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:
Paul Bailey
2026-11-04 11:32:16 +00:00
parent 67bf85523d
commit f174221268
23 changed files with 2069 additions and 21 deletions

View File

@@ -12,6 +12,7 @@ signal prompt_changed(text: String)
const Campfire = preload("res://scripts/building/campfire.gd")
const BuildPiece = preload("res://scripts/building/build_piece.gd")
const ItemMeshesScript = preload("res://scripts/items/item_meshes.gd")
const REACH := 3.2
const PLACE_REACH := 6.0
const SWING_TIME := 0.5
@@ -173,8 +174,24 @@ func _physics_process(delta: float) -> void:
_set_prompt("Drawing %d%%" % roundi(draw_power() * 100.0) if _drawing else "[hold LMB] Draw (%d arrows)" % n)
elif def.get("weapon", {}).has("throw"):
_set_prompt("[LMB] Thrust [RMB] Throw")
elif def.has("fishing"):
var b: Node3D = player.get_parent().bobber
if b == null or not is_instance_valid(b):
_set_prompt("[LMB] Cast into the lake")
else:
match b.state:
"biting": _set_prompt("Bite! [LMB] Reel in now")
"floating": _set_prompt("Waiting for a bite... [LMB] Reel in")
_: _set_prompt("[LMB] Reel in")
else:
_set_prompt("")
# The line runs from the rod tip; switching away from the rod reels in.
var bob: Node3D = player.get_parent().bobber
if bob != null and is_instance_valid(bob):
if def.has("fishing"):
bob.tip = rod_tip()
else:
player.get_parent().end_fishing()
if _drawing:
if not def.has("bow"):
_drawing = false # switched away mid-draw
@@ -252,9 +269,32 @@ func _unhandled_input(event: InputEvent) -> void:
Actions.notify.emit("Can't place that here")
elif _held_def().has("bow"):
_start_draw()
elif _held_def().has("fishing"):
_fish_click()
else:
swing()
# --- fishing ----------------------------------------------------------------------
func _fish_click() -> void:
var w: Node3D = player.get_parent()
if w.bobber != null and is_instance_valid(w.bobber):
Actions.reel(player, w)
return
if _swing_cd > 0.0:
return
var a := _aim()
if Actions.cast_line(player, rod_tip(), a[1], w):
_swing_cd = 0.6
var tw := create_tween()
var back := Transform3D(_view_rest.basis.rotated(Vector3.RIGHT, deg_to_rad(40)), _view_rest.origin)
tw.tween_property(_view, "transform", back, 0.12)
tw.tween_property(_view, "transform", _view_rest, 0.25).set_trans(Tween.TRANS_SINE)
## World position of the held rod's tip (where the line starts).
func rod_tip() -> Vector3:
return _view.global_transform * Vector3(0, ItemMeshesScript.ROD_TIP, 0)
# --- bow and spear --------------------------------------------------------------
func _aim() -> Array:

View File

@@ -42,6 +42,35 @@ var _hurt_cd := 0.0 ## no natural healing for a few seconds after a hit
signal hurt(amount: float, from: Vector3)
const HURT_NO_REGEN := 6.0
## Mixed diet: each food group (meat, fish, greens) has a level that runs
## down over about a day and a half. Food from a group tops it up.
## - One group low: you don't heal naturally ("Poor diet").
## - Two or more low: Malnourished. Health slowly drains, stamina recovers
## slower. Living on berries alone will kill you.
## - All three kept up: Balanced diet, healing x1.5.
const DIET_GROUPS := ["meat", "fish", "plants"]
const DIET_NAMES := {"meat": "meat", "fish": "fish", "plants": "greens"}
const DIET_DRAIN := 100.0 / 1800.0
const DIET_LOW := 15.0
const DIET_GOOD := 40.0
const DIET_START := 60.0
const MALNOURISHED_DRAIN := 0.12
var diet := {"meat": DIET_START, "fish": DIET_START, "plants": DIET_START}
## The groups that are running low right now.
func diet_lacking() -> Array:
var out := []
for g in DIET_GROUPS:
if float(diet[g]) < DIET_LOW:
out.append(g)
return out
func balanced_diet() -> bool:
for g in DIET_GROUPS:
if float(diet[g]) < DIET_GOOD:
return false
return true
var player: CharacterBody3D
var world: Node3D
var _stamina_wait := 0.0
@@ -85,7 +114,13 @@ func step(dt: float) -> void:
if _stamina_wait > 0.0:
_stamina_wait -= dt
else:
stamina = minf(stamina + STAMINA_REGEN * (1.5 if rested > 0.0 else 1.0) * buff_mult("stamina_regen") * dt, MAX)
var malnourished := diet_lacking().size() >= 2
stamina = minf(stamina + STAMINA_REGEN * (1.5 if rested > 0.0 else 1.0) * buff_mult("stamina_regen")
* (0.7 if malnourished else 1.0) * dt, MAX)
for g in DIET_GROUPS:
diet[g] = maxf(float(diet[g]) - DIET_DRAIN * dt, 0.0)
var lacking := diet_lacking()
for id in buffs.keys():
buffs[id].left -= dt
@@ -98,10 +133,13 @@ func step(dt: float) -> void:
dmg += 0.6
if warmth < 12.0:
dmg += 0.5
if lacking.size() >= 2:
dmg += MALNOURISHED_DRAIN
if dmg > 0.0:
health = maxf(health - dmg * dt, 0.0)
elif hunger > 40.0 and warmth > 35.0 and _hurt_cd <= 0.0:
health = minf(health + 0.5 * buff_mult("health_regen") * dt, MAX)
elif hunger > 40.0 and warmth > 35.0 and _hurt_cd <= 0.0 and lacking.is_empty():
var diet_mult := 1.5 if balanced_diet() else 1.0
health = minf(health + 0.5 * buff_mult("health_regen") * diet_mult * dt, MAX)
_update_statuses()
changed.emit()
@@ -123,6 +161,14 @@ func _update_statuses() -> void:
statuses.append("Hungry")
if wet > 0.0:
statuses.append("Wet")
var lacking := diet_lacking()
if not lacking.is_empty():
var need: Array[String] = []
for g in lacking:
need.append(DIET_NAMES[g])
statuses.append("%s (need %s)" % ["Malnourished" if lacking.size() >= 2 else "Poor diet", ", ".join(need)])
elif balanced_diet():
statuses.append("Balanced diet")
if sheltered:
statuses.append("Sheltered")
if rested > 0.0:
@@ -145,6 +191,11 @@ func eat(food: Dictionary) -> void:
health = clampf(health + float(food.get("health", 0)), minf(health, 1.0), MAX)
if food.has("buff"):
add_buff(food.buff)
var d: Dictionary = food.get("diet", {})
for g in d:
if diet.has(g):
diet[g] = minf(float(diet[g]) + float(d[g]), MAX)
_update_statuses()
changed.emit()
func soak() -> void:
@@ -168,6 +219,9 @@ func reset_after_death() -> void:
warmth = 60.0
wet = 0.0
buffs.clear()
# Don't respawn straight back into malnutrition.
for g in DIET_GROUPS:
diet[g] = maxf(float(diet[g]), 30.0)
changed.emit()
## Takes a hit (a boar, later wolves). Pauses natural healing briefly.
@@ -198,7 +252,7 @@ func add_buff(b: Dictionary) -> void:
func to_data() -> Dictionary:
return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet, "rested": rested,
"buffs": buffs.duplicate(true)}
"buffs": buffs.duplicate(true), "diet": diet.duplicate()}
func load_data(d: Dictionary) -> void:
health = float(d.get("health", health))
@@ -208,5 +262,9 @@ func load_data(d: Dictionary) -> void:
wet = float(d.get("wet", 0.0))
rested = float(d.get("rested", 0.0))
buffs = (d.get("buffs", {}) as Dictionary).duplicate(true)
# Older saves have no diet: start it where a new world does.
var sd: Dictionary = d.get("diet", {})
for g in DIET_GROUPS:
diet[g] = float(sd.get(g, DIET_START))
dead = false
changed.emit()