P3 alpha: wolf moon every 7th night, the alpha breaks wooden doors, iron-banded door, broken-door repair, alpha pelt and cloak (protocol 7)

This commit is contained in:
Paul Bailey
2026-11-05 01:40:52 +00:00
parent 411bfef34a
commit fc58c8d0e1
18 changed files with 742 additions and 40 deletions

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@@ -1,17 +1,28 @@
extends "res://scripts/building/build_piece.gd"
## Wooden door: a wall-sized frame (snaps like a wall) with a hinged panel.
## E opens or closes it. The panel is an AnimatableBody3D so it pushes the
## player out of the way rather than trapping them.
## Door: a wall-sized frame (snaps like a wall) with a hinged panel. E opens
## or closes it. The panel is an AnimatableBody3D so it pushes the player
## out of the way rather than trapping them.
##
## An alpha wolf can break a closed wooden door (bash()): after DOOR_HP worth
## of blows the panel gives way and hangs open, and the door shows as broken
## until you repair it (E, two wood). An iron-banded door (items.json
## place.sturdy) can't be broken. The frame stays either way, so whatever it
## holds up keeps standing.
const OPEN_ANGLE := 1.75 ## radians: swings toward -Z, away from where you stood to place it
const DOOR_HP := 100.0
const REPAIR_COST := {"wood": 2}
var open := false
var broken := false
var door_hp := DOOR_HP
var _hinge: Node3D
var _panel: AnimatableBody3D
var _panel_shape: CollisionShape3D
var _tween: Tween
func _visual_mesh() -> Mesh:
return ItemDB.mesh_for(String(def.get("mesh", item_id)) + "_frame") # (wood_door_frame, stone_door_frame)
return ItemDB.mesh_for(String(def.get("mesh", item_id)) + "_frame") # (wood_door_frame, stone_doorway_frame...)
func _build() -> void:
_hinge = Node3D.new()
@@ -27,23 +38,38 @@ func _build() -> void:
_panel.set_meta("owner_piece", self)
_hinge.add_child(_panel)
var mi := MeshInstance3D.new()
mi.mesh = ItemDB.mesh_for("wood_door_panel")
mi.mesh = ItemDB.mesh_for(String(def.place.get("panel", "wood_door_panel")))
mi.material_override = ItemDB.item_material()
_panel.add_child(mi)
var cs := CollisionShape3D.new()
_panel_shape = CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = Vector3(1.06, 1.86, 0.08)
cs.shape = box
cs.position = Vector3(0.54, 0.95, 0.0)
_panel.add_child(cs)
_panel_shape.shape = box
_panel_shape.position = Vector3(0.54, 0.95, 0.0)
_panel.add_child(_panel_shape)
## Iron-banded: nothing breaks it.
func sturdy() -> bool:
return bool(def.place.get("sturdy", false))
## Shut and in one piece (something trying to get in has to get past it).
func blocks() -> bool:
return not open and not broken
func interact_prompt(_player: Node) -> String:
if broken:
return "Broken door [E] Repair (2 wood)"
return "Door [E] %s" % ("Close" if open else "Open")
func interact(player: Node) -> void:
Actions.toggle_door(player, self)
if broken:
Actions.repair_door(player, self)
else:
Actions.toggle_door(player, self)
func set_open(on: bool, animate: bool = true) -> void:
if broken:
on = true # (it hangs open off one hinge)
open = on
var target := OPEN_ANGLE if on else 0.0
if _tween != null:
@@ -54,8 +80,46 @@ func set_open(on: bool, animate: bool = true) -> void:
else:
_hinge.rotation.y = target
## A blow from something trying to get in. Returns "hit", "held" (iron
## bands), "broke" (this blow broke it) or "" (open or already broken).
func bash(damage: float) -> String:
if not blocks():
return ""
if sturdy():
return "held"
door_hp -= damage
if door_hp > 0.0:
return "hit"
set_broken(true)
return "broke"
## Broken: the panel hangs open, askew, and stops anything. Repaired: shut
## and whole again.
func set_broken(on: bool) -> void:
broken = on
if on:
door_hp = 0.0
set_open(true, false)
_hinge.rotation = Vector3(0.0, OPEN_ANGLE + 0.35, 0.18)
_panel_shape.disabled = true
else:
door_hp = DOOR_HP
_hinge.rotation = Vector3.ZERO
_panel_shape.disabled = false
set_open(false, false)
func save_extra() -> Dictionary:
return {"open": open}
return {"open": open, "broken": broken}
func load_extra(d: Dictionary) -> void:
set_open(bool(d.get("open", false)), false)
set_broken(bool(d.get("broken", false)))
if not broken:
set_open(bool(d.get("open", false)), false)
## A server telling us this door's state: swing it if it only opened or
## closed, snap it if it broke or was mended.
func net_state(d: Dictionary) -> void:
if bool(d.get("broken", false)) != broken:
load_extra(d)
elif not broken:
set_open(bool(d.get("open", false)))

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@@ -305,6 +305,22 @@ func toggle_door(player: Node3D, door: Node3D) -> bool:
door.set_open(not door.open)
return true
## E on a door an alpha broke: mend it (two wood), shut.
func repair_door(player: Node3D, door: Node3D) -> bool:
if not is_instance_valid(door) or not door.get("broken") or not _in_reach(player, door, 1.0):
return false
if _online():
return _ask("door_repair", [WorldNet.nid(door)])
for id in door.REPAIR_COST:
if player.inventory.count(id) < int(door.REPAIR_COST[id]):
tell(player, "Need %d %s to mend the door" % [int(door.REPAIR_COST[id]), ItemDB.item_name(id).to_lower()])
return false
for id in door.REPAIR_COST:
player.inventory.remove(id, int(door.REPAIR_COST[id]))
door.set_broken(false)
tell(player, "Door mended")
return true
## E on a bed: claim it as your spawn point, or (if it's already yours) sleep.
func use_bed(player: Node3D, bed: Node3D) -> bool:
if not is_instance_valid(bed) or not _in_reach(player, bed, 1.0):

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@@ -39,6 +39,13 @@ const KINDS := {
"notice": 0.0, "notice_loud": 0.0, "calm": 40.0,
"damage": 9.0, "attack_range": 1.8, "attack_cd": 1.2,
"drops": {"raw_meat": [1, 2], "wolf_pelt": [1, 1]}},
# The alpha: leads the pack on a wolf moon (wolf_pack.gd). Three wolves'
# worth of health, bites harder, isn't afraid of fire and breaks down
# wooden doors (wolf.gd).
"alpha": {"name": "Alpha Wolf", "hp": 135.0, "walk": 1.6, "run": 8.2, "turn": 5.0,
"notice": 0.0, "notice_loud": 0.0, "calm": 40.0,
"damage": 16.0, "attack_range": 2.1, "attack_cd": 1.4, "door_damage": 22.0,
"drops": {"raw_meat": [2, 3], "alpha_pelt": [1, 1], "wolf_fang": [1, 2]}},
}
const CARCASS_SECONDS := 300.0
@@ -105,9 +112,10 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
var eyes := MeshInstance3D.new()
eyes.mesh = parts.eyes
var em := StandardMaterial3D.new()
em.albedo_color = Color(1.0, 0.85, 0.4)
var red := k == "alpha"
em.albedo_color = Color(1.0, 0.3, 0.2) if red else Color(1.0, 0.85, 0.4)
em.emission_enabled = true
em.emission = Color(1.0, 0.75, 0.3)
em.emission = Color(1.0, 0.18, 0.1) if red else Color(1.0, 0.75, 0.3)
em.emission_energy_multiplier = 2.5
eyes.material_override = em
eyes.set_meta("keep_mat", true)
@@ -129,7 +137,7 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
cs.position = Vector3(0, parts.height * 0.5, 0)
if k != "rabbit":
# Long bodies: lay the capsule along the spine.
cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25}.get(k, 1.4)
cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65}.get(k, 1.4)
cs.rotation.x = PI * 0.5
cs.position = Vector3(0, parts.height * 0.55, 0)
add_child(cs)

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@@ -18,6 +18,7 @@ static func build(kind: String) -> Dictionary:
"rabbit": d = _rabbit()
"deer": d = _deer()
"wolf": d = _wolf()
"alpha": d = _wolf(true)
_: d = _boar()
_cache[kind] = d
return d
@@ -100,13 +101,42 @@ static func _boar() -> Dictionary:
## Grey wolf: lean body, long snout, pointed ears, bushy tail. "eyes" is a
## separate mesh so it can glow (creature.gd gives it an emissive material).
static func _wolf() -> Dictionary:
var coat := Color(0.42, 0.42, 0.44)
var pale := Color(0.72, 0.71, 0.68)
## `alpha`: a third bigger, near-black with a grizzled ruff and a scarred
## muzzle (wolf moon nights).
static func _wolf(alpha: bool = false) -> Dictionary:
if alpha:
return _scaled(_wolf_parts(Color(0.17, 0.16, 0.17), Color(0.5, 0.48, 0.45), 241), 1.32)
return _wolf_parts(Color(0.42, 0.42, 0.44), Color(0.72, 0.71, 0.68), 231)
## The same parts scaled up `k` times (body, eyes and leg meshes, hips, radius, height).
static func _scaled(d: Dictionary, k: float) -> Dictionary:
var out := d.duplicate()
for key in ["body", "eyes", "leg"]:
if d.has(key):
out[key] = _scale_mesh(d[key], k)
var hips: Array = []
for h: Vector3 in d.hips:
hips.append(h * k)
out.hips = hips
out.radius = float(d.radius) * k
out.height = float(d.height) * k
return out
static func _scale_mesh(m: ArrayMesh, k: float) -> ArrayMesh:
var arrays := m.surface_get_arrays(0)
var v: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
for i in range(v.size()):
v[i] *= k
arrays[Mesh.ARRAY_VERTEX] = v
var out := ArrayMesh.new()
out.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
return out
static func _wolf_parts(coat: Color, pale: Color, seed: int) -> Dictionary:
var dark := Color(0.16, 0.15, 0.15)
var st := P._begin()
var r := _rng(231)
var n := _noise(231, 1.5)
var r := _rng(seed)
var n := _noise(seed, 1.5)
P._blob(st, Vector3(0, 0.7, 0.05), Vector3(0.22, 0.24, 0.55), n, 0.15, coat, r, 1)
P._blob(st, Vector3(0, 0.8, -0.32), Vector3(0.24, 0.26, 0.3), n, 0.25, P._mul(coat, 1.08), r, 1) # ruff
P._blob(st, Vector3(0, 0.6, -0.1), Vector3(0.16, 0.12, 0.35), n, 0.1, pale, r, 1) # belly
@@ -120,6 +150,6 @@ static func _wolf() -> Dictionary:
var est := P._begin()
for s in [-1.0, 1.0]:
P._blob(est, Vector3(s * 0.065, 0.97, -0.75), Vector3.ONE * 0.022, n, 0.0, Color(1.0, 0.8, 0.3), r, 0)
return {"body": P._commit(st), "eyes": P._commit(est), "leg": _leg(0.52, 0.045, 0.03, coat, dark, 232),
return {"body": P._commit(st), "eyes": P._commit(est), "leg": _leg(0.52, 0.045, 0.03, coat, dark, seed + 1),
"hips": [Vector3(-0.11, 0.52, -0.38), Vector3(0.11, 0.52, -0.38), Vector3(-0.11, 0.54, 0.38), Vector3(0.11, 0.54, 0.38)],
"radius": 0.32, "height": 1.0}

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@@ -13,22 +13,32 @@ extends "res://scripts/creatures/creature.gd"
## is safe.
## - A wolf on its own is timid: it keeps its distance and backs off.
## - A badly hurt wolf runs, and comes back another night.
##
## The alpha (kind "alpha", wolf moon nights only) is different: it isn't
## afraid of fire, it doesn't take turns, and if it can't get at you it
## goes for your door. A wooden door gives way after a few blows (door.gd);
## an iron-banded one holds. It doesn't run when hurt.
var pack: Node
var slot := 0
var wounded := false ## ran off hurt: stays away until dawn
func is_alpha() -> bool:
return kind == "alpha"
func display_name() -> String:
return "Wolf"
return def.name
func interact_prompt(p: Node) -> String:
var nm: String = def.name
if is_dead():
return "Wolf carcass [E] Butcher"
var s := "Wolf"
return "%s carcass [E] Butcher" % nm
var s := nm
match state:
"rest": s = "Wolf (resting)"
"alert", "stalk": s = "Wolf (watching you)"
"lunge", "defend": s = "Wolf (attacking!)"
"rest": s = nm + " (resting)"
"alert", "stalk": s = nm + " (watching you)"
"lunge", "defend": s = nm + " (attacking!)"
"bash": s = nm + " (breaking a door!)"
if not Actions.melee_stats(p).armed and not ItemDB.get_item(p.held_item_id()).has("bow"):
s += " (you need a weapon)"
return s
@@ -54,7 +64,9 @@ func _think(dt: float) -> void:
"den":
_think_den(pp, d)
"hunt":
if _aggro > 0.0 and d < 25.0:
if is_alpha():
_think_alpha(dt, pp, d)
elif _aggro > 0.0 and d < 25.0:
_attack(pp, d, "defend")
elif pack.alive_count() <= 1:
_think_alone(pp, d)
@@ -105,6 +117,85 @@ func _think_hunt(pp: Vector3, d: float) -> void:
state = "lunge"
_state_t = 4.0
# --- the alpha ----------------------------------------------------------------
const BASH_STAND := 1.5 ## stands this far out from a door to hit it
const BASH_REACH := 2.4
const DOOR_SEARCH := 12.0 ## doors within this of the target are worth trying
var _door: Node3D = null ## the door it's working on
var _bash_at := Vector3.ZERO
var _door_look := 0.0
var _entry: Node3D = null ## an open doorway it's going in through
var _entry_out := Vector3.ZERO
var _entry_in := Vector3.ZERO
var _entry_stage := 0 ## 0: to the outside of it, 1: through it
## Straight at you if nothing's in the way (fire or no fire). Otherwise the
## nearest closed door near you, and through it. Otherwise prowl round.
func _think_alpha(dt: float, pp: Vector3, d: float) -> void:
if player.survival.dead:
state = "stalk"
_go_to(pack.circle_point(self))
return
if d < 25.0 and _can_reach_player():
_door = null
_attack(pp, d, "defend")
return
_door_look -= dt
if _door != null and (not is_instance_valid(_door) or _door.is_queued_for_deletion() or not _door.blocks()):
_door = null
if _door == null and _door_look <= 0.0:
_door_look = 1.0
_door = pack.door_for(self, player, DOOR_SEARCH)
if _door != null:
# Stand on the side of the door the alpha is on (the outside).
var n: Vector3 = _door.global_basis.z
var side := 1.0 if (global_position - _door.global_position).dot(n) > 0.0 else -1.0
_bash_at = _door.global_position + n * side * BASH_STAND
if _door == null:
# No shut door left: in through an open (or broken) one, if any.
if _entry == null or not is_instance_valid(_entry) or _entry.blocks():
_entry = pack.door_for(self, player, DOOR_SEARCH, true)
if _entry != null:
var n: Vector3 = _entry.global_basis.z
var side := 1.0 if (global_position - _entry.global_position).dot(n) > 0.0 else -1.0
_entry_out = _entry.global_position + n * side * BASH_STAND
_entry_in = _entry.global_position - n * side * 1.2
_entry_stage = 0
if _entry != null:
state = "bash" # (on its way in: shown the same)
var goal: Vector3 = _entry_out if _entry_stage == 0 else _entry_in
if Vector2(goal.x - global_position.x, goal.z - global_position.z).length() < 0.5:
_entry_stage += 1
if _entry_stage > 1:
_entry = null # inside: next think it can reach you
return
_go_to(goal)
return
state = "stalk"
_go_to(pack.circle_point(self))
return
state = "bash"
var flat := Vector2(_bash_at.x - global_position.x, _bash_at.z - global_position.z).length()
if flat > 0.6:
_go_to(_bash_at)
return
_goal_d = 0.0
var to := _door.global_position - global_position
steer(atan2(-to.x, -to.z))
if _attack_cd <= 0.0 and Vector2(to.x, to.z).length() < BASH_REACH:
_attack_cd = def.attack_cd
pack.bash_door(self, _door, float(def.get("door_damage", def.damage)))
## (Near the door it's battering, the door itself isn't an obstacle.)
func _blocked(dir: Vector3) -> bool:
if state == "bash" and _door != null and global_position.distance_to(_bash_at) < 2.5:
return false
if state == "bash" and _entry != null and is_instance_valid(_entry) and global_position.distance_to(_entry.global_position) < 2.8:
return false # (lined up with the doorway: walking through it)
return super._blocked(dir)
## The last wolf of a pack keeps its distance and won't start a fight.
func _think_alone(pp: Vector3, d: float) -> void:
if d < 10.0:
@@ -151,12 +242,16 @@ func _desired_speed() -> float:
"home": return 2.2 if _goal_d < 8.0 else 6.0
"stalk": return 0.0 if _goal_d < 1.0 else (3.4 if _goal_d < 7.0 else 7.5)
"lunge", "defend": return def.run
"bash": return 0.0 if _goal_d < 0.6 else (3.0 if _goal_d < 4.0 else def.run)
"retreat": return 6.0
"flee": return def.run
return 0.0
func _react(from: Vector3) -> void:
pack.alert(from)
if is_alpha():
_aggro = 20.0 # (never runs)
return
if hp < def.hp * 0.4:
wounded = true
_threat = from

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@@ -15,8 +15,13 @@ extends Node3D
## While hunting the pack circles you and lets one wolf at a time dart in
## (every few seconds, slower if you hold a torch). Near a lit campfire it
## circles wide around the fire and never closes in.
##
## Every 7th night is a wolf moon (day_night.gd turns the moon red): an
## alpha comes down from the hills with the pack. It leaves at dawn whether
## or not you killed it, and comes back the next wolf moon (wolf.gd).
const WolfScript = preload("res://scripts/creatures/wolf.gd")
const DayNight = preload("res://scripts/world/day_night.gd")
const DEN_DAY := 3 ## wolves arrive in the den
const HUNT_DAY := 4 ## first night they hunt
@@ -42,6 +47,14 @@ var _warned := {} ## day -> true once that night's toast was shown
var _howl_left := 0.0
var _audio: AudioStreamPlayer3D
static var _howl: AudioStreamWAV
var alpha: Node = null ## tonight's alpha (wolf moon)
var _alpha_day := -1 ## the night it came
var _told := {} ## "door id:outcome" -> true: door toasts already shown
## Night `day` is a wolf moon (once the pack hunts at all). The same rule as
## day_night.gd's red moon.
func wolf_moon(day: int) -> bool:
return day >= hunt_day and DayNight.wolf_moon_day(day)
func setup(w: Node3D, d: Node3D) -> void:
world = w
@@ -139,6 +152,10 @@ func step(dt: float) -> void:
func _enter(m: String, day: int) -> void:
mode = m
if m == "hunt" and wolf_moon(day) and _alpha_day != day:
spawn_alpha(day)
elif m != "hunt":
_alpha_leaves()
if m == "none":
for w in members:
if is_instance_valid(w):
@@ -160,6 +177,8 @@ func _warn(day: int) -> void:
Actions.tell_all("Wolves are howling up in the hills. They'll come hunting soon.")
elif day == hunt_day:
Actions.tell_all("The wolves are hunting tonight. Stay near a fire or behind closed walls.")
elif wolf_moon(day):
Actions.tell_all("The moon is red: a wolf moon. Something big is hunting with the pack tonight.")
_howl_left = _rng.randf_range(2.0, 6.0)
## Brings the pack up to size, wolves lying in the den. `force` ignores
@@ -189,6 +208,65 @@ func fill_den(force: bool) -> void:
need -= 1
i += 1
## The alpha comes out of the den's mouth with the pack.
func spawn_alpha(day: int) -> Node:
_alpha_leaves()
_alpha_day = day
var w: AnimatableBody3D = WolfScript.new()
w.setup("alpha", world, den.mouth_pos(), _rng.randi())
w.pack = self
w.slot = 4
w.state = "stalk"
w.yaw = den_yaw
w.rotation.y = w.yaw
add_child(w)
members.append(w)
alpha = w
return w
## At dawn it goes back into the hills (a carcass stays for butchering).
func _alpha_leaves() -> void:
if alpha != null and is_instance_valid(alpha) and not alpha.is_dead():
members.erase(alpha)
alpha.queue_free()
alpha = null
func alpha_alive() -> bool:
return alpha != null and is_instance_valid(alpha) and not alpha.is_dead()
## The door the alpha `w` should go for to get at `target`: the closed door
## nearest `target` (within `r`), a little biased toward ones nearer `w`.
## `open_ones`: the nearest open or broken door instead (a way in).
func door_for(w: Node3D, target: Node3D, r: float, open_ones: bool = false) -> Node3D:
var best: Node3D = null
var best_s := INF
var tp: Vector3 = target.global_position
for p in world.build.build_pieces():
if not p.has_method("bash") or p.blocks() == open_ones:
continue
var d: float = p.global_position.distance_to(tp)
if d > r:
continue
var score: float = d + 0.3 * p.global_position.distance_to(w.global_position)
if score < best_s:
best_s = score
best = p
return best
## The alpha hits `door`. Tells the player it's after (once per door and
## outcome); on a server, every game hears the door broke.
func bash_door(w: Node, door: Node3D, damage: float) -> void:
var res: String = door.bash(damage)
var key := "%d:%s" % [door.get_instance_id(), res]
if not _told.has(key):
_told[key] = true
match res:
"hit": Actions.tell(w.player, "Something is battering at your door!")
"held": Actions.tell(w.player, "Something is battering at your door, but the iron bands hold.")
"broke": Actions.tell(w.player, "The alpha has smashed your door in!")
if res == "broke" and world.server_mode:
WorldNet.piece_state(door)
func home_slot(w: Node) -> Vector3:
return den.slot_pos(w.slot)
@@ -320,8 +398,9 @@ func howl() -> void:
return
if _audio == null:
return
_audio.global_position = (live[0] as Node3D).global_position + Vector3(0, 1, 0)
_audio.pitch_scale = _rng.randf_range(0.9, 1.1)
var from: Node3D = alpha if alpha_alive() else live[0] # (the alpha's howl is deeper)
_audio.global_position = from.global_position + Vector3(0, 1, 0)
_audio.pitch_scale = _rng.randf_range(0.68, 0.76) if alpha_alive() else _rng.randf_range(0.9, 1.1)
_audio.play()
## A synthesised wolf howl: a rising then falling tone with vibrato and a

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@@ -106,6 +106,12 @@ static func build(key: String) -> ArrayMesh:
"palisade": m = _palisade()
"palisade_gate": m = _palisade_gate(true)
"palisade_gate_frame": m = _palisade_gate(false)
"iron_door": m = _iron_door(true)
"iron_door_frame": m = _door(false)
"iron_door_panel": m = _iron_door(false)
"alpha_pelt": m = _pelt(ALPHA_FUR)
"alpha_cloak": m = _cloak(ALPHA_FUR)
"wolf_fang": m = _fang()
"berry_bush": m = _berry_bush(true)
"berry_bush_bare": m = _berry_bush(false)
_:
@@ -937,3 +943,39 @@ static func _palisade_gate(with_panel: bool) -> ArrayMesh:
if with_panel:
_door_panel_into(st, Vector3(-0.54, 0, 0))
return P._commit(st)
# --- P3 the alpha ------------------------------------------------------------------
const ALPHA_FUR := Color(0.17, 0.16, 0.17)
## Iron-banded door: the wooden leaf with three iron straps and studs.
## `in_frame` = the closed door in a wood frame (icon and ghost); otherwise
## just the leaf, hinge at the origin.
static func _iron_door(in_frame: bool) -> ArrayMesh:
var st := P._begin()
var o := Vector3.ZERO
if in_frame:
var r := _rng(79)
for side in [-1.0, 1.0]:
_wall_body(st, r, side * 0.55 if side > 0 else -0.84, 0.84 if side > 0 else -0.55, 0.1, 1.9)
_box(st, Vector3(side * 0.92, 1.0, 0), Vector3(0.16, 2.0, 0.2), BEAM)
_box(st, Vector3(side * 0.6, 0.95, 0), Vector3(0.1, 1.9, 0.2), BEAM)
_box(st, Vector3(0, 1.95, 0), Vector3(1.68, 0.1, 0.2), BEAM)
o = Vector3(-0.54, 0, 0)
var rr := _rng(251)
for i in range(4):
_box(st, o + Vector3(0.135 + 0.27 * i, 0.95, 0), Vector3(0.26, 1.86, 0.08), _board(rr, PLANK_DARK))
for y in [0.3, 0.95, 1.6]:
for z in [0.05, -0.05]:
_box(st, o + Vector3(0.54, y, z), Vector3(1.04, 0.1, 0.02), IRON)
for i in range(4):
_box(st, o + Vector3(0.14 + 0.27 * i, y, z * 1.4), Vector3(0.03, 0.03, 0.02), IRON_BRIGHT)
_box(st, o + Vector3(0.95, 1.0, 0.08), Vector3(0.06, 0.16, 0.05), IRON_BRIGHT)
_box(st, o + Vector3(0.95, 1.0, -0.08), Vector3(0.06, 0.16, 0.05), IRON_BRIGHT)
return P._commit(st)
static func _fang() -> ArrayMesh:
var st := P._begin()
var r := _rng(253)
P._cylinder(st, Vector3(0, 0.02, 0), Vector3(0.02, 0.02, -0.12), 0.022, 0.003, 6, Color(0.88, 0.82, 0.62), r, -1.0, Color(0.6, 0.45, 0.35))
return P._commit(st)

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@@ -95,8 +95,8 @@ func _server_tick(w: Node3D, delta: float) -> void:
const PER_PACKET := 40
const ENTRY := 23
const KIND_IDS := ["rabbit", "deer", "boar", "wolf"]
const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend"]
const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha"]
const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend", "bash"]
## One creature in 23 bytes: id, kind, state, position, facing, speed, health.
static func _encode(buf: PackedByteArray, o: int, c: Node3D) -> void:

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@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
const Identity = preload("res://scripts/net/identity.gd")
const ServerConfig = preload("res://scripts/net/server_config.gd")
const PROTOCOL := 6 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6)
const PROTOCOL := 7 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors (P3)
const DEFAULT_PORT := 24242
const HANDSHAKE_TIMEOUT := 10.0
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join

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@@ -324,6 +324,11 @@ 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)) \
and Actions.toggle_door(p, d):
WorldNet.piece_state(d)
"door_repair":
var d := WorldNet.piece(_i(a, 0))
if d != null and d.get("broken") != null and _allowed(Rules.use_problem(p.player_id, d)) \
and Actions.repair_door(p, d):
WorldNet.piece_state(d)
"fuel":
var f := WorldNet.piece(_i(a, 0))
if f != null and f.get("fuel") != null and Actions.add_fuel(p, f):
@@ -421,7 +426,7 @@ func _run(p: Node3D, what: String, a: Array) -> void:
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)
"debug_spawn":
if cheats and Creature.KINDS.has(_s(a, 0)) and _s(a, 0) != "wolf" and _v(a, 1).is_finite():
if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha"]) and _v(a, 1).is_finite():
w.creatures.spawn(_s(a, 0), _v(a, 1))
"debug_time":
if cheats:

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@@ -427,8 +427,8 @@ func _s2c_piece_state(nid_: int, extra: Dictionary) -> void:
var p: Node3D = pieces.get(nid_)
if p == null or not is_instance_valid(p):
return
if extra.has("open") and p.has_method("set_open"):
p.set_open(bool(extra.open))
if p.has_method("net_state"):
p.net_state(extra) # (a door)
elif p.has_method("load_extra"):
p.load_extra(extra)
received += 1

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@@ -57,6 +57,17 @@ func clock_text() -> String:
func is_night() -> bool:
return daylight < 0.3
## Every 7th night is a wolf moon: the moon turns red and an alpha hunts with
## the pack (wolf_pack.gd). Worked out from the day alone, so every game on a
## server agrees without being told.
static func wolf_moon_day(d: int) -> bool:
return d >= 7 and d % 7 == 0
## Tonight's moon is a wolf moon (the small hours count as the night before).
func wolf_moon_now() -> bool:
var h := hours()
return (h >= 19.5 or h < 5.5) and wolf_moon_day(day - (1 if h < 5.5 else 0))
func advance(seconds: float) -> void:
time += seconds / day_length
while time >= 1.0:
@@ -103,7 +114,9 @@ func apply(force: bool) -> void:
var moon_dir := Vector3(-to_sun.x, absf(to_sun.y) * 0.8 + 0.25, -to_sun.z * 0.5).normalized()
moon.global_basis = Basis.looking_at(-moon_dir, Vector3.FORWARD)
moon.light_energy = 0.38 * (1.0 - daylight) * (1.0 - 0.6 * overcast)
var red := wolf_moon_now()
moon.light_color = Color(1.0, 0.38, 0.3) if red else Color(0.55, 0.65, 1.0)
moon.light_energy = (0.5 if red else 0.38) * (1.0 - daylight) * (1.0 - 0.6 * overcast)
moon.visible = moon.light_energy > 0.01
moon.shadow_enabled = moon.visible and not sun.visible
@@ -121,7 +134,10 @@ func apply(force: bool) -> void:
for i in range(3):
var dayc: Color = DAY_COLS[i].lerp(DUSK_COLS[i], low * daylight * (1.0 - overcast * 0.7))
dayc = dayc.lerp(OVERCAST_COLS[i], overcast * 0.85)
cols.append(NIGHT_COLS[i].lerp(dayc, daylight))
var night: Color = NIGHT_COLS[i]
if red:
night = night.lerp(Color(0.2, 0.04, 0.04), 0.5) # a blood-red night sky
cols.append(night.lerp(dayc, daylight))
env.fog_light_color = cols[2]
if sky_mat != null:
sky_mat.set_shader_parameter("zenith_col", cols[0])