Wolves with a den, fishing, and a mixed diet
Wolves - Den: a boulder cave at the foot of the rim, sited from the seed (away from the sea and spawn, mouth toward the valley, clearing in front) - Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day - Wary pack hunters: circle and dart in one at a time; a lit campfire is a safe zone, a torch makes them hesitate, walls block bites (line of sight); hit one and the pack turns; hurt wolves flee; a lone wolf is timid; by day they defend the den; home at dawn - Glowing eyes, synthesised howls, can't sleep with wolves prowling - Wolf pelt and Wolf Cloak (+25 warmth) - Animals take a committed detour around obstacles Fishing - Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite - Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them - Visible fish near the shore that jump with splash rings Mixed diet - Foods belong to meat, fish or greens; each level runs down over ~1.5 days - One group low: no healing; two low: Malnourished (health drains); all three good: Balanced diet (heal x1.5); HUD diet bars; saved Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
This commit is contained in:
127
scripts/fishing/bobber.gd
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127
scripts/fishing/bobber.gd
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extends Node3D
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## A cast fishing float.
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##
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## flying -> it arcs out from the rod tip.
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## floating -> it landed on deep enough water; a fish bites after a while
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## (sooner at dawn and dusk, and in the rain).
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## biting -> the float dips; you have BITE_WINDOW seconds to reel in
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## (Actions.reel), or the fish gets away and you wait again.
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## landed -> it fell on dry ground: nothing will bite. Reel in and try again.
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## Walking too far away snaps the line.
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##
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## A line is drawn from the rod tip each frame (hands.gd gives the tip).
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const BITE_WINDOW := 1.5
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const MIN_DEPTH := 0.5 ## water this deep under the float, or no fish
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const LINE_LENGTH := 26.0
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var world: Node3D
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var player: Node3D
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var state := "flying"
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var velocity := Vector3.ZERO
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var fish := "" ## what's on the line while biting
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var wait_left := 0.0
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var bite_left := 0.0
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var rng := RandomNumberGenerator.new()
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var tip := Vector3.ZERO ## rod tip, world space (set by hands.gd)
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var _t := 0.0
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var _mesh: MeshInstance3D
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var _line: MeshInstance3D
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var _imesh: ImmediateMesh
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func setup(w: Node3D, p: Node3D, from: Vector3, vel: Vector3, seed: int) -> void:
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world = w
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player = p
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velocity = vel
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position = from
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tip = from
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rng.seed = seed
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_mesh = MeshInstance3D.new()
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_mesh.mesh = ItemDB.mesh_for("bobber")
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_mesh.material_override = ItemDB.item_material()
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_mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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add_child(_mesh)
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_imesh = ImmediateMesh.new()
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_line = MeshInstance3D.new()
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_line.mesh = _imesh
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_line.top_level = true
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_line.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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var lm := StandardMaterial3D.new()
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lm.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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lm.albedo_color = Color(0.9, 0.9, 0.85, 0.7)
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lm.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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_line.material_override = lm
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add_child(_line)
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func _physics_process(delta: float) -> void:
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step(delta)
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func _process(_delta: float) -> void:
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_draw_line()
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## How long until the next bite (seconds).
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func _next_wait() -> float:
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var h: float = world.day_night.hours()
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var k := 1.0
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if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5):
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k *= 0.6 # fish feed at dawn and dusk
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if world.weather.precip > 0.3:
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k *= 0.8
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return rng.randf_range(5.0, 14.0) * k
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func _pick_fish() -> String:
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var h: float = world.day_night.hours()
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var trout := 0.4 if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) else 0.22
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return "trout" if rng.randf() < trout else "perch"
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func step(dt: float) -> void:
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_t += dt
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var terrain: Node3D = world.terrain
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if global_position.distance_to(player.global_position) > LINE_LENGTH + 4.0:
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Actions.notify.emit("The line snapped")
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world.end_fishing()
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return
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match state:
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"flying":
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velocity.y -= 9.8 * dt
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var p := global_position + velocity * dt
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var ground: float = terrain.sample_height(p.x, p.z)
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if p.y <= terrain.water_level and ground < terrain.water_level - MIN_DEPTH:
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p.y = terrain.water_level
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state = "floating"
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wait_left = _next_wait()
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elif p.y <= ground + 0.03:
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p.y = ground + 0.03
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state = "landed"
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Actions.notify.emit("Cast into the water (deeper than this)" if ground < terrain.water_level else "Cast into the water")
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global_position = p
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"floating":
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wait_left -= dt
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_mesh.position.y = sin(_t * 2.2) * 0.012
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if wait_left <= 0.0:
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state = "biting"
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fish = _pick_fish()
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bite_left = BITE_WINDOW
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Actions.notify.emit("Bite! Click to reel in")
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"biting":
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bite_left -= dt
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# The float bobs hard and goes under.
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_mesh.position.y = -0.06 + sin(_t * 18.0) * 0.03
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if bite_left <= 0.0:
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state = "floating"
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fish = ""
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wait_left = _next_wait() * 1.3
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_mesh.position.y = 0.0
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Actions.notify.emit("It got away")
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func _draw_line() -> void:
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_imesh.clear_surfaces()
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_imesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
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var a := tip
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var b := global_position + Vector3(0, 0.1, 0)
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for i in range(13):
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var k := i / 12.0
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var p := a.lerp(b, k)
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p.y -= sin(k * PI) * 0.06 * a.distance_to(b) * (0.3 if state == "biting" else 1.0) # slack
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_imesh.surface_add_vertex(p)
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_imesh.surface_end()
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126
scripts/fishing/lake_fish.gd
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126
scripts/fishing/lake_fish.gd
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extends Node3D
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## Fish you can see in the lake, so it's clear there's something to catch.
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## Purely visual (the catch comes from bobber.gd).
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##
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## - A few swim slow loops just under the surface over water at least 0.8 m
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## deep, including the shelf near the shore where you'll be standing.
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## - Every few seconds one jumps: a leap out of the water and a spreading
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## splash ring. That's the cue that tells you where to cast.
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const SCALE := 1.6 ## drawn bigger than the item so they read at a distance
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var terrain: Node3D
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var _fish: Array = [] ## [MeshInstance3D, centre, radius, speed, phase, depth]
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var _rng := RandomNumberGenerator.new()
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var _jump_left := 3.0
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var _jumping := -1 ## index of the fish mid-leap, or -1
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var _jump_t := 0.0
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var _rings: Array = [] ## [MeshInstance3D, age]
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static var _ring_mesh: Mesh
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func setup(t: Node3D, count: int = 14) -> void:
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terrain = t
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_rng.seed = t.noise_seed + 501
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var lake: Vector2 = t.lake_center
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var tries := 0
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while _fish.size() < count and tries < 600:
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tries += 1
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var a := _rng.randf() * TAU
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# Bias toward the outer, shallower ring so some swim near the shore.
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var r: float = sqrt(_rng.randf()) * t.lake_radius * 0.7
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var c := Vector2(lake.x + cos(a) * r, lake.y + sin(a) * r)
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var loop := _rng.randf_range(1.2, 3.0)
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var ok := true
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for k in range(8):
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var q := c + Vector2(cos(k * TAU / 8.0), sin(k * TAU / 8.0)) * loop
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if t.sample_height(q.x, q.y) > t.water_level - 0.8:
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ok = false
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break
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if not ok:
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continue
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var mi := MeshInstance3D.new()
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mi.mesh = ItemDB.mesh_for("trout" if _rng.randf() < 0.3 else "perch")
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mi.material_override = ItemDB.item_material()
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mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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mi.scale = Vector3.ONE * SCALE
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add_child(mi)
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_fish.append([mi, c, loop, _rng.randf_range(0.25, 0.5) * (1.0 if _rng.randf() < 0.5 else -1.0),
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_rng.randf() * TAU, _rng.randf_range(0.2, 0.35)])
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## Where fish `i` is in its loop at time `t`.
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func _swim_pos(i: int, t: float) -> Vector3:
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var f: Array = _fish[i]
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var a: float = t * f[3] + f[4]
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var p: Vector2 = (f[1] as Vector2) + Vector2(cos(a), sin(a)) * float(f[2])
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return Vector3(p.x, terrain.water_level - f[5] + sin(t * 1.3 + f[4]) * 0.04, p.y)
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func _process(delta: float) -> void:
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var t := Time.get_ticks_msec() / 1000.0
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for i in range(_fish.size()):
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if i == _jumping:
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continue
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var f: Array = _fish[i]
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var mi: MeshInstance3D = f[0]
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mi.position = _swim_pos(i, t)
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var a: float = t * f[3] + f[4]
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# Face along the loop (fish mesh's head is +X), with a little wiggle.
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var tangent := Vector2(-sin(a), cos(a)) * signf(f[3])
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mi.rotation = Vector3(0, atan2(-tangent.y, tangent.x) + sin(t * 6.0 + f[4]) * 0.15, 0)
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_update_jump(delta, t)
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_update_rings(delta)
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func _update_jump(dt: float, t: float) -> void:
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if _fish.is_empty():
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return
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if _jumping < 0:
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_jump_left -= dt
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if _jump_left <= 0.0:
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_jumping = _rng.randi() % _fish.size()
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_jump_t = 0.0
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_ring(_swim_pos(_jumping, t))
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return
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# A 0.8 s arc, half a metre up, nose up then nose down.
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_jump_t += dt
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var k := _jump_t / 0.8
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var mi: MeshInstance3D = _fish[_jumping][0]
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var base := _swim_pos(_jumping, t)
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mi.position = base + Vector3(0, sin(clampf(k, 0.0, 1.0) * PI) * 0.55 + 0.25, 0)
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mi.rotation.z = lerpf(1.0, -1.0, clampf(k, 0.0, 1.0))
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if k >= 1.0:
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_ring(base)
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mi.rotation.z = 0.0
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_jumping = -1
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_jump_left = _rng.randf_range(3.0, 8.0)
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## A splash ring that spreads and fades on the surface.
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func _ring(at: Vector3) -> void:
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if _ring_mesh == null:
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var tm := TorusMesh.new()
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tm.inner_radius = 0.42
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tm.outer_radius = 0.5
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tm.rings = 24
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tm.ring_segments = 4
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var m := StandardMaterial3D.new()
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m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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m.albedo_color = Color(0.9, 0.95, 1.0, 0.8)
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tm.material = m
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_ring_mesh = tm
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var mi := MeshInstance3D.new()
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mi.mesh = _ring_mesh
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mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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mi.position = Vector3(at.x, terrain.water_level + 0.02, at.z)
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mi.scale = Vector3(0.4, 0.05, 0.4)
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add_child(mi)
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_rings.append([mi, 0.0])
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func _update_rings(dt: float) -> void:
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for r in _rings.duplicate():
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r[1] += dt
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var mi: MeshInstance3D = r[0]
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var s: float = 0.4 + r[1] * 1.6
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mi.scale = Vector3(s, 0.05, s)
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mi.transparency = clampf(r[1] / 1.6, 0.0, 1.0)
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if r[1] >= 1.6:
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mi.queue_free()
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_rings.erase(r)
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