||||||
buf.encode_float(o + 14, p.z)
|
buf.encode_float(o + 14, p.z)
|
||||||
buf.encode_u16(o + 18, int(fposmod(c.yaw, TAU) / TAU * 65535.0))
|
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_u8(o + 20, clampi(int(c.speed * 20.0), 0, 255))
|
||||||
buf.encode_u16(o + 21, clampi(int(c.hp * 100.0), 0, 65535))
|
buf.encode_u16(o + 21, clampi(roundi(c.hp * 10.0), 0, 65535)) # (tenths: up to 6553, the Old Stag has 900)
|
||||||
|
|
||||||
static func _decode(buf: PackedByteArray, o: int) -> Array:
|
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)],
|
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)),
|
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_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]
|
buf.decode_u8(o + 20) / 20.0, buf.decode_u16(o + 21) / 10.0]
|
||||||
|
|
||||||
func _on_launched(id: String, origin: Vector3, vel: Vector3, shooter: Node3D) -> void:
|
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
|
var by := int(shooter.peer) if shooter != null and is_instance_valid(shooter) and shooter.get("peer") != null else 0
|
||||||
@@ -197,7 +198,7 @@ func _s2c_life(packed: PackedByteArray, fl: Array) -> void:
|
|||||||
var c: Node3D = got if is_instance_valid(got) else null
|
var c: Node3D = got if is_instance_valid(got) else null
|
||||||
if c == null:
|
if c == null:
|
||||||
# (Kinds with their own look: the bear rears up, a crow flaps.)
|
# (Kinds with their own look: the bear rears up, a crow flaps.)
|
||||||
var script: Script = {"bear": BearScript, "crow": CrowScript, "guard": GuardScript}.get(kind, Creature)
|
var script: Script = {"bear": BearScript, "crow": CrowScript, "guard": GuardScript, "old_stag": StagScript}.get(kind, Creature)
|
||||||
c = script.new()
|
c = script.new()
|
||||||
c.puppet = true
|
c.puppet = true
|
||||||
c.setup(kind, world, e[2], cid)
|
c.setup(kind, world, e[2], cid)
|
||||||
|
|||||||
@@ -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 Identity = preload("res://scripts/net/identity.gd")
|
||||||
const ServerConfig = preload("res://scripts/net/server_config.gd")
|
const ServerConfig = preload("res://scripts/net/server_config.gd")
|
||||||
|
|
||||||
const PROTOCOL := 11 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear; 9: crows and foxes; 10: the barrow (P3); 11: food spoilage, lightning (P4)
|
const PROTOCOL := 12 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear; 9: crows and foxes; 10: the barrow (P3); 11: food spoilage, lightning (P4); 12: the standing stones and the Old Stag (P5)
|
||||||
const DEFAULT_PORT := 24242
|
const DEFAULT_PORT := 24242
|
||||||
const HANDSHAKE_TIMEOUT := 10.0
|
const HANDSHAKE_TIMEOUT := 10.0
|
||||||
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
|
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
|
||||||
|
|||||||
@@ -324,6 +324,9 @@ func _run(p: Node3D, what: String, a: Array) -> void:
|
|||||||
if d != null and d.get("open") != null and _allowed(Rules.use_problem(p.player_id, d)) \
|
if d != null and d.get("open") != null and _allowed(Rules.use_problem(p.player_id, d)) \
|
||||||
and Actions.toggle_door(p, d):
|
and Actions.toggle_door(p, d):
|
||||||
WorldNet.piece_state(d)
|
WorldNet.piece_state(d)
|
||||||
|
"stones":
|
||||||
|
if w.stones != null:
|
||||||
|
Actions.use_stones(p, w.stones)
|
||||||
"barrow_loot":
|
"barrow_loot":
|
||||||
if w.barrow != null:
|
if w.barrow != null:
|
||||||
Actions.loot_barrow(p, w.barrow)
|
Actions.loot_barrow(p, w.barrow)
|
||||||
@@ -429,8 +432,19 @@ func _run(p: Node3D, what: String, a: Array) -> void:
|
|||||||
for m in w.get_tree().get_nodes_in_group("processor"):
|
for m in w.get_tree().get_nodes_in_group("processor"):
|
||||||
m.step(float(a[0]) if a.size() > 0 and (a[0] is float or a[0] is int) else 60.0)
|
m.step(float(a[0]) if a.size() > 0 and (a[0] is float or a[0] is int) else 60.0)
|
||||||
"debug_spawn":
|
"debug_spawn":
|
||||||
if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha", "bear", "crow", "fox", "guard"]) and _v(a, 1).is_finite():
|
if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha", "bear", "crow", "fox", "guard", "old_stag", "spirit_wolf"]) and _v(a, 1).is_finite():
|
||||||
w.creatures.spawn(_s(a, 0), _v(a, 1))
|
w.creatures.spawn(_s(a, 0), _v(a, 1))
|
||||||
|
"debug_boss":
|
||||||
|
# Tests: ["hold", secs] stands the Old Stag still (stunned);
|
||||||
|
# ["hp", n] sets its health.
|
||||||
|
var s: Node3D = w.stones.stag if w.stones != null and w.stones.fighting() else null
|
||||||
|
if cheats and s != null:
|
||||||
|
match _s(a, 0):
|
||||||
|
"hold":
|
||||||
|
s.state = "stunned"
|
||||||
|
s._state_t = float(a[1]) if a.size() > 1 else 30.0
|
||||||
|
"hp":
|
||||||
|
s.hp = clampf(float(a[1]) if a.size() > 1 else 1.0, 1.0, s.max_hp)
|
||||||
"debug_time":
|
"debug_time":
|
||||||
if cheats:
|
if cheats:
|
||||||
w.day_night.day = maxi(_i(a, 0), 1)
|
w.day_night.day = maxi(_i(a, 0), 1)
|
||||||
|
|||||||
@@ -365,6 +365,17 @@ func _s2c_node(uid: String, hp: float, point: Vector3, from: Vector3) -> void:
|
|||||||
n.apply_remote(hp, point, from)
|
n.apply_remote(hp, point, from)
|
||||||
received += 1
|
received += 1
|
||||||
|
|
||||||
|
## The standing stones' altar changed (key pieces set, the stag beaten).
|
||||||
|
func stones_state(d: Dictionary) -> void:
|
||||||
|
_all("_s2c_stones", [d])
|
||||||
|
|
||||||
|
@rpc("authority", "call_remote", "reliable")
|
||||||
|
func _s2c_stones(d: Dictionary) -> void:
|
||||||
|
if not is_client() or world.stones == null:
|
||||||
|
return
|
||||||
|
world.stones.load_data(d)
|
||||||
|
received += 1
|
||||||
|
|
||||||
## Lightning struck a tree (hazards.gd, P4): everyone sees it burn. (It
|
## Lightning struck a tree (hazards.gd, P4): everyone sees it burn. (It
|
||||||
## falls later through _s2c_node, like any felled tree.)
|
## falls later through _s2c_node, like any felled tree.)
|
||||||
func struck(n: Node3D) -> void:
|
func struck(n: Node3D) -> void:
|
||||||
|
|||||||
@@ -65,6 +65,7 @@ func place(w: Node3D) -> bool:
|
|||||||
var mouth: Vector3 = position + Basis(Vector3.UP, yaw) * Vector3(0, 0, PASSAGE_END)
|
var mouth: Vector3 = position + Basis(Vector3.UP, yaw) * Vector3(0, 0, PASSAGE_END)
|
||||||
_mouth_drop = maxf(position.y - terrain.sample_height(mouth.x, mouth.z), 0.0)
|
_mouth_drop = maxf(position.y - terrain.sample_height(mouth.x, mouth.z), 0.0)
|
||||||
_clear_area(w.props)
|
_clear_area(w.props)
|
||||||
|
w.props.clear_bushes(position, CLEAR_R)
|
||||||
_build(w.props._rock_mat)
|
_build(w.props._rock_mat)
|
||||||
w.props.static_cuts.append([Transform3D(Basis(Vector3.UP, yaw), position), MOUND_R + 0.5, MOUND_R + 1.5])
|
w.props.static_cuts.append([Transform3D(Basis(Vector3.UP, yaw), position), MOUND_R + 0.5, MOUND_R + 1.5])
|
||||||
return true
|
return true
|
||||||
@@ -364,6 +365,7 @@ func _spawn_guards() -> void:
|
|||||||
g.rotation.y = g.yaw
|
g.rotation.y = g.yaw
|
||||||
g.set_meta("post", i)
|
g.set_meta("post", i)
|
||||||
g.died.connect(_on_guard_died)
|
g.died.connect(_on_guard_died)
|
||||||
|
g.top_level = true # (world space: the barrow is turned, and a creature's facing is its own rotation)
|
||||||
add_child(g)
|
add_child(g)
|
||||||
g.global_position = g.post
|
g.global_position = g.post
|
||||||
guards.append(g)
|
guards.append(g)
|
||||||
|
|||||||
@@ -545,6 +545,25 @@ func _scatter_bushes() -> void:
|
|||||||
_group(groups, p.x, p.y, vi, Transform3D(_ground_basis(n, 0.5, yaw, s), Vector3(p.x, h - 0.1, p.y)))
|
_group(groups, p.x, p.y, vi, Transform3D(_ground_basis(n, 0.5, yaw, s), Vector3(p.x, h - 0.1, p.y)))
|
||||||
_flush(groups, meshes, true, "Bushes")
|
_flush(groups, meshes, true, "Bushes")
|
||||||
|
|
||||||
|
## Hides the decorative bushes within `r` of `center` (the barrow's and the
|
||||||
|
## standing stones' clearings: they're placed after the undergrowth).
|
||||||
|
## Deterministic, like the rest of the scenery.
|
||||||
|
func clear_bushes(center: Vector3, r: float) -> int:
|
||||||
|
var root := get_node_or_null("Bushes")
|
||||||
|
if root == null:
|
||||||
|
return 0
|
||||||
|
var n := 0
|
||||||
|
for mmi in root.get_children():
|
||||||
|
if not mmi is MultiMeshInstance3D:
|
||||||
|
continue
|
||||||
|
var mm: MultiMesh = mmi.multimesh
|
||||||
|
for i in range(mm.instance_count):
|
||||||
|
var xf: Transform3D = mmi.global_transform * mm.get_instance_transform(i)
|
||||||
|
if Vector2(xf.origin.x - center.x, xf.origin.z - center.z).length() < r:
|
||||||
|
mm.set_instance_transform(i, Transform3D(xf.basis, xf.origin + Vector3(0, -1000, 0)))
|
||||||
|
n += 1
|
||||||
|
return n
|
||||||
|
|
||||||
func _place_logs() -> void:
|
func _place_logs() -> void:
|
||||||
var root := Node3D.new()
|
var root := Node3D.new()
|
||||||
root.name = "Logs"
|
root.name = "Logs"
|
||||||
|
|||||||
393
scripts/world/standing_stones.gd
Normal file
393
scripts/world/standing_stones.gd
Normal file
@@ -0,0 +1,393 @@
|
|||||||
|
extends Node3D
|
||||||
|
## The standing stones (docs/PROGRESSION_DESIGN.md §6): a ring of tall stones
|
||||||
|
## at the foot of the rim with an altar in the middle, built from the seed
|
||||||
|
## like the den and the barrow. The altar has three hollows for the barrow
|
||||||
|
## key pieces. With all three in, at night (19:30 to 05:30), E on the altar
|
||||||
|
## calls the Old Stag (old_stag.gd).
|
||||||
|
##
|
||||||
|
## - Lose (everyone leaves, dies, or dawn comes) and the stag goes back into
|
||||||
|
## the mist; the key pieces stay in the altar for another night.
|
||||||
|
## - Win and it drops its antler (for the antler pickaxe) and a trophy; the
|
||||||
|
## key pieces are used up, and the world remembers who beat it.
|
||||||
|
##
|
||||||
|
## The fight runs where the game decides (single-player, a server). Saved
|
||||||
|
## with the world: the key pieces in the altar and whether it's been beaten.
|
||||||
|
## Players online are sent the altar's state (world_net.gd _s2c_stones).
|
||||||
|
|
||||||
|
const IM = preload("res://scripts/items/item_meshes.gd")
|
||||||
|
const P = preload("res://scripts/world/proc_mesh.gd")
|
||||||
|
const StagScript = preload("res://scripts/creatures/old_stag.gd")
|
||||||
|
const CreatureScript = preload("res://scripts/creatures/creature.gd")
|
||||||
|
|
||||||
|
const RING_R := 7.5
|
||||||
|
const STONES := 7
|
||||||
|
const CLEAR_R := 10.0
|
||||||
|
const KEYS := 3
|
||||||
|
const LEASH := 45.0 ## nobody this near for LEAVE_AFTER: the stag goes
|
||||||
|
const LEAVE_AFTER := 5.0
|
||||||
|
|
||||||
|
var world: Node3D
|
||||||
|
var terrain: Node3D
|
||||||
|
var found := false
|
||||||
|
var yaw := 0.0
|
||||||
|
var keys := 0 ## key pieces in the altar
|
||||||
|
var beaten := false
|
||||||
|
var beaten_by := ""
|
||||||
|
var beaten_day := -1
|
||||||
|
var fighters: Array = [] ## (on a server) the names of everyone who fought it
|
||||||
|
var stag: Node3D = null
|
||||||
|
var wolves: Array = []
|
||||||
|
var deciding := true ## false on a player's game online
|
||||||
|
var stomps := 0
|
||||||
|
var _alone := 0.0
|
||||||
|
var _rng := RandomNumberGenerator.new()
|
||||||
|
var _key_meshes: Array = []
|
||||||
|
var _glow: OmniLight3D
|
||||||
|
var _altar: StaticBody3D
|
||||||
|
|
||||||
|
func place(w: Node3D) -> bool:
|
||||||
|
world = w
|
||||||
|
terrain = w.terrain
|
||||||
|
var site := _find_site()
|
||||||
|
if site == Vector3.INF:
|
||||||
|
push_warning("[stones] no site for the standing stones on this seed")
|
||||||
|
return false
|
||||||
|
found = true
|
||||||
|
position = site
|
||||||
|
yaw = atan2(-site.x, -site.z) # the altar faces the valley
|
||||||
|
rotation.y = yaw
|
||||||
|
_clear_area(w.props)
|
||||||
|
w.props.clear_bushes(position, CLEAR_R)
|
||||||
|
_build(w.props._rock_mat)
|
||||||
|
w.props.static_cuts.append([Transform3D(Basis(Vector3.UP, yaw), position), RING_R, RING_R])
|
||||||
|
return true
|
||||||
|
|
||||||
|
## At the foot of the rim, fairly flat, well away from the spawn, the den,
|
||||||
|
## the barrow and the bear's home. Rougher ground is accepted on later
|
||||||
|
## passes, so every island has one.
|
||||||
|
func _find_site() -> Vector3:
|
||||||
|
_rng.seed = terrain.noise_seed + 1501
|
||||||
|
var start := _rng.randf() * 360.0
|
||||||
|
var spawn: Vector3 = world._spawn
|
||||||
|
var avoid: Array = [[Vector2(spawn.x, spawn.z), 60.0]]
|
||||||
|
if world.den != null and world.den.found:
|
||||||
|
avoid.append([Vector2(world.den.position.x, world.den.position.z), 60.0])
|
||||||
|
if world.barrow != null and world.barrow.found:
|
||||||
|
avoid.append([Vector2(world.barrow.position.x, world.barrow.position.z), 50.0])
|
||||||
|
for pass_ in [[1.6, [6.0, 10.0, 14.0]], [2.6, [6.0, 10.0, 14.0, 18.0, 24.0, 30.0]], [4.0, [8.0, 16.0, 24.0, 32.0, 40.0]]]:
|
||||||
|
for step in range(60):
|
||||||
|
var ang := deg_to_rad(start + step * 6.0)
|
||||||
|
var dir := Vector2(cos(ang), sin(ang))
|
||||||
|
var r: float = terrain.play_radius + 10.0
|
||||||
|
while r > terrain.play_radius - 50.0 and not terrain.inside_boundary(dir.x * r, dir.y * r, CLEAR_R + 2.0):
|
||||||
|
r -= 1.0
|
||||||
|
for inset: float in pass_[1]:
|
||||||
|
var c: Vector2 = dir * (r - inset)
|
||||||
|
if not terrain.inside_boundary(c.x, c.y, CLEAR_R + 1.0) or terrain.sea_weight(c.x, c.y) > 0.02:
|
||||||
|
continue
|
||||||
|
var far := true
|
||||||
|
for a in avoid:
|
||||||
|
if c.distance_to(a[0]) < float(a[1]):
|
||||||
|
far = false
|
||||||
|
if not far:
|
||||||
|
continue
|
||||||
|
var hs: Array[float] = []
|
||||||
|
for k in range(8):
|
||||||
|
var b := TAU * k / 8.0
|
||||||
|
hs.append(terrain.sample_height(c.x + cos(b) * RING_R, c.y + sin(b) * RING_R))
|
||||||
|
var h0: float = terrain.sample_height(c.x, c.y)
|
||||||
|
hs.append(h0)
|
||||||
|
if hs.max() - hs.min() > float(pass_[0]) or hs.min() < terrain.water_level + 1.0:
|
||||||
|
continue
|
||||||
|
return Vector3(c.x, h0, c.y)
|
||||||
|
return Vector3.INF
|
||||||
|
|
||||||
|
func _clear_area(props: Node3D) -> void:
|
||||||
|
for dict in [props.resource_nodes, props.pickups, props.forage]:
|
||||||
|
for uid in dict.keys():
|
||||||
|
var n: Node3D = dict[uid]
|
||||||
|
if not is_instance_valid(n):
|
||||||
|
continue
|
||||||
|
if Vector2(n.global_position.x - position.x, n.global_position.z - position.z).length() < CLEAR_R:
|
||||||
|
if n.has_method("_set_instance"):
|
||||||
|
n._set_instance(Transform3D(Basis(), n.global_position + Vector3(0, -1000, 0)))
|
||||||
|
dict.erase(uid)
|
||||||
|
n.queue_free()
|
||||||
|
|
||||||
|
func _build(rock_mat: Material) -> void:
|
||||||
|
var body := StaticBody3D.new()
|
||||||
|
body.name = "Stones"
|
||||||
|
body.collision_layer = 1
|
||||||
|
add_child(body)
|
||||||
|
for i in range(STONES):
|
||||||
|
var a := TAU * i / STONES
|
||||||
|
var lp := Vector3(sin(a) * RING_R, 0, cos(a) * RING_R)
|
||||||
|
var w: Vector3 = position + Basis(Vector3.UP, yaw) * lp
|
||||||
|
# Tall, narrow slabs (the rock mesh is a unit blob: stretch it up).
|
||||||
|
var radii := Vector3(0.55, 3.8 + 0.6 * sin(i * 2.7), 0.38)
|
||||||
|
var y: float = terrain.sample_height(w.x, w.z) - position.y + radii.y * 0.45 - 0.3
|
||||||
|
var mesh := P.rock(terrain.noise_seed + 6100 + i, false)
|
||||||
|
var turn := Basis(Vector3.UP, a) * Basis(Vector3.RIGHT, 0.04 * sin(i * 1.9))
|
||||||
|
var mi := MeshInstance3D.new()
|
||||||
|
mi.mesh = mesh
|
||||||
|
mi.material_override = rock_mat
|
||||||
|
mi.transform = Transform3D(turn.scaled(radii), Vector3(lp.x, y, lp.z))
|
||||||
|
add_child(mi)
|
||||||
|
var hull := mesh.create_convex_shape(true, true) as ConvexPolygonShape3D
|
||||||
|
var pts := PackedVector3Array()
|
||||||
|
for p: Vector3 in hull.points:
|
||||||
|
pts.append(turn * (p * radii))
|
||||||
|
hull.points = pts
|
||||||
|
var cs := CollisionShape3D.new()
|
||||||
|
cs.shape = hull
|
||||||
|
cs.position = Vector3(lp.x, y, lp.z)
|
||||||
|
body.add_child(cs)
|
||||||
|
# The altar: a low slab on two blocks, with three hollows on top.
|
||||||
|
_altar = Altar.new()
|
||||||
|
_altar.stones = self
|
||||||
|
_altar.name = "Altar"
|
||||||
|
_altar.collision_layer = 1
|
||||||
|
add_child(_altar)
|
||||||
|
var st := P._begin()
|
||||||
|
var stone := Color(0.46, 0.46, 0.44)
|
||||||
|
var r := RandomNumberGenerator.new()
|
||||||
|
r.seed = terrain.noise_seed + 1502
|
||||||
|
for sx in [-0.55, 0.55]:
|
||||||
|
IM._box(st, Vector3(sx, 0.3, 0), Vector3(0.4, 0.6, 0.7), P._mul(stone, r.randf_range(0.85, 1.0)))
|
||||||
|
IM._box(st, Vector3(0, 0.7, 0), Vector3(1.8, 0.2, 1.0), stone)
|
||||||
|
for i in range(KEYS):
|
||||||
|
IM._box(st, Vector3(-0.5 + 0.5 * i, 0.805, 0), Vector3(0.24, 0.01, 0.24), Color(0.16, 0.16, 0.16))
|
||||||
|
var mi := MeshInstance3D.new()
|
||||||
|
mi.mesh = P._commit(st)
|
||||||
|
mi.material_override = ItemDB.item_material()
|
||||||
|
_altar.add_child(mi)
|
||||||
|
var cs := CollisionShape3D.new()
|
||||||
|
var box := BoxShape3D.new()
|
||||||
|
box.size = Vector3(1.8, 0.8, 1.0)
|
||||||
|
cs.shape = box
|
||||||
|
cs.position = Vector3(0, 0.4, 0)
|
||||||
|
_altar.add_child(cs)
|
||||||
|
for i in range(KEYS):
|
||||||
|
var k := MeshInstance3D.new()
|
||||||
|
k.mesh = ItemDB.mesh_for("barrow_key")
|
||||||
|
k.material_override = ItemDB.item_material()
|
||||||
|
k.position = Vector3(-0.5 + 0.5 * i, 0.8, 0.08)
|
||||||
|
k.rotation.y = PI
|
||||||
|
k.visible = false
|
||||||
|
_altar.add_child(k)
|
||||||
|
_key_meshes.append(k)
|
||||||
|
if DisplayServer.get_name() != "headless":
|
||||||
|
_glow = OmniLight3D.new()
|
||||||
|
_glow.light_color = Color(0.55, 0.9, 1.0)
|
||||||
|
_glow.omni_range = 9.0
|
||||||
|
_glow.light_energy = 0.0
|
||||||
|
_glow.position = Vector3(0, 1.6, 0)
|
||||||
|
add_child(_glow)
|
||||||
|
_show()
|
||||||
|
|
||||||
|
## The key pieces in the altar, and a pale glow once all three are in.
|
||||||
|
func _show() -> void:
|
||||||
|
for i in range(_key_meshes.size()):
|
||||||
|
_key_meshes[i].visible = i < keys
|
||||||
|
if _glow != null:
|
||||||
|
_glow.light_energy = 1.8 if keys >= KEYS else 0.3 * keys
|
||||||
|
|
||||||
|
func center() -> Vector3:
|
||||||
|
return position
|
||||||
|
|
||||||
|
func altar() -> Node3D:
|
||||||
|
return _altar
|
||||||
|
|
||||||
|
func is_night() -> bool:
|
||||||
|
var h: float = world.day_night.hours()
|
||||||
|
return h >= 19.5 or h < 5.5
|
||||||
|
|
||||||
|
func fighting() -> bool:
|
||||||
|
return stag != null and is_instance_valid(stag) and not stag.is_dead()
|
||||||
|
|
||||||
|
# --- the altar --------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func altar_prompt() -> String:
|
||||||
|
if fighting():
|
||||||
|
return "The altar (the Old Stag is here!)"
|
||||||
|
if keys < KEYS:
|
||||||
|
return "Stone altar: %d of %d hollows filled [E] Set a barrow key piece" % [keys, KEYS]
|
||||||
|
if is_night():
|
||||||
|
return "Stone altar, humming [E] Call the Old Stag"
|
||||||
|
return "Stone altar, humming (come back at night)"
|
||||||
|
|
||||||
|
## E on the altar (Actions.use_stones): set key pieces in it, or call the
|
||||||
|
## stag. Returns what happened: "set", "summoned", "" (nothing).
|
||||||
|
func use(player: Node3D) -> String:
|
||||||
|
if fighting():
|
||||||
|
return ""
|
||||||
|
if keys < KEYS:
|
||||||
|
var have: int = player.inventory.count("barrow_key")
|
||||||
|
if have <= 0:
|
||||||
|
Actions.tell(player, "Three hollows in the stone (%d filled). Barrow key pieces would fit them." % keys)
|
||||||
|
return ""
|
||||||
|
var n := mini(have, KEYS - keys)
|
||||||
|
player.inventory.remove("barrow_key", n)
|
||||||
|
keys += n
|
||||||
|
_changed()
|
||||||
|
if keys < KEYS:
|
||||||
|
Actions.tell(player, "You set a key piece in the altar (%d of %d)." % [keys, KEYS])
|
||||||
|
else:
|
||||||
|
Actions.tell(player, "The last key piece clicks into place. The stones begin to hum%s." % ("" if is_night() else ": come back at night"))
|
||||||
|
return "set"
|
||||||
|
if not is_night():
|
||||||
|
Actions.tell(player, "The stones hum, waiting for the dark.")
|
||||||
|
return ""
|
||||||
|
summon(player)
|
||||||
|
return "summoned"
|
||||||
|
|
||||||
|
## Calls the Old Stag, on the far side of the ring from `player`.
|
||||||
|
func summon(player: Node3D) -> Node3D:
|
||||||
|
var away := position - player.global_position
|
||||||
|
away.y = 0.0
|
||||||
|
away = away.normalized() if away.length() > 0.1 else Vector3(1, 0, 0)
|
||||||
|
var at := _inside_point(away, RING_R + 6.0)
|
||||||
|
var s: AnimatableBody3D = StagScript.new()
|
||||||
|
s.setup("old_stag", world, at, _rng.randi())
|
||||||
|
s.stones = self
|
||||||
|
s.state = "summon"
|
||||||
|
s._state_t = 2.5
|
||||||
|
var to: Vector3 = player.global_position - at
|
||||||
|
s.yaw = atan2(-to.x, -to.z)
|
||||||
|
s.rotation.y = s.yaw
|
||||||
|
s.top_level = true # (in world space: the stones are moved and turned, a creature steers in world space)
|
||||||
|
add_child(s)
|
||||||
|
s.scale_for(group_size())
|
||||||
|
stag = s
|
||||||
|
_alone = 0.0
|
||||||
|
world.weather.flash = 0.8
|
||||||
|
Actions.tell_all("The standing stones wake... the Old Stag has come!")
|
||||||
|
return s
|
||||||
|
|
||||||
|
## How many (living) players are at the stones: the stag's toughened for
|
||||||
|
## them, and calls a wolf more for each.
|
||||||
|
func group_size() -> int:
|
||||||
|
var n := 0
|
||||||
|
for p in world.players():
|
||||||
|
if not p.survival.dead and p.global_position.distance_to(position) < LEASH:
|
||||||
|
n += 1
|
||||||
|
return maxi(n, 1)
|
||||||
|
|
||||||
|
## The stag calls `n` spirit wolves out of the mist round the ring (and one
|
||||||
|
## more for each extra player, up to 4 more).
|
||||||
|
func summon_wolves(s: Node3D, n: int) -> void:
|
||||||
|
n += mini(group_size() - 1, 4)
|
||||||
|
for i in range(n):
|
||||||
|
var a := _rng.randf() * TAU
|
||||||
|
var at := _inside_point(Vector3(cos(a), 0, sin(a)), RING_R + 4.0)
|
||||||
|
var w: AnimatableBody3D = CreatureScript.new()
|
||||||
|
w.setup("spirit_wolf", world, at, _rng.randi())
|
||||||
|
w.state = "charge"
|
||||||
|
w._aggro = 9999.0
|
||||||
|
w.top_level = true
|
||||||
|
add_child(w)
|
||||||
|
wolves.append(w)
|
||||||
|
var who: Node = world.nearest_player(s.global_position)
|
||||||
|
if who != null:
|
||||||
|
Actions.tell(who, "The Old Stag bellows, and spirit wolves come out of the mist!")
|
||||||
|
|
||||||
|
## A point `r` from the centre roughly along `dir`, turned until it's inside
|
||||||
|
## the valley with room to move (the stones are at the foot of the rim).
|
||||||
|
func _inside_point(dir: Vector3, r: float) -> Vector3:
|
||||||
|
for turn in [0.0, 0.5, -0.5, 1.0, -1.0, 1.6, -1.6, 2.2, -2.2, PI]:
|
||||||
|
var p: Vector3 = position + dir.rotated(Vector3.UP, turn) * r
|
||||||
|
if terrain.inside_boundary(p.x, p.z, 4.0) and terrain.sample_height(p.x, p.z) > terrain.water_level + 0.3:
|
||||||
|
return p
|
||||||
|
return position + dir * 3.0
|
||||||
|
|
||||||
|
func stomped(_s: Node3D) -> void:
|
||||||
|
stomps += 1
|
||||||
|
world.weather.flash = maxf(world.weather.flash, 0.3)
|
||||||
|
|
||||||
|
func wolves_alive() -> Array:
|
||||||
|
return wolves.filter(func(w): return is_instance_valid(w) and not w.is_dead())
|
||||||
|
|
||||||
|
func _physics_process(_delta: float) -> void:
|
||||||
|
if deciding:
|
||||||
|
step(_delta)
|
||||||
|
|
||||||
|
## Sends the stag (and its wolves) back into the mist when everyone's gone
|
||||||
|
## or dead, or at dawn.
|
||||||
|
func step(dt: float) -> void:
|
||||||
|
if not fighting():
|
||||||
|
return
|
||||||
|
var anyone := false
|
||||||
|
for p in world.players():
|
||||||
|
if not p.survival.dead and p.global_position.distance_to(position) < LEASH:
|
||||||
|
anyone = true
|
||||||
|
_alone = 0.0 if anyone else _alone + dt
|
||||||
|
if _alone >= LEAVE_AFTER or not is_night():
|
||||||
|
fade("dawn" if not is_night() else "gone")
|
||||||
|
|
||||||
|
func fade(why: String) -> void:
|
||||||
|
if stag != null and is_instance_valid(stag):
|
||||||
|
stag.queue_free()
|
||||||
|
stag = null
|
||||||
|
_clear_wolves()
|
||||||
|
Actions.tell_all("The Old Stag fades into the mist%s. The key pieces are still in the altar." % (" with the dawn" if why == "dawn" else ""))
|
||||||
|
|
||||||
|
func _clear_wolves() -> void:
|
||||||
|
for w in wolves:
|
||||||
|
if is_instance_valid(w):
|
||||||
|
w.queue_free()
|
||||||
|
wolves.clear()
|
||||||
|
|
||||||
|
## Beaten: its antler and a trophy where it fell, the key pieces used up,
|
||||||
|
## and the world remembers.
|
||||||
|
func stag_died(s: Node3D) -> void:
|
||||||
|
var at: Vector3 = s.global_position + Vector3(0, 0.4, 0)
|
||||||
|
world.drop_item("stag_antler", 1, Transform3D(Basis(), at))
|
||||||
|
world.drop_item("stag_trophy", 1, Transform3D(Basis(), at + Vector3(1.2, 0, 0.6)))
|
||||||
|
_clear_wolves()
|
||||||
|
keys = 0
|
||||||
|
var names: Array = s.fighter_names()
|
||||||
|
beaten = true
|
||||||
|
beaten_by = join_names(names) if world.server_mode else "you"
|
||||||
|
fighters = names.duplicate() if world.server_mode else []
|
||||||
|
beaten_day = int(world.day_night.day)
|
||||||
|
stag = null
|
||||||
|
_changed()
|
||||||
|
if world.server_mode:
|
||||||
|
Actions.tell_all("The Old Stag has fallen! Beaten by %s on day %d." % [beaten_by if not names.is_empty() else "the island", beaten_day])
|
||||||
|
else:
|
||||||
|
Actions.tell_all("The Old Stag has fallen! Its antler lies where it fell.")
|
||||||
|
|
||||||
|
## "Ana", "Ana and Bob", "Ana, Bob and Cara".
|
||||||
|
static func join_names(names: Array) -> String:
|
||||||
|
if names.is_empty():
|
||||||
|
return ""
|
||||||
|
if names.size() == 1:
|
||||||
|
return String(names[0])
|
||||||
|
return ", ".join(PackedStringArray(names.slice(0, names.size() - 1))) + " and " + String(names.back())
|
||||||
|
|
||||||
|
func _changed() -> void:
|
||||||
|
_show()
|
||||||
|
if world != null and world.server_mode:
|
||||||
|
WorldNet.stones_state(save_data())
|
||||||
|
|
||||||
|
func save_data() -> Dictionary:
|
||||||
|
if not found:
|
||||||
|
return {}
|
||||||
|
return {"keys": keys, "beaten": beaten, "beaten_by": beaten_by, "beaten_day": beaten_day, "fighters": fighters.duplicate()}
|
||||||
|
|
||||||
|
func load_data(d: Dictionary) -> void:
|
||||||
|
if not found or d.is_empty():
|
||||||
|
return
|
||||||
|
keys = clampi(int(d.get("keys", 0)), 0, KEYS)
|
||||||
|
beaten = bool(d.get("beaten", false))
|
||||||
|
beaten_by = String(d.get("beaten_by", ""))
|
||||||
|
beaten_day = int(d.get("beaten_day", -1))
|
||||||
|
fighters = (d.get("fighters", []) as Array).duplicate()
|
||||||
|
_show()
|
||||||
|
|
||||||
|
class Altar extends StaticBody3D:
|
||||||
|
var stones: Node
|
||||||
|
func interact_prompt(_p: Node) -> String:
|
||||||
|
return stones.altar_prompt()
|
||||||
|
func interact(p: Node) -> void:
|
||||||
|
Actions.use_stones(p, stones)
|
||||||
@@ -67,6 +67,7 @@ var wolves: Node3D ## wolf_pack.gd (null if this seed has no den si
|
|||||||
var bears: Node3D ## bear_range.gd: the island's bear (null online as a client)
|
var bears: Node3D ## bear_range.gd: the island's bear (null online as a client)
|
||||||
var thieves: Node3D ## thieves.gd: crows and foxes after food left out
|
var thieves: Node3D ## thieves.gd: crows and foxes after food left out
|
||||||
var hazards: Node3D ## hazards.gd: lightning on trees, hard-winter ice (P4)
|
var hazards: Node3D ## hazards.gd: lightning on trees, hard-winter ice (P4)
|
||||||
|
var stones: Node3D ## standing_stones.gd: the altar and the Old Stag (P5)
|
||||||
var barrow: Node3D ## barrow.gd: the burial mound and its guards (scenery; guards where creatures run)
|
var barrow: Node3D ## barrow.gd: the burial mound and its guards (scenery; guards where creatures run)
|
||||||
var _saved_bear: Dictionary = {} ## its saved state, kept until bears exists (and re-saved if it never does)
|
var _saved_bear: Dictionary = {} ## its saved state, kept until bears exists (and re-saved if it never does)
|
||||||
var net_sync: Node ## net_sync.gd when playing on a server, else null
|
var net_sync: Node ## net_sync.gd when playing on a server, else null
|
||||||
@@ -352,6 +353,12 @@ func _on_terrain_ready() -> void:
|
|||||||
add_child(barrow)
|
add_child(barrow)
|
||||||
if barrow.place(self):
|
if barrow.place(self):
|
||||||
_update_grass_cuts()
|
_update_grass_cuts()
|
||||||
|
# The standing stones (P5): where the Old Stag is called.
|
||||||
|
stones = preload("res://scripts/world/standing_stones.gd").new()
|
||||||
|
stones.name = "StandingStones"
|
||||||
|
add_child(stones)
|
||||||
|
if stones.place(self):
|
||||||
|
_update_grass_cuts()
|
||||||
if DisplayServer.get_name() != "headless":
|
if DisplayServer.get_name() != "headless":
|
||||||
var fish := preload("res://scripts/fishing/lake_fish.gd").new()
|
var fish := preload("res://scripts/fishing/lake_fish.gd").new()
|
||||||
fish.name = "LakeFish"
|
fish.name = "LakeFish"
|
||||||
@@ -366,6 +373,7 @@ func _on_terrain_ready() -> void:
|
|||||||
hazards.name = "Hazards"
|
hazards.name = "Hazards"
|
||||||
add_child(hazards)
|
add_child(hazards)
|
||||||
hazards.setup(self, not is_online())
|
hazards.setup(self, not is_online())
|
||||||
|
stones.deciding = not is_online()
|
||||||
if server_mode:
|
if server_mode:
|
||||||
if Saves.has_world():
|
if Saves.has_world():
|
||||||
var saved: Dictionary = Saves.load_state(Saves.current_id)
|
var saved: Dictionary = Saves.load_state(Saves.current_id)
|
||||||
@@ -601,6 +609,7 @@ func collect_save() -> Dictionary:
|
|||||||
"pieces": pieces,
|
"pieces": pieces,
|
||||||
"bear": bears.save_data() if bears != null else _saved_bear,
|
"bear": bears.save_data() if bears != null else _saved_bear,
|
||||||
"barrow": barrow.save_data() if barrow != null else {},
|
"barrow": barrow.save_data() if barrow != null else {},
|
||||||
|
"stones": stones.save_data() if stones != null else {},
|
||||||
}
|
}
|
||||||
|
|
||||||
func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, dropped: Array, pieces: Array) -> Dictionary:
|
func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, dropped: Array, pieces: Array) -> Dictionary:
|
||||||
@@ -614,6 +623,7 @@ func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, drop
|
|||||||
"pieces": pieces,
|
"pieces": pieces,
|
||||||
"bear": bears.save_data() if bears != null else _saved_bear,
|
"bear": bears.save_data() if bears != null else _saved_bear,
|
||||||
"barrow": barrow.save_data() if barrow != null else {},
|
"barrow": barrow.save_data() if barrow != null else {},
|
||||||
|
"stones": stones.save_data() if stones != null else {},
|
||||||
}
|
}
|
||||||
|
|
||||||
## The live pieces (placed and not being removed).
|
## The live pieces (placed and not being removed).
|
||||||
@@ -742,6 +752,8 @@ func _apply_save(s: Dictionary, with_player: bool) -> void:
|
|||||||
props.restore_regrow(s.get("regrow", {}))
|
props.restore_regrow(s.get("regrow", {}))
|
||||||
if barrow != null:
|
if barrow != null:
|
||||||
barrow.load_data(s.get("barrow", {}))
|
barrow.load_data(s.get("barrow", {}))
|
||||||
|
if stones != null:
|
||||||
|
stones.load_data(s.get("stones", {}))
|
||||||
# The bear (bear_range.gd): applied when it's set up, after loading.
|
# The bear (bear_range.gd): applied when it's set up, after loading.
|
||||||
_saved_bear = s.get("bear", {})
|
_saved_bear = s.get("bear", {})
|
||||||
if bears != null:
|
if bears != null:
|
||||||
|
|||||||
@@ -138,6 +138,9 @@ func _do(cmd: Dictionary) -> Dictionary:
|
|||||||
return {"heard": root.get_node("Chat").heard.duplicate()}
|
return {"heard": root.get_node("Chat").heard.duplicate()}
|
||||||
"heard":
|
"heard":
|
||||||
return {"heard": root.get_node("Chat").heard.duplicate(), "pvp": bool(net.server_info.get("pvp", false))}
|
return {"heard": root.get_node("Chat").heard.duplicate(), "pvp": bool(net.server_info.get("pvp", false))}
|
||||||
|
# P5 (tests/test_net_boss.gd): this player's copy of the standing stones.
|
||||||
|
"stones":
|
||||||
|
return world.stones.save_data() if world.stones != null else {}
|
||||||
return {"error": "unknown command"}
|
return {"error": "unknown command"}
|
||||||
|
|
||||||
## What this player's game shows of the server's wildlife.
|
## What this player's game shows of the server's wildlife.
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
|
|||||||
echo "Importing the project first (fresh copy)..."
|
echo "Importing the project first (fresh copy)..."
|
||||||
godot --headless --path . --import >/dev/null 2>&1
|
godot --headless --path . --import >/dev/null 2>&1
|
||||||
fi
|
fi
|
||||||
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_rules test_host test_terrain_edges test_boundary; do
|
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_terrain_edges test_boundary; do
|
||||||
extra=""
|
extra=""
|
||||||
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
|
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
|
||||||
# A suite that waits on a world that failed to load would hang forever,
|
# A suite that waits on a world that failed to load would hang forever,
|
||||||
|
|||||||
376
tests/test_boss.gd
Normal file
376
tests/test_boss.gd
Normal file
@@ -0,0 +1,376 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## P5 the Old Stag (docs/PROGRESSION_DESIGN.md §6): the standing stones and
|
||||||
|
## their altar, setting the barrow key pieces, calling the stag at night, a
|
||||||
|
## scripted fight through its three phases (charges you can dodge, a stunned
|
||||||
|
## window, spirit wolves, stomps), its antler and trophy, the antler pickaxe,
|
||||||
|
## the stag leaving when you do (or at dawn), and saving.
|
||||||
|
## Run: godot --headless --path . --script res://tests/test_boss.gd
|
||||||
|
|
||||||
|
var _fails := 0
|
||||||
|
var _finished := false
|
||||||
|
var A: Node
|
||||||
|
var S: Node
|
||||||
|
var DB: Node
|
||||||
|
var _toasts: Array[String] = []
|
||||||
|
var world: Node3D
|
||||||
|
var player: CharacterBody3D
|
||||||
|
var st: Node
|
||||||
|
var stag: Node3D
|
||||||
|
|
||||||
|
func check(cond: bool, what: String) -> void:
|
||||||
|
print((" ok " if cond else " FAIL ") + what)
|
||||||
|
if not cond:
|
||||||
|
_fails += 1
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run.call_deferred()
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
A = root.get_node("Actions")
|
||||||
|
S = root.get_node("Saves")
|
||||||
|
DB = root.get_node("ItemDB")
|
||||||
|
A.notify.connect(func(t): _toasts.append(t))
|
||||||
|
S.root_dir = "user://test_worlds"
|
||||||
|
for w in S.list_worlds():
|
||||||
|
S.delete_world(w.id)
|
||||||
|
S.current_id = S.create_world("Boss", 1337)
|
||||||
|
await _load()
|
||||||
|
await _body()
|
||||||
|
check(_finished, "test ran to the end (no script errors)")
|
||||||
|
for w in S.list_worlds():
|
||||||
|
S.delete_world(w.id)
|
||||||
|
DirAccess.remove_absolute(S.root_dir)
|
||||||
|
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
|
||||||
|
quit(1 if _fails > 0 else 0)
|
||||||
|
|
||||||
|
func _load() -> void:
|
||||||
|
world = load("res://scenes/world.tscn").instantiate()
|
||||||
|
root.add_child(world)
|
||||||
|
for _i in range(5):
|
||||||
|
await physics_frame
|
||||||
|
world.creatures.enabled = false
|
||||||
|
for c in world.creatures.alive():
|
||||||
|
c.queue_free()
|
||||||
|
if world.wolves != null:
|
||||||
|
world.wolves.enabled = false
|
||||||
|
world.bears.enabled = false
|
||||||
|
world.thieves.enabled = false
|
||||||
|
world.barrow.running = false
|
||||||
|
player = world.player
|
||||||
|
player.set_physics_process(false)
|
||||||
|
player.survival.set_process(false)
|
||||||
|
world.day_night.frozen = true
|
||||||
|
world.weather.set_process(false)
|
||||||
|
world.weather.force("clear")
|
||||||
|
world.hazards.set_physics_process(false)
|
||||||
|
st = world.stones
|
||||||
|
st.set_physics_process(false)
|
||||||
|
|
||||||
|
func _reload() -> void:
|
||||||
|
check(world.save_now(), "saved")
|
||||||
|
world.queue_free()
|
||||||
|
await process_frame
|
||||||
|
await _load()
|
||||||
|
|
||||||
|
func _set_time(day: int, hours: float) -> void:
|
||||||
|
world.day_night.day = day
|
||||||
|
world.day_night.time = hours / 24.0
|
||||||
|
world.day_night.apply(true)
|
||||||
|
|
||||||
|
func _toast_has(s: String) -> bool:
|
||||||
|
for t in _toasts:
|
||||||
|
if t.contains(s):
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
## Runs the stones, the stag and its wolves for up to `secs`, stopping once
|
||||||
|
## `until` is true.
|
||||||
|
func _sim(secs: float, until: Callable = Callable()) -> float:
|
||||||
|
var t := 0.0
|
||||||
|
while t < secs:
|
||||||
|
st.step(0.05)
|
||||||
|
for c in st.get_children():
|
||||||
|
if is_instance_valid(c) and c.has_method("take_hit") and not c.is_queued_for_deletion():
|
||||||
|
c.set_physics_process(false)
|
||||||
|
c.step(0.05)
|
||||||
|
t += 0.05
|
||||||
|
if until.is_valid() and until.call():
|
||||||
|
break
|
||||||
|
if int(t * 20) % 20 == 0:
|
||||||
|
await physics_frame
|
||||||
|
return t
|
||||||
|
|
||||||
|
## Stand at `lp` (x, z relative to the stones' centre), on the ground.
|
||||||
|
func _stand(off: Vector3) -> void:
|
||||||
|
var p: Vector3 = st.center() + off
|
||||||
|
p.y = world.terrain.sample_height(p.x, p.z)
|
||||||
|
player.global_position = p
|
||||||
|
player.velocity = Vector3.ZERO
|
||||||
|
|
||||||
|
func _heal() -> void:
|
||||||
|
player.survival.health = 100.0
|
||||||
|
player.survival.dead = false
|
||||||
|
|
||||||
|
func _body() -> void:
|
||||||
|
_scenery()
|
||||||
|
_altar()
|
||||||
|
await _call()
|
||||||
|
await _phase1()
|
||||||
|
await _phase2()
|
||||||
|
await _phase3()
|
||||||
|
await _victory()
|
||||||
|
await _pickaxe()
|
||||||
|
await _leaving()
|
||||||
|
await _saving()
|
||||||
|
_net()
|
||||||
|
_finished = true
|
||||||
|
|
||||||
|
# --- the stones -----------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _scenery() -> void:
|
||||||
|
print("the standing stones")
|
||||||
|
check(st.found, "this island has standing stones")
|
||||||
|
var c: Vector3 = st.center()
|
||||||
|
var sp: Vector3 = world._spawn
|
||||||
|
var rim: float = world.props._near_rim(c.x, c.z)
|
||||||
|
check(rim > 0.1, "at the foot of the rim (%.2f)" % rim)
|
||||||
|
check(Vector2(c.x - sp.x, c.z - sp.z).length() > 60.0 and c.distance_to(world.den.position) > 60.0 and c.distance_to(world.barrow.position) > 50.0,
|
||||||
|
"away from the spawn (%.0f m), the den (%.0f m) and the barrow (%.0f m)" % [Vector2(c.x - sp.x, c.z - sp.z).length(), c.distance_to(world.den.position), c.distance_to(world.barrow.position)])
|
||||||
|
check(Vector2(c.x - world.bears.home.x, c.z - world.bears.home.z).length() > 40.0, "and the bear's home (%.0f m, bear found %s)" % [Vector2(c.x - world.bears.home.x, c.z - world.bears.home.z).length(), world.bears.found])
|
||||||
|
check(st.get_node("Stones").get_child_count() == st.STONES, "a ring of %d stones" % st.STONES)
|
||||||
|
var again: Node3D = load("res://scripts/world/standing_stones.gd").new()
|
||||||
|
again.world = world
|
||||||
|
again.terrain = world.terrain
|
||||||
|
check(again._find_site().distance_to(c) < 0.01, "the same place every time for this seed")
|
||||||
|
again.free()
|
||||||
|
var trees := 0
|
||||||
|
for n in world.props.resource_nodes.values():
|
||||||
|
if Vector2(n.global_position.x - c.x, n.global_position.z - c.z).length() < st.CLEAR_R:
|
||||||
|
trees += 1
|
||||||
|
check(trees == 0, "a clearing inside the ring")
|
||||||
|
|
||||||
|
func _altar() -> void:
|
||||||
|
print("the altar")
|
||||||
|
_set_time(5, 12.0)
|
||||||
|
_stand(Vector3(0, 0, 1.6).rotated(Vector3.UP, st.yaw))
|
||||||
|
player.inventory.load_data(Inventory.new(40).to_data())
|
||||||
|
check(st.altar_prompt().contains("0 of 3"), "\"%s\"" % st.altar_prompt())
|
||||||
|
_toasts.clear()
|
||||||
|
check(not A.use_stones(player, st), "no key pieces: nothing happens")
|
||||||
|
check(_toast_has("Barrow key pieces would fit"), "but it tells you what goes there")
|
||||||
|
player.inventory.add("barrow_key", 2)
|
||||||
|
check(A.use_stones(player, st) and st.keys == 2 and player.inventory.count("barrow_key") == 0, "two key pieces go in")
|
||||||
|
check(st._key_meshes[0].visible and st._key_meshes[1].visible and not st._key_meshes[2].visible, "(you can see them in their hollows)")
|
||||||
|
player.inventory.add("barrow_key", 1)
|
||||||
|
_toasts.clear()
|
||||||
|
check(A.use_stones(player, st) and st.keys == 3, "and the third")
|
||||||
|
check(_toast_has("begin to hum") and _toast_has("night"), "the stones hum: come back at night (%s)" % [_toasts])
|
||||||
|
check(not A.use_stones(player, st) and not st.fighting(), "by day, nothing comes")
|
||||||
|
|
||||||
|
func _call() -> void:
|
||||||
|
print("calling the Old Stag")
|
||||||
|
_set_time(5, 22.0)
|
||||||
|
_toasts.clear()
|
||||||
|
check(st.altar_prompt().contains("Call the Old Stag"), "at night: \"%s\"" % st.altar_prompt())
|
||||||
|
check(A.use_stones(player, st) and st.fighting(), "it comes")
|
||||||
|
stag = st.stag
|
||||||
|
check(stag.hp == 900.0 and stag.phase == 1, "900 health")
|
||||||
|
check(_toast_has("Old Stag has come"), "everyone hears it (%s)" % [_toasts])
|
||||||
|
check(stag.global_position.distance_to(player.global_position) > 10.0, "out of the mist on the far side of the ring")
|
||||||
|
check(not A.use_stones(player, st), "(the altar does nothing while it's here)")
|
||||||
|
|
||||||
|
# --- the fight -------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _phase1() -> void:
|
||||||
|
print("phase 1: charges")
|
||||||
|
var sv: Node = player.survival
|
||||||
|
_stand(Vector3(0, 0, 3.5).rotated(Vector3.UP, st.yaw))
|
||||||
|
_heal()
|
||||||
|
await _sim(6.0, func(): return stag.state == "telegraph")
|
||||||
|
check(stag.state == "telegraph", "it circles, then lowers its antlers (the warning)")
|
||||||
|
check(stag.interact_prompt(player).contains("lowering"), "\"%s\"" % stag.interact_prompt(player))
|
||||||
|
await _sim(4.5, func(): return stag.state == "stunned")
|
||||||
|
check(stag.charge_hits == 1 and sv.health <= 70.5, "stand still and the charge hits you for 30 (health %.0f)" % sv.health)
|
||||||
|
check(stag.state == "stunned", "then it stands there, stunned")
|
||||||
|
var hp0: float = stag.hp
|
||||||
|
stag.take_hit(20.0, player.global_position)
|
||||||
|
check(absf(hp0 - stag.hp - 30.0) < 0.01, "hits while it's stunned do half as much again (20 -> %.0f)" % (hp0 - stag.hp))
|
||||||
|
_heal()
|
||||||
|
await _sim(8.0, func(): return stag.state == "charge")
|
||||||
|
check(stag.state == "charge", "another charge...")
|
||||||
|
# Step aside: 7 m to the side of its line.
|
||||||
|
var side: Vector3 = stag._dir.cross(Vector3.UP).normalized() * 7.0
|
||||||
|
player.global_position += side
|
||||||
|
player.global_position.y = world.terrain.sample_height(player.global_position.x, player.global_position.z)
|
||||||
|
await _sim(4.5, func(): return stag.state == "stunned")
|
||||||
|
check(stag.charge_hits == 1 and sv.health == 100.0, "step aside and it thunders past (health %.0f)" % sv.health)
|
||||||
|
print(" (with a spear)")
|
||||||
|
player.inventory.set_slot(0, {"id": "iron_spear", "count": 1})
|
||||||
|
player.select(0)
|
||||||
|
_stand(Vector3.ZERO)
|
||||||
|
stag.global_position = player.global_position + Vector3(2.5, 0, 0)
|
||||||
|
stag.state = "stunned"
|
||||||
|
stag._state_t = 2.0
|
||||||
|
sv.stamina = 100.0
|
||||||
|
hp0 = stag.hp
|
||||||
|
check(A.melee(player, stag) and absf(hp0 - stag.hp - 26.0 * 1.5) < 0.01, "an iron spear in the stunned window: %.0f" % (hp0 - stag.hp))
|
||||||
|
|
||||||
|
func _phase2() -> void:
|
||||||
|
print("phase 2: the wolves")
|
||||||
|
_stand(Vector3(0, 0, 3.5).rotated(Vector3.UP, st.yaw))
|
||||||
|
_heal()
|
||||||
|
stag.state = "circle"
|
||||||
|
stag.hp = 900.0 * 2.0 / 3.0 + 5.0
|
||||||
|
stag.take_hit(10.0, player.global_position)
|
||||||
|
_toasts.clear()
|
||||||
|
await _sim(0.2)
|
||||||
|
check(stag.phase == 2 and stag.state == "summon", "below 2/3 it rears up and calls...")
|
||||||
|
check(st.wolves_alive().size() == 3, "three spirit wolves")
|
||||||
|
check(_toast_has("spirit wolves"), "(%s)" % [_toasts])
|
||||||
|
var w0: Node3D = st.wolves_alive()[0]
|
||||||
|
var hp0: float = player.survival.health
|
||||||
|
await _sim(12.0, func(): return player.survival.health < hp0)
|
||||||
|
check(player.survival.health < hp0, "they come for you (health %.0f)" % player.survival.health)
|
||||||
|
w0.take_hit(10.0, player.global_position)
|
||||||
|
check(w0.state == "charge", "hit one and it keeps coming (spirit wolves don't run)")
|
||||||
|
for w in st.wolves_alive():
|
||||||
|
w.take_hit(100.0, player.global_position)
|
||||||
|
check(st.wolves_alive().is_empty(), "you put them down")
|
||||||
|
|
||||||
|
func _phase3() -> void:
|
||||||
|
print("phase 3: faster, and stomps")
|
||||||
|
_heal()
|
||||||
|
stag.state = "circle"
|
||||||
|
stag.hp = 900.0 / 3.0 + 5.0
|
||||||
|
stag.take_hit(10.0, player.global_position)
|
||||||
|
await _sim(0.2)
|
||||||
|
check(stag.phase == 3 and st.wolves_alive().size() == 2, "below 1/3: two more wolves")
|
||||||
|
for w in st.wolves_alive():
|
||||||
|
w.take_hit(100.0, player.global_position)
|
||||||
|
await _sim(3.0, func(): return stag.state == "circle")
|
||||||
|
check(stag._times().telegraph < 1.0 and stag._times().stun < 2.0, "quicker warnings, a shorter stun")
|
||||||
|
# Stay right by it.
|
||||||
|
var hp0: float = player.survival.health
|
||||||
|
var stomps0: int = st.stomps
|
||||||
|
var t := 0.0
|
||||||
|
while t < 8.0 and st.stomps == stomps0:
|
||||||
|
player.global_position = stag.global_position + Vector3(3.0, 0, 0)
|
||||||
|
player.global_position.y = world.terrain.sample_height(player.global_position.x, player.global_position.z)
|
||||||
|
await _sim(0.25)
|
||||||
|
t += 0.25
|
||||||
|
check(st.stomps > stomps0, "stay close and it stamps the ground")
|
||||||
|
check(player.survival.health <= hp0 - 14.0, "for 15 (health %.0f)" % player.survival.health)
|
||||||
|
|
||||||
|
func _victory() -> void:
|
||||||
|
print("the end")
|
||||||
|
_heal()
|
||||||
|
_toasts.clear()
|
||||||
|
var at: Vector3 = stag.global_position
|
||||||
|
stag.state = "circle"
|
||||||
|
stag.take_hit(1000.0, player.global_position)
|
||||||
|
check(stag.is_dead() and not st.fighting(), "the Old Stag falls")
|
||||||
|
var antler: Array = world.all_dropped().filter(func(d): return d.item_id == "stag_antler" and d.global_position.distance_to(at) < 3.0)
|
||||||
|
var trophy: Array = world.all_dropped().filter(func(d): return d.item_id == "stag_trophy" and d.global_position.distance_to(at) < 3.0)
|
||||||
|
check(antler.size() == 1 and trophy.size() == 1, "it drops its antler and a trophy")
|
||||||
|
check(st.beaten and st.keys == 0 and st.beaten_day == 5, "the world remembers (beaten on day 5), and the key pieces are spent")
|
||||||
|
check(_toast_has("Old Stag has fallen"), "(%s)" % [_toasts])
|
||||||
|
check(st.altar_prompt().contains("0 of 3"), "the altar's empty again")
|
||||||
|
await _sim(5.0)
|
||||||
|
check(not is_instance_valid(stag) or stag.is_queued_for_deletion(), "its body fades into the mist")
|
||||||
|
player.global_position = antler[0].global_position + Vector3(1, 0, 0)
|
||||||
|
check(A.pickup(player, antler[0]) and A.pickup(player, trophy[0]), "you pick them up")
|
||||||
|
var tdef: Dictionary = DB.get_item("stag_trophy")
|
||||||
|
check(tdef.has("place"), "the trophy can be put on show")
|
||||||
|
|
||||||
|
func _pickaxe() -> void:
|
||||||
|
print("the antler pickaxe")
|
||||||
|
var sv: Node = player.survival
|
||||||
|
player.inventory.add("iron_bar", 4)
|
||||||
|
player.inventory.add("wood", 6)
|
||||||
|
var forge: Node3D = world.spawn_piece(DB.get_item("forge"), Transform3D(Basis(), player.global_position + Vector3(0, 0, 2)))
|
||||||
|
check(A.craft(player, "antler_pickaxe") and player.inventory.count("stag_antler") == 0, "made at the forge (the antler, an iron bar, 2 wood)")
|
||||||
|
world.remove_piece(forge)
|
||||||
|
var ap: Dictionary = DB.get_item("antler_pickaxe")
|
||||||
|
var ip: Dictionary = DB.get_item("iron_pickaxe")
|
||||||
|
check(float(ap.tool.damage) >= float(ip.tool.damage) * 1.5, "mines half as fast again as iron (%.1f a hit against %.1f)" % [float(ap.tool.damage), float(ip.tool.damage)])
|
||||||
|
check(int(ap.durability) > int(ip.durability), "lasts longer (%d uses against %d)" % [int(ap.durability), int(ip.durability)])
|
||||||
|
var rocks: Array = world.props.resource_nodes.values().filter(func(n): return n.kind == "rock" and not n.depleted)
|
||||||
|
rocks.sort_custom(func(a, b): return a.global_position.distance_to(player.global_position) < b.global_position.distance_to(player.global_position))
|
||||||
|
var counts := {}
|
||||||
|
for id in ["iron_pickaxe", "antler_pickaxe"]:
|
||||||
|
var rock: Node3D = rocks[0] if id == "iron_pickaxe" else rocks[1]
|
||||||
|
var to: Vector3 = player.global_position - rock.global_position
|
||||||
|
to.y = 0
|
||||||
|
player.global_position = rock.global_position + to.normalized() * 1.4
|
||||||
|
player.inventory.set_slot(0, {"id": id, "count": 1})
|
||||||
|
player.select(0)
|
||||||
|
var hits := 0
|
||||||
|
var spent := 0.0
|
||||||
|
while not rock.depleted and hits < 40:
|
||||||
|
sv.stamina = 100.0
|
||||||
|
if A.harvest_hit(player, rock, rock.global_position + Vector3(0, 0.4, 0)):
|
||||||
|
hits += 1
|
||||||
|
spent += 100.0 - sv.stamina
|
||||||
|
counts[id] = [hits, spent / maxf(hits, 1)]
|
||||||
|
check(counts.antler_pickaxe[0] < counts.iron_pickaxe[0], "a boulder in %d hits, against %d with iron" % [counts.antler_pickaxe[0], counts.iron_pickaxe[0]])
|
||||||
|
check(float(counts.antler_pickaxe[1]) < float(counts.iron_pickaxe[1]) - 1.0, "and less stamina a swing (%.0f against %.0f)" % [float(counts.antler_pickaxe[1]), float(counts.iron_pickaxe[1])])
|
||||||
|
|
||||||
|
func _leaving() -> void:
|
||||||
|
print("losing")
|
||||||
|
st.keys = 3
|
||||||
|
st._show()
|
||||||
|
_set_time(6, 22.0)
|
||||||
|
_stand(Vector3(0, 0, 1.6).rotated(Vector3.UP, st.yaw))
|
||||||
|
_toasts.clear()
|
||||||
|
check(A.use_stones(player, st) and st.fighting(), "three new key pieces: it comes again (there's always a rematch)")
|
||||||
|
_stand(Vector3(80, 0, 0))
|
||||||
|
await _sim(6.0, func(): return not st.fighting())
|
||||||
|
check(not st.fighting() and _toast_has("fades into the mist") and st.keys == 3, "walk away and it goes back into the mist; the key pieces stay")
|
||||||
|
_stand(Vector3(0, 0, 1.6).rotated(Vector3.UP, st.yaw))
|
||||||
|
check(A.use_stones(player, st) and st.fighting(), "call it again")
|
||||||
|
await _sim(1.0)
|
||||||
|
_set_time(7, 5.6)
|
||||||
|
_toasts.clear()
|
||||||
|
await _sim(0.2)
|
||||||
|
check(not st.fighting() and _toast_has("dawn") and st.keys == 3, "at dawn it fades too")
|
||||||
|
_set_time(7, 22.0)
|
||||||
|
_stand(Vector3(0, 0, 1.6).rotated(Vector3.UP, st.yaw))
|
||||||
|
A.use_stones(player, st)
|
||||||
|
player.survival.health = 0.0
|
||||||
|
player.survival.dead = true
|
||||||
|
await _sim(6.0, func(): return not st.fighting())
|
||||||
|
check(not st.fighting() and st.keys == 3, "and if it kills you, the key pieces are still there for another night")
|
||||||
|
_heal()
|
||||||
|
|
||||||
|
func _saving() -> void:
|
||||||
|
print("saving")
|
||||||
|
st.keys = 2
|
||||||
|
await _reload()
|
||||||
|
check(st.beaten and st.beaten_day == 5 and st.keys == 2, "beaten, and two key pieces in the altar, after a reload")
|
||||||
|
check(st._key_meshes[1].visible and not st._key_meshes[2].visible, "(still showing)")
|
||||||
|
|
||||||
|
func _net() -> void:
|
||||||
|
print("online")
|
||||||
|
var CN: Node = root.get_node("CreatureNet")
|
||||||
|
var s: Node3D = st.StagScript.new()
|
||||||
|
s.setup("old_stag", world, st.center(), 3)
|
||||||
|
s.stones = st
|
||||||
|
s.set_physics_process(false)
|
||||||
|
st.add_child(s)
|
||||||
|
s.set_meta("cid", 5)
|
||||||
|
s.state = "telegraph"
|
||||||
|
var buf := PackedByteArray()
|
||||||
|
buf.resize(CN.ENTRY)
|
||||||
|
CN._encode(buf, 0, s)
|
||||||
|
var e: Array = CN._decode(buf, 0)
|
||||||
|
check(e[1] == "old_stag" and e[4] == "telegraph" and absf(float(e[6]) - 900.0) < 0.01, "the stag goes over the network (%s, %s, %.0f)" % [e[1], e[4], float(e[6])])
|
||||||
|
print("groups")
|
||||||
|
s.scale_for(3)
|
||||||
|
check(absf(s.max_hp - 1980.0) < 0.01 and s.hp == s.max_hp, "with 3 at the stones it has 1980 health (60% more each)")
|
||||||
|
check(s._phase_for(1300.0) == 2 and s._phase_for(600.0) == 3, "and its phases follow (2/3 and 1/3 of that)")
|
||||||
|
CN._encode(buf, 0, s)
|
||||||
|
check(absf(float(CN._decode(buf, 0)[6]) - 1980.0) < 0.01, "(1980 still fits over the network)")
|
||||||
|
var J: Script = load("res://scripts/world/standing_stones.gd")
|
||||||
|
check(J.join_names(["Ana"]) == "Ana" and J.join_names(["Ana", "Bob"]) == "Ana and Bob" and J.join_names(["Ana", "Bob", "Cara"]) == "Ana, Bob and Cara",
|
||||||
|
"\"Ana, Bob and Cara\"")
|
||||||
|
s.queue_free()
|
||||||
323
tests/test_net_boss.gd
Normal file
323
tests/test_net_boss.gd
Normal file
@@ -0,0 +1,323 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## P5 online: the Old Stag on a server, fought by three players. Alice (this
|
||||||
|
## test, with the real world scene) and two bots, Bob and Cara
|
||||||
|
## (tests/net_world_bot.gd, each its own process with its own world), on a
|
||||||
|
## real headless server with --debug-cheats (to set the clock, give items,
|
||||||
|
## move players and hold the stag still).
|
||||||
|
##
|
||||||
|
## Checks: each of them can set a key piece in the shared altar; the stag is
|
||||||
|
## tougher for three; everyone sees the same stag; all three players' hits
|
||||||
|
## count; when it falls, all three are named, on every player's game; the
|
||||||
|
## antler goes to whoever picks it up first.
|
||||||
|
## Run: godot --headless --path . --script res://tests/test_net_boss.gd
|
||||||
|
|
||||||
|
const PORT := 24352
|
||||||
|
const DIR := "user://test_net"
|
||||||
|
const SRV := DIR + "/server_boss"
|
||||||
|
const BOTS := {"Bob": DIR + "/bob_boss", "Cara": DIR + "/cara_boss"}
|
||||||
|
const SEED := 777
|
||||||
|
|
||||||
|
var _fails := 0
|
||||||
|
var _finished := false
|
||||||
|
var _pids: Array[int] = []
|
||||||
|
var Net: Node
|
||||||
|
var WN: Node
|
||||||
|
var PN: Node
|
||||||
|
var CN: Node
|
||||||
|
var A: Node
|
||||||
|
var world: Node3D
|
||||||
|
var player: CharacterBody3D
|
||||||
|
var _cmd := {"Bob": 0, "Cara": 0}
|
||||||
|
var _toasts: Array[String] = []
|
||||||
|
|
||||||
|
func check(cond: bool, what: String) -> void:
|
||||||
|
print((" ok " if cond else " FAIL ") + what)
|
||||||
|
if not cond:
|
||||||
|
_fails += 1
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
_run.call_deferred()
|
||||||
|
|
||||||
|
func _run() -> void:
|
||||||
|
Engine.max_fps = 60
|
||||||
|
Net = root.get_node("Net")
|
||||||
|
WN = root.get_node("WorldNet")
|
||||||
|
PN = root.get_node("PlayerNet")
|
||||||
|
CN = root.get_node("CreatureNet")
|
||||||
|
A = root.get_node("Actions")
|
||||||
|
A.notify.connect(func(t): _toasts.append(t)) # (the server's messages arrive as toasts too)
|
||||||
|
_rm_tree(SRV)
|
||||||
|
for n in BOTS:
|
||||||
|
_rm_tree(BOTS[n])
|
||||||
|
DirAccess.make_dir_recursive_absolute(BOTS[n])
|
||||||
|
# (No wildlife: nothing else should join the fight. Day 2: the wolves
|
||||||
|
# haven't come yet.)
|
||||||
|
_spawn(["--server", "--port", str(PORT), "--config", SRV + "/server.json",
|
||||||
|
"--server-name", "Boss Test", "--seed", str(SEED), "--debug-cheats", "--no-creatures"])
|
||||||
|
await _sleep(4.0)
|
||||||
|
await _body()
|
||||||
|
Net.stop()
|
||||||
|
for pid in _pids:
|
||||||
|
if OS.is_process_running(pid):
|
||||||
|
OS.kill(pid)
|
||||||
|
check(_finished, "test ran to the end (no script errors)")
|
||||||
|
_rm_tree(SRV)
|
||||||
|
for n in BOTS:
|
||||||
|
_rm_tree(BOTS[n])
|
||||||
|
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
|
||||||
|
quit(1 if _fails > 0 else 0)
|
||||||
|
|
||||||
|
func _body() -> void:
|
||||||
|
var me = load("res://scripts/net/identity.gd").open(DIR + "/a_boss")
|
||||||
|
me.name = "Alice"
|
||||||
|
Net.identity = me
|
||||||
|
var r := await _join()
|
||||||
|
check(r == "", "Alice joins (%s)" % r)
|
||||||
|
if r != "":
|
||||||
|
return
|
||||||
|
world = load("res://scenes/world.tscn").instantiate()
|
||||||
|
root.add_child(world)
|
||||||
|
for _i in range(8):
|
||||||
|
await physics_frame
|
||||||
|
player = world.player
|
||||||
|
player.set_physics_process(false)
|
||||||
|
await _until(func(): return WN.received >= 1, 10.0)
|
||||||
|
for n in BOTS:
|
||||||
|
_spawn(["--identity", DIR + "/" + n.to_lower() + "_boss_id", "--name", n, "--address", "127.0.0.1:%d" % PORT, "--dir", BOTS[n]],
|
||||||
|
"res://tests/net_world_bot.gd")
|
||||||
|
for n in BOTS:
|
||||||
|
var b0 := await _bot_result(n, 0, 40.0)
|
||||||
|
check(bool(b0.get("ok", false)), "%s joins (%s)" % [n, b0.get("why", "ok")])
|
||||||
|
if not bool(b0.get("ok", false)):
|
||||||
|
return
|
||||||
|
await _keys()
|
||||||
|
await _call()
|
||||||
|
await _fight()
|
||||||
|
await _prize()
|
||||||
|
world.queue_free()
|
||||||
|
await process_frame
|
||||||
|
Net.leave()
|
||||||
|
_finished = true
|
||||||
|
|
||||||
|
var c := Vector3.ZERO ## the stones' centre
|
||||||
|
|
||||||
|
func _ground(p: Vector3) -> Vector3:
|
||||||
|
return Vector3(p.x, world.terrain.sample_height(p.x, p.z) + 0.05, p.z)
|
||||||
|
|
||||||
|
func _keys() -> void:
|
||||||
|
print("three players, three key pieces")
|
||||||
|
check(world.stones.found, "Alice's game has the same standing stones")
|
||||||
|
c = world.stones.center()
|
||||||
|
PN.ask("debug_time", [2, 22.0])
|
||||||
|
await _tp(_ground(c + Vector3(2.2, 0, 0)))
|
||||||
|
await _bot("Bob", {"do": "tp", "to": _v(_ground(c + Vector3(-2.2, 0, 0)))})
|
||||||
|
await _bot("Cara", {"do": "tp", "to": _v(_ground(c + Vector3(0, 0, 2.2)))})
|
||||||
|
PN.ask("debug_clear", [])
|
||||||
|
await _give("barrow_key", 1)
|
||||||
|
_toasts.clear()
|
||||||
|
check(A.use_stones(player, world.stones), "Alice sets hers")
|
||||||
|
await _until(func(): return world.stones.keys == 1, 3.0)
|
||||||
|
check(world.stones.keys == 1 and _toast_has("1 of 3"), "the altar has one (%d; %s)" % [world.stones.keys, _toasts])
|
||||||
|
for n in BOTS:
|
||||||
|
await _bot(n, {"do": "ask", "what": "debug_clear", "args": []})
|
||||||
|
await _bot(n, {"do": "ask", "what": "debug_give", "args": ["barrow_key", 1]})
|
||||||
|
await _bot(n, {"do": "ask", "what": "stones", "args": []})
|
||||||
|
await _until(func(): return world.stones.keys == 3, 4.0)
|
||||||
|
check(world.stones.keys == 3, "then Bob and Cara set theirs: Alice sees all three")
|
||||||
|
var bs := await _bot("Bob", {"do": "stones"})
|
||||||
|
check(int(bs.get("keys", -1)) == 3, "and so does Bob")
|
||||||
|
|
||||||
|
func _call() -> void:
|
||||||
|
print("calling it for three")
|
||||||
|
_toasts.clear()
|
||||||
|
check(A.use_stones(player, world.stones), "Alice calls the Old Stag")
|
||||||
|
var found := {"s": null}
|
||||||
|
await _until(func():
|
||||||
|
for cid in CN.puppets:
|
||||||
|
if CN.puppets[cid].kind == "old_stag" and not CN.puppets[cid].is_dead():
|
||||||
|
found.s = CN.puppets[cid]
|
||||||
|
return found.s != null, 6.0)
|
||||||
|
var s: Node3D = found.s
|
||||||
|
check(s != null, "it appears on Alice's screen (from the server)")
|
||||||
|
if s == null:
|
||||||
|
return
|
||||||
|
stag_cid = int(s.get_meta("cid"))
|
||||||
|
check(absf(s.hp - 1980.0) < 0.5, "with 1980 health: 60%% more for each of the two extra players (%.0f)" % s.hp)
|
||||||
|
check(_toast_has("Old Stag has come"), "everyone's told (%s)" % [_toasts])
|
||||||
|
var life := await _bot("Cara", {"do": "life"})
|
||||||
|
var seen: Dictionary = (life.get("puppets", {}) as Dictionary).get(str(stag_cid), {})
|
||||||
|
check(not seen.is_empty() and seen.kind == "old_stag" and _p(seen.pos).distance_to(s.global_position) < 4.0,
|
||||||
|
"Cara sees the same stag, in the same place")
|
||||||
|
|
||||||
|
var stag_cid := -1
|
||||||
|
|
||||||
|
func _stag() -> Node3D:
|
||||||
|
var s: Variant = CN.puppets.get(stag_cid)
|
||||||
|
return s if is_instance_valid(s) else null
|
||||||
|
|
||||||
|
func _fight() -> void:
|
||||||
|
print("three players hit it")
|
||||||
|
var s := _stag()
|
||||||
|
if s == null:
|
||||||
|
return
|
||||||
|
PN.ask("debug_boss", ["hold", 60.0])
|
||||||
|
await _sleep(0.5)
|
||||||
|
s = _stag()
|
||||||
|
var at: Vector3 = s.global_position
|
||||||
|
await _tp(_ground(at + Vector3(2.4, 0, 0)))
|
||||||
|
await _bot("Bob", {"do": "tp", "to": _v(_ground(at + Vector3(-2.4, 0, 0)))})
|
||||||
|
await _bot("Cara", {"do": "tp", "to": _v(_ground(at + Vector3(0, 0, 2.4)))})
|
||||||
|
PN.ask("debug_clear", [])
|
||||||
|
var slot := await _give("iron_spear", 1)
|
||||||
|
player.select(slot)
|
||||||
|
PN.ask("debug_stats", [{"health": 100.0, "stamina": 100.0}])
|
||||||
|
await _sleep(0.4)
|
||||||
|
var hp0: float = s.hp
|
||||||
|
check(A.melee(player, s), "Alice strikes with an iron spear")
|
||||||
|
await _until(func(): return _stag() != null and _stag().hp < hp0 - 1.0, 3.0)
|
||||||
|
check(_stag() != null and absf(hp0 - _stag().hp - 39.0) < 1.0, "39 (26, half as much again while it's stunned): %.0f" % (hp0 - _stag().hp))
|
||||||
|
for n in BOTS:
|
||||||
|
await _bot(n, {"do": "ask", "what": "debug_clear", "args": []})
|
||||||
|
await _bot(n, {"do": "ask", "what": "debug_give", "args": ["iron_spear", 1]})
|
||||||
|
await _bot(n, {"do": "ask", "what": "debug_stats", "args": [{"stamina": 100.0}]})
|
||||||
|
await _bot(n, {"do": "ask", "what": "melee", "args": [stag_cid]})
|
||||||
|
await _until(func(): return _stag() != null and _stag().hp < hp0 - 116.0, 3.0)
|
||||||
|
check(_stag() != null and absf(hp0 - _stag().hp - 117.0) < 1.5, "Bob's and Cara's blows count too: 117 in all (%.0f)" % (hp0 - _stag().hp))
|
||||||
|
|
||||||
|
func _prize() -> void:
|
||||||
|
print("it falls")
|
||||||
|
var s := _stag()
|
||||||
|
if s == null:
|
||||||
|
return
|
||||||
|
var at: Vector3 = s.global_position
|
||||||
|
_toasts.clear()
|
||||||
|
PN.ask("debug_boss", ["hp", 5.0])
|
||||||
|
await _sleep(0.3)
|
||||||
|
await _bot("Cara", {"do": "ask", "what": "debug_stats", "args": [{"stamina": 100.0}]})
|
||||||
|
await _bot("Cara", {"do": "ask", "what": "melee", "args": [stag_cid]})
|
||||||
|
await _until(func(): return _toast_has("has fallen"), 4.0)
|
||||||
|
check(_toast_has("Beaten by Alice, Bob and Cara"), "everyone who fought it is named: %s" % [_toasts])
|
||||||
|
await _until(func(): return world.stones.beaten, 3.0)
|
||||||
|
check(world.stones.beaten and world.stones.beaten_by == "Alice, Bob and Cara" and world.stones.fighters.size() == 3,
|
||||||
|
"Alice's game remembers it: beaten by \"%s\"" % world.stones.beaten_by)
|
||||||
|
var bs := await _bot("Bob", {"do": "stones"})
|
||||||
|
check(bool(bs.get("beaten", false)) and String(bs.get("beaten_by", "")) == "Alice, Bob and Cara" and int(bs.get("keys", -1)) == 0,
|
||||||
|
"so does Bob's, and the key pieces are spent")
|
||||||
|
var drops := {"antler": "", "trophy": ""}
|
||||||
|
await _until(func():
|
||||||
|
for nid in WN.dropped:
|
||||||
|
var d: Node3D = WN.dropped[nid]
|
||||||
|
if is_instance_valid(d) and d.global_position.distance_to(at) < 5.0:
|
||||||
|
if d.item_id == "stag_antler":
|
||||||
|
drops.antler = "#%d" % nid
|
||||||
|
elif d.item_id == "stag_trophy":
|
||||||
|
drops.trophy = "#%d" % nid
|
||||||
|
return not drops.antler.is_empty() and not drops.trophy.is_empty(), 4.0)
|
||||||
|
check(not drops.antler.is_empty() and not drops.trophy.is_empty(), "its antler and trophy lie where it fell, for everyone to see")
|
||||||
|
if drops.antler.is_empty():
|
||||||
|
return
|
||||||
|
var took := await _bot("Bob", {"do": "take", "key": drops.antler})
|
||||||
|
var has := false
|
||||||
|
for st in took.get("inv", []):
|
||||||
|
if st != null and String(st.get("id", "")) == "stag_antler":
|
||||||
|
has = true
|
||||||
|
check(has, "Bob gets there first: the antler is his")
|
||||||
|
await _until(func(): return not WN.dropped.has(int(drops.antler.substr(1))), 3.0)
|
||||||
|
check(not WN.dropped.has(int(drops.antler.substr(1))), "and it's gone from the ground for Alice")
|
||||||
|
|
||||||
|
# --- helpers -----------------------------------------------------------------------
|
||||||
|
|
||||||
|
func _toast_has(s: String) -> bool:
|
||||||
|
for t in _toasts:
|
||||||
|
if t.contains(s):
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
func _tp(at: Vector3) -> void:
|
||||||
|
PN.ask("debug_tp", [at + Vector3(0, 0.05, 0)])
|
||||||
|
await _until(func(): return player.global_position.distance_to(at) < 1.0, 2.0)
|
||||||
|
player.set_physics_process(false)
|
||||||
|
await _sleep(0.3)
|
||||||
|
|
||||||
|
func _give(id: String, n: int) -> int:
|
||||||
|
var before: int = player.inventory.count(id)
|
||||||
|
PN.ask("debug_give", [id, n])
|
||||||
|
await _until(func(): return player.inventory.count(id) >= before + n, 3.0)
|
||||||
|
return _slot_of(id)
|
||||||
|
|
||||||
|
func _slot_of(id: String) -> int:
|
||||||
|
for i in range(player.inventory.size()):
|
||||||
|
var s = player.inventory.get_slot(i)
|
||||||
|
if s != null and s.id == id:
|
||||||
|
return i
|
||||||
|
return -1
|
||||||
|
|
||||||
|
func _until(cond: Callable, limit: float) -> bool:
|
||||||
|
var t := 0.0
|
||||||
|
while not cond.call() and t < limit:
|
||||||
|
await _sleep(0.05)
|
||||||
|
t += 0.05
|
||||||
|
return cond.call()
|
||||||
|
|
||||||
|
static func _v(p: Vector3) -> Array:
|
||||||
|
return [p.x, p.y, p.z]
|
||||||
|
|
||||||
|
static func _p(a: Array) -> Vector3:
|
||||||
|
return Vector3(a[0], a[1], a[2])
|
||||||
|
|
||||||
|
func _bot(n: String, cmd: Dictionary) -> Dictionary:
|
||||||
|
_cmd[n] += 1
|
||||||
|
var f := FileAccess.open("%s/cmd_%d.json" % [BOTS[n], _cmd[n]], FileAccess.WRITE)
|
||||||
|
f.store_string(JSON.stringify(cmd))
|
||||||
|
f.close()
|
||||||
|
return await _bot_result(n, _cmd[n], 20.0)
|
||||||
|
|
||||||
|
func _bot_result(n: String, i: int, limit: float) -> Dictionary:
|
||||||
|
var path := "%s/res_%d.json" % [BOTS[n], i]
|
||||||
|
var t := 0.0
|
||||||
|
while not FileAccess.file_exists(path) and t < limit:
|
||||||
|
await _sleep(0.05)
|
||||||
|
t += 0.05
|
||||||
|
await _sleep(0.05)
|
||||||
|
var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(path)) if FileAccess.file_exists(path) else null
|
||||||
|
return d if d is Dictionary else {"error": "%s gave no answer to command %d" % [n, i], "puppets": {}}
|
||||||
|
|
||||||
|
func _join() -> String:
|
||||||
|
var state := {"done": false, "reason": ""}
|
||||||
|
var ok := func(): state.done = true
|
||||||
|
var bad := func(why): state.done = true; state.reason = why
|
||||||
|
Net.joined.connect(ok)
|
||||||
|
Net.join_failed.connect(bad)
|
||||||
|
Net.join("127.0.0.1:%d" % PORT)
|
||||||
|
var t := 0.0
|
||||||
|
while not state.done and t < 25.0:
|
||||||
|
await _sleep(0.05)
|
||||||
|
t += 0.05
|
||||||
|
Net.joined.disconnect(ok)
|
||||||
|
Net.join_failed.disconnect(bad)
|
||||||
|
return state.reason if state.done else "test timed out"
|
||||||
|
|
||||||
|
func _spawn(user_args: Array, script: String = "") -> int:
|
||||||
|
var args := PackedStringArray(["--headless", "--path", ProjectSettings.globalize_path("res://")])
|
||||||
|
if not script.is_empty():
|
||||||
|
args.append_array(["--script", script])
|
||||||
|
args.append("--")
|
||||||
|
for x in user_args:
|
||||||
|
args.append(str(x))
|
||||||
|
args.append_array(["--exit-with", str(OS.get_process_id())])
|
||||||
|
var pid := OS.create_process(OS.get_executable_path(), args)
|
||||||
|
_pids.append(pid)
|
||||||
|
return pid
|
||||||
|
|
||||||
|
func _sleep(s: float) -> void:
|
||||||
|
await create_timer(s).timeout
|
||||||
|
|
||||||
|
static func _rm_tree(d: String) -> void:
|
||||||
|
var da := DirAccess.open(d)
|
||||||
|
if da == null:
|
||||||
|
return
|
||||||
|
for sub in da.get_directories():
|
||||||
|
_rm_tree(d.path_join(sub))
|
||||||
|
for f in da.get_files():
|
||||||
|
da.remove(f)
|
||||||
|
DirAccess.remove_absolute(d)
|
||||||
@@ -141,7 +141,9 @@ func _body(world: Node3D, id: String) -> void:
|
|||||||
world = await _spawn_world()
|
world = await _spawn_world()
|
||||||
player = world.get_node("Player")
|
player = world.get_node("Player")
|
||||||
sv = player.survival
|
sv = player.survival
|
||||||
check(absf(sv.hunger - 42.0) < 0.5 and absf(sv.warmth - 33.0) < 0.5, "stats restored (food %.0f, warmth %.0f)" % [sv.hunger, sv.warmth])
|
# (Warmth starts moving toward the air's again in the frames the world
|
||||||
|
# takes to load, so it's only roughly where it was.)
|
||||||
|
check(absf(sv.hunger - 42.0) < 0.5 and absf(sv.warmth - 33.0) < 3.0, "stats restored (food %.0f, warmth %.0f)" % [sv.hunger, sv.warmth])
|
||||||
check(world.day_night.day == 3 and absf(world.day_night.hours() - 18.0) < 0.2, "time of day restored (%s)" % world.day_night.clock_text())
|
check(world.day_night.day == 3 and absf(world.day_night.hours() - 18.0) < 0.2, "time of day restored (%s)" % world.day_night.clock_text())
|
||||||
var fire2: Node = null
|
var fire2: Node = null
|
||||||
for p in world.get_node("Pieces").get_children():
|
for p in world.get_node("Pieces").get_children():
|
||||||
|
|||||||
Reference in New Issue
Block a user