35 Commits

Author SHA1 Message Date
Paul Bailey
1f67d58b92 The Gitea repo is Admin/Cinderwild: the update feed, Report a bug, the site's links and publishing (0.6.0 and 0.6.1 games still reach it through Gitea's redirect from Admin/Emberwild) 2026-11-07 16:21:08 +00:00
Paul Bailey
c2c86b5f78 0.6.1: Emberwild is now Cinderwild (the old name's taken on Steam). Saves, identity and settings are copied across from the Emberwild folder on first start; the site moves to cinderwild.psbailey.uk; same protocol (18), so 0.6.0 and 0.6.1 play together 2026-11-07 16:14:11 +00:00
Paul Bailey
04b9d17826 A better download page: a hero over the Cove with the download for your computer, the trailer, what you'll do, what's new and how to report a bug, screenshots (tools/site/make_shots.sh), downloads, and playing with friends with the ports 2026-11-07 13:24:46 +00:00
Paul Bailey
3b611a6d34 0.6.0: the Cove's own, for a playtest (the wreck and a treasure for each player, the drowned crew, crabs and gulls, a rowing boat at the pier, Report a bug); protocol 18 2026-11-07 13:04:36 +00:00
Paul Bailey
27040d6805 Report a bug in the pause menu (a new Gitea issue filled in with the version, computer, mode, land and where you are; copy the details; the log file), the playtest guide (docs/PLAYTEST.md), and the Cove's 0.6.0 parts in the player guide 2026-11-07 12:45:37 +00:00
Paul Bailey
2004fe193c The rowing boat: seagrass at the tide line and resin from pines; rope, pitch, and a boat at the workbench (driftwood, rope, pitch, nails); tied up at a berth of its own at the end of the pier, one each, saved; Set sail needs the ship's compass and the Highlands aren't charted yet; online too 2026-11-07 11:16:15 +00:00
Paul Bailey
9709d2c424 The Cove's shore life: crabs up the beach from dusk till dawn (keep to the sand, pinch if you get close, crab meat to cook), gulls after food on the sand and fish on a smoking rack; online too 2026-11-07 10:23:49 +00:00
Paul Bailey
5bcfa23710 The pirate treasure: each player's own mound at their X, dug with a pickaxe; the drowned crew rise at night or when the chest comes up; the ship's compass, a spyglass, a cutlass and pirate gold; online too 2026-11-07 09:54:51 +00:00
Paul Bailey
74bd8f5898 The wreck in dark weathered oak; the map's key lists only this land's places 2026-11-07 02:04:48 +00:00
Paul Bailey
419c71e638 The Cove's wreck: driftwood and salt on the beach, the captain's sea chest (a treasure map, nails, salt; once each), each player's own X on the map; online too 2026-11-07 02:00:31 +00:00
Paul Bailey
ec8caa9ef4 Each land's set pieces from its data: the barrow, the standing stones and the bear are the Valley's alone, the Cove keeps its wolves; the Cove's 0.6.0 plan (treasure: one each, each in its own place) 2026-11-07 01:14:32 +00:00
Paul Bailey
1bf33935e0 Download page: forward UDP 24243 too for the Cove; test_net_lands can run against an exported build (EMBERWILD_SERVER_BIN) 2026-11-07 00:33:03 +00:00
Paul Bailey
62b3d6c47f 0.5.0: the journey on a server (a server per land; chat, the player list, admin and sleep across lands); protocol 17 2026-11-07 00:23:43 +00:00
Paul Bailey
f9b138b304 J3c: a land server stopping tells its players and is started afresh when they rejoin; the extra ports to forward on the Host page, the hosting message, the server log and HOSTING.md 2026-11-07 00:08:05 +00:00
Paul Bailey
86ebe07899 J3b: chat, the player list (with each player's land) and admin commands across lands; sleep needs everyone in every land, with a 'waiting for everyone else' message 2026-11-06 23:42:50 +00:00
Paul Bailey
85bbed249b J3a: the journey on a server. A server per land (Lands: the hub starts land servers on demand over a private link), the cliff tunnel online, crossings with one-time passes, shared characters that remember their land, one clock from the hub; test_net_lands 2026-11-06 23:14:11 +00:00
Paul Bailey
6544862885 Map: other players in your land shown on a co-op server, never with PvP on 2026-11-06 22:33:14 +00:00
Paul Bailey
109fff22d0 0.4.1: the Cove's stream (trout), the seam and sea cave in real rock, one clock for every land (going home no longer rewinds the day) 2026-11-06 22:02:16 +00:00
Paul Bailey
b938e045cb One clock for every land: going back to a land catches it up on the time away (like a night's sleep) instead of rewinding to when you left; J3 decided: a server per land with the Valley's as hub, sleep needs everyone in every land 2026-11-06 21:57:37 +00:00
Paul Bailey
ad47cd53da The Cove's stream: a stream block whose water only runs downhill (spring to the bay), its own water ribbon, trout, on the map; scenery and landmarks keep clear 2026-11-06 21:35:04 +00:00
Paul Bailey
0209c6149a The seam and the sea cave built from real boulders (rock_pile.gd: the scenery's rocks with matching colliders), the seam a cleft between two slabs with pick marks and loose stones 2026-11-06 21:26:15 +00:00
Paul Bailey
b86fb879d2 Site: trailer encoded smaller (CRF 23, 3.5 Mbit/s cap) to fit Cloudflare Pages' 25 MiB file limit; make_site.sh refuses an oversized file 2026-11-06 21:06:08 +00:00
Paul Bailey
2b7e52cd82 0.4.0: map (N) that fills in as you explore and a compass (closes #1); Old Tam's seam and Cove tips (voiced); the journey and sea fish in the guide; trailer with the tunnel and the Cove; protocol 16 2026-11-06 18:36:20 +00:00
Paul Bailey
980ee53579 J1: the cliff tunnel (seam, six propped stretches, dark, lights), travel Valley <-> Cove through the sea cave, a save file per worldlet; New World has no Where (--dev-worldlets to try others) 2026-11-06 17:51:58 +00:00
Paul Bailey
793b214786 W3: the Cove (bay, pond, pier for sea fishing), mackerel and cod (cod only in deep water), non-start worldlets offered for testing when run from source 2026-11-06 17:08:42 +00:00
Paul Bailey
9b88a10609 W2: several lakes per worldlet, a beach block shelving into the sea with a current that turns swimmers back; testbay test worldlet through the water, edge and boundary suites; the two ways to play (journey, one land) recorded 2026-11-06 16:48:20 +00:00
Paul Bailey
68e6d814d9 W1: choose a worldlet (New World and Host Game pages, kept once an island exists), worldlet shown in the Load list; Godot .uid files 2026-11-06 16:10:32 +00:00
Paul Bailey
db4a659236 W0: terrain from worldlet building blocks (Valley in data/worldlets, identical heights), WorldInfo API, worldlet in saves and servers; the cliff tunnel plan 2026-11-06 15:51:43 +00:00
Paul Bailey
f4df2bc99d Journey: one boat each, no passengers; tunnels, ropes and burrows shared 2026-11-06 14:30:51 +00:00
Paul Bailey
5584f74a8b Journey: multiplayer spread out (decided) 2026-11-06 14:17:56 +00:00
Paul Bailey
77517be778 Journey decisions: extendable ending, four crossings, biome hazards; server cost measured 2026-11-06 14:16:07 +00:00
Paul Bailey
40f5e25c41 Version 0.3.1 2026-11-06 14:05:24 +00:00
Paul Bailey
eaeb841c1d Lights to place indoors (tallow candle, torch stand); docs brought up to date; the journey plan; sticky teleports in net tests; protocol 15 2026-11-06 13:56:43 +00:00
Paul Bailey
5f40fa3f7b Version 0.3.0 2026-11-06 11:58:27 +00:00
Paul Bailey
4b2e687188 Uses for every material (clay jar, bedroll, pelt rug, fang necklace, bear cloak, pemmican, bait), Q to drop, K/M bag rows on 1-8, help pages; protocol 14 2026-11-06 11:49:42 +00:00
253 changed files with 10752 additions and 460 deletions

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@@ -16,7 +16,33 @@ addon SDK with guard rails.
## Status ## Status
See `docs/ROADMAP.md` for milestones and `docs/ARCHITECTURE.md` for the design. See `docs/ROADMAP.md` for milestones and `docs/ARCHITECTURE.md` for the design.
Current milestone: **M0 — playable single-player world skeleton** (scaffolding on disk; needs Godot 4 installed to open & run). **Cinderwild 0.6.1** is released (download page and player guide:
https://cinderwild.psbailey.uk, builds on the Gitea releases). Up to 0.6.0 it
was called Emberwild (a name already taken on Steam); before that, Valheimlike.
Built so far:
- M0-M1: the island, survival, crafting, building, weather, wildlife, hunting, fishing.
- M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin).
- P1-P5 (`docs/PROGRESSION_DESIGN.md`): iron, stone building, the wolf moon and
alpha, the bear, crows and foxes, the barrow, hazards, the Old Stag. P6: a use
for every material, lights to place, dropping items, bag rows on the hotbar.
- T1, T2, T4 (`docs/TUTORIAL_DESIGN.md`): the tutorial with Old Tam (spoken),
and his tips in normal worlds.
- M4 so far: packaged builds, the update check, music, ambience, sound effects
and creature voices (`assets/audio/CREDITS.md`), the trailer and help pages,
the map (N) and compass.
- W0-W3, J1, J3 (`docs/WORLDLETS_DESIGN.md`): worldlets as data, the Cove
(beach, pier, sea fishing, a stream), and the cliff tunnel between them,
with a save file per worldlet; on a server, a server per land (the Valley's
starts the Cove's on the next UDP port), with chat, the player list,
admin commands and sleep across lands, and one clock everywhere.
- 0.6.0, the Cove's own (`docs/WORLDLETS_DESIGN.md` §5): the wreck, a
treasure map and a dig for each player, the drowned crew, crabs and gulls,
and a rowing boat to build and moor at the pier (sailing comes with the
Highlands). Report a bug in the pause menu; `docs/PLAYTEST.md` for testers.
Next: after the playtest, J2 (each tunnel's own gate and supplies), then the
Highlands (by sail).
Running from the source, `godot --path . -- --dev-worldlets` lets New World
start in any worldlet, to try one directly.
## Requirements ## Requirements
- **Godot 4.3+** (standard build; no C# needed — this project uses GDScript). - **Godot 4.3+** (standard build; no C# needed — this project uses GDScript).
@@ -36,7 +62,7 @@ godot --headless --path . -- --server
## Packaged builds ## Packaged builds
```bash ```bash
tools/export.sh # build/Emberwild-<version>-macos.zip and -windows.zip tools/export.sh # build/Cinderwild-<version>-macos.zip and -windows.zip
tools/export.sh macOS # or just one ("macOS" / "Windows") tools/export.sh macOS # or just one ("macOS" / "Windows")
``` ```
Needs the Godot export templates for your Godot version (Editor > Manage Needs the Godot export templates for your Godot version (Editor > Manage
@@ -45,18 +71,19 @@ Export Templates). The version number is `application/short_version` in
- **Mac:** a universal .app, ad-hoc signed but not notarised. On another Mac, - **Mac:** a universal .app, ad-hoc signed but not notarised. On another Mac,
the first launch needs right-click > Open (or System Settings > Privacy & the first launch needs right-click > Open (or System Settings > Privacy &
Security > Open Anyway). Security > Open Anyway).
- **Windows:** unzip and run `Emberwild.exe` (keep `Emberwild.pck` beside - **Windows:** unzip and run `Cinderwild.exe` (keep `Cinderwild.pck` beside
it). It's unsigned, so SmartScreen says "Windows protected your PC": it). It's unsigned, so SmartScreen says "Windows protected your PC":
More info > Run anyway. More info > Run anyway.
- A packaged copy is also a dedicated server: - A packaged copy is also a dedicated server:
`Emberwild.app/Contents/MacOS/Emberwild --headless -- --server` (Mac) or `Cinderwild.app/Contents/MacOS/Cinderwild --headless -- --server` (Mac) or
`Emberwild.exe --headless -- --server` (Windows). Saves and settings live in `Cinderwild.exe --headless -- --server` (Windows). Saves and settings live in
the same user folder as a copy run from source. the same user folder as a copy run from source.
## Trailer and download page ## Trailer and download page
```bash ```bash
tools/trailer/make_trailer.sh # build/Emberwild-trailer.mp4: recorded in-game (Movie Maker), needs ffmpeg tools/trailer/make_trailer.sh # build/Cinderwild-trailer.mp4: recorded in-game (Movie Maker), needs ffmpeg
tools/site/make_site.sh # build/site/: index.html + poster.jpg + trailer.mp4 for the current release tools/site/make_shots.sh # build/shots/*.jpg: the page's screenshots, rendered in a window
tools/site/make_site.sh # build/site/: index.html, guide.html, the shots, poster and trailer for the current release
``` ```
The page's download links point at the Gitea release named in The page's download links point at the Gitea release named in
`build/version.json`, so rebuild it after each `tools/export.sh` release. `build/version.json`, so rebuild it after each `tools/export.sh` release.

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@@ -46,7 +46,7 @@ made a little older (deeper, slower, warmer) by `tools/voice/make_voice.py`.
The recordings are generated from our own text; rebuild them with The recordings are generated from our own text; rebuild them with
`tools/voice/make_voice.sh` after changing any line. `tools/voice/make_voice.sh` after changing any line.
## Emberwild's own (CC0) ## Cinderwild's own (CC0)
`music/`, `ambience/` and `sfx/synth/` are synthesised from scratch by `music/`, `ambience/` and `sfx/synth/` are synthesised from scratch by
`tools/audio/make_audio.py` (no samples): the five music tracks (calm, `tools/audio/make_audio.py` (no samples): the five music tracks (calm,
night, storm, danger, boss), the fire crackle, the creature voices, and the night, storm, danger, boss), the fire crackle, the creature voices, and the

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View File

@@ -1,5 +1,7 @@
{ {
"hint_cold": "91c5088e453fb0e6", "hint_cold": "91c5088e453fb0e6",
"hint_cove": "f7e5c0283b31e1cc",
"hint_crab": "283542496ecd180c",
"hint_died": "e865f8a63622b3c3", "hint_died": "e865f8a63622b3c3",
"hint_diet": "3178b319c44e9fa0", "hint_diet": "3178b319c44e9fa0",
"hint_freezing": "48b1e505119a0fc9", "hint_freezing": "48b1e505119a0fc9",
@@ -8,6 +10,7 @@
"hint_hungry": "ad76f22cb8e034a0", "hint_hungry": "ad76f22cb8e034a0",
"hint_night": "2a07d9c0bfae4bf9", "hint_night": "2a07d9c0bfae4bf9",
"hint_rotten": "98b69de03dbee089", "hint_rotten": "98b69de03dbee089",
"hint_seam": "b353f46816d329b7",
"hint_sheltered": "ba6d6ff8bc4a1c80", "hint_sheltered": "ba6d6ff8bc4a1c80",
"hint_sick": "ec07963c46638ffc", "hint_sick": "ec07963c46638ffc",
"hint_snow": "8f0ac7d093f73840", "hint_snow": "8f0ac7d093f73840",

View File

@@ -1,5 +1,5 @@
{ {
"_comment": "Fishing by water type. world.water_at() says which type a spot is; a type with no entry has no fish. Weights are relative. 'dawn_dusk' replaces the weight at dawn (05:00-08:30) and dusk (17:00-20:30). Bite waits are seconds, scaled by the modifiers.", "_comment": "Fishing by water type. world.water_at() says which type a spot is; a type with no entry has no fish. Weights are relative. 'dawn_dusk' replaces the weight at dawn (05:00-08:30) and dusk (17:00-20:30). Bite waits are seconds, scaled by the modifiers. A fish with its own 'min_depth' only bites in water at least that deep (cod: cast well out from the pier).",
"modifiers": { "modifiers": {
"dawn_dusk_wait": 0.6, "dawn_dusk_wait": 0.6,
"rain_wait": 0.8, "rain_wait": 0.8,
@@ -24,6 +24,40 @@
"dawn_dusk": 40 "dawn_dusk": 40
} }
] ]
},
"sea": {
"min_depth": 1.0,
"bite_wait": [
6.0,
16.0
],
"fish": [
{
"id": "mackerel",
"weight": 75,
"dawn_dusk": 65
},
{
"id": "cod",
"weight": 25,
"dawn_dusk": 35,
"min_depth": 2.2
}
]
},
"stream": {
"min_depth": 0.3,
"bite_wait": [
8.0,
18.0
],
"fish": [
{
"id": "trout",
"weight": 100,
"dawn_dusk": 100
}
]
} }
} }
} }

View File

@@ -1,6 +1,6 @@
{ {
"guide": "Old Tam", "guide": "Old Tam",
"_doc": "T4 (docs/TUTORIAL_DESIGN.md §5): one-off tips in normal worlds, each shown once per player (user://hints.json), in list order when several are due. 'when' is kind:value, with | for alternatives: status (a survival status, by prefix), weather (a state), has (an item in your bag), event (howl, died), or a plain check (night, stamina_low, wolf_moon, hard_winter). 'hold' is how long it must stay true first (seconds, default 1).", "_doc": "T4 (docs/TUTORIAL_DESIGN.md §5): one-off tips in normal worlds, each shown once per player (user://hints.json), in list order when several are due. 'when' is kind:value, with | for alternatives: status (a survival status, by prefix), weather (a state), has (an item in your bag), event (howl, died), worldlet (where you are on the journey), or a plain check (night, stamina_low, wolf_moon, hard_winter, seam: holding the antler pickaxe with the cliff tunnel's seam still to dig). 'hold' is how long it must stay true first (seconds, default 1).",
"hints": [ "hints": [
{"id": "died", "when": "event:died", "title": "Back on your feet", {"id": "died", "when": "event:died", "title": "Back on your feet",
"text": "Dying's not the end out here. Whatever you carried is waiting where you fell, so go back for it before anything else. Sleep in a bed once and that's where you'll wake."}, "text": "Dying's not the end out here. Whatever you carried is waiting where you fell, so go back for it before anything else. Sleep in a bed once and that's where you'll wake."},
@@ -33,6 +33,12 @@
{"id": "stamina", "when": "stamina_low", "title": "Out of breath", {"id": "stamina", "when": "stamina_low", "title": "Out of breath",
"text": "You're spent. Stop swinging and running a moment and your stamina comes back. Rested by a fire, it comes back faster."}, "text": "You're spent. Stop swinging and running a moment and your stamina comes back. Rested by a fire, it comes back faster."},
{"id": "sheltered", "when": "status:Sheltered", "hold": 3, "title": "A proper shelter", {"id": "sheltered", "when": "status:Sheltered", "hold": 3, "title": "A proper shelter",
"text": "Roof and walls: the weather can't touch you here. Sit by a fire in here a little while and you'll be Rested."} "text": "Roof and walls: the weather can't touch you here. Sit by a fire in here a little while and you'll be Rested."},
{"id": "seam", "when": "seam", "hold": 3, "title": "The cracked seam",
"text": "That antler pick bites rock iron only scratches. Out on the clifftop, near the edge, there's a seam of cracked rock, and a way down to the sea behind it if you dig. Take wood to prop it as you go, and lights: it's black as pitch in there."},
{"id": "cove", "when": "worldlet:cove", "hold": 3, "title": "The Cove",
"text": "You made it down. Sand, salt and sea fish. Fish off the end of the pier: mackerel bite close in, cod further out where it's deep. The sea cave takes you back up the tunnel, and home's waiting at the top. Mind the gulls: they'll have any food you leave on the sand, and fish off a smoking rack. And at dusk the crabs come up the beach: give them room, or they pinch."},
{"id": "crab", "when": "has:crab_meat", "hold": 2, "title": "Crab",
"text": "Two lots of crab meat cook into a good crab supper at a campfire. Raw, it's as risky as raw fish."}
] ]
} }

View File

@@ -347,7 +347,7 @@
"name": "Hide", "name": "Hide",
"category": "resource", "category": "resource",
"stack": 20, "stack": 20,
"description": "Raw hide from a deer or boar. Makes a warm cloak.", "description": "Rawhide from an animal. For cloaks and bedrolls.",
"mesh": "hide" "mesh": "hide"
}, },
{ {
@@ -355,7 +355,7 @@
"name": "Feather", "name": "Feather",
"category": "resource", "category": "resource",
"stack": 50, "stack": 50,
"description": "Found in meadows. Fletching for arrows.", "description": "Fletching for arrows, and stuffing for a bedroll.",
"mesh": "feather" "mesh": "feather"
}, },
{ {
@@ -443,7 +443,7 @@
"name": "Wolf Pelt", "name": "Wolf Pelt",
"category": "resource", "category": "resource",
"stack": 20, "stack": 20,
"description": "Thick grey fur. The warmest thing on the island.", "description": "A grey wolf pelt. For wolf and alpha cloaks, or a rug.",
"mesh": "wolf_pelt" "mesh": "wolf_pelt"
}, },
{ {
@@ -543,6 +543,105 @@
}, },
"keeps": 4 "keeps": 4
}, },
{
"id": "mackerel",
"name": "Mackerel",
"category": "food",
"stack": 20,
"description": "A quick, striped sea fish, caught off the pier. Grill it at a campfire. (Fish)",
"mesh": "mackerel",
"food": {
"hunger": 5,
"health": -2,
"diet": {
"fish": 10
},
"risk": 0.2
},
"keeps": 2
},
{
"id": "cod",
"name": "Cod",
"category": "food",
"stack": 20,
"description": "A big sea fish from deeper water: cast well out. (Fish)",
"mesh": "cod",
"food": {
"hunger": 8,
"health": -2,
"diet": {
"fish": 16
},
"risk": 0.2
},
"keeps": 2
},
{
"id": "grilled_mackerel",
"name": "Grilled Mackerel",
"category": "food",
"stack": 20,
"description": "Oily and good. (Fish)",
"mesh": "grilled_mackerel",
"food": {
"hunger": 22,
"health": 8,
"diet": {
"fish": 36
}
},
"keeps": 4
},
{
"id": "crab_meat",
"name": "Crab Meat",
"category": "food",
"stack": 20,
"description": "Sweet white meat from a crab off the Cove's beach. Cook it at a campfire. (Fish)",
"mesh": "crab_meat",
"food": {
"hunger": 4,
"health": -2,
"diet": {
"fish": 8
},
"risk": 0.2
},
"keeps": 2
},
{
"id": "cooked_crab",
"name": "Cooked Crab",
"category": "food",
"stack": 20,
"description": "Boiled pink in its shell. Worth the pinches. (Fish)",
"mesh": "cooked_crab",
"food": {
"hunger": 20,
"health": 10,
"diet": {
"fish": 32
}
},
"keeps": 3
},
{
"id": "grilled_cod",
"name": "Grilled Cod",
"category": "food",
"stack": 20,
"description": "Thick white flakes: a proper meal. (Fish)",
"mesh": "grilled_cod",
"food": {
"hunger": 32,
"health": 12,
"diet": {
"fish": 52
}
},
"keeps": 4
},
{ {
"id": "iron_nugget", "id": "iron_nugget",
"name": "Iron Nugget", "name": "Iron Nugget",
@@ -564,7 +663,7 @@
"name": "Clay", "name": "Clay",
"category": "resource", "category": "resource",
"stack": 50, "stack": 50,
"description": "Grey clay from the lake shore. For kilns and smelters.", "description": "Grey clay from the lake shore. For kilns, smelters and, fired at a campfire, clay jars that keep food fresh.",
"mesh": "clay" "mesh": "clay"
}, },
{ {
@@ -928,7 +1027,7 @@
"name": "Alpha Pelt", "name": "Alpha Pelt",
"category": "resource", "category": "resource",
"stack": 5, "stack": 5,
"description": "The alpha's black fur, thick as a blanket.", "description": "The alpha's dark pelt. For the alpha cloak or a fang necklace.",
"mesh": "alpha_pelt" "mesh": "alpha_pelt"
}, },
{ {
@@ -936,7 +1035,7 @@
"name": "Wolf Fang", "name": "Wolf Fang",
"category": "resource", "category": "resource",
"stack": 20, "stack": 20,
"description": "A long yellowed fang from the alpha. A trophy, and a fine clasp.", "description": "A long yellowed fang from the alpha. For the alpha cloak, and a fang necklace that blunts wolf bites.",
"mesh": "wolf_fang" "mesh": "wolf_fang"
}, },
{ {
@@ -956,7 +1055,7 @@
"name": "Bear Hide", "name": "Bear Hide",
"category": "resource", "category": "resource",
"stack": 5, "stack": 5,
"description": "A huge brown hide. Makes a fur rug.", "description": "A huge brown hide. For a fur rug or a bear cloak, the warmest there is.",
"mesh": "bear_hide" "mesh": "bear_hide"
}, },
{ {
@@ -964,7 +1063,7 @@
"name": "Bear Fat", "name": "Bear Fat",
"category": "resource", "category": "resource",
"stack": 20, "stack": 20,
"description": "Rendered fat. Burns three times as long as wood in a fire.", "description": "Thick white fat. Burns long on a fire, and makes pemmican and tallow candles.",
"mesh": "bear_fat", "mesh": "bear_fat",
"fuel": 180 "fuel": 180
}, },
@@ -996,7 +1095,7 @@
"name": "Rotten Food", "name": "Rotten Food",
"category": "resource", "category": "resource",
"stack": 50, "stack": 50,
"description": "It's gone off. Good for nothing: throw it out.", "description": "It's gone off. Q drops it. Carried while fishing it's bait: bites come sooner, and each bite takes one.",
"mesh": "rotten_food" "mesh": "rotten_food"
}, },
{ {
@@ -1007,6 +1106,119 @@
"description": "Crusted on the rocks above the sea cliffs. Cures meat and fish so they keep for weeks.", "description": "Crusted on the rocks above the sea cliffs. Cures meat and fish so they keep for weeks.",
"mesh": "salt" "mesh": "salt"
}, },
{
"id": "driftwood",
"name": "Driftwood",
"category": "resource",
"stack": 30,
"description": "Sea-bleached wood washed up on the Cove's beach. It burns well, and it's light and tough: what a rowing boat is built from.",
"mesh": "driftwood",
"fuel": 48.0
},
{
"id": "seagrass",
"name": "Seagrass",
"category": "resource",
"stack": 50,
"description": "Long, tough ribbons of seagrass washed up in the Cove's shallows. Twisted together it makes a rope that won't rot in salt water.",
"mesh": "seagrass"
},
{
"id": "rope",
"name": "Seagrass Rope",
"category": "resource",
"stack": 30,
"description": "Twisted from seagrass: for rigging and lashing a boat.",
"mesh": "rope"
},
{
"id": "pine_resin",
"name": "Pine Resin",
"category": "resource",
"stack": 50,
"description": "Sticky amber resin from a felled pine. Boiled with salt it makes pitch.",
"mesh": "pine_resin"
},
{
"id": "pitch",
"name": "Pitch",
"category": "resource",
"stack": 30,
"description": "Black, tarry pitch from pine resin and salt, boiled over a fire. It keeps the sea out of a boat's seams.",
"mesh": "pitch"
},
{
"id": "rowing_boat",
"name": "Rowing Boat",
"category": "tool",
"stack": 1,
"description": "A small driftwood boat, seams pitched tight. Carry it to the mooring post at the end of the Cove's pier to tie it up. Where it'll take you, a ship's compass will tell.",
"mesh": "rowing_boat"
},
{
"id": "treasure_map",
"name": "Treasure Map",
"category": "tool",
"stack": 1,
"description": "A torn chart from a wrecked ship's sea chest, with an X inked in the hills above the Cove. Right-click to read it: the X goes on your map (N).",
"mesh": "treasure_map",
"read": {
"marks": "treasure"
}
},
{
"id": "ship_compass",
"name": "Ship's Compass",
"category": "tool",
"stack": 1,
"description": "A brass sea compass from the pirate chest, its needle still true. No boat leaves for the Highlands without one.",
"mesh": "ship_compass"
},
{
"id": "spyglass",
"name": "Spyglass",
"category": "tool",
"stack": 1,
"description": "A captain's brass telescope. Hold right-click to look through it.",
"mesh": "spyglass",
"zoom": 4.0
},
{
"id": "pirate_gold",
"name": "Pirate Gold",
"category": "placeable",
"stack": 20,
"description": "Old gold coins from the pirate chest. Nothing on the island takes coin (yet), but a heap of it looks fine in a hut.",
"mesh": "pirate_gold",
"place": {
"piece": "trophy",
"footprint": [
0.6,
0.6
]
}
},
{
"id": "cutlass",
"name": "Cutlass",
"category": "weapon",
"stack": 1,
"description": "A pirate's curved blade: quick, and it hits harder than the iron spear.",
"mesh": "cutlass",
"weapon": {
"damage": 30,
"reach": 2.3,
"stamina": 8,
"cooldown": 0.45
},
"durability": 220,
"repair": {
"inputs": {
"iron_bar": 1
},
"station": "forge"
}
},
{ {
"id": "smoking_rack", "id": "smoking_rack",
"name": "Smoking Rack", "name": "Smoking Rack",
@@ -1129,6 +1341,148 @@
}, },
"station": "forge" "station": "forge"
} }
},
{
"id": "clay_jar",
"name": "Clay Jar",
"category": "placeable",
"stack": 5,
"description": "Fired clay with a lid. Holds 6 stacks, and food kept in it lasts three times as long.",
"mesh": "clay_jar",
"place": {
"piece": "jar",
"footprint": [
0.7,
0.7
]
}
},
{
"id": "bedroll",
"name": "Bedroll",
"category": "placeable",
"stack": 1,
"description": "Hide stuffed with feathers. Sets your spawn point like a bed, and you can sleep the night out under the open sky (but not in rain or snow).",
"mesh": "bedroll",
"place": {
"piece": "bed",
"footprint": [
0.9,
2.0
],
"open_air": true
}
},
{
"id": "pelt_rug",
"name": "Wolf-pelt Rug",
"category": "placeable",
"stack": 1,
"description": "Wolf pelts stitched into a rug. In a sheltered room: a little warmer, and you get Rested twice as fast.",
"mesh": "pelt_rug",
"place": {
"piece": "rug",
"footprint": [
1.4,
1.8
]
}
},
{
"id": "fang_necklace",
"name": "Fang Necklace",
"category": "tool",
"stack": 1,
"description": "The alpha's fangs on a strip of its hide. Carry it anywhere in your bag and wolves, the alpha too, bite 30% less hard.",
"mesh": "fang_necklace",
"charm": {
"against": "wolf",
"damage": 0.7
}
},
{
"id": "bear_cloak",
"name": "Bear Cloak",
"category": "tool",
"stack": 1,
"description": "Right-click to wear it (+40 warmth, rain barely touches you): the warmest cloak there is. Take it off from the inventory screen.",
"mesh": "bear_cloak",
"wear": {
"warmth": 40,
"wet_chill": 0.3
}
},
{
"id": "pemmican",
"name": "Pemmican",
"category": "food",
"stack": 20,
"description": "Cooked meat and berries pounded into bear fat. Filling, counts as meat and greens, and keeps 30 days.",
"mesh": "pemmican",
"keeps": 30,
"food": {
"hunger": 40,
"health": 10,
"diet": {
"meat": 28,
"plants": 28
}
}
},
{
"id": "tallow_candle",
"name": "Tallow Candle",
"category": "placeable",
"stack": 20,
"description": "Bear fat and a fibre wick. Set it on a floor or a step and it lights a small room, steadily, for good.",
"mesh": "tallow_candle",
"place": {
"piece": "lamp",
"footprint": [
0.2,
0.2
]
},
"lamp": {
"range": 7.0,
"energy": 1.2,
"height": 0.2,
"flicker": 0.08,
"flame": 0.022,
"color": [
1.0,
0.82,
0.6
]
}
},
{
"id": "torch_stand",
"name": "Torch Stand",
"category": "placeable",
"stack": 5,
"description": "A torch on a wooden stand. Lights a whole room or a doorway, and never goes out.",
"mesh": "torch_stand",
"place": {
"piece": "lamp",
"footprint": [
0.5,
0.5
]
},
"lamp": {
"range": 11.0,
"energy": 1.6,
"height": 1.45,
"flicker": 0.22,
"flame": 0.06,
"color": [
1.0,
0.74,
0.5
],
"shadows": true
}
} }
] ]
} }

View File

@@ -249,6 +249,36 @@
"trout": 1 "trout": 1
} }
}, },
{
"id": "grilled_mackerel",
"output": "grilled_mackerel",
"count": 1,
"station": "campfire",
"category": "cooking",
"inputs": {
"mackerel": 1
}
},
{
"id": "cooked_crab",
"output": "cooked_crab",
"count": 1,
"station": "campfire",
"category": "cooking",
"inputs": {
"crab_meat": 2
}
},
{
"id": "grilled_cod",
"output": "grilled_cod",
"count": 1,
"station": "campfire",
"category": "cooking",
"inputs": {
"cod": 1
}
},
{ {
"id": "charcoal_kiln", "id": "charcoal_kiln",
"output": "charcoal_kiln", "output": "charcoal_kiln",
@@ -578,6 +608,28 @@
"salt": 1 "salt": 1
} }
}, },
{
"id": "salted_mackerel",
"output": "salted_fish",
"count": 2,
"station": "",
"category": "cooking",
"inputs": {
"mackerel": 2,
"salt": 1
}
},
{
"id": "salted_cod",
"output": "salted_fish",
"count": 2,
"station": "",
"category": "cooking",
"inputs": {
"cod": 1,
"salt": 1
}
},
{ {
"id": "antler_pickaxe", "id": "antler_pickaxe",
"output": "antler_pickaxe", "output": "antler_pickaxe",
@@ -589,6 +641,132 @@
"iron_bar": 1, "iron_bar": 1,
"wood": 2 "wood": 2
} }
},
{
"id": "clay_jar",
"output": "clay_jar",
"count": 1,
"station": "campfire",
"category": "furniture",
"inputs": {
"clay": 8
}
},
{
"id": "bedroll",
"output": "bedroll",
"count": 1,
"station": "workbench",
"category": "furniture",
"inputs": {
"hide": 3,
"feather": 6,
"fiber": 4
}
},
{
"id": "pelt_rug",
"output": "pelt_rug",
"count": 1,
"station": "workbench",
"category": "furniture",
"inputs": {
"wolf_pelt": 3,
"fiber": 2
}
},
{
"id": "fang_necklace",
"output": "fang_necklace",
"count": 1,
"station": "workbench",
"category": "clothing",
"inputs": {
"wolf_fang": 2,
"alpha_pelt": 1,
"fiber": 2
}
},
{
"id": "bear_cloak",
"output": "bear_cloak",
"count": 1,
"station": "workbench",
"category": "clothing",
"inputs": {
"bear_hide": 2,
"hide": 2,
"fiber": 4
}
},
{
"id": "pemmican",
"output": "pemmican",
"count": 3,
"station": "campfire",
"category": "cooking",
"inputs": {
"cooked_meat": 2,
"berries": 3,
"bear_fat": 1
}
},
{
"id": "tallow_candle",
"output": "tallow_candle",
"count": 4,
"station": "",
"category": "furniture",
"inputs": {
"bear_fat": 1,
"fiber": 1
}
},
{
"id": "torch_stand",
"output": "torch_stand",
"count": 1,
"station": "",
"category": "furniture",
"inputs": {
"wood": 2,
"stick": 2,
"fiber": 2
}
},
{
"id": "rope",
"output": "rope",
"count": 1,
"station": "",
"category": "tools",
"inputs": {
"seagrass": 3
}
},
{
"id": "pitch",
"output": "pitch",
"count": 1,
"station": "campfire",
"category": "building",
"inputs": {
"pine_resin": 2,
"salt": 1
}
},
{
"id": "rowing_boat",
"output": "rowing_boat",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"driftwood": 12,
"rope": 4,
"pitch": 3,
"nails": 6
}
} }
] ]
} }

24
data/worldlets/cove.json Normal file
View File

@@ -0,0 +1,24 @@
{
"_doc": "The Cove (docs/WORLDLETS_DESIGN.md §5, W3): the second worldlet, reached from the Valley down the cliff tunnel (J1). Low hills run down to a wide sandy bay with a pier (scripts/world/pier.gd) for sea fishing; a small pond inland; a stream from a spring under the mountains down to the bay (a 'stream' block: its points, spring first, in world metres); mountains behind. Not a start: you get here on the journey.",
"id": "cove",
"name": "Cove",
"description": "Low hills running down to a sheltered sandy bay, with a pier out over the water for sea fishing.",
"start": false,
"size": 320,
"resolution": 256,
"terrain": [
{"type": "hills", "height_scale": 5.5, "detail": 1.2},
{"type": "rim", "play_radius": 100.0, "rim_width": 30.0, "mountain_height": 52.0, "rim_warp": 14.0, "wall_frac": 0.45},
{"type": "beach", "angle_deg": 90.0, "half_width_deg": 55.0, "fade_deg": 22.0, "shore_offset": -16.0, "slope": 0.08, "current_out": 22.0, "wall_out": 36.0},
{"type": "lake", "center": [-30.0, -40.0], "radius": 11.0, "water_level": -2.6},
{"type": "stream", "points": [[46.0, -80.0], [34.0, -48.0], [40.0, -14.0], [30.0, 22.0], [36.0, 52.0], [33.0, 78.0], [33.0, 104.0]], "width": 2.4, "depth": 0.6},
{"type": "ocean_edge"}
],
"climate": {"snowline": 42.0},
"places": [{"type": "den"}, {"type": "pier", "at": "beach"}, {"type": "wreck"}],
"wildlife": ["crabs", "gulls"],
"next": [
{"to": "valley", "by": "tunnel", "where": "sea_cave"},
{"to": "highlands", "by": "sail", "where": "pier"}
]
}

View File

@@ -0,0 +1,19 @@
{
"_doc": "A worldlet (docs/WORLDLETS_DESIGN.md): its name and description (the New World page), whether a new world can start here (\"start\"; the others are reached on the journey), its size, and its terrain as building blocks applied in order (scripts/world/terrain.gd: hills, rim, sea_cliff, lake, ocean_edge). The numbers here are the Valley exactly as it was hand-coded: tests/test_worldlets.gd checks it still makes the same height grid.",
"id": "valley",
"name": "Valley",
"description": "A sheltered valley ringed by mountains, with a lake in the middle and sea cliffs on one side.",
"start": true,
"size": 320,
"resolution": 256,
"terrain": [
{"type": "hills", "height_scale": 9.0, "detail": 1.4},
{"type": "rim", "play_radius": 100.0, "rim_width": 30.0, "mountain_height": 58.0, "rim_warp": 16.0, "wall_frac": 0.45},
{"type": "sea_cliff", "angle_deg": -75.0, "half_width_deg": 38.0, "fade_deg": 22.0, "sea_level": -24.0, "cliff_top": 0.5, "cliff_offset": 4.0, "drop_width": 6.0},
{"type": "lake", "center": [14.0, -46.0], "radius": 24.0, "water_level": -2.6},
{"type": "ocean_edge"}
],
"climate": {"snowline": 40.0},
"places": [{"type": "den"}, {"type": "barrow"}, {"type": "stones"}, {"type": "bear"}],
"next": [{"to": "cove", "by": "tunnel", "where": "sea_cliff"}]
}

View File

@@ -25,8 +25,8 @@ elsewhere, use **Tailscale** (recommended) or port forwarding (below).
- **Leaving** (Disconnect, or quitting the game) saves the island and - **Leaving** (Disconnect, or quitting the game) saves the island and
stops the server. Next time, Host Game carries on with the same island stops the server. Next time, Host Game carries on with the same island
(the seed field is locked once it exists). (the seed field is locked once it exists).
- Its files: `~/Library/Application Support/Godot/app_userdata/Emberwild/host/` - Its files: `~/Library/Application Support/Godot/app_userdata/Cinderwild/host/`
(macOS; `%APPDATA%\Godot\app_userdata\Emberwild\host\` on Windows): (macOS; `%APPDATA%\Godot\app_userdata\Cinderwild\host\` on Windows):
`server.json`, `server.log`, and the world in `worlds/server-world/`. `server.json`, `server.log`, and the world in `worlds/server-world/`.
- macOS may ask once whether Godot may accept incoming network - macOS may ask once whether Godot may accept incoming network
connections: say **Allow**, or friends can't connect. connections: say **Allow**, or friends can't connect.
@@ -47,14 +47,14 @@ The first player to join a new server becomes its admin (so join it
yourself before telling friends the address). More admins: `/admin <name>`. yourself before telling friends the address). More admins: `/admin <name>`.
**As a service** (starts on boot, restarts if it stops): **As a service** (starts on boot, restarts if it stops):
- **macOS:** `server/com.emberwild.server.plist`: edit the paths in it, - **macOS:** `server/com.cinderwild.server.plist`: edit the paths in it,
then `cp server/com.emberwild.server.plist ~/Library/LaunchAgents/` and then `cp server/com.cinderwild.server.plist ~/Library/LaunchAgents/` and
`launchctl load -w ~/Library/LaunchAgents/com.emberwild.server.plist`. `launchctl load -w ~/Library/LaunchAgents/com.cinderwild.server.plist`.
It runs while you're logged in (set the Mac to log in automatically for an It runs while you're logged in (set the Mac to log in automatically for an
always-on server). Log: `~/Library/Logs/emberwild-server.log`. always-on server). Log: `~/Library/Logs/cinderwild-server.log`.
- **Linux:** `server/emberwild-server.service`: the steps are in the file - **Linux:** `server/cinderwild-server.service`: the steps are in the file
(`sudo systemctl enable --now emberwild-server`; logs with (`sudo systemctl enable --now cinderwild-server`; logs with
`journalctl -u emberwild-server -f`). `journalctl -u cinderwild-server -f`).
As a service there's no terminal to type commands into: use chat in game, As a service there's no terminal to type commands into: use chat in game,
or edit `server.json` and restart. or edit `server.json` and restart.
@@ -76,7 +76,7 @@ the ones you'll want first:
| `difficulty` | normal | easy / normal / hard | | `difficulty` | normal | easy / normal / hard |
| `sleep` | all_online | or `half`, `anyone`, `off` | | `sleep` | all_online | or `half`, `anyone`, `off` |
| `backups_kept`, `backup_hours` | 10, 6 | see below | | `backups_kept`, `backup_hours` | 10, 6 | see below |
| `check_updates` | true | at start-up, say in the log if a newer Emberwild is out (and whether its protocol differs, so new players couldn't join) | | `check_updates` | true | at start-up, say in the log if a newer Cinderwild is out (and whether its protocol differs, so new players couldn't join) |
| `allowlist`, `banned`, `admins` | | player ids (use `/ban`, `/admin` rather than editing) | | `allowlist`, `banned`, `admins` | | player ids (use `/ban`, `/admin` rather than editing) |
## Backups ## Backups
@@ -113,15 +113,22 @@ To check it works: `tailscale ping <server name>` from the friend's
computer. computer.
### Port forwarding ### Port forwarding
On your router, forward **UDP 24242** to the server computer's local On your router, forward **UDP 24242 and 24243** to the server computer's
address (give that computer a fixed local address first). Friends join local address (give that computer a fixed local address first). Friends
with your public IP address. It needs no extra software, but your home IP join with your public IP address. It needs no extra software, but your
and that port are public, so set a `password`. home IP and those ports are public, so set a `password`.
Why two: each land of the journey runs as its own server on the next port
up (24243 is the Cove's, when the server's on 24242). The server players
join (the Valley's) starts it when someone first goes there and stops it
when it's been empty a couple of minutes; everyone still joins on 24242.
Host Game and the server's log both say which ports to forward. With
Tailscale, or on the same Wi-Fi, there's nothing to do.
### A cloud server ### A cloud server
Any small Linux server works (it needs little: a couple of GB of memory). Any small Linux server works (it needs little: a couple of GB of memory).
Install Godot, clone the game, use the systemd file, and open UDP 24242 in Install Godot, clone the game, use the systemd file, and open UDP 24242
the provider's firewall. and 24243 in the provider's firewall.
## Troubleshooting ## Troubleshooting
- **"Different game version":** the server and the player are on different - **"Different game version":** the server and the player are on different
@@ -132,6 +139,11 @@ the provider's firewall.
- **"Port 24242 is already in use":** another server is running on this - **"Port 24242 is already in use":** another server is running on this
computer (a dedicated one, or a Host Game that didn't stop). Stop it, or computer (a dedicated one, or a Host Game that didn't stop). Stop it, or
host on another port. host on another port.
- **"Lost the connection to the Cove":** that land's server stopped (it
logs to `land-cove.log` beside `server.json`). Join again: the server
starts it afresh and sends you back there.
- **Stuck going on to the Cove from the internet:** UDP 24243 isn't
forwarded (see above).
- **The server says the game's scripts didn't load:** it's a fresh copy - **The server says the game's scripts didn't load:** it's a fresh copy
that hasn't been imported, or Godot is older than 4.7. `run_server.sh` that hasn't been imported, or Godot is older than 4.7. `run_server.sh`
handles both; see `docs/SETUP_ON_NEW_MACHINE.md`. handles both; see `docs/SETUP_ON_NEW_MACHINE.md`.

80
docs/PLAYTEST.md Normal file
View File

@@ -0,0 +1,80 @@
# Cinderwild 0.6.0 playtest
Thanks for playing. This build is the **Valley** and the **Cove**, and
we'd like to know what breaks, what's confusing, and what's no fun. The
game's player guide is on the download page: https://cinderwild.psbailey.uk
## Reporting a bug
Press **Esc** in the game, then **Report a bug**:
- **Open the bug report page** opens a new issue on the Cinderwild Gitea page
in your browser, already filled in with your version, computer, mode,
land, the in-game time and where you are. Say what happened, what you
expected, and how to make it happen again, then press **Create Issue**.
Posting needs a (free) account on the Gitea server, and you need to be
signed in. Nothing is sent from the game itself.
- **Copy the details** puts the same details on your clipboard, if you'd
rather send them by message.
- **Show the log file** opens the folder with `godot.log`. For a crash or an
error message, attach it to the issue (drag it into the comment box).
`godot.log` is the latest run; the last few runs before it are kept
beside it, named with the date and time.
Where the log is:
| | |
|---|---|
| Mac | `~/Library/Application Support/Godot/app_userdata/Cinderwild/logs/godot.log` |
| Windows | `%APPDATA%\Godot\app_userdata\Cinderwild\logs\godot.log` |
| Linux | `~/.local/share/godot/app_userdata/Cinderwild/logs/godot.log` |
A screenshot helps for anything that looks wrong (Cmd+Shift+4 on a Mac,
Win+Shift+S on Windows).
One problem per issue, please; a second issue is better than a long one.
## What to try
Play however you like; these are the parts that are new or that we'd most
like tried.
**The Valley**
- The tutorial with Old Tam (New World, Tutorial), or start a normal world
and listen for his tips.
- Make a camp, survive a few nights, a winter, a wolf moon.
- Iron, stone building, the barrow, the standing stones and the Old Stag.
- Out on the clifftop, the cracked seam: dig the cliff tunnel down to the
Cove (an antler pickaxe, wood to prop it, lights).
**The Cove (new in 0.6.0)**
- The wreck at the far end of the beach: the captain's sea chest has a
treasure map for each player. Right-click the map, find your X (N for the
map), and dig it up with a pickaxe. Don't dig at night, or do.
- The pier: mackerel close in, cod from the far end.
- Gulls, after food on the sand and fish on a smoking rack.
- Crabs on the beach from dusk till dawn.
- Build a rowing boat (seagrass rope, pitch from pine resin and salt,
driftwood and nails, at a workbench) and tie it up at the end of the pier.
**Online**
- Host Game from the title screen, and have a friend join. Over the
internet, forward UDP ports **24242** and **24243** (the Cove has its own
server on the next port).
- Go between the lands together and apart, chat, sleep (everyone in every
land has to be in bed), and leave and come back.
## Not in this build (these aren't bugs)
- **Setting sail.** The boat ties up but can't leave yet: the Highlands are
the next part of the journey.
- **Pirate gold** has no use yet beyond being a trophy: there's no trader.
- **The ship's compass** does nothing yet; it's what the boat will need.
## Things we'd especially like to hear
- Anywhere you got stuck, or didn't know what to do next.
- Anything that felt too hard, too easy, or too slow (night, hunger, cold,
the drowned crew, the crabs).
- Frame-rate drops, and on what computer.
- Anything online that went out of step between players.

View File

@@ -1,6 +1,26 @@
# Progression and challenges design # Progression and challenges design
Status: **P1-P5 built** (iron, stone, adversaries, hazards, the Old Stag). Status: **P1-P6 built** (iron, stone, adversaries, hazards, the Old Stag,
and uses for every material).
*As built in P6 (0.3.0, every material earns its place):*
- Clay jar (8 clay, fired at a campfire): 6 slots, food inside ages at a
third of the rate (`Inventory.keep_mult`, which moves the "rot" stamps).
- Bedroll (3 hide, 6 feathers, 4 fibre): a bed (group "bed", like the bed
everywhere a spawn bed is looked for) that needs no shelter, only no rain
or snow on it.
- Wolf-pelt rug (3 wolf pelts): a rug, so Cozy like the fur rug.
- Fang necklace (2 fangs, 1 alpha pelt): a "charm" carried anywhere in the
bag; hits whose cause names a wolf do 70% (`Actions.charm_mult`).
- Bear cloak (2 bear hide, 2 hide): +40 warmth, the warmest.
- Pemmican (2 cooked meat, 3 berries, 1 bear fat at a campfire, makes 3):
meat and greens, keeps 30 days.
- Rotten food is fishing bait: carried, bite waits x0.6, a bite uses one.
- Lights to place (after 0.3.0): tallow candle (bear fat and fibre, makes 4,
7 m) and torch stand (11 m, shadows), always lit (`lamp.gd`).
- `Q` drops what you hold (shift: one), at your feet, online too; `K`/`M`
move the hotbar up and down the bag's five rows (any slot can be held).
- `tests/test_items_more.gd` checks every material has a use.
*As built in P1:* *As built in P1:*
- Iron nuggets (70, in the scree under the rim), clay (60, on the lake - Iron nuggets (70, in the scree under the rim), clay (60, on the lake

View File

@@ -85,8 +85,27 @@ phases M2.0-M2.7).
## M4 — Content & polish · ongoing ## M4 — Content & polish · ongoing
- More biomes, creatures, items, building pieces - More biomes, creatures, items, building pieces
- PvP / raiding rules, building damage - PvP / raiding rules, building damage
- Better UI, settings, controls - Better UI, settings, controls. *Done so far:* volume sliders, tips and
- Audio, music, weather update settings in the pause menu; `Q` drops items; `K`/`M` put any bag row
on the 1-8 keys (0.3.0); the map on `N`, filling in as you explore, and a
compass along the top (0.4.0, Gitea issue #1).
- More places: the worldlets and the journey (`docs/WORLDLETS_DESIGN.md`).
*Done (0.4.0):* W0-W3 and J1, the Cove reached down the cliff tunnel
(single-player). *(0.5.0):* J3, the journey on a server: a server per
land, players in different lands at once, chat, the player list, admin
and sleep across lands. *(0.6.0, a playtest):* the Cove's own: the wreck,
a treasure dig for each player and its drowned crew, crabs, gulls, and a
rowing boat moored at the pier; Report a bug in the pause menu. Next J2,
then J4 (the Highlands by sail).
- Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night,
storm, danger, boss) that crossfades with what's happening, ambience (CC0
birdsong, crickets, owls, fire), sound effects for every action (Kenney
CC0 plus synthesised), creature voices, Old Tam's spoken lines (Kokoro).
Sources and licences: `assets/audio/CREDITS.md`; tools in `tools/audio/`
and `tools/voice/`.
- Help: the player guide on the download site (`tools/site/`), written
sections plus item, recipe, creature, fish and server-setting tables made
from the game's own data each build. The trailer (`tools/trailer/`).
- Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation). - Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation).
*First cut done:* `tools/export.sh` makes a universal macOS .app (ad-hoc *First cut done:* `tools/export.sh` makes a universal macOS .app (ad-hoc
signed, not notarised) and a Windows x86_64 .exe + .pck (unsigned), zipped signed, not notarised) and a Windows x86_64 .exe + .pck (unsigned), zipped
@@ -102,7 +121,7 @@ an out-of-date game can't join an up-to-date server: today that means
`git pull` and a restart on every machine. `git pull` and a restart on every machine.
*Built so far (the check):* `scripts/core/updates.gd` asks the feed in *Built so far (the check):* `scripts/core/updates.gd` asks the feed in
Project Settings (`emberwild/updates/feed`, now the git server's Project Settings (`cinderwild/updates/feed`, now the git server's
`releases/latest` API; Gitea, Forgejo and GitHub answer alike) once at `releases/latest` API; Gitea, Forgejo and GitHub answer alike) once at
start-up. It reads the release's `version.json` asset (written by start-up. It reads the release's `version.json` asset (written by
`tools/export.sh`: version, protocol, per-platform file, sha256 and size). `tools/export.sh`: version, protocol, per-platform file, sha256 and size).

View File

@@ -40,7 +40,7 @@ server/run_server.sh --server-name "Paul's island" --password secret --port 2424
It checks the Godot version, imports a fresh copy, then starts the server on It checks the Godot version, imports a fresh copy, then starts the server on
UDP 24242 with no window. Settings live in `server.json` (its path is printed UDP 24242 with no window. Settings live in `server.json` (its path is printed
at start-up; on macOS it's under at start-up; on macOS it's under
`~/Library/Application Support/Godot/app_userdata/Emberwild/server/`). `~/Library/Application Support/Godot/app_userdata/Cinderwild/server/`).
The shared island is saved in `worlds/server-world/` in that same folder, The shared island is saved in `worlds/server-world/` in that same folder,
within 10 seconds of any change (and when someone leaves). Stop it with within 10 seconds of any change (and when someone leaves). Stop it with
Ctrl+C. Players join with **Join Game** on the title screen. Over Ctrl+C. Players join with **Join Game** on the title screen. Over
@@ -82,13 +82,13 @@ godot --headless --path . --script res://tests/test_survival_stats.gd
## Save files ## Save files
Worlds are per machine, under Worlds are per machine, under
`~/Library/Application Support/Godot/app_userdata/Emberwild/worlds/` on `~/Library/Application Support/Godot/app_userdata/Cinderwild/worlds/` on
macOS (`%APPDATA%\Godot\app_userdata\Emberwild\worlds\` on Windows). Copy a macOS (`%APPDATA%\Godot\app_userdata\Cinderwild\worlds\` on Windows). Copy a
world's folder across to move it to another machine. world's folder across to move it to another machine.
The game used to be called Valheimlike, and its data lived in The game used to be called Valheimlike, and its data lived in
`app_userdata/Valheimlike/`. The first time Emberwild starts it copies worlds, `app_userdata/Valheimlike/`. The first time Cinderwild starts it copies worlds,
your identity and server settings across to `app_userdata/Emberwild/` your identity and server settings across to `app_userdata/Cinderwild/`
(`scripts/core/boot.gd`). The old folder is left alone as a backup, and you (`scripts/core/boot.gd`). The old folder is left alone as a backup, and you
can delete it once you're happy. can delete it once you're happy.

View File

@@ -275,7 +275,7 @@ small Diet bars, and a low group blinks.
- **Autosave** every 2 minutes, on Save & Quit (to the title or desktop) and - **Autosave** every 2 minutes, on Save & Quit (to the title or desktop) and
when the window is closed. when the window is closed.
- Saves live in `user://worlds/<id>/` (on macOS: - Saves live in `user://worlds/<id>/` (on macOS:
`~/Library/Application Support/Godot/app_userdata/Emberwild/worlds/`) as `~/Library/Application Support/Godot/app_userdata/Cinderwild/worlds/`) as
`meta.json` + `world.json`. Writes are atomic, and the previous save is `meta.json` + `world.json`. Writes are atomic, and the previous save is
kept as `world.json.bak`. kept as `world.json.bak`.
- A save stores only what the player changed: player position and look, - A save stores only what the player changed: player position and look,

View File

@@ -1,7 +1,168 @@
# Worldlets design # Worldlets design
Status: **proposal**. Nothing here is built yet, apart from the first piece Status: **W0-W3, J1 and J3a built**: the Cove (with its stream), the cliff
of groundwork (`world.water_at()` and `data/fish.json`, see §6). tunnel, and the journey on a server (a server per land; chat and the
player list across lands are J3b). The rest is planned.
*As built in J3a (a server per land):*
- `scripts/net/lands.gd` (autoload `Lands`): the server players join is the
hub. `Lands.ensure(land)` starts a land server (`--server --land cove
--port <hub+1..> --hub-port <hub>`, same config and world folder, output
to `land-<land>.log` beside server.json) and waits for it to say it's
listening. Hub and land servers talk over TCP on 127.0.0.1, port hub +
100, one JSON object per line: hello/ready, the player count, the clock
(the hub's, every 10 s: one clock everywhere), how far the tunnel's dug,
one-time passes, "stop", "host_left". A land server stops after 2 minutes
empty, when the hub stops, or if it loses the hub.
- A land server's saves: `Saves.land` makes it load and save its own
worldlet's file (`worldlets/cove.json`) in the hub's world folder.
Characters (`players/<id>.json`) are shared, and say which land they're
in (`land`) and, mid-crossing, where they'll come out (`arrive`).
- Crossing (`PlayerNet.cross`): the server saves the character as heading
there, makes sure the other server's up, and sends the game
`_s2c_travel {land, port, pass}`; the game drops the connection quietly
and joins that port with the pass (`Net.join(address, "", pass)`), checked
after the identity proof: a land server lets nobody in without one. The
world reloads on `Net.arrived`. Joining the hub when your character's in
another land sends you on there; a crossing that fails goes back to the
title. A hosted game: the host crossing doesn't stop the hub; the host
leaving the game from another land stops everything.
- The tunnel online: built on the server and in every game. The server
decides blows on its faces (`"hit"` finds them by uid), props
(`"tunnel_prop"`), going in and out (`"tunnel_go"`: a server teleport;
the move check allows the tunnel only from inside it) and the crossings
(`"cross"`), and tells everyone how it stands (`_s2c_tunnel`; it's in the
shared state a joining player gets, and saved with the Valley).
- `tests/test_net_lands.gd`: Alice digs and props online, lights it,
crosses to the Cove (bag and day kept) while Bob stays in the Valley,
comes back up, then leaves from the Cove and rejoining sends her there.
*As built in J3b (everyone, everywhere):*
- Chat and server messages go to every land (`Chat._all` relays through
the hub, `Lands.relay_line`).
- The hub keeps the **roster** (everyone on every land, with their land);
every land and every player's game gets it (`Net.roster`,
`Net.everyone()`): the pause menu's player list and `/players` show
where each player is.
- Commands typed in another land run **on the hub** (it alone keeps
server.json) and answer back there; after one that changes server.json
(`/set`, `/ban`, `/admin`, `/friend`...) every land reloads it.
`/kick` and `/ban` reach the land the player's in; `/weather`, `/save`
and `/backup` reach every land.
- **Sleep needs everyone in every land:** land servers report their beds,
the hub decides, and every land passes the night together. Getting into
bed while others are up: "You're in bed: waiting for everyone else to go
to bed (1 of 2 asleep)", and every land hears "Bob is in bed (1 of 2
asleep)" in chat.
- `tests/test_net_lands.gd` covers it all, Alice in the Cove and Bob in the
Valley.
*As built in J3c:*
- A land server that stops (crashed, or killed) tells its players "Lost the
connection to the Cove. Join the server again to carry on there."; the
hub notices it's gone (even mid-join) and joining again starts it afresh
and sends them back (their characters were saved by its autosave).
- The extra ports: `Lands.extra_ports()` / `ports_text()` ("UDP 24242 and
24243 (the Cove)"), on the Host page, in the "You're hosting" message, in
a hub's start-up log, and in docs/HOSTING.md.
- Tested in `test_net_lands.gd` (the Cove's server killed, Alice rejoins)
and `test_worldlet_pick.gd` (the Host page).
*As built in J1:*
- `scripts/world/tunnel.gd`: the seam (an outcrop on the clifftop strip,
7 m in from the edge, its angle from the seed) and the tunnel space, out
of sight 260 m under the island: a CSG rock block with the landings and
six sloping stretches cut out (6 m on, 4 m down each, switching back on
two lanes: 24 m down), then a sea cave. Faces (`tunnel_face.gd`) answer
like boulders, so the pick works on them: tier 3 only ("Too hard: you
need a better pick"), 10 blows for the seam and 15 per stretch. Each
stretch must be propped (2 wood, [E] at its mouth) before the next face
takes a blow ("It's loose..."): 10 wood all the way down.
- Underground: no sun, moon, sky reflections or sky-tinted fog
(`day_night.underground`), no weather, no lake water, sheltered. Candles
and torch stands place anywhere on its floor and save as ordinary pieces.
- Walking out of the sea cave's mouth travels (`world.travel()`): the
worldlet you leave is saved, your character and the clock go with you,
and the other loads, arriving at its sea cave (`sea_cave.gd`, on the
Cove's beach where the headland starts). [E] at the cave goes back up the
same tunnel to its bottom, once it's dug through.
- Saves: `world.json` is the home worldlet's state, as before;
others are `worldlets/<id>.json`; meta.json's `worldlet` is where you
are, `home` where you began, `arrive` where the next load puts you.
- `tests/test_tunnel.gd`: dig through, walk every stretch down and back
up, light it, reload, out to the Cove, back up, out at the top, and the
chest at home is still there.
- Not yet: Old Tam's tip about the seam, the Guide page, and travel on a
server (J3: the tunnel isn't built online). The journey between
worldlets is §10, and the two ways to play (the journey, or one land) are in
its decisions.
*As built in W3:*
- `data/worldlets/cove.json`: low hills, mountains behind, a wide sandy
bay (a `beach` block) and a small pond. Not a start; its `next` is back
to the Valley (tunnel, J1) and on to the Highlands (sail).
- The pier (`scripts/world/pier.gd`), a world "place" (`"places":
[{"type": "pier"}]`): planks on posts from where the sand is at deck
height to 24 m past the waterline. Worked out from the terrain, so it's
the same for everyone and never saved or dismantled; scenery keeps clear
of it. ~1.9 m of sea at its end, ~2.7 m a cast beyond.
- Sea fish in `data/fish.json`: mackerel (common) and cod, which only bites
in water 2.2 m or deeper (a per-fish `min_depth`). Grilled at a campfire,
salted, or smoked, like the lake's.
- New World has no "Where": the journey always begins in the Valley (the
Host page keeps it, for One land mode). Started with
`godot --path . -- --dev-worldlets`, New World and Host offer every
worldlet, the others marked "(testing)", to try one directly.
- No sea stacks without a sea cliff.
- Tests: `test_cove` (walk onto the pier, catch a mackerel off its end, cod
only in deep water), and the Cove in `test_terrain_edges` and
`test_boundary`.
- The stream (after 0.4.0): a `stream` block, a line of points from a
spring under the mountains to the bay. Its water surface is the running
minimum of the ground along it (so it only ever runs downhill, down to
sea level), the bed is cut 0.6 m under that and the banks rise a little
above it; its water is its own ribbon mesh (`terrain._stream_mesh()`),
murkier than the lake. `water_at()` answers "stream" (trout bite there,
`data/fish.json`), the map shows it, and scenery, the den, the barrow and
the stones keep clear of it (`terrain.near_stream()`).
*As built in W2:*
- `lake` blocks can repeat: every lake and pond is its own body
(`terrain.lakes`, `world.water_bodies()`), all at one surface
(`water_level`, set by the first). The first is still "the lake" to the
older code (ice, its fish, the tutorial).
- A `beach` block (angle, width, `shore_offset`, `slope`, `current_out`,
`wall_out`): the land eases to a waterline and shelves gently into the
sea, which is then the same surface as the ponds (one ocean sheet, no
inland disc). The invisible wall stands well out in the water, and before
it a current (`terrain.current_at()`, `world._current()`) carries
swimmers back faster than they can swim, with a toast.
- `water_at()` tells the sea off a beach from a pond.
- Test-only worldlets live in `tests/worldlets/` (never listed or offered).
`testbay.json` (two ponds and a beach) runs through
`test_water_bodies`, `test_terrain_edges` (8 seeds) and `test_boundary`
(swimming out across the beach).
*As built in W1:* a "Where" picker on the New World and Host Game pages
(worldlets with `"start": true`; only the Valley, so it's greyed out), the
worldlet in the Load list, and a hosted island keeps its worldlet like its
seed.
*As built in W0:*
- `data/worldlets/valley.json`: the Valley as data, its terrain as five
building blocks in order (`hills`, `rim`, `sea_cliff`, `lake`,
`ocean_edge`) with every number that used to be hard-coded.
- `terrain.gd` runs a worldlet's blocks (`use_worldlet()`); each block is
the old code's arithmetic, unchanged. `tests/test_worldlets.gd` checks
four seeds give exactly the same height grid as before (SHA-256 of the
grid, taken from the old code).
- The worldlet is chosen like the seed: a server's (it sends its real one),
else the save's `meta.json` "worldlet", else the Valley (worlds from
before W0). New worlds and servers record it.
- The WorldInfo API on the world: `worldlet_id()`, `water_bodies()`,
`climate()`, `crossings()` (the planned ways on), beside `water_at()`.
Systems still read the terrain's numbers directly; they move over to
these as each new worldlet needs them to differ (W1-W3).
## 1. What a worldlet is ## 1. What a worldlet is
A **worldlet** is a small, complete world type: a ~320 m playable area with A **worldlet** is a small, complete world type: a ~320 m playable area with
@@ -122,6 +283,68 @@ The steps:
- Later: tides (sea level shifting slowly), a raft or rowing boat, and - Later: tides (sea level shifting slowly), a raft or rowing boat, and
driftwood on the beach. driftwood on the beach.
### The Cove's own dangers and the pirate treasure (Paul, Nov 2026, for 0.6.0)
Paused at the Cove for a playtest before the Highlands. The Cove gets its
own set pieces instead of copies of the Valley's:
- **Set pieces per land**, listed in each worldlet's data (`"places"`). The
Valley keeps the wolf den, the barrow, the standing stones (the Old Stag)
and the bear; the Cove keeps the wolves only, and gets the wreck and the
treasure.
- **The wreck:** a beached ship on the rocks at the far end of the bay, its
timbers along the sand (driftwood). Its captain's sea chest: some nails,
rope, coins and a **torn treasure map**.
- **The map:** reading it puts an X on your N map: a mound of loose earth
by a marker stone in the Cove's hills (your own spot: see below).
- **The dig:** a pickaxe, many blows, turns up the **pirate chest**: a
**ship's compass** (what the boat will need to sail to the Highlands: the
next crossing's gate, J2), a **spyglass** (zooms your view while held),
**pirate gold**, and a **cutlass** (quick, harder-hitting than the iron
spear).
- **One treasure each, each in its own place** (online too): the wreck's
chest gives each player their own map, once, and each map's X is
somewhere different: picked from the world's seed and the player's id
(so it's fixed for them), among dry, gentle spots in the Cove's hills
away from the other places. You only see your own mound; the server knows
every player's spot and what each has found, and checks the right one
when you dig.
- **Gold** is a **trophy you can place** in your hut (a heap of coins) for
now; what else it's for waits until there's a trader.
- **The drowned crew:** the treasure's guards (the Cove's barrow guards).
Two or three rise from the shallows round the dig at night, or as the
chest comes up, for whoever's digging. Slow, hit hard, unafraid of fire,
they drag at you in the water.
- **Crabs** on the beach at dusk (pinch if trodden on; food), and **gulls**,
thieves like the crows (fish off drying racks, things dropped on sand).
- **The boat** (J2's first part): driftwood, seagrass rope and pitch (pine
resin and salt), at a workbench, placed at the pier. One each, moored,
yours and your friends'. Setting sail says the Highlands are uncharted
for now.
- **Report a bug** in the pause menu, and a short playtest guide.
- Order: set pieces per land, the wreck and map, the dig and the drowned
crew, crabs and gulls, the boat, report a bug; then 0.6.0 (protocol 18).
**Built (Nov 2026), and where it differs from the plan above:**
- Places: `"places"` in `data/worldlets/*.json` (`world.has_place()`); the
Cove's extra wildlife in `"wildlife"` (`world.has_wildlife()`).
- The wreck (`scripts/world/wreck.gd`): the sea chest gives a map, 4 nails
and 2 salt (no rope or coins: gold comes from the dig). Each X is one of
12 hiding spots picked from the seed (`world.treasure_spots()`), chosen
per player by their id.
- The dig (`treasure.gd`, `treasure_mound.gd`, `crew_site.gd`): 18 HP, any
pickaxe; three drowned rise round the mound itself (not from the
shallows), at the first blow by night or as the chest comes up by day.
- Crabs (`crab.gd`, `shore.gd`): up to 5 per player on the sand from 17:30
to 06:30, pinch for 5 within about 2 m, let you go past 6 m; crab meat.
Gulls (`gull.gd`, `thieves.gd`): food on the sand, and fish on a smoking
rack; they take one and fly off (only food, not tools left on the sand).
- The boat (`moorings.gd`, `boat.gd`, `mooring_post.gd`): a rowing boat
item (12 driftwood, 4 rope, 3 pitch, 6 nails), tied up at the post at the
end of the pier rather than placed freely: 6 berths, one boat each, saved
with the Cove. Pine resin drops from felled pines in every land.
- Report a bug (`scripts/core/bug_report.gd`): opens the repo's new-issue
page filled in (the tester posts it, signed in); no token in the game.
Testers' notes: `docs/PLAYTEST.md`.
## 6. Done already (groundwork) ## 6. Done already (groundwork)
- `world.water_at(x, z)` returns `{type, surface, depth}` for the lake and - `world.water_at(x, z)` returns `{type, surface, depth}` for the lake and
the sea, and fishing uses it instead of `terrain.water_level`. the sea, and fishing uses it instead of `terrain.water_level`.
@@ -164,3 +387,227 @@ its edge or animals that spawn in the sea.
wolves sooner, or keep the same grace period everywhere? wolves sooner, or keep the same grace period everywhere?
4. **Which second worldlet first:** Cove (sea fishing, the beach you 4. **Which second worldlet first:** Cove (sea fishing, the beach you
mentioned) is my suggestion. mentioned) is my suggestion.
## 10. The journey: tunnelling out (proposal, Nov 2026)
A goal for the game, from Paul: once you have a good enough pick, you tunnel
through the mountain rim into the next, slightly harder worldlet, and now and
then go back to earlier ones for what only they have. This is option B
(linked worldlets) from §2, reached by digging rather than a path.
### The shape of it
- **A chain of worldlets**, each a little harder: Valley (today's island) →
Cove (sea, salt, mackerel) → Highlands (cold, deep snow, bigger packs) →
Marsh (bog iron, sickness, mists) → the Ember, the volcanic heart the game
is named for: the end of the journey.
- **The goal**, something to tell players on day 1: Old Tam talks of the
land beyond the mountains, where the fire in the earth still burns. Reach
the Ember and light the old beacon there. (Whether there's an ending or
it's open-ended is a question below.)
- **Gates:** each tunnel needs the best tool from the worldlet you're in.
The antler pickaxe (from the Old Stag) opens the Valley's tunnel; the
Highlands need a pick made from something found in the Cove, and so on.
Each worldlet has its own boss or trial, like the Old Stag.
### A different crossing each time (Paul, Nov 2026)
Players have to work out how to get from each worldlet to the next, and
it's a different way every time: tunnelling, climbing, burrowing, sailing.
Each crossing is that worldlet's puzzle, and what it needs comes from what
you've learned and gathered there:
| From → to | Crossing | Needs (a first idea) |
|---|---|---|
| Valley → Cove | **Tunnel** through the rim at a seam | the antler pickaxe, timber props, light |
| Cove → Highlands | **Sail** out of the bay and round the headland | a boat (planks, nails, a hide sail, rope), calm weather, food that keeps |
| Highlands → Marsh | **Climb** a frozen cliff | climbing picks and rope, warmth to last the climb (bear cloak, pemmican) |
| Marsh → Ember | **Burrow** under the old lava crust | a digging tool from bog iron, and a way through the heat and gas |
- **The hint, not the answer:** each worldlet shows its way out without
explaining it: a seam in the rock with old pick marks, a wrecked boat on
the beach, rope frayed on a cliff ledge. Old Tam (and his tips) nudge,
and the guide can keep it vague.
- **Coming back** uses the same crossing in reverse (the tunnel stays dug,
the boat stays moored, the rope stays fixed), so supply runs get easier
once you've made the way.
- **New systems this needs, one per crossing:** digging into a rim seam
(tunnel and burrow share most of it), a boat you build and steer on the
water, and climbing a marked face. Each is a phase of its own (J1 tunnel;
later the sail, the climb, the burrow).
### Tunnelling (the first crossing)
- **Where:** each worldlet's rim has one or two **seams**: cracked, darker
rock faces with a few loose stones at the foot, findable by exploring
(and Old Tam's tips). The rim stays a wall everywhere else.
- **How:** hit a seam with a good enough pick, many times. Each stretch dug
needs **timber props** (wood) or it falls back in, and it's dark in there:
candles, torch stands or a lantern. The tunnel is a short, built-for-it
cave (a few bends, maybe a side chamber with ore or a hazard), so it
stays hand-made rather than a hole through the terrain mesh, which the
heightmap can't do.
- **Through:** the far end opens onto the next worldlet. Walking out loads
it (a short fade, "The Cove"), with your bag, cloak and stats as they are.
### The first tunnel: down the sea cliff to the Cove
The Valley's sea side ends at a sheer cliff, its top about level with the
valley and the sea some 25 m below. The Cove is down there, so the first
tunnel goes **down**, inside the cliff, from the clifftop to the shore.
- **The seam:** a cracked outcrop on the clifftop strip near the edge (the
sea_cliff block marks where), with old pick marks and loose stones at its
foot. It can't be dug until you have the antler pickaxe (tier 3); a lesser
pick just chips it ("Too hard: you need a better pick").
- **Digging down:** the tunnel is about six stretches, each a few metres on
and a few down: a sloping passage that turns back on itself like a
stair, so the 25 m drop fits inside the cliff. A stretch takes many pick
blows (stamina, and wear on the pick) to open.
- **Props:** each new stretch needs a **timber prop** (2 wood) set at its
mouth before you can dig the next. Leave one out and the face won't take
another blow ("It's loose: prop it first"); nothing caves in on you, so
it's a cost, not a trap. That's 10 wood all the way down.
- **Light:** the tunnel has no daylight at all. Every stretch is pitch dark
until you bring light: a torch in your hand works, but your hands are full
with the pick, so the way to do it is to set **candles and torch stands**
as you go (tallow candles from bear fat, torch stands from wood). Placed
lights stay, so the way is lit for the trip back and for friends.
- **The bottom:** the last stretch breaks out into a sea cave, its mouth
opening on the Cove's shingle beach. Walking out of the mouth is the
crossing: a fade, then the Cove, arriving at the cave's Cove end. The way
back starts there and climbs the same tunnel.
- **What's saved:** the tunnel belongs to the Valley's save: how far it's
dug, the props, the lights. On a server it's shared: anyone can dig on
from where someone stopped, and the lights are everyone's.
- **How it's built:** the tunnel is its own small space (a "between" scene
next to the worldlet), made from a kit of rock pieces (straight, turn,
slope down, the cave mouth) laid out from the seed, with box-shaped
colliders. The heightmap can't have holes or overhangs, so the passage is
never cut into the terrain itself: you walk into the seam and you're in
the tunnel scene.
### Why go back
- **Each worldlet has things the others lack.** Clay and salt only in the
Valley and Cove; little wood in the Highlands; no bears outside the
Valley (so bear fat for candles and pemmican is a supply run); a fish or
herb only one place has. Food that keeps (pemmican, salted and smoked
meat, clay jars) becomes what you carry between them.
- **Your bases stay** where you built them: each worldlet keeps its own
save file, so your Valley hut, chests and jars are waiting.
- **Time:** there's one clock for every land (see the decisions below). A
worldlet you're not in doesn't run, but catches up on the time when you
come back, as after a night's sleep; nothing roams it meanwhile, so a base
you left isn't raided.
### Building it (phases)
| Phase | Delivers | Done when |
|---|---|---|
| **W0-W2** | the worldlet groundwork above (terrain pipeline, worldlet in the save, several water bodies) | as §8 |
| **J1** | seams in the rim, digging with props and light, a tunnel scene, travel between two worldlets in single-player, per-worldlet save files | dig through from the Valley, walk to the Cove, walk back to your hut |
| **W3** | the Cove (§5) as the second worldlet | its suites pass, and its tunnel back works |
| **J2** | gates and supply needs: tool tiers per tunnel, resources only some worldlets have | a test bot can't open the second tunnel without the Cove's pick |
| **J3** | multiplayer travel (see below) | two players in different worldlets on one server, or the rule we choose |
| **J4** | Highlands, Marsh, the Ember and its ending | the journey can be finished |
### Multiplayer: the hard part
A server today runs one island. Options:
- **Everyone together:** travel needs every player at the tunnel (like the
sleep rule). Simplest; one worldlet runs at a time.
- **Spread out:** the server runs each worldlet that has someone in it.
The most freedom, and the most work and CPU.
- **Party leader:** whoever goes through brings the others with a vote.
### Decisions (Paul, Nov 2026)
- **Extendable, not finished:** the Ember has a last boss, and after it you
keep playing. The chain is built so more worldlets (and crossings) can be
added after the Ember later: each worldlet names the next, nothing assumes
the Ember is the end.
- **The crossings:** tunnel, sail, climb, burrow, in that order.
- **Harder by biome, not just by numbers:** each worldlet has its own,
stronger animals and its own hazards. The Marsh, for one: mosquitoes whose
bites can make you sick, and bog, mist and the like. Others in the same
spirit per biome (to design with each worldlet).
- **Multiplayer: spread out.** Each player goes where they like; the server
runs every worldlet someone is in. Built in J3, after single-player travel
works.
- **A server per land (Paul, Nov 2026)**, rather than one process holding
several worldlets (which would mean making every network module, the
saves and the actions handle several worlds at once):
- the Valley's server is the **hub**: the address everyone joins. It
starts a server for another land (the next UDP port: 24243 the Cove,
and so on) when someone first goes there, and stops it a couple of
minutes after its last player leaves;
- each land server is today's server, with its own worldlet, save file,
weather and creatures; it keeps a private link to the hub on the host
machine;
- characters live in one shared folder. A crossing saves your character
first, marks you as on your way, and hands your game the land's port
and a one-time pass; your game reconnects there ("On to the Cove...").
Nothing can be lost or copied on the way: crash mid-way and you come
back where you were going. Joining the hub when your character's in
another land sends you straight on there;
- chat, the player list (with where each player is) and admin commands
go through the hub to every land;
- the tunnel belongs to the Valley's server; the Cove's asks the hub
whether it's dug through;
- from the internet, friends need those extra ports forwarded too (on a
home network, nothing to do). The Host page will list them;
- the Old Stag and other bosses scale with the players in their land.
- Phases: **J3a** the tunnel online, land servers on demand, the
crossing and the shared characters; **J3b** chat, the player list and
admin across lands; **J3c** the awkward cases (a land server crashing,
rejoining mid-crossing, the Host page's ports).
- **One clock for every land (Paul, Nov 2026).** The day and hour are the
same everywhere, so the lands never drift apart:
- sleeping until morning needs **everyone, in every land**, in bed (on a
server the hub counts them all, and every land skips to morning
together);
- a land nobody is in doesn't run, but when someone arrives it catches up
on the time since anyone was last there, as after a night's sleep:
kilns and smelters work, fires burn down, food goes off, trees and
berries grow back. (Built for single-player already: `world.catch_up()`.)
No creatures roam it meanwhile, so a base you left isn't raided.
- **Boats: one each, no passengers.** A boat belongs to whoever built it
(like a bed): only the owner, and their friends under the server's locks
rule, can sail it, and nobody else can dismantle it. It stays moored where
it was last left (the Cove end or the Highlands end), so nobody is
stranded by someone else taking the only boat. Lose or wreck it and you
build another, which is harder where wood is scarce (the Highlands), so
plan the trip back. Each player has to earn their own crossing by boat.
- **The other crossings are shared:** a dug tunnel, a fixed climbing rope
and a dug burrow are changes to the world, there for everyone once one
player has made them (like a door or a bridge).
- **Two ways to play (Paul, Nov 2026).**
- **The journey** (the standard game), single-player and multiplayer
alike: every new world starts in the Valley and the worldlets come in
their fixed order (Valley, Cove, Highlands, Marsh, Ember). Each
worldlet's shape is set by its definition; the seed only changes the
detail (hills, trees, where the den is), so the journey is the same
adventure for everyone.
- **One land** (a hosting choice): no journey, no crossings, the server
is locked to one worldlet, and the host picks which, from all of them.
Co-op or PvP as now (the rules preset). In code: a `mode` in
`server.json` ("journey" / "one_land"); in one-land mode the Host
page's "Where" lists every worldlet rather than only the starts, and
the crossings (`world.crossings()`) answer none, so a tunnel seam
can't be dug. Kept, like the seed and the worldlet, once the island
exists. Worth building once the Cove exists (until then there's only
the Valley to pick).
### Server cost, measured (0.3.1)
One worldlet, a dedicated server on the M5 Pro, never pausing: about
**12% of one CPU core and 270 MB of memory**, with nobody on. Players add
creatures, weather and pickups around them. So with *spread out*, the worst
case of 8 players in all 5 worldlets is about five of today's servers in
one process: roughly 1.4 GB and a little over half a core before players,
and worldlets with nobody in them aren't running and cost nothing (each starts its own server when someone goes there).
Comfortable on the home Mac; a small cloud server (2 GB) would be tight.
### (Answered) questions
1. **The ending:** a real ending at the Ember (light the beacon, a last
boss, the credits) or open-ended (the journey is the goal, keep living)?
2. **The crossings:** do the four above fit (tunnel, sail, climb, burrow),
and in that order? Should a worldlet have more than one way out (a hard
one and a long one)? And for the tunnel: only at marked seams, or
anywhere in the rim (more freedom, harder to make good tunnels)?
3. **Multiplayer:** everyone together, spread out, or a party vote?
4. **How much harder** each worldlet: stronger animals and weather only, or
new rules too (thirst in the Ember, sickness in the Marsh)?
5. **Order:** Cove second (sea fishing, gentle) as planned, or straight
into the Highlands for a harder step?

View File

@@ -6,9 +6,9 @@ runnable=true
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="data/*.json" include_filter="data/*.json, data/worldlets/*.json"
exclude_filter="tests/*, docs/*, tools/*, server/*" exclude_filter="tests/*, docs/*, tools/*, server/*"
export_path="build/macos/Emberwild.zip" export_path="build/macos/Cinderwild.zip"
patches=PackedStringArray() patches=PackedStringArray()
encryption_include_filters="" encryption_include_filters=""
encryption_exclude_filters="" encryption_exclude_filters=""
@@ -26,11 +26,11 @@ custom_template/release=""
debug/export_console_wrapper=0 debug/export_console_wrapper=0
application/icon="" application/icon=""
application/icon_interpolation=4 application/icon_interpolation=4
application/bundle_identifier="com.pbailey.emberwild" application/bundle_identifier="com.pbailey.cinderwild"
application/signature="" application/signature=""
application/app_category="Games" application/app_category="Games"
application/short_version="0.2.1" application/short_version="0.6.1"
application/version="0.2.1" application/version="0.6.1"
application/copyright="" application/copyright=""
display/high_res=true display/high_res=true
codesign/codesign=1 codesign/codesign=1
@@ -64,9 +64,9 @@ runnable=true
dedicated_server=false dedicated_server=false
custom_features="" custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="data/*.json" include_filter="data/*.json, data/worldlets/*.json"
exclude_filter="tests/*, docs/*, tools/*, server/*" exclude_filter="tests/*, docs/*, tools/*, server/*"
export_path="build/windows/Emberwild/Emberwild.exe" export_path="build/windows/Cinderwild/Cinderwild.exe"
patches=PackedStringArray() patches=PackedStringArray()
encryption_include_filters="" encryption_include_filters=""
encryption_exclude_filters="" encryption_exclude_filters=""
@@ -89,11 +89,11 @@ application/modify_resources=false
application/icon="" application/icon=""
application/console_wrapper_icon="" application/console_wrapper_icon=""
application/icon_interpolation=4 application/icon_interpolation=4
application/file_version="0.2.1" application/file_version="0.6.1"
application/product_version="0.2.1" application/product_version="0.6.1"
application/company_name="" application/company_name=""
application/product_name="Emberwild" application/product_name="Cinderwild"
application/file_description="Emberwild" application/file_description="Cinderwild"
application/copyright="" application/copyright=""
application/trademarks="" application/trademarks=""
application/export_angle=0 application/export_angle=0

View File

@@ -1,5 +1,5 @@
#!/bin/sh #!/bin/sh
# Starts Emberwild (the game, with its window and title screen). # Starts Cinderwild (the game, with its window and title screen).
# #
# ./play.sh # ./play.sh
# #

View File

@@ -14,12 +14,12 @@ compatibility/default_parent_skeleton_in_mesh_instance_3d=true
[application] [application]
config/name="Emberwild" config/name="Cinderwild"
config/description="Low-poly survival game — Valheim look, Rust depth, self-hosted, moddable." config/description="Low-poly survival game — Valheim look, Rust depth, self-hosted, moddable."
run/main_scene="res://scenes/title.tscn" run/main_scene="res://scenes/title.tscn"
config/features=PackedStringArray("4.7", "Forward Plus") config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
config/version="0.2.1" config/version="0.6.1"
[autoload] [autoload]
@@ -31,6 +31,7 @@ Hints="*res://scripts/core/hints.gd"
Updates="*res://scripts/core/updates.gd" Updates="*res://scripts/core/updates.gd"
Saves="*res://scripts/core/saves.gd" Saves="*res://scripts/core/saves.gd"
Net="*res://scripts/net/net.gd" Net="*res://scripts/net/net.gd"
Lands="*res://scripts/net/lands.gd"
WorldNet="*res://scripts/net/world_net.gd" WorldNet="*res://scripts/net/world_net.gd"
PlayerNet="*res://scripts/net/player_net.gd" PlayerNet="*res://scripts/net/player_net.gd"
CreatureNet="*res://scripts/net/creature_net.gd" CreatureNet="*res://scripts/net/creature_net.gd"
@@ -92,9 +93,9 @@ weather_wind={
"value": 1.0 "value": 1.0
} }
[emberwild] [cinderwild]
updates/feed="https://git.psbailey.uk/api/v1/repos/Admin/Emberwild/releases/latest" updates/feed="https://git.psbailey.uk/api/v1/repos/Admin/Cinderwild/releases/latest"
[rendering] [rendering]

View File

@@ -43,5 +43,5 @@ offset_left = 16.0
offset_top = 12.0 offset_top = 12.0
offset_right = 600.0 offset_right = 600.0
offset_bottom = 60.0 offset_bottom = 60.0
text = "E interact · LMB use/place · RMB eat · R rotate · X dismantle · Tab inventory & crafting · Esc menu & controls" text = "E interact · LMB use/place · RMB eat · R rotate · X dismantle · Q drop · K/M bag row · N map · Tab inventory & crafting · Esc menu & controls"
label_settings = SubResource("Label_1") label_settings = SubResource("Label_1")

View File

@@ -2,8 +2,15 @@ extends "res://scripts/building/piece.gd"
## Bed: E sets your spawn point here. Once it's yours, E at night sleeps until ## Bed: E sets your spawn point here. Once it's yours, E at night sleeps until
## morning, if the bed is under a roof with walls around it. ## morning, if the bed is under a roof with walls around it.
func _build() -> void:
add_to_group("bed") # (a bed or a bedroll: either is a spawn point)
func display_name() -> String: func display_name() -> String:
return "Bed" return String(def.get("name", "Bed"))
## A bedroll: you can sleep in the open (world.sleep_block_reason).
func open_air() -> bool:
return bool(def.get("place", {}).get("open_air", false))
func is_spawn() -> bool: func is_spawn() -> bool:
var w := get_parent().get_parent() var w := get_parent().get_parent()
@@ -11,8 +18,8 @@ func is_spawn() -> bool:
func interact_prompt(_player: Node) -> String: func interact_prompt(_player: Node) -> String:
if not is_spawn(): if not is_spawn():
return "Bed [E] Set spawn point" return "%s [E] Set spawn point" % display_name()
return "Bed (your spawn point) [E] Sleep" return "%s (your spawn point) [E] Sleep" % display_name()
func interact(player: Node) -> void: func interact(player: Node) -> void:
Actions.use_bed(player, self) Actions.use_bed(player, self)

View File

@@ -0,0 +1 @@
uid://nx08dmty60ny

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@@ -0,0 +1 @@
uid://dsbvhwas6wsxf

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@@ -0,0 +1 @@
uid://gj02g6p3xfip

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@@ -0,0 +1 @@
uid://dhsyx4mrm28oe

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@@ -0,0 +1 @@
uid://cl5ip4achfdwo

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@@ -0,0 +1 @@
uid://mjs6qb5p3q1a

29
scripts/building/jar.gd Normal file
View File

@@ -0,0 +1,29 @@
extends "res://scripts/building/piece.gd"
## Clay jar: 6 slots of storage, opened with E like a chest, and food kept in
## it lasts three times as long (Inventory.keep_mult).
const SLOTS := 6
const KEEP := 3.0
var inventory := Inventory.new(SLOTS)
func _build() -> void:
inventory.keep_mult = KEEP
func display_name() -> String:
return "Clay Jar"
func dismantle_block_reason() -> String:
for s in inventory.slots:
if s != null:
return "Empty the jar first"
return ""
func interact_prompt(_player: Node) -> String:
var used := 0
for s in inventory.slots:
if s != null:
used += 1
return "Clay jar (%d/%d, food keeps 3x as long) [E] Open" % [used, SLOTS]
func interact(player: Node) -> void:
player.open_inventory(self)

View File

@@ -0,0 +1 @@
uid://ciqsy8msggcke

64
scripts/building/lamp.gd Normal file
View File

@@ -0,0 +1,64 @@
extends "res://scripts/building/piece.gd"
## A light to place indoors (or anywhere): a tallow candle or a torch stand.
## Always lit, no fuel. Its item's "lamp" says how: {"range", "energy",
## "height" (of the flame), "flicker" (0 = steady), "color"}.
## Flames are a small additive glow; the light itself is an OmniLight3D.
var _light: OmniLight3D
var _flame: MeshInstance3D
var _noise := FastNoiseLite.new()
var _t := 0.0
var _base := 1.0
var _flicker := 0.0
var _h := 0.5
func _build() -> void:
add_to_group("lamp")
var l: Dictionary = def.get("lamp", {})
_base = float(l.get("energy", 1.0))
_flicker = float(l.get("flicker", 0.2))
_h = float(l.get("height", 0.5))
_noise.seed = int(get_instance_id() % 1000)
_noise.frequency = 2.0
_t = randf() * 100.0
_light = OmniLight3D.new()
var c: Array = l.get("color", [1.0, 0.7, 0.4])
_light.light_color = Color(c[0], c[1], c[2])
_light.light_energy = _base
_light.omni_range = float(l.get("range", 6.0))
_light.omni_attenuation = 1.3
_light.shadow_enabled = bool(l.get("shadows", false))
_light.position = Vector3(0, _h + 0.05, 0)
add_child(_light)
# The flame: a small glowing teardrop at the wick.
var m := StandardMaterial3D.new()
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
m.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
m.albedo_color = Color(1.0, 0.72, 0.32, 0.85)
var s := SphereMesh.new()
var fr := float(l.get("flame", 0.03))
s.radius = fr
s.height = fr * 3.2
s.radial_segments = 8
s.rings = 4
s.material = m
_flame = MeshInstance3D.new()
_flame.mesh = s
_flame.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
_flame.position = Vector3(0, _h, 0)
add_child(_flame)
func display_name() -> String:
return String(def.get("name", "Light"))
func interact_prompt(_player: Node) -> String:
return "%s (X to take it up)" % display_name()
func _process(delta: float) -> void:
if _flicker <= 0.0 or _light == null:
return
_t += delta
var f := _noise.get_noise_1d(_t * 9.0)
_light.light_energy = _base * (1.0 + f * _flicker)
_flame.scale = Vector3.ONE * (1.0 + f * _flicker * 0.8)

View File

@@ -0,0 +1 @@
uid://cwvlv0fbxhlgj

View File

@@ -23,6 +23,8 @@ const RECIPES := {
{"inputs": {"raw_meat": 2, "wood": 1}, "output": "smoked_meat", "count": 2, "seconds": 60.0}, {"inputs": {"raw_meat": 2, "wood": 1}, "output": "smoked_meat", "count": 2, "seconds": 60.0},
{"inputs": {"perch": 2, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0}, {"inputs": {"perch": 2, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
{"inputs": {"trout": 1, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0}, {"inputs": {"trout": 1, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
{"inputs": {"mackerel": 2, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
{"inputs": {"cod": 1, "wood": 1}, "output": "smoked_fish", "count": 2, "seconds": 60.0},
], ],
} }
## What the prompt says it makes, and what it needs when idle. ## What the prompt says it makes, and what it needs when idle.

View File

@@ -0,0 +1 @@
uid://jvcfwahbmdsm

View File

@@ -0,0 +1 @@
uid://d21if6sepl888

View File

@@ -0,0 +1 @@
uid://dk1ge2xxgiev1

View File

@@ -31,6 +31,10 @@ func _ready() -> void:
_bind("inventory", [KEY_TAB, KEY_I]) _bind("inventory", [KEY_TAB, KEY_I])
_bind("rotate_piece", [KEY_R]) _bind("rotate_piece", [KEY_R])
_bind("dismantle", [KEY_X]) _bind("dismantle", [KEY_X])
_bind("drop", [KEY_Q]) # (shift+Q drops just one)
_bind("row_up", [KEY_K]) # the 1-8 keys pick from the bag row above...
_bind("row_down", [KEY_M]) # ...or below
_bind("map", [KEY_N]) # the map (Gitea issue #1)
for i in range(8): for i in range(8):
_bind("hotbar_%d" % (i + 1), [KEY_1 + i]) _bind("hotbar_%d" % (i + 1), [KEY_1 + i])
_bind_mouse("attack", MOUSE_BUTTON_LEFT) _bind_mouse("attack", MOUSE_BUTTON_LEFT)
@@ -254,6 +258,14 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
return false return false
var held: Dictionary = ItemDB.get_item(player.held_item_id()) var held: Dictionary = ItemDB.get_item(player.held_item_id())
var tool: Dictionary = held.get("tool", {}) var tool: Dictionary = held.get("tool", {})
if node.has_method("refusal"): # (the cliff tunnel's faces: their own rules first)
var why: String = node.refusal()
if not why.is_empty():
notify.emit(why)
return false
if tool.get("kind", "") == node.tool_kind and int(tool.get("tier", 0)) < node.min_tier:
notify.emit("Too hard: you need a better pick")
return false
if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier: if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind)) notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind))
return false return false
@@ -736,8 +748,53 @@ static func harvest_sound(tool_kind: String, felled: bool) -> String:
## A piece going down: wood, stone, or something soft. ## A piece going down: wood, stone, or something soft.
static func place_sound(id: String) -> String: static func place_sound(id: String) -> String:
if id.contains("stone") or id in ["campfire", "forge", "hearth", "stonecutter"]: if id.contains("stone") or id.contains("jar") or id in ["campfire", "forge", "hearth", "stonecutter"]:
return "place_stone" return "place_stone"
if id.contains("rug") or id.contains("bed") or id == "smoking_rack": if id.contains("rug") or id.contains("bed") or id == "smoking_rack":
return "place_soft" return "place_soft"
return "place_wood" return "place_wood"
# --- charms and bait ------------------------------------------------------------------
## A charm carried anywhere in the bag (the fang necklace: {"against": "wolf",
## "damage": 0.7}) takes the edge off hits from what it's against. `by` is the
## hit's "a wolf" / "a alpha wolf" / "a spirit wolf" (survival.damage).
static func charm_mult(inv: Inventory, by: String) -> float:
var m := 1.0
if by.is_empty():
return m
for s in inv.slots:
if s == null:
continue
var c: Dictionary = ItemDB.get_item(String(s.id)).get("charm", {})
if not c.is_empty() and by.to_lower().contains(String(c.get("against", "?"))):
m = minf(m, float(c.get("damage", 1.0)))
return m
const BAIT := "rotten_food"
const BAIT_WAIT := 0.6 ## carried while fishing: bites come this much sooner
## Drops the stack in `slot` (or `count` of it) at your feet, a little in
## front (Q drops what's in your hand). Online the server does it, for everyone.
func drop(player: Node3D, slot: int, count: int = 0) -> bool:
if _online():
return _ask("drop", [slot, count])
var s = player.inventory.get_slot(slot)
if s == null:
return false
var n: int = int(s.count) if count <= 0 else mini(count, int(s.count))
# (on a server the player is a proxy under PlayerNet, not a child of the world)
var world: Node = WorldNet.world if Net.is_server() else player.get_parent()
if world == null or not world.has_method("drop_item"):
return false
var fwd: Vector3 = -player.global_basis.z
fwd.y = 0.0
var at: Vector3 = player.global_position + fwd.normalized() * 0.9
at.y = world.terrain.sample_height(at.x, at.z) + 0.05 if world.get("terrain") != null else player.global_position.y
var extra := Inventory.extra_of(s)
if world.drop_item(String(s.id), n, Transform3D(Basis(), at), extra) == null:
return false
player.inventory.take_from(slot, n)
Sfx.at("pickup", at)
notify.emit("Dropped %d %s" % [n, ItemDB.item_name(String(s.id))])
return true

View File

@@ -2,16 +2,17 @@ extends Node
## Autoload "Boot", first in the list: one-off start-up housekeeping that has ## Autoload "Boot", first in the list: one-off start-up housekeeping that has
## to happen before anything reads user://. ## to happen before anything reads user://.
## ##
## The game was called "Valheimlike" until it became "Emberwild". Godot names ## The game has been renamed twice: "Valheimlike", then "Emberwild" (0.1.0 to
## the user-data folder after the project, so the rename moved it from ## 0.6.0), now "Cinderwild". Godot names the user-data folder after the
## .../app_userdata/Valheimlike to .../app_userdata/Emberwild. The first time ## project, so each rename moved it (.../app_userdata/<name>). The first time
## Emberwild starts, this copies saved worlds, your identity (key, name, look) ## Cinderwild starts, this copies saved worlds, your identity (key, name,
## and server settings across. It copies rather than moves, so the old folder ## look), settings and server settings across from the newest old folder there
## stays as a backup, and it never overwrites anything already in the new ## is (it already holds what came from the one before). It copies rather than moves, so the old folders stay
## folder. Test folders (test_*) and logs are skipped. ## as a backup, and it never overwrites anything already in the new folder.
## Test folders (test_*) and logs are skipped.
const OLD_NAME := "Valheimlike" const OLD_NAMES := ["Emberwild", "Valheimlike"] ## newest first
const MARKER := "migrated_from_valheimlike.txt" const MARKER := "migrated_from_%s.txt"
const SKIP := ["logs", "shader_cache", "vulkan", "test_worlds", "test_net"] const SKIP := ["logs", "shader_cache", "vulkan", "test_worlds", "test_net"]
var copied := 0 var copied := 0
@@ -22,14 +23,25 @@ func _enter_tree() -> void:
## Returns the number of files copied (0 if there was nothing to do). ## Returns the number of files copied (0 if there was nothing to do).
func migrate_user_data() -> int: func migrate_user_data() -> int:
var new_dir := OS.get_user_data_dir() var new_dir := OS.get_user_data_dir()
var old_dir := new_dir.get_base_dir().path_join(OLD_NAME) for old_name in OLD_NAMES:
var old_dir := new_dir.get_base_dir().path_join(old_name)
if DirAccess.dir_exists_absolute(old_dir) and old_dir != new_dir:
# Only the newest: it already holds whatever came across from the
# one before (a world deleted since shouldn't come back).
return migrate_from(old_dir, new_dir, old_name)
return 0
## Copies `old_dir` into `new_dir` once (a marker file in `new_dir` says it's
## been done). Returns the number of files copied.
func migrate_from(old_dir: String, new_dir: String, old_name: String) -> int:
if new_dir == old_dir or not DirAccess.dir_exists_absolute(old_dir): if new_dir == old_dir or not DirAccess.dir_exists_absolute(old_dir):
return 0 return 0
if FileAccess.file_exists(new_dir.path_join(MARKER)): var marker := new_dir.path_join(MARKER % old_name.to_lower())
if FileAccess.file_exists(marker):
return 0 return 0
copied = 0 copied = 0
_copy_tree(old_dir, new_dir) _copy_tree(old_dir, new_dir)
var f := FileAccess.open(new_dir.path_join(MARKER), FileAccess.WRITE) var f := FileAccess.open(marker, FileAccess.WRITE)
if f != null: if f != null:
f.store_string("Copied %d files from %s on %s. The old folder was left as it was.\n" % [ f.store_string("Copied %d files from %s on %s. The old folder was left as it was.\n" % [
copied, old_dir, Time.get_datetime_string_from_system()]) copied, old_dir, Time.get_datetime_string_from_system()])
@@ -43,6 +55,8 @@ func _copy_tree(from: String, to: String) -> void:
if da == null: if da == null:
return return
for f in da.get_files(): for f in da.get_files():
if f.begins_with("migrated_from_"):
continue # (the old folder's own markers)
var dst := to.path_join(f) var dst := to.path_join(f)
if not FileAccess.file_exists(dst) and DirAccess.copy_absolute(from.path_join(f), dst) == OK: if not FileAccess.file_exists(dst) and DirAccess.copy_absolute(from.path_join(f), dst) == OK:
copied += 1 copied += 1

1
scripts/core/boot.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://frm15unnr4w5

View File

@@ -0,0 +1,88 @@
extends RefCounted
## Report a bug (0.6.0, the playtest; pause menu): opens a new issue on the
## Cinderwild repo in your browser, already filled in with a title to edit,
## a few questions to answer, and the details we'd ask for anyway (version,
## computer, single-player or online, which land, the day and time, where you
## are). You read it, add what happened, and press Create Issue: nothing is
## sent from the game itself. Posting needs an account on the Gitea server.
##
## The game's log (Godot writes it to user://logs/godot.log) helps with a
## crash or an error: the pause menu shows where it is and opens its folder,
## to attach the file to the issue.
const REPO := "https://git.psbailey.uk/Admin/Cinderwild"
## An autoload (Net, Updates), looked up at run time: this script is also
## loaded by tests that start before the autoloads are compiled in.
static func _al(n: String) -> Node:
return (Engine.get_main_loop() as SceneTree).root.get_node_or_null(n)
## Where this game's log is, on disk.
static func log_path() -> String:
return ProjectSettings.globalize_path("user://logs/godot.log")
## The same, with your home folder as "~" (so your user name isn't in an
## issue anyone can read).
static func log_path_short() -> String:
var home := OS.get_environment("HOME") if OS.get_name() != "Windows" else OS.get_environment("USERPROFILE")
var p := log_path()
if not home.is_empty() and p.begins_with(home):
p = "~" + p.substr(home.length())
return p
static func log_dir() -> String:
return ProjectSettings.globalize_path("user://logs")
## How you're playing: "single-player", or online with the server's rules.
static func mode(world: Node) -> String:
if world == null or not world.has_method("is_online") or not world.is_online():
return "single-player"
var net := _al("Net")
var rules := "PvP" if bool(net.server_info.get("pvp", false)) else "co-op"
if bool(net.server_info.get("raiding", false)):
rules += ", raiding"
return "online (%s%s)" % [rules, ", hosting" if net.hosting else ""]
## The details, one per line (what's in the issue, and what "Copy" copies).
static func details(world: Node) -> Dictionary:
var d := {
"Version": "Cinderwild %s (protocol %d)" % [String(ProjectSettings.get_setting("application/config/version", "?")), int(_al("Net").PROTOCOL)],
"Computer": "%s %s" % [OS.get_name(), OS.get_version()],
"Graphics": "%s (%s)" % [RenderingServer.get_video_adapter_name(), RenderingServer.get_current_rendering_method()],
"Mode": mode(world),
}
if world != null and is_instance_valid(world) and world.has_method("worldlet_id"):
d["Land"] = preload("res://scripts/world/terrain.gd").worldlet_name(String(world.worldlet_id()))
if world.get("day_night") != null:
var h: float = world.day_night.hours()
d["Time"] = "day %d, %02d:%02d" % [int(world.day_night.day), int(h), int(fmod(h, 1.0) * 60.0)]
if world.get("player") != null and is_instance_valid(world.player):
var p: Vector3 = world.player.global_position
d["Where"] = "%.0f, %.0f, %.0f" % [p.x, p.y, p.z]
if world.get("terrain") != null:
d["Seed"] = str(world.terrain.noise_seed)
return d
static func details_text(world: Node) -> String:
var d := details(world)
var lines: Array[String] = []
for k in d:
lines.append("- %s: %s" % [k, d[k]])
return "\n".join(lines)
static func body(world: Node) -> String:
return "\n".join([
"**What happened?**", "", "",
"**What did you expect to happen?**", "", "",
"**How can we make it happen again?** (what you did just before)", "1. ", "",
"**Screenshot or log** (optional: drag a screenshot here, or the log file from %s)" % log_path_short(), "",
"---", details_text(world)])
## The new-issue page, filled in.
static func issue_url(world: Node, title: String = "") -> String:
var t := title if not title.is_empty() else "Bug: "
return "%s/issues/new?title=%s&body=%s" % [REPO, t.uri_encode(), body(world).uri_encode()]
## Opens it in the browser. Returns false when the browser couldn't be opened.
static func open(world: Node) -> bool:
return OS.shell_open(issue_url(world)) == OK

View File

@@ -0,0 +1 @@
uid://tnlssmningwq

View File

@@ -0,0 +1 @@
uid://nva2x7o0ggw1

View File

@@ -135,4 +135,9 @@ func _met(when: String) -> bool:
return not dead and world.day_night.is_night() and world.day_night.wolf_moon_now() return not dead and world.day_night.is_night() and world.day_night.wolf_moon_now()
"hard_winter": "hard_winter":
return not dead and world.weather != null and world.weather.in_hard_winter() return not dead and world.weather != null and world.weather.in_hard_winter()
"worldlet": # (where you are on the journey: "worldlet:cove")
return not dead and world.has_method("worldlet_id") and String(world.worldlet_id()) in vals
"seam": # (an antler pickaxe in your bag, and the cliff tunnel's seam still to dig)
return not dead and world.get("tunnel") != null and not world.tunnel.opened \
and player.inventory.count("antler_pickaxe") > 0
return false return false

View File

@@ -0,0 +1 @@
uid://cd4pyfn6igpx0

View File

@@ -65,6 +65,10 @@ static func extra_of(stack: Dictionary) -> Dictionary:
static var clock := 0.0 static var clock := 0.0
static var day_seconds := 1200.0 static var day_seconds := 1200.0
static var rot_speed := 1.0 static var rot_speed := 1.0
## How many times longer food keeps in here (a clay jar: 3), and the clock at
## the last spoil() (the time since is what's slowed).
var keep_mult := 1.0
var _last_clock := -1.0
const ROTTEN := "rotten_food" const ROTTEN := "rotten_food"
static func _db() -> Node: static func _db() -> Node:
@@ -110,6 +114,15 @@ func spoil() -> int:
return 0 return 0
var rotted := 0 var rotted := 0
var touched := false var touched := false
# A clay jar (keep_mult 3): food in it ages at a third of the rate, so its
# "rot" stamp moves back by two thirds of the time that's passed.
if keep_mult > 1.0:
if _last_clock >= 0.0 and clock > _last_clock:
var later := (clock - _last_clock) * (1.0 - 1.0 / keep_mult)
for s in slots:
if s != null and s.has("rot") and float(s.rot) > _last_clock:
s.rot = float(s.rot) + later
_last_clock = clock
for i in range(slots.size()): for i in range(slots.size()):
var s = slots[i] var s = slots[i]
if s == null or keeps_days(String(s.id)) <= 0.0: if s == null or keeps_days(String(s.id)) <= 0.0:

View File

@@ -92,7 +92,8 @@ func define_water(water: String, d: Dictionary) -> void:
if not items.has(f.get("id", "")): if not items.has(f.get("id", "")):
push_error("ItemDB: fish '%s' in water '%s' is not an item" % [f.get("id", "?"), water]) push_error("ItemDB: fish '%s' in water '%s' is not an item" % [f.get("id", "?"), water])
continue continue
fish.append({"id": f.id, "weight": float(f.get("weight", 1)), "dawn_dusk": float(f.get("dawn_dusk", f.get("weight", 1)))}) fish.append({"id": f.id, "weight": float(f.get("weight", 1)), "dawn_dusk": float(f.get("dawn_dusk", f.get("weight", 1))),
"min_depth": float(f.get("min_depth", 0.0))}) # (a fish of deeper water: cod)
var w: Array = d.get("bite_wait", [5.0, 14.0]) var w: Array = d.get("bite_wait", [5.0, 14.0])
fishing.waters[water] = {"min_depth": float(d.get("min_depth", 0.5)), "bite_wait": [float(w[0]), float(w[1])], "fish": fish} fishing.waters[water] = {"min_depth": float(d.get("min_depth", 0.5)), "bite_wait": [float(w[0]), float(w[1])], "fish": fish}

View File

@@ -0,0 +1 @@
uid://jojnurcejyff

View File

@@ -0,0 +1 @@
uid://ctvohlyg6yr5m

View File

@@ -56,16 +56,17 @@ func create_world(world_name: String, seed: int, options: Dictionary = {}) -> St
var now := Time.get_unix_time_from_system() var now := Time.get_unix_time_from_system()
var meta := { var meta := {
"name": world_name, "seed": seed, "created": now, "last_played": now, "name": world_name, "seed": seed, "created": now, "last_played": now,
"play_time": 0.0, "version": VERSION, "play_time": 0.0, "version": VERSION, "worldlet": "valley",
} }
for k in options: for k in options:
meta[k] = options[k] meta[k] = options[k]
meta["home"] = String(meta.worldlet)
_write_json(_dir(id).path_join("meta.json"), meta) _write_json(_dir(id).path_join("meta.json"), meta)
return id return id
## The world slot called exactly `id` (a server's world), made with `seed` if ## The world slot called exactly `id` (a server's world), made with `seed` if
## it doesn't exist yet. An existing world keeps its own seed. ## it doesn't exist yet. An existing world keeps its own seed.
func open_or_create(id: String, seed: int) -> String: func open_or_create(id: String, seed: int, worldlet: String = "valley") -> String:
if not read_meta(id).is_empty(): if not read_meta(id).is_empty():
var had := int(read_meta(id).get("seed", seed)) var had := int(read_meta(id).get("seed", seed))
if had != seed: if had != seed:
@@ -75,7 +76,7 @@ func open_or_create(id: String, seed: int) -> String:
var now := Time.get_unix_time_from_system() var now := Time.get_unix_time_from_system()
_write_json(_dir(id).path_join("meta.json"), { _write_json(_dir(id).path_join("meta.json"), {
"name": id, "seed": seed, "created": now, "last_played": now, "name": id, "seed": seed, "created": now, "last_played": now,
"play_time": 0.0, "version": VERSION, "play_time": 0.0, "version": VERSION, "worldlet": worldlet,
}) })
return id return id
@@ -84,6 +85,8 @@ func delete_world(id: String) -> void:
var d := DirAccess.open(dir) var d := DirAccess.open(dir)
if d == null: if d == null:
return return
for sub in d.get_directories(): # (worldlets/, and a server's backups/)
_remove_tree(dir.path_join(sub))
for f in d.get_files(): for f in d.get_files():
d.remove(f) d.remove(f)
DirAccess.remove_absolute(dir) DirAccess.remove_absolute(dir)
@@ -93,16 +96,70 @@ func delete_world(id: String) -> void:
func read_meta(id: String) -> Dictionary: func read_meta(id: String) -> Dictionary:
return _read_json(_dir(id).path_join("meta.json")) return _read_json(_dir(id).path_join("meta.json"))
func load_state(id: String) -> Dictionary: # --- worldlets in one world (J1, docs/WORLDLETS_DESIGN.md §10) --------------------
var s := _read_json(_dir(id).path_join("world.json")) # A world can span several worldlets (the journey). Each keeps its own state
if s.is_empty() and FileAccess.file_exists(_dir(id).path_join("world.json.bak")): # file: the one it began in (its "home") is world.json, as before, so older
push_warning("Saves: world.json unreadable, using backup") # saves are unchanged; the others are worldlets/<id>.json. meta.json's
s = _read_json(_dir(id).path_join("world.json.bak")) # "worldlet" is where you are now, so that's the one loaded.
## A land server (J3, `--land cove`) runs one worldlet of a server's world:
## this is that worldlet ("" = whatever the world's meta says).
var land := ""
## The worldlet world `id` is being played in now.
func worldlet_of(id: String) -> String:
if not land.is_empty():
return land
return String(read_meta(id).get("worldlet", "valley"))
## The worldlet world `id` began in (its world.json).
func home_of(id: String) -> String:
var m := read_meta(id)
return String(m.get("home", m.get("worldlet", "valley")))
## The state file for worldlet `w` of world `id`.
func state_path(id: String, w: String) -> String:
if w == home_of(id):
return _dir(id).path_join("world.json")
return _dir(id).path_join("worldlets/%s.json" % w)
## Whether world `id` has been to worldlet `w` (has a state for it).
func has_state(id: String, w: String) -> bool:
return FileAccess.file_exists(state_path(id, w))
## Moves world `id` to worldlet `to` (the next load is there), arriving at
## `arrive` (a place the arriving world puts you: "sea_cave", "tunnel_bottom").
func set_worldlet(id: String, to: String, arrive: String) -> void:
var m := read_meta(id)
if not m.has("home"):
m["home"] = String(m.get("worldlet", "valley")) # (pin it before "worldlet" moves)
m["worldlet"] = to
m["arrive"] = arrive
_write_json(_dir(id).path_join("meta.json"), m)
## Where the next load should put you, once (then forgotten).
func take_arrival(id: String) -> String:
var m := read_meta(id)
var a := String(m.get("arrive", ""))
if not a.is_empty():
m.erase("arrive")
_write_json(_dir(id).path_join("meta.json"), m)
return a
## The state of the worldlet being played (or of worldlet `w`).
func load_state(id: String, w: String = "") -> Dictionary:
var path := state_path(id, worldlet_of(id) if w.is_empty() else w)
var s := _read_json(path)
if s.is_empty() and FileAccess.file_exists(path + ".bak"):
push_warning("Saves: %s unreadable, using backup" % path.get_file())
s = _read_json(path + ".bak")
return s return s
## Writes the state for `id` and updates its meta. Returns true on success. ## Writes the state for `id` (the worldlet being played, or `w`) and
func save_state(id: String, state: Dictionary, session_seconds: float) -> bool: ## updates its meta. Returns true on success.
var path := _dir(id).path_join("world.json") func save_state(id: String, state: Dictionary, session_seconds: float, w: String = "") -> bool:
var path := state_path(id, worldlet_of(id) if w.is_empty() else w)
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
if FileAccess.file_exists(path): if FileAccess.file_exists(path):
DirAccess.copy_absolute(path, path + ".bak") DirAccess.copy_absolute(path, path + ".bak")
state["version"] = VERSION state["version"] = VERSION
@@ -129,3 +186,10 @@ func _read_json(path: String) -> Dictionary:
return {} return {}
var data = JSON.parse_string(FileAccess.get_file_as_string(path)) var data = JSON.parse_string(FileAccess.get_file_as_string(path))
return data if typeof(data) == TYPE_DICTIONARY else {} return data if typeof(data) == TYPE_DICTIONARY else {}
static func _remove_tree(d: String) -> void:
for sub in DirAccess.get_directories_at(d):
_remove_tree(d.path_join(sub))
for f in DirAccess.get_files_at(d):
DirAccess.remove_absolute(d.path_join(f))
DirAccess.remove_absolute(d)

View File

@@ -87,6 +87,8 @@ const SOUNDS := {
"guard_rattle": {"set": [C + "guard_rattle_%d.ogg", 2], "db": -2.0, "pitch": [0.85, 1.1], "reach": 25.0}, "guard_rattle": {"set": [C + "guard_rattle_%d.ogg", 2], "db": -2.0, "pitch": [0.85, 1.1], "reach": 25.0},
"crow_caw": {"set": [C + "crow_caw_%d.ogg", 2], "db": -4.0, "pitch": [0.92, 1.1], "reach": 40.0}, "crow_caw": {"set": [C + "crow_caw_%d.ogg", 2], "db": -4.0, "pitch": [0.92, 1.1], "reach": 40.0},
"fox_yip": {"set": [C + "fox_yip_%d.ogg", 2], "db": -4.0, "pitch": [0.92, 1.12], "reach": 30.0}, "fox_yip": {"set": [C + "fox_yip_%d.ogg", 2], "db": -4.0, "pitch": [0.92, 1.12], "reach": 30.0},
"gull_cry": {"set": [C + "gull_cry_%d.ogg", 2], "db": -5.0, "pitch": [0.9, 1.12], "reach": 50.0},
"crab_click": {"set": [C + "crab_click_%d.ogg", 2], "db": -6.0, "pitch": [0.85, 1.15], "reach": 14.0},
} }
const BUSES := ["Music", "SFX", "Ambience", "Voice"] const BUSES := ["Music", "SFX", "Ambience", "Voice"]
const DEFAULT_VOLUMES := {"Master": 0.85, "Music": 0.6, "SFX": 0.9, "Ambience": 0.7, "Voice": 1.0} const DEFAULT_VOLUMES := {"Master": 0.85, "Music": 0.6, "SFX": 0.9, "Ambience": 0.7, "Voice": 1.0}

1
scripts/core/sfx.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://br583euuk842q

View File

@@ -1,13 +1,13 @@
extends Node extends Node
## The update check (docs/ROADMAP.md, M4 "Updates", first step): is there a ## The update check (docs/ROADMAP.md, M4 "Updates", first step): is there a
## newer Emberwild than this one? Asked once at start-up, of the feed in ## newer Cinderwild than this one? Asked once at start-up, of the feed in
## Project Settings (`emberwild/updates/feed`). The feed is either ## Project Settings (`cinderwild/updates/feed`). The feed is either
## - a release API answer (Gitea, Forgejo or GitHub `releases/latest`): its ## - a release API answer (Gitea, Forgejo or GitHub `releases/latest`): its
## `version.json` asset is fetched next, and its other assets are the ## `version.json` asset is fetched next, and its other assets are the
## downloads, by file name; or ## downloads, by file name; or
## - a `version.json` itself: ## - a `version.json` itself:
## {"version": "0.2.0", "protocol": 13, "notes": "...", "page": "https://...", ## {"version": "0.2.0", "protocol": 13, "notes": "...", "page": "https://...",
## "downloads": {"macos": {"file": "Emberwild-0.2.0-macos.zip", "sha256": "...", ## "downloads": {"macos": {"file": "Cinderwild-0.2.0-macos.zip", "sha256": "...",
## "size": 61164958, "url": "(optional; else the asset)"}, ## "size": 61164958, "url": "(optional; else the asset)"},
## "windows": {...}}} ## "windows": {...}}}
## tools/export.sh writes that file next to the zips, for the release. ## tools/export.sh writes that file next to the zips, for the release.
@@ -22,7 +22,7 @@ signal checked(state: String)
const TIMEOUT := 10.0 const TIMEOUT := 10.0
var version: String = String(ProjectSettings.get_setting("application/config/version", "0.0.0")) var version: String = String(ProjectSettings.get_setting("application/config/version", "0.0.0"))
var feed: String = String(ProjectSettings.get_setting("emberwild/updates/feed", "")) var feed: String = String(ProjectSettings.get_setting("cinderwild/updates/feed", ""))
var prefs_path := "user://updates.json" var prefs_path := "user://updates.json"
var enabled := true var enabled := true
## idle | off | checking | current | available | failed ## idle | off | checking | current | available | failed
@@ -101,7 +101,7 @@ func _finish(s: String) -> void:
if s == "failed": if s == "failed":
print("[updates] couldn't check for updates: ", error) print("[updates] couldn't check for updates: ", error)
elif s == "available": elif s == "available":
print("[updates] Emberwild %s is out (this is %s)" % [latest_version(), version]) print("[updates] Cinderwild %s is out (this is %s)" % [latest_version(), version])
checked.emit(s) checked.emit(s)
func _get_json(url: String) -> Variant: func _get_json(url: String) -> Variant:
@@ -112,7 +112,7 @@ func _get_json(url: String) -> Variant:
var http := HTTPRequest.new() var http := HTTPRequest.new()
http.timeout = TIMEOUT http.timeout = TIMEOUT
add_child(http) add_child(http)
var err := http.request(url, ["Accept: application/json", "User-Agent: Emberwild/" + version]) var err := http.request(url, ["Accept: application/json", "User-Agent: Cinderwild/" + version])
if err != OK: if err != OK:
http.queue_free() http.queue_free()
error = "couldn't ask %s (%d)" % [url, err] error = "couldn't ask %s (%d)" % [url, err]

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uid://3lflq11qfg00

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uid://co3yk3efstys2

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uid://ce34amx3oagyx

113
scripts/creatures/crab.gd Normal file
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@@ -0,0 +1,113 @@
extends "res://scripts/creatures/creature.gd"
## A crab (0.6.0, the Cove only): shore.gd brings them up out of the sea
## onto the beach at dusk. They scuttle about the sand sideways and keep to
## it. Walk within NIP of one and it comes at you, claws up, and pinches
## (not much, but it adds up with three of them about). Leave it NIP_GIVE_UP
## behind and it forgets you. Hit one hard enough and it runs for it. At
## dawn they all go back into the sea. A dead one gives crab meat.
const NIP := 2.2 ## this close and it comes for you
const NIP_GIVE_UP := 6.0 ## this far and it lets you go
const HOME_FOR := 40.0 ## at dawn: this long to reach the water before it simply goes
func interact_prompt(p: Node) -> String:
if is_dead():
return "Crab [E] Crack it open"
match state:
"charge": return "Crab (claws up!)"
"home": return "Crab (heading back to the sea)"
return "Crab (keep your distance, or it'll pinch)"
## Daytime: back to the sea.
func _daytime() -> bool:
var h: float = world.day_night.hours()
return h >= 6.5 and h < 17.5
## Which way the sea is: straight out from the middle of the bay.
func _seaward() -> Vector3:
var a := deg_to_rad(float(terrain.beach_angle_deg))
return Vector3(cos(a), 0.0, sin(a))
func _think(dt: float) -> void:
if state != "home" and state != "flee" and _daytime():
state = "home"
_state_t = HOME_FOR
var pp: Vector3 = player.global_position
var d := global_position.distance_to(pp)
match state:
"home":
var to := _seaward()
steer(atan2(-to.x, -to.z))
_state_t -= dt
if _state_t <= 0.0 or global_position.y < terrain.water_level - 0.25:
queue_free() # (into the waves)
return
"idle", "wander":
if d < NIP:
state = "charge"
_aggro = def.aggro
_attack_cd = 0.5 # (a moment to see it coming)
return
"charge":
if d < NIP_GIVE_UP:
_aggro = def.aggro # (it keeps on at you while you're close)
else:
_aggro = 0.0
super._think(dt)
func _desired_speed() -> float:
if state == "home":
return def.walk * 1.6
return super._desired_speed()
## Keeps to the sand (and out of the water) until it's going home.
func _blocked(dir: Vector3) -> bool:
var probe := global_position + dir * (0.8 + speed * 0.15)
if not terrain.inside_boundary(probe.x, probe.z, 4.0):
return true
if state == "home":
return false # (straight down the beach and into the sea)
if not terrain.on_sand(probe.x, probe.z):
return true
return super._blocked(dir)
## Hit: it fights back while it can, then runs.
func _react(from: Vector3) -> void:
if hp > def.hp * 0.35:
state = "charge"
_aggro = def.aggro
_attack_cd = 0.3
else:
_start_flee(from)
_state_t = 5.0
## Sideways, legs a-flicker; the claws come up when it's after you.
func _animate(dt: float) -> void:
_visual.rotation.y = PI * 0.5 # (it walks sideways)
if is_dead():
return
var k := clampf(speed / maxf(def.run, 0.01), 0.0, 1.0)
_phase += dt * (6.0 + speed * 14.0)
for i in range(_legs.size()):
var l: Node3D = _legs[i]
var s := -1.0 if l.position.x < 0.0 else 1.0
l.rotation.z = s * (1.0 + sin(_phase + i * 1.9) * (0.08 + 0.3 * k))
l.rotation.x = cos(_phase + i * 1.9) * 0.25 * k
var up := 0.12 if state == "charge" or (puppet and speed > 1.5) else 0.0
_visual.rotation.x = lerpf(_visual.rotation.x, -up, minf(dt * 6.0, 1.0))
_visual.position.y = absf(sin(_phase * 0.5)) * 0.01 * k
## A crab doesn't topple onto its side: it ends up on its back.
func _die(_from: Vector3) -> void:
state = "dead"
speed = 0.0
hp = 0.0
_flash = 0.0
_set_material(_mat)
remove_from_group("creature")
add_to_group("carcass")
collision_layer = 2
_visual.rotation = Vector3(0.0, PI * 0.5, PI)
_visual.position.y = 0.1
if not puppet:
died.emit(self)

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uid://kqumi2x6lfai

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@@ -54,12 +54,28 @@ const KINDS := {
"fox": {"name": "Fox", "hp": 25.0, "walk": 1.5, "run": 7.6, "turn": 7.0, "fox": {"name": "Fox", "hp": 25.0, "walk": 1.5, "run": 7.6, "turn": 7.0,
"notice": 0.0, "notice_loud": 0.0, "calm": 30.0, "notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
"drops": {"raw_meat": [1, 1], "hide": [1, 1]}}, "drops": {"raw_meat": [1, 1], "hide": [1, 1]}},
# 0.6.0, the Cove only: crabs come up the beach at dusk and pinch anyone
# who walks too close (crab.gd, shore.gd); gulls are the Cove's crows,
# after food left on the sand and fish on a smoking rack (gull.gd).
"crab": {"name": "Crab", "hp": 14.0, "walk": 0.9, "run": 2.6, "turn": 7.0,
"notice": 0.0, "notice_loud": 0.0, "calm": 20.0,
"damage": 5.0, "attack_range": 1.7, "attack_cd": 1.3, "aggro": 5.0,
"drops": {"crab_meat": [1, 2]}},
"gull": {"name": "Gull", "hp": 8.0, "walk": 1.0, "run": 11.0, "turn": 8.0,
"notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
"drops": {"feather": [1, 3]}},
# The barrow's skeletal guards (guard.gd, barrow.gd). Slow (you can walk # The barrow's skeletal guards (guard.gd, barrow.gd). Slow (you can walk
# away from one) but they hit hard; bone, so blunt weapons do +50%. # away from one) but they hit hard; bone, so blunt weapons do +50%.
"guard": {"name": "Barrow Guard", "hp": 80.0, "walk": 1.4, "run": 3.4, "turn": 4.0, "guard": {"name": "Barrow Guard", "hp": 80.0, "walk": 1.4, "run": 3.4, "turn": 4.0,
"notice": 0.0, "notice_loud": 0.0, "calm": 30.0, "notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
"damage": 20.0, "attack_range": 2.0, "attack_cd": 2.0, "bone": true, "damage": 20.0, "attack_range": 2.0, "attack_cd": 2.0, "bone": true,
"drops": {"iron_nugget": [1, 2]}}, "drops": {"iron_nugget": [1, 2]}},
# 0.6.0: the drowned crew (guard.gd, at a treasure dig: treasure.gd). The
# Cove's barrow guards: slow, hard-hitting, unafraid of fire.
"drowned": {"name": "Drowned Sailor", "hp": 70.0, "walk": 1.3, "run": 3.1, "turn": 4.0,
"notice": 0.0, "notice_loud": 0.0, "calm": 30.0,
"damage": 16.0, "attack_range": 2.0, "attack_cd": 1.8, "bone": true,
"drops": {"salt": [0, 1]}},
# P5: the Old Stag (old_stag.gd), called by the standing stones, and the # P5: the Old Stag (old_stag.gd), called by the standing stones, and the
# spirit wolves it summons (they just run at you: the base "charge"). # spirit wolves it summons (they just run at you: the base "charge").
"old_stag": {"name": "Old Stag", "hp": 900.0, "walk": 2.0, "run": 13.0, "turn": 3.0, "old_stag": {"name": "Old Stag", "hp": 900.0, "walk": 2.0, "run": 13.0, "turn": 3.0,
@@ -140,7 +156,7 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
var eyes := MeshInstance3D.new() var eyes := MeshInstance3D.new()
eyes.mesh = parts.eyes eyes.mesh = parts.eyes
var em := StandardMaterial3D.new() var em := StandardMaterial3D.new()
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), var eye: Color = {"alpha": Color(1.0, 0.18, 0.1), "guard": Color(0.45, 0.8, 1.0), "drowned": Color(0.5, 1.0, 0.6), "old_stag": Color(0.55, 0.95, 1.0),
"spirit_wolf": Color(0.55, 0.95, 1.0)}.get(k, Color(1.0, 0.75, 0.3)) "spirit_wolf": Color(0.55, 0.95, 1.0)}.get(k, Color(1.0, 0.75, 0.3))
em.albedo_color = eye.lerp(Color.WHITE, 0.2) em.albedo_color = eye.lerp(Color.WHITE, 0.2)
em.emission_enabled = true em.emission_enabled = true
@@ -164,9 +180,9 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
cap.height = maxf(parts.height, parts.radius * 2.0 + 0.01) cap.height = maxf(parts.height, parts.radius * 2.0 + 0.01)
cs.shape = cap cs.shape = cap
cs.position = Vector3(0, parts.height * 0.5, 0) cs.position = Vector3(0, parts.height * 0.5, 0)
if k != "rabbit" and k != "guard": # (rabbits are round, guards stand upright) if not k in ["rabbit", "guard", "drowned"]: # (rabbits are round, guards stand upright)
# Long bodies: lay the capsule along the spine. # Long bodies: lay the capsule along the spine.
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) cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65, "bear": 2.0, "fox": 0.8, "crow": 0.3, "gull": 0.4, "crab": 0.45, "old_stag": 3.3, "spirit_wolf": 1.25}.get(k, 1.4)
cs.rotation.x = PI * 0.5 cs.rotation.x = PI * 0.5
cs.position = Vector3(0, parts.height * 0.55, 0) cs.position = Vector3(0, parts.height * 0.55, 0)
add_child(cs) add_child(cs)
@@ -516,8 +532,11 @@ const VOICES := {
"boar": {"alert": "boar_grunt", "angry": "boar_grunt", "attack": "boar_grunt", "hurt": "boar_squeal", "idle": "boar_grunt"}, "boar": {"alert": "boar_grunt", "angry": "boar_grunt", "attack": "boar_grunt", "hurt": "boar_squeal", "idle": "boar_grunt"},
"old_stag": {"alert": "stag_bellow", "angry": "stag_bellow", "attack": "stag_snort", "hurt": "stag_snort"}, "old_stag": {"alert": "stag_bellow", "angry": "stag_bellow", "attack": "stag_snort", "hurt": "stag_snort"},
"guard": {"alert": "guard_rattle", "angry": "guard_rattle", "attack": "guard_rattle"}, "guard": {"alert": "guard_rattle", "angry": "guard_rattle", "attack": "guard_rattle"},
"drowned": {"alert": "guard_rattle", "angry": "guard_rattle", "attack": "guard_rattle"},
"crow": {"alert": "crow_caw", "hurt": "crow_caw", "idle": "crow_caw"}, "crow": {"alert": "crow_caw", "hurt": "crow_caw", "idle": "crow_caw"},
"fox": {"alert": "fox_yip", "hurt": "fox_yip"}, "fox": {"alert": "fox_yip", "hurt": "fox_yip"},
"gull": {"alert": "gull_cry", "hurt": "gull_cry", "idle": "gull_cry"},
"crab": {"alert": "crab_click", "attack": "crab_click"},
} }
## States a creature is in when it's after someone (music.gd's list too). ## States a creature is in when it's after someone (music.gd's list too).
const ANGRY := ["charge", "stalk", "lunge", "bash", "stomp", "telegraph", "warn", "raid", "summon"] const ANGRY := ["charge", "stalk", "lunge", "bash", "stomp", "telegraph", "warn", "raid", "summon"]

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uid://cdxggdwnq1ctn

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@@ -22,7 +22,10 @@ static func build(kind: String) -> Dictionary:
"bear": d = _bear() "bear": d = _bear()
"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()
"gull": d = _gull()
"crab": d = _crab()
"guard": d = _guard() "guard": d = _guard()
"drowned": d = _drowned()
"old_stag": d = _scaled(_stag(), 2.1) "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) "spirit_wolf": d = _wolf_parts(Color(0.62, 0.72, 0.78), Color(0.85, 0.92, 0.95), 351)
_: d = _boar() _: d = _boar()
@@ -207,6 +210,61 @@ static func _crow() -> Dictionary:
"hips": [Vector3(-0.06, 0.19, -0.01), Vector3(0.06, 0.19, -0.01)], "hips": [Vector3(-0.06, 0.19, -0.01), Vector3(0.06, 0.19, -0.01)],
"radius": 0.12, "height": 0.3} "radius": 0.12, "height": 0.3}
## Gull: a crow's build, bigger, white with grey wings and a yellow beak.
static func _gull() -> Dictionary:
var white := Color(0.93, 0.93, 0.9)
var grey := Color(0.6, 0.63, 0.67)
var tip := Color(0.12, 0.12, 0.13)
var beak := Color(0.95, 0.75, 0.2)
var st := P._begin()
var r := _rng(295)
var n := _noise(295, 2.0)
P._blob(st, Vector3(0, 0.2, 0), Vector3(0.09, 0.085, 0.18), n, 0.08, white, r, 1)
P._blob(st, Vector3(0, 0.25, 0.04), Vector3(0.075, 0.05, 0.14), n, 0.06, grey, r, 1)
P._blob(st, Vector3(0, 0.28, -0.16), Vector3(0.06, 0.06, 0.065), n, 0.08, white, r, 1)
P._cylinder(st, Vector3(0, 0.275, -0.21), Vector3(0, 0.255, -0.3), 0.017, 0.004, 4, beak, r)
P._cylinder(st, Vector3(0, 0.22, 0.15), Vector3(0, 0.2, 0.3), 0.035, 0.05, 4, tip, r)
for s in [-1.0, 1.0]:
P._cylinder(st, Vector3(s * 0.03, 0.13, 0.0), Vector3(s * 0.035, 0.0, 0.02), 0.008, 0.007, 3, beak, r)
P._blob(st, Vector3(s * 0.04, 0.295, -0.19), Vector3.ONE * 0.009, n, 0.0, Color(0.1, 0.1, 0.1), r, 0)
var wst := P._begin()
P._blob(wst, Vector3(0, -0.2, 0.03), Vector3(0.014, 0.21, 0.09), n, 0.04, grey, r, 0)
P._blob(wst, Vector3(0, -0.38, 0.05), Vector3(0.012, 0.05, 0.06), n, 0.0, tip, r, 0)
return {"body": P._commit(st), "leg": P._commit(wst),
"hips": [Vector3(-0.08, 0.25, -0.01), Vector3(0.08, 0.25, -0.01)],
"radius": 0.15, "height": 0.38}
## Crab: a wide, flat red-brown shell facing -Z, two big claws in front and
## eyes on stalks; six thin legs splayed out to the sides (crab.gd turns the
## whole crab side-on to walk, and flickers the legs).
static func _crab() -> Dictionary:
var shell := Color(0.66, 0.22, 0.12)
var dark := Color(0.42, 0.13, 0.08)
var pale := Color(0.9, 0.72, 0.55)
var st := P._begin()
var r := _rng(297)
var n := _noise(297, 2.4)
P._blob(st, Vector3(0, 0.11, 0), Vector3(0.2, 0.06, 0.14), n, 0.1, shell, r, 1)
P._blob(st, Vector3(0, 0.08, 0.01), Vector3(0.17, 0.035, 0.12), n, 0.05, pale, r, 1)
for s in [-1.0, 1.0]:
# Arm, then the claw: a fat pincer and a thin finger.
P._cylinder(st, Vector3(s * 0.12, 0.1, -0.09), Vector3(s * 0.17, 0.13, -0.2), 0.025, 0.02, 4, shell, r)
P._blob(st, Vector3(s * 0.17, 0.14, -0.26), Vector3(0.05, 0.04, 0.07), n, 0.1, shell, r, 1)
P._cylinder(st, Vector3(s * 0.17, 0.15, -0.31), Vector3(s * 0.15, 0.16, -0.37), 0.02, 0.006, 4, dark, r)
P._cylinder(st, Vector3(s * 0.19, 0.12, -0.31), Vector3(s * 0.18, 0.12, -0.36), 0.014, 0.004, 4, dark, r)
# Eyes on stalks.
P._cylinder(st, Vector3(s * 0.04, 0.15, -0.11), Vector3(s * 0.05, 0.21, -0.13), 0.008, 0.006, 3, shell, r)
P._blob(st, Vector3(s * 0.05, 0.22, -0.13), Vector3.ONE * 0.014, n, 0.0, Color(0.05, 0.05, 0.05), r, 0)
var lst := P._begin()
P._cylinder(lst, Vector3(0, 0, 0), Vector3(0, -0.11, 0.0), 0.014, 0.01, 3, shell, r)
P._cylinder(lst, Vector3(0, -0.11, 0.0), Vector3(0, -0.2, 0.0), 0.01, 0.003, 3, dark, r)
var hips: Array = []
for s in [-1.0, 1.0]:
for z in [-0.05, 0.03, 0.1]:
hips.append(Vector3(s * 0.17, 0.1, z))
return {"body": P._commit(st), "leg": P._commit(lst), "hips": hips,
"radius": 0.2, "height": 0.25}
## Barrow guard: an upright skeleton facing -Z, in a rusted helm, an old ## Barrow guard: an upright skeleton facing -Z, in a rusted helm, an old
## sword in its right hand and a round shield on its left arm. Two legs ## sword in its right hand and a round shield on its left arm. Two legs
## (creature.gd walks them like a pair of a quadruped's). ## (creature.gd walks them like a pair of a quadruped's).
@@ -253,6 +311,53 @@ static func _guard() -> Dictionary:
"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}
## A drowned sailor (0.6.0): the barrow guard's bones, sea-greyed and hung
## with weed, a rag of a shirt, a bandana, and a cutlass; no shield or helm.
static func _drowned() -> Dictionary:
var bone := Color(0.62, 0.66, 0.58)
var old := Color(0.44, 0.5, 0.42)
var weed := Color(0.16, 0.32, 0.18)
var rag := Color(0.36, 0.33, 0.27)
var red := Color(0.45, 0.12, 0.1)
var steel := Color(0.5, 0.52, 0.55)
var dark := Color(0.05, 0.07, 0.06)
var st := P._begin()
var r := _rng(331)
var n := _noise(331, 2.2)
P._blob(st, Vector3(0, 0.95, 0), Vector3(0.17, 0.07, 0.1), n, 0.2, old, r, 0) # pelvis
P._cylinder(st, Vector3(0, 0.97, 0.02), Vector3(0, 1.45, 0.0), 0.035, 0.03, 5, bone, r) # spine
for i in range(4): # ribs
var y := 1.18 + 0.075 * i
P._cylinder(st, Vector3(-0.15 + 0.01 * i, y, -0.02), Vector3(0.15 - 0.01 * i, y, -0.02), 0.018, 0.018, 4, bone, r)
P._blob(st, Vector3(0.02, 1.3, 0.0), Vector3(0.19, 0.17, 0.12), n, 0.45, rag, r, 0) # shirt, in tatters
P._cylinder(st, Vector3(-0.22, 1.47, 0), Vector3(0.22, 1.47, 0), 0.025, 0.025, 4, bone, r) # shoulders
P._blob(st, Vector3(0, 1.66, -0.02), Vector3(0.11, 0.13, 0.12), n, 0.12, bone, r, 1) # skull
P._blob(st, Vector3(0, 1.56, -0.08), Vector3(0.07, 0.04, 0.06), n, 0.1, old, r, 0) # jaw
P._blob(st, Vector3(0, 1.75, 0.0), Vector3(0.12, 0.05, 0.13), n, 0.15, red, r, 0) # bandana
for s in [-1.0, 1.0]:
P._blob(st, Vector3(s * 0.045, 1.67, -0.115), Vector3(0.03, 0.025, 0.012), n, 0.0, dark, r, 0) # sockets
for i in range(5): # weed hanging off
var x := -0.16 + i * 0.08
P._cylinder(st, Vector3(x, 1.45, -0.04), Vector3(x + 0.02, 1.05 - 0.05 * (i % 2), -0.06), 0.012, 0.004, 3, weed, r)
# Right arm forward with the cutlass, left hanging.
P._cylinder(st, Vector3(0.22, 1.47, 0), Vector3(0.28, 1.2, -0.12), 0.025, 0.022, 4, bone, r)
P._cylinder(st, Vector3(0.28, 1.2, -0.12), Vector3(0.27, 1.08, -0.38), 0.022, 0.02, 4, bone, r)
P._cylinder(st, Vector3(0.27, 1.08, -0.4), Vector3(0.33, 1.42, -0.85), 0.035, 0.008, 4, steel, r) # curved blade
P._cylinder(st, Vector3(0.21, 1.06, -0.38), Vector3(0.33, 1.1, -0.4), 0.02, 0.02, 4, steel, r) # guard
P._cylinder(st, Vector3(-0.22, 1.47, 0), Vector3(-0.27, 1.15, 0.02), 0.025, 0.022, 4, bone, r)
P._cylinder(st, Vector3(-0.27, 1.15, 0.02), Vector3(-0.26, 0.9, -0.02), 0.022, 0.02, 4, bone, r)
var est := P._begin()
for s in [-1.0, 1.0]:
P._blob(est, Vector3(s * 0.045, 1.67, -0.125), Vector3.ONE * 0.012, n, 0.0, Color(0.5, 1.0, 0.6), r, 0)
var lst := P._begin()
P._cylinder(lst, Vector3(0, 0, 0), Vector3(0, -0.45, 0.02), 0.03, 0.025, 4, bone, r)
P._cylinder(lst, Vector3(0, -0.45, 0.02), Vector3(0, -0.9, 0), 0.025, 0.022, 4, bone, r)
P._blob(lst, Vector3(0, -0.2, 0), Vector3(0.07, 0.18, 0.07), n, 0.4, rag, r, 0) # breeches
P._blob(lst, Vector3(0, -0.9, -0.05), Vector3(0.04, 0.025, 0.08), n, 0.1, old, r, 0)
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)],
"radius": 0.3, "height": 1.85}
## The Old Stag (before scaling up): a pale, moss-hung spirit deer with a ## The Old Stag (before scaling up): a pale, moss-hung spirit deer with a
## huge crown of antlers. ## huge crown of antlers.
static func _stag() -> Dictionary: static func _stag() -> Dictionary:

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uid://dy6utmjegblry

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uid://bs230fcuvorft

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@@ -90,7 +90,7 @@ func _check_site(world: Node3D, p: Vector2) -> Vector3:
var hs: Array[float] = [] var hs: Array[float] = []
for d in [Vector2(-1, -1), Vector2(1, -1), Vector2(-1, 1), Vector2(1, 1), Vector2.ZERO]: for d in [Vector2(-1, -1), Vector2(1, -1), Vector2(-1, 1), Vector2(1, 1), Vector2.ZERO]:
hs.append(terrain.sample_height(p.x + d.x * 4.0, p.y + d.y * 4.0)) hs.append(terrain.sample_height(p.x + d.x * 4.0, p.y + d.y * 4.0))
if hs.max() - hs.min() > 2.2 or hs.min() < terrain.water_level + 1.0: if hs.max() - hs.min() > 2.2 or hs.min() < terrain.water_level + 1.0 or terrain.near_stream(p.x, p.y, 7.0):
return Vector3.INF return Vector3.INF
# Trees and boulders in the way are cleared (_clear_area); just avoid # Trees and boulders in the way are cleared (_clear_area); just avoid
# the thickest woods. Counted by position, because their colliders # the thickest woods. Counted by position, because their colliders

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uid://beng43qyj6rke

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uid://cfailgwvqv2fc

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@@ -18,11 +18,12 @@ func display_name() -> String:
func interact_prompt(p: Node) -> String: func interact_prompt(p: Node) -> String:
if is_dead(): if is_dead():
return "Bones [E] Search" return "Bones [E] Search"
var s := "Barrow guard" # (A barrow guard, or a drowned sailor at a treasure dig: treasure.gd.)
var s: String = def.name
match state: match state:
"rest": s = "Barrow guard (still... for now)" "rest": s += " (still... for now)"
"charge": s = "Barrow guard (coming for you!)" "charge": s += " (coming for you!)"
"home": s = "Barrow guard (going back to its post)" "home": s += " (going back to its post)"
if not Actions.melee_stats(p).armed and not ItemDB.get_item(p.held_item_id()).has("bow"): if not Actions.melee_stats(p).armed and not ItemDB.get_item(p.held_item_id()).has("bow"):
s += " (you need a weapon: a club cracks bone)" s += " (you need a weapon: a club cracks bone)"
return s return s
@@ -46,7 +47,7 @@ func _think(dt: float) -> void:
_goal_d = d _goal_d = d
if d < def.attack_range and _attack_cd <= 0.0 and _can_reach(player): if d < def.attack_range and _attack_cd <= 0.0 and _can_reach(player):
_attack_cd = def.attack_cd _attack_cd = def.attack_cd
player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a barrow guard") player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a %s" % String(def.name).to_lower())
"home": "home":
if barrow.wakes_for(player) and barrow.center().distance_to(pp) < barrow.LEASH: if barrow.wakes_for(player) and barrow.center().distance_to(pp) < barrow.LEASH:
state = "charge" state = "charge"

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uid://x0xva7tw6ind

56
scripts/creatures/gull.gd Normal file
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@@ -0,0 +1,56 @@
extends "res://scripts/creatures/crow.gd"
## A gull (0.6.0, the Cove only): the Cove's crow, sent by thieves.gd by
## day. It comes for food left on the sand and for fish on a smoking rack
## that nobody's watching. Bolder and quicker than a crow: it lands, snatches
## one and is off with it, and another soon follows. Shoot it down while
## it's carrying and it drops what it took. Feathers.
const SNATCH_AFTER := 1.2 ## seconds on the ground before it grabs one
const GULL_SCARE := 6.0 ## (bolder than a crow)
var carry: Dictionary = {} ## {id, count, extra} once it has something
func display_name() -> String:
return "Gull"
func interact_prompt(_p: Node) -> String:
if is_dead():
return "Gull [E] Pluck"
if not carry.is_empty():
return "Gull (off with your %s!)" % ItemDB.item_name(String(carry.id)).to_lower()
return {"peck": "Gull (after your food!)", "fly": "Gull (circling your food)"}.get(state, "Gull")
func _think(dt: float) -> void:
match state:
"fly":
if not thieves.gull_still_there(food) or thieves.watched(thieves.spot(food), GULL_SCARE):
_leave()
return
_goal = thieves.spot(food)
var ground: float = terrain.sample_height(global_position.x, global_position.z)
if Vector2(_goal.x - global_position.x, _goal.z - global_position.z).length() < 0.35 and global_position.y - ground < 0.15:
state = "peck"
_state_t = SNATCH_AFTER
thieves.gull_landed(self, food)
"peck":
if not thieves.gull_still_there(food) or thieves.watched(global_position, GULL_SCARE):
_leave()
return
_state_t -= dt
if _state_t <= 0.0:
_peck_anim = 0.4
carry = thieves.snatch(self, food)
_leave()
"fly_off":
if thieves.out_of_sight(global_position):
thieves.gone(self)
_:
_leave()
## Shot down with something in its beak: it drops it where it falls.
func _die(from: Vector3) -> void:
super._die(from)
if not carry.is_empty() and not puppet:
var at := global_position + Vector3(0, 0.3, 0)
world.drop_item(String(carry.id), int(carry.count), Transform3D(Basis(), at), carry.get("extra", {}))
carry = {}

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uid://draw1wvqi3cif

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uid://f88v5i7s5e5c

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uid://ccpmq0ddkoc8g

106
scripts/creatures/shore.gd Normal file
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@@ -0,0 +1,106 @@
extends Node3D
## The shore's own wildlife (0.6.0, a land whose worldlet lists "crabs" in
## its "wildlife": the Cove). From dusk till dawn crabs come up out of the
## sea onto the beach, a few around each player who's down on the sand, at
## the waterline and out of the way. At dawn they go back in (crab.gd).
## Not saved: like the other wildlife they simply carry on around you.
##
## On a server this runs for everyone, and players see the crabs through
## creature_net.gd.
const CrabScript = preload("res://scripts/creatures/crab.gd")
const BUDGET := 5 ## per player on the beach, up to twice it
const CHECK_EVERY := 2.0
const RING_MIN := 14.0
const RING_MAX := 45.0
const NOT_WITHIN := 10.0 ## never comes up right beside anyone
const DESPAWN := 80.0
const BEACH_NEAR := 40.0 ## a player this close to the sand counts as on the beach
var world: Node3D
var terrain: Node3D
var enabled := true
var _rng := RandomNumberGenerator.new()
var _acc := 0.0
var _serial := 0
func setup(w: Node3D) -> void:
world = w
terrain = w.terrain
_rng.seed = terrain.noise_seed + 1201
func _physics_process(delta: float) -> void:
step(delta)
## Dusk till dawn.
func night() -> bool:
var h: float = world.day_night.hours()
return h >= 17.5 or h < 6.5
## Living crabs.
func alive() -> Array:
return get_children().filter(func(c): return is_instance_valid(c) and not c.is_queued_for_deletion() and not c.is_dead())
func step(dt: float) -> void:
if not enabled or world.creatures == null or not world.creatures.enabled:
return
_acc += dt
if _acc < CHECK_EVERY:
return
_acc = 0.0
var everyone: Array = world.players()
for c in get_children():
if not everyone.any(func(p): return p.global_position.distance_to(c.global_position) <= DESPAWN):
c.queue_free()
if not night() or everyone.is_empty():
return
var on_beach := everyone.filter(func(p): return _near_sand(p.global_position))
if on_beach.is_empty():
return
if alive().size() < BUDGET * clampi(on_beach.size(), 1, 2):
var who: Node3D = on_beach[_rng.randi() % on_beach.size()]
spawn_near(who.global_position) # (one at a time: they trickle up out of the sea)
func _near_sand(p: Vector3) -> bool:
for a in [0.0, 1.0, 2.0, 3.0, 4.0, 5.0]:
var q := p + Vector3(cos(a), 0.0, sin(a)) * BEACH_NEAR * 0.5
if terrain.on_sand(p.x, p.z) or terrain.on_sand(q.x, q.z):
return true
return false
## A spot on the sand at the waterline, RING_MIN..RING_MAX from `around`
## and not right beside anyone, or Vector3.INF.
func find_spot(around: Vector3) -> Vector3:
for _try in range(40):
var a := _rng.randf() * TAU
var r := _rng.randf_range(RING_MIN, RING_MAX)
var x := around.x + cos(a) * r
var z := around.z + sin(a) * r
if not terrain.inside_boundary(x, z, 6.0) or terrain.beach_weight(x, z) < 0.75:
continue
var h: float = terrain.sample_height(x, z)
if h < terrain.water_level + 0.25 or h > terrain.water_level + 0.9:
continue
var p := Vector3(x, h, z)
if world.players().any(func(pl): return pl.global_position.distance_to(p) < NOT_WITHIN):
continue
return p
return Vector3.INF
func spawn_near(around: Vector3) -> Node3D:
var p := find_spot(around)
if p == Vector3.INF:
return null
return spawn(p)
func spawn(pos: Vector3) -> Node3D:
var c: AnimatableBody3D = CrabScript.new()
_serial += 1
c.setup("crab", world, pos, _rng.randi() + _serial)
add_child(c)
c.global_position = Vector3(pos.x, terrain.sample_height(pos.x, pos.z), pos.z)
c.state = "wander"
c.yaw = _rng.randf() * TAU
c.target_yaw = c.yaw
return c

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uid://b6eeco4cs028q

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uid://dukt8gme03lsb

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@@ -9,10 +9,16 @@ extends Node3D
## fox.gd). Food in a chest is never touched (that's what chests are for); ## fox.gd). Food in a chest is never touched (that's what chests are for);
## the bear (bear_range.gd) is another matter. ## the bear (bear_range.gd) is another matter.
## ##
## In a land with gulls (the Cove, 0.6.0: its worldlet's "wildlife"), food
## left on the sand draws a gull by day instead of a crow (gull.gd), and so
## does fish on a smoking rack that nobody's watching: a gull snatches one
## and flies off with it.
##
## On a server this runs for everyone (thieves are wildlife: creature_net.gd). ## On a server this runs for everyone (thieves are wildlife: creature_net.gd).
const CrowScript = preload("res://scripts/creatures/crow.gd") const CrowScript = preload("res://scripts/creatures/crow.gd")
const FoxScript = preload("res://scripts/creatures/fox.gd") const FoxScript = preload("res://scripts/creatures/fox.gd")
const GullScript = preload("res://scripts/creatures/gull.gd")
const CHECK_EVERY := 5.0 const CHECK_EVERY := 5.0
const UNWATCHED := 10.0 const UNWATCHED := 10.0
@@ -25,6 +31,7 @@ signal stolen(thief: Node, id: String, count: int)
var world: Node3D var world: Node3D
var enabled := true var enabled := true
var gulls := false ## this land has gulls (the Cove)
var _acc := 0.0 var _acc := 0.0
var _unwatched: Dictionary = {} ## pickup instance id -> seconds left alone var _unwatched: Dictionary = {} ## pickup instance id -> seconds left alone
var _rng := RandomNumberGenerator.new() var _rng := RandomNumberGenerator.new()
@@ -32,6 +39,7 @@ var _rng := RandomNumberGenerator.new()
func setup(w: Node3D) -> void: func setup(w: Node3D) -> void:
world = w world = w
_rng.seed = w.terrain.noise_seed + 997 _rng.seed = w.terrain.noise_seed + 997
gulls = w.has_wildlife("gulls")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if enabled: if enabled:
@@ -85,14 +93,28 @@ func step(dt: float) -> void:
_unwatched[k] = float(_unwatched.get(k, 0.0)) + since _unwatched[k] = float(_unwatched.get(k, 0.0)) + since
if float(_unwatched[k]) >= NOTICE_AFTER and not _targeted(d) and alive().size() < MAX_THIEVES: if float(_unwatched[k]) >= NOTICE_AFTER and not _targeted(d) and alive().size() < MAX_THIEVES:
send(d) send(d)
if gulls and not night():
for r in racks():
if not gull_still_there(r):
continue
var k: int = r.get_instance_id()
seen[k] = true
if watched(r.global_position, UNWATCHED):
_unwatched.erase(k)
continue
_unwatched[k] = float(_unwatched.get(k, 0.0)) + since
if float(_unwatched[k]) >= NOTICE_AFTER and not _targeted(r) and alive().size() < MAX_THIEVES:
send(r)
for k in _unwatched.keys(): for k in _unwatched.keys():
if not seen.has(k): if not seen.has(k):
_unwatched.erase(k) _unwatched.erase(k)
## Sends a thief after `food`: a fox at dusk and night, otherwise a crow. ## Sends a thief after `food`: a fox at dusk and night, otherwise a crow (a
## gull on the sand, or at a smoking rack, where there are gulls).
func send(food: Node3D) -> Node3D: func send(food: Node3D) -> Node3D:
var fox := night() var fox := night()
var fp: Vector3 = food.global_position var gull := not fox and gulls and (food.is_in_group("processor") or on_sand(food.global_position))
var fp: Vector3 = spot(food)
var from := Vector3.INF var from := Vector3.INF
for _i in range(12): for _i in range(12):
var a := _rng.randf() * TAU var a := _rng.randf() * TAU
@@ -104,8 +126,8 @@ func send(food: Node3D) -> Node3D:
break break
if from == Vector3.INF: if from == Vector3.INF:
return null return null
var t: AnimatableBody3D = (FoxScript if fox else CrowScript).new() var t: AnimatableBody3D = (FoxScript if fox else (GullScript if gull else CrowScript)).new()
t.setup("fox" if fox else "crow", world, from, _rng.randi()) t.setup("fox" if fox else ("gull" if gull else "crow"), world, from, _rng.randi())
t.thieves = self t.thieves = self
t.food = food t.food = food
t.state = "sneak" if fox else "fly" t.state = "sneak" if fox else "fly"
@@ -148,3 +170,63 @@ func grab(fox: Node, food: Node3D) -> Dictionary:
## A thief left with what it took (or empty-handed). ## A thief left with what it took (or empty-handed).
func gone(t: Node) -> void: func gone(t: Node) -> void:
t.queue_free() t.queue_free()
# --- gulls (the Cove) ----------------------------------------------------------------
func on_sand(pos: Vector3) -> bool:
return world.terrain.on_sand(pos.x, pos.z)
static func is_fish(id: String) -> bool:
return Dictionary(ItemDB.get_item(id).get("food", {})).get("diet", {}).has("fish")
## This land's smoking racks.
func racks() -> Array:
return get_tree().get_nodes_in_group("processor").filter(func(r): return is_instance_valid(r) and not r.is_queued_for_deletion() \
and String(r.item_id) == "smoking_rack" and world.is_ancestor_of(r))
## Fish on a rack: the first id there is, or "".
func _rack_fish(r: Node3D) -> String:
for st in r.inventory.slots:
if st != null and is_fish(String(st.id)):
return String(st.id)
return ""
## Whether a gull's target is still worth it: food on the ground, or a rack
## with fish on it.
func gull_still_there(t: Node3D) -> bool:
if t == null or not is_instance_valid(t) or t.is_queued_for_deletion():
return false
if t.is_in_group("processor"):
return not _rack_fish(t).is_empty()
return still_there(t)
## Where a thief lands for `t`: on food, or on the ground beside a rack.
func spot(t: Node3D) -> Vector3:
if t.is_in_group("processor"):
var p: Vector3 = t.global_position + t.global_basis.z * 0.8
return Vector3(p.x, world.terrain.sample_height(p.x, p.z), p.z)
return t.global_position
func gull_landed(_gull: Node, t: Node3D) -> void:
if t.is_in_group("processor"):
_tell(t.global_position, "A gull's at the fish on your smoking rack!")
else:
_tell(t.global_position, "A gull's landed by your %s!" % ItemDB.item_name(t.item_id).to_lower())
## A gull takes one and flies off with it. Returns what it's carrying.
func snatch(gull: Node, t: Node3D) -> Dictionary:
if not gull_still_there(t):
return {}
var c := {}
if t.is_in_group("processor"):
var id := _rack_fish(t)
t.inventory.remove(id, 1)
c = {"id": id, "count": 1, "extra": {}}
else:
c = {"id": String(t.item_id), "count": 1, "extra": t.extra.duplicate()}
t.amount = int(t.amount) - 1
if int(t.amount) <= 0:
world.take_dropped(t)
_tell(t.global_position, "A gull has snatched your %s!" % ItemDB.item_name(String(c.id)).to_lower())
stolen.emit(gull, String(c.id), 1)
return c

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uid://cpwa4sffdi3nt

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uid://b8wfmfnhg2edq

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uid://024u453fdbml

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uid://cbb3g7cjprhy8

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@@ -15,6 +15,7 @@ const BITE_WINDOW := 1.5
const LINE_LENGTH := 26.0 const LINE_LENGTH := 26.0
var water_type := "" ## "lake", "sea"... (world.water_at) var water_type := "" ## "lake", "sea"... (world.water_at)
var water_depth := 0.0 ## how deep it is where the float came down
var table: Dictionary = {} ## that water's fishing table (ItemDB.water_fishing) var table: Dictionary = {} ## that water's fishing table (ItemDB.water_fishing)
var world: Node3D var world: Node3D
@@ -74,6 +75,8 @@ func _dawn_dusk() -> bool:
return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5)
## How long until the next bite (seconds), from data/fish.json. ## How long until the next bite (seconds), from data/fish.json.
var baited := false ## this wait was shortened by bait (rotten food)
func _next_wait() -> float: func _next_wait() -> float:
var mods: Dictionary = ItemDB.fishing.modifiers var mods: Dictionary = ItemDB.fishing.modifiers
var w: Array = table.get("bite_wait", [5.0, 14.0]) var w: Array = table.get("bite_wait", [5.0, 14.0])
@@ -82,11 +85,16 @@ func _next_wait() -> float:
k *= float(mods.get("dawn_dusk_wait", 0.6)) # fish feed at dawn and dusk k *= float(mods.get("dawn_dusk_wait", 0.6)) # fish feed at dawn and dusk
if world.weather.precip > 0.3: if world.weather.precip > 0.3:
k *= float(mods.get("rain_wait", 0.8)) k *= float(mods.get("rain_wait", 0.8))
# Rotten food in your bag is bait: the fish come sooner, and a bite takes one.
baited = player != null and player.get("inventory") != null and player.inventory.count(Actions.BAIT) > 0
if baited:
k *= Actions.BAIT_WAIT
return rng.randf_range(w[0], w[1]) * k return rng.randf_range(w[0], w[1]) * k
## A weighted pick from this water's fish (dawn/dusk weights when they apply). ## A weighted pick from this water's fish (dawn/dusk weights when they apply).
## (A fish with its own "min_depth" only bites in water that deep: cod.)
func _pick_fish() -> String: func _pick_fish() -> String:
var fish: Array = table.get("fish", []) var fish: Array = table.get("fish", []).filter(func(f): return water_depth >= float(f.get("min_depth", 0.0)))
var key := "dawn_dusk" if _dawn_dusk() else "weight" var key := "dawn_dusk" if _dawn_dusk() else "weight"
var total := 0.0 var total := 0.0
for f in fish: for f in fish:
@@ -114,6 +122,7 @@ func step(dt: float) -> void:
if not water.is_empty() and p.y <= float(water.surface): if not water.is_empty() and p.y <= float(water.surface):
p.y = water.surface p.y = water.surface
water_type = water.type water_type = water.type
water_depth = float(water.depth)
table = ItemDB.water_fishing(water_type) table = ItemDB.water_fishing(water_type)
if table.is_empty() or table.fish.is_empty(): if table.is_empty() or table.fish.is_empty():
state = "landed" state = "landed"
@@ -139,6 +148,8 @@ func step(dt: float) -> void:
bite_left = BITE_WINDOW bite_left = BITE_WINDOW
Actions.tell(player, "Bite! Click to reel in") Actions.tell(player, "Bite! Click to reel in")
Sfx.at("bite", global_position) Sfx.at("bite", global_position)
if baited and player.inventory.remove(Actions.BAIT, 1):
baited = false
"biting": "biting":
bite_left -= dt bite_left -= dt
# The float bobs hard and goes under. # The float bobs hard and goes under.

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uid://br7isyu6hxnsd

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uid://cs6ucd2nldqmj

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@@ -36,6 +36,17 @@ static func build(key: String) -> ArrayMesh:
var m: ArrayMesh var m: ArrayMesh
match key: match key:
"stick": m = _stick() "stick": m = _stick()
"driftwood": m = _driftwood()
"seagrass": m = _seagrass()
"rope": m = _rope()
"pine_resin": m = _pine_resin()
"pitch": m = _pitch()
"rowing_boat": m = _rowing_boat()
"treasure_map": m = _treasure_map()
"ship_compass": m = _ship_compass()
"spyglass": m = _spyglass()
"pirate_gold": m = _pirate_gold()
"cutlass": m = _cutlass()
"stone": m = _pebble(11, STONE, Vector3(0.14, 0.10, 0.12)) "stone": m = _pebble(11, STONE, Vector3(0.14, 0.10, 0.12))
"flint": m = _pebble(23, FLINT, Vector3(0.12, 0.07, 0.15), 0.5) "flint": m = _pebble(23, FLINT, Vector3(0.12, 0.07, 0.15), 0.5)
"wood": m = _wood() "wood": m = _wood()
@@ -75,6 +86,12 @@ static func build(key: String) -> ArrayMesh:
"trout": m = _fish(TROUT, 0.24, false) "trout": m = _fish(TROUT, 0.24, false)
"grilled_perch": m = _fish(PERCH, 0.16, true) "grilled_perch": m = _fish(PERCH, 0.16, true)
"grilled_trout": m = _fish(TROUT, 0.24, true) "grilled_trout": m = _fish(TROUT, 0.24, true)
"mackerel": m = _fish(MACKEREL, 0.2, false)
"cod": m = _fish(COD, 0.3, false)
"grilled_mackerel": m = _fish(MACKEREL, 0.2, true)
"crab_meat": m = _crab_meat()
"cooked_crab": m = _cooked_crab()
"grilled_cod": m = _fish(COD, 0.3, true)
"fiber_plant": m = _fiber_plant() "fiber_plant": m = _fiber_plant()
"iron_nugget": m = _pebble(61, RUST, Vector3(0.07, 0.05, 0.06), 0.6) "iron_nugget": m = _pebble(61, RUST, Vector3(0.07, 0.05, 0.06), 0.6)
"iron_ore": m = _ore() "iron_ore": m = _ore()
@@ -115,6 +132,14 @@ static func build(key: String) -> ArrayMesh:
"bear_hide": m = _pelt(BEAR_FUR) "bear_hide": m = _pelt(BEAR_FUR)
"bear_fat": m = _pebble(271, Color(0.92, 0.86, 0.68), Vector3(0.1, 0.06, 0.08), 0.1) "bear_fat": m = _pebble(271, Color(0.92, 0.86, 0.68), Vector3(0.1, 0.06, 0.08), 0.1)
"fur_rug": m = _rug() "fur_rug": m = _rug()
"pelt_rug": m = _rug(WOLF_FUR, 0.85)
"bear_cloak": m = _cloak(BEAR_FUR)
"clay_jar": m = _jar()
"tallow_candle": m = _candle()
"torch_stand": m = _torch_stand()
"bedroll": m = _bedroll()
"fang_necklace": m = _necklace()
"pemmican": m = _pebble(331, Color(0.42, 0.24, 0.16), Vector3(0.1, 0.05, 0.07), 0.15)
"barrow_key": m = _barrow_key() "barrow_key": m = _barrow_key()
"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()
@@ -172,6 +197,147 @@ static func _stick() -> ArrayMesh:
P._cylinder(st, Vector3(0.05, 0.03, 0.0), Vector3(0.2, 0.05, 0.1), 0.012, 0.006, 4, HANDLE, r) P._cylinder(st, Vector3(0.05, 0.03, 0.0), Vector3(0.2, 0.05, 0.1), 0.012, 0.006, 4, HANDLE, r)
return P._commit(st) return P._commit(st)
## A sea-bleached branch, twisted, with a stub of a side branch.
static func _driftwood() -> ArrayMesh:
var st := P._begin()
var r := _rng(41)
const BLEACHED := Color(0.72, 0.68, 0.6)
const GREY := Color(0.58, 0.55, 0.5)
P._cylinder(st, Vector3(-0.5, 0.06, -0.04), Vector3(0.05, 0.08, 0.05), 0.07, 0.06, 6, BLEACHED, r, -1.0, GREY)
P._cylinder(st, Vector3(0.05, 0.08, 0.05), Vector3(0.48, 0.05, -0.02), 0.06, 0.035, 6, BLEACHED, r, -1.0, GREY)
P._cylinder(st, Vector3(0.1, 0.09, 0.05), Vector3(0.22, 0.12, 0.24), 0.03, 0.015, 5, GREY, r)
return P._commit(st)
## A tangle of long, flat ribbons of seagrass.
static func _seagrass() -> ArrayMesh:
var st := P._begin()
var r := _rng(45)
for i in range(6):
var a := r.randf() * TAU
var col := Color(0.28, 0.42, 0.2).lerp(Color(0.5, 0.48, 0.25), r.randf())
_box(st, Vector3(r.randf_range(-0.03, 0.03), 0.01 + i * 0.006, r.randf_range(-0.03, 0.03)), Vector3(0.03, 0.006, 0.38),
col, Basis(Vector3.UP, a))
return P._commit(st)
## A coil of seagrass rope.
static func _rope() -> ArrayMesh:
var st := P._begin()
var r := _rng(47)
const ROPE := Color(0.6, 0.55, 0.36)
var n := 12
for k in range(2):
for i in range(n):
var a0 := TAU * i / n
var a1 := TAU * (i + 1) / n
var rr := 0.1 - k * 0.035
P._cylinder(st, Vector3(cos(a0) * rr, 0.025 + k * 0.03, sin(a0) * rr), Vector3(cos(a1) * rr, 0.025 + k * 0.03, sin(a1) * rr),
0.02, 0.02, 5, ROPE.darkened(r.randf() * 0.12), r)
return P._commit(st)
## A few lumps of sticky amber resin.
static func _pine_resin() -> ArrayMesh:
var st := P._begin()
var r := _rng(49)
var n := FastNoiseLite.new()
n.seed = 49
n.frequency = 3.0
for i in range(4):
var c := Vector3(r.randf_range(-0.05, 0.05), 0.03, r.randf_range(-0.05, 0.05))
P._blob(st, c, Vector3.ONE * r.randf_range(0.025, 0.045), n, 0.25, Color(0.8, 0.5, 0.12).darkened(r.randf() * 0.25), r, 1)
return P._commit(st)
## A small clay pot of black pitch, a stick stood in it.
static func _pitch() -> ArrayMesh:
var st := P._begin()
var r := _rng(51)
P._cylinder(st, Vector3(0, 0, 0), Vector3(0, 0.12, 0), 0.07, 0.085, 8, Color(0.55, 0.36, 0.24), r, 0.0)
P._cylinder(st, Vector3(0, 0.115, 0), Vector3(0, 0.125, 0), 0.078, 0.078, 8, Color(0.06, 0.05, 0.05), r, -1.0, Color(0.06, 0.05, 0.05))
P._cylinder(st, Vector3(0.01, 0.06, 0.0), Vector3(0.05, 0.24, 0.02), 0.008, 0.007, 4, HANDLE, r)
return P._commit(st)
## A rowing boat, bow to -Z: a model 0.55 m long (moorings.gd shows it eight
## times over at the pier). Driftwood planks, pitch-black seams, two thwarts
## and a pair of oars.
static func _rowing_boat() -> ArrayMesh:
var st := P._begin()
var r := _rng(53)
const WOOD := Color(0.66, 0.6, 0.5)
const SEAM := Color(0.1, 0.08, 0.07)
const OAR := Color(0.55, 0.42, 0.28)
var hw := 0.085 # half the beam amidships
# Bottom: a wide plank aft, narrowing to the bow.
_box(st, Vector3(0, 0.01, 0.07), Vector3(hw * 1.7, 0.012, 0.36), WOOD)
_box(st, Vector3(0, 0.014, -0.16), Vector3(hw * 1.1, 0.012, 0.12), WOOD)
for side in [-1.0, 1.0]:
# Sides amidships and aft, two strakes with a dark seam between.
_box(st, Vector3(side * hw, 0.03, 0.06), Vector3(0.008, 0.03, 0.38), WOOD.darkened(0.05))
_box(st, Vector3(side * hw, 0.047, 0.06), Vector3(0.0085, 0.004, 0.38), SEAM)
_box(st, Vector3(side * hw, 0.062, 0.06), Vector3(0.008, 0.028, 0.38), WOOD)
# Bow: the sides swept in to meet at the stem.
var bow := Basis(Vector3.UP, side * 0.53)
_box(st, Vector3(side * hw * 0.5, 0.048, -0.193), Vector3(0.008, 0.07, 0.17), WOOD, bow)
_box(st, Vector3(0, 0.055, -0.265), Vector3(0.014, 0.085, 0.014), WOOD.darkened(0.15)) # stem
_box(st, Vector3(0, 0.045, 0.25), Vector3(hw * 2.0, 0.06, 0.008), WOOD.darkened(0.08)) # transom
for z in [-0.02, 0.15]:
_box(st, Vector3(0, 0.055, z), Vector3(hw * 2.0, 0.008, 0.035), WOOD.darkened(0.12)) # thwarts
for side in [-1.0, 1.0]:
P._cylinder(st, Vector3(side * 0.04, 0.07, 0.17), Vector3(side * 0.05, 0.075, -0.13), 0.004, 0.004, 4, OAR, r)
_box(st, Vector3(side * 0.05, 0.075, -0.15), Vector3(0.022, 0.003, 0.05), OAR)
return P._commit(st)
## A rolled-up, torn sheet of old parchment tied with string.
static func _treasure_map() -> ArrayMesh:
var st := P._begin()
var r := _rng(43)
const PARCH := Color(0.82, 0.74, 0.55)
P._cylinder(st, Vector3(-0.16, 0.04, 0), Vector3(0.16, 0.04, 0), 0.04, 0.04, 8, PARCH, r, -1.0, PARCH.darkened(0.15))
P._cylinder(st, Vector3(-0.01, 0.04, 0), Vector3(0.01, 0.04, 0), 0.043, 0.043, 8, Color(0.45, 0.12, 0.08), r)
return P._commit(st)
const BRASS := Color(0.78, 0.6, 0.25)
const GOLD := Color(0.95, 0.75, 0.2)
## A brass sea compass: a flat round case, a glass face, a red needle.
static func _ship_compass() -> ArrayMesh:
var st := P._begin()
var r := _rng(47)
P._cylinder(st, Vector3(0, 0.0, 0), Vector3(0, 0.05, 0), 0.11, 0.11, 12, BRASS, r, -1.0, BRASS)
P._cylinder(st, Vector3(0, 0.05, 0), Vector3(0, 0.056, 0), 0.095, 0.095, 12, Color(0.9, 0.88, 0.8), r, -1.0, Color(0.9, 0.88, 0.8))
P._cylinder(st, Vector3(0, 0.06, 0.07), Vector3(0, 0.06, -0.07), 0.012, 0.004, 4, Color(0.75, 0.1, 0.08), r)
return P._commit(st)
## A brass telescope, drawn out: three tubes, the big end forward.
static func _spyglass() -> ArrayMesh:
var st := P._begin()
var r := _rng(49)
P._cylinder(st, Vector3(0, 0.04, 0.22), Vector3(0, 0.04, 0.06), 0.03, 0.03, 8, BRASS, r, -1.0, BRASS)
P._cylinder(st, Vector3(0, 0.04, 0.06), Vector3(0, 0.04, -0.1), 0.036, 0.036, 8, Color(0.3, 0.2, 0.12), r, -1.0, BRASS)
P._cylinder(st, Vector3(0, 0.04, -0.1), Vector3(0, 0.04, -0.26), 0.044, 0.048, 8, BRASS, r, -1.0, Color(0.6, 0.7, 0.8))
return P._commit(st)
## A heap of old gold coins, and a few spilled.
static func _pirate_gold() -> ArrayMesh:
var st := P._begin()
var r := _rng(53)
var n := FastNoiseLite.new()
n.seed = 53
P._blob(st, Vector3(0, 0.06, 0), Vector3(0.2, 0.09, 0.18), n, 0.25, GOLD, r, 1)
for i in range(7):
var a := i * 0.9
var c := Vector3(cos(a) * (0.16 + 0.05 * (i % 3)), 0.01, sin(a) * (0.16 + 0.05 * (i % 3)))
P._cylinder(st, c, c + Vector3(0, 0.012, 0), 0.03, 0.03, 8, GOLD.darkened(0.1 * (i % 3)), r, -1.0, GOLD)
return P._commit(st)
## A cutlass: a curved, broad blade, a brass basket guard, a dark grip.
static func _cutlass() -> ArrayMesh:
var st := P._begin()
var r := _rng(59)
_handle(st, 0.14, r)
P._cylinder(st, Vector3(-0.06, 0.15, 0), Vector3(0.06, 0.15, 0), 0.025, 0.025, 5, BRASS, r)
P._cylinder(st, Vector3(0, 0.16, 0), Vector3(0.02, 0.45, 0), 0.03, 0.028, 4, Color(0.72, 0.74, 0.78), r)
P._cylinder(st, Vector3(0.02, 0.45, 0), Vector3(0.08, 0.72, 0), 0.028, 0.006, 4, Color(0.72, 0.74, 0.78), r)
return P._commit(st)
static func _wood() -> ArrayMesh: static func _wood() -> ArrayMesh:
var st := P._begin() var st := P._begin()
var r := _rng(9) var r := _rng(9)
@@ -686,6 +852,8 @@ static func _cloak(col: Color = HIDE) -> ArrayMesh:
const PERCH := Color(0.45, 0.52, 0.30) const PERCH := Color(0.45, 0.52, 0.30)
const TROUT := Color(0.50, 0.55, 0.58) const TROUT := Color(0.50, 0.55, 0.58)
const MACKEREL := Color(0.22, 0.42, 0.48)
const COD := Color(0.56, 0.52, 0.40)
const GRILLED := Color(0.55, 0.36, 0.18) const GRILLED := Color(0.55, 0.36, 0.18)
const FLOAT_RED := Color(0.85, 0.15, 0.12) const FLOAT_RED := Color(0.85, 0.15, 0.12)
@@ -999,19 +1167,81 @@ static func _fang() -> ArrayMesh:
const BEAR_FUR := Color(0.36, 0.24, 0.15) const BEAR_FUR := Color(0.36, 0.24, 0.15)
## A bearskin laid flat: body, four splayed legs and the head toward -Z. ## A bearskin laid flat: body, four splayed legs and the head toward -Z.
static func _rug() -> ArrayMesh: ## A skin rug with its head at -Z: the bear's (fur_rug), or wolves' a bit smaller.
static func _rug(fur: Color = BEAR_FUR, k: float = 1.0) -> ArrayMesh:
var st := P._begin() var st := P._begin()
var r := _rng(273) var r := _rng(273)
_box(st, Vector3(0, 0.015, 0.1), Vector3(1.0, 0.03, 1.5), BEAR_FUR) _box(st, Vector3(0, 0.015, 0.1) * k, Vector3(1.0, 0.03 / k, 1.5) * k, fur)
_box(st, Vector3(0, 0.02, 0.1), Vector3(0.8, 0.03, 1.3), P._mul(BEAR_FUR, 1.12)) _box(st, Vector3(0, 0.02, 0.1) * k, Vector3(0.8, 0.03 / k, 1.3) * k, P._mul(fur, 1.12))
for sx in [-1.0, 1.0]: for sx in [-1.0, 1.0]:
for sz in [-0.45, 0.6]: for sz in [-0.45, 0.6]:
_box(st, Vector3(sx * 0.62, 0.012, sz), Vector3(0.42, 0.024, 0.24), _board(r, BEAR_FUR), Basis(Vector3.UP, sx * (0.5 if sz < 0 else -0.5))) _box(st, Vector3(sx * 0.62, 0.012, sz) * k, Vector3(0.42, 0.024 / k, 0.24) * k, _board(r, fur), Basis(Vector3.UP, sx * (0.5 if sz < 0 else -0.5)))
_box(st, Vector3(0, 0.05, -0.85), Vector3(0.38, 0.1, 0.34), P._mul(BEAR_FUR, 0.95)) _box(st, Vector3(0, 0.05, -0.85) * k, Vector3(0.38, 0.1, 0.34) * k, P._mul(fur, 0.95))
_box(st, Vector3(0, 0.045, -1.06), Vector3(0.18, 0.08, 0.14), Color(0.58, 0.45, 0.32)) _box(st, Vector3(0, 0.045, -1.06) * k, Vector3(0.18, 0.08, 0.14) * k, Color(0.58, 0.45, 0.32))
for sx in [-0.14, 0.14]: for sx in [-0.14, 0.14]:
_box(st, Vector3(sx, 0.11, -0.8), Vector3(0.08, 0.05, 0.05), P._mul(BEAR_FUR, 0.8)) _box(st, Vector3(sx, 0.11, -0.8) * k, Vector3(0.08, 0.05, 0.05) * k, P._mul(fur, 0.8))
_box(st, Vector3(0, 0.02, 0.92), Vector3(0.12, 0.03, 0.12), BEAR_FUR) _box(st, Vector3(0, 0.02, 0.92) * k, Vector3(0.12, 0.03, 0.12) * k, fur)
return P._commit(st)
## A fired clay jar with a wooden lid, about knee high.
static func _jar() -> ArrayMesh:
var st := P._begin()
var r := _rng(337)
P._cylinder(st, Vector3(0, 0.0, 0), Vector3(0, 0.12, 0), 0.16, 0.26, 10, P._mul(CLAY_FIRED, 0.92), r, -1.0, CLAY_FIRED)
P._cylinder(st, Vector3(0, 0.12, 0), Vector3(0, 0.42, 0), 0.26, 0.24, 10, CLAY_FIRED, r)
P._cylinder(st, Vector3(0, 0.42, 0), Vector3(0, 0.52, 0), 0.24, 0.16, 10, P._mul(CLAY_FIRED, 1.06), r)
P._cylinder(st, Vector3(0, 0.52, 0), Vector3(0, 0.56, 0), 0.17, 0.17, 10, P._mul(CLAY_FIRED, 0.85), r)
P._cylinder(st, Vector3(0, 0.56, 0), Vector3(0, 0.6, 0), 0.19, 0.17, 10, PLANK_DARK, r, -1.0, PLANK) # lid
_box(st, Vector3(0, 0.63, 0), Vector3(0.08, 0.04, 0.05), PLANK_DARK)
return P._commit(st)
## A squat tallow candle on a clay dish; the wick's top is at y = 0.2
## (lamp.gd puts the flame there).
static func _candle() -> ArrayMesh:
var st := P._begin()
var r := _rng(359)
P._cylinder(st, Vector3(0, 0.0, 0), Vector3(0, 0.02, 0), 0.08, 0.09, 8, CLAY_FIRED, r, -1.0, P._mul(CLAY_FIRED, 1.1))
P._cylinder(st, Vector3(0, 0.02, 0), Vector3(0, 0.16, 0), 0.04, 0.036, 8, Color(0.93, 0.89, 0.74), r, -1.0, Color(0.96, 0.93, 0.8))
P._cylinder(st, Vector3(0, 0.16, 0), Vector3(0, 0.19, 0), 0.004, 0.003, 4, ASH, r)
return P._commit(st)
## A torch in a wooden stand: three splayed feet, a post, the head at 1.4 m
## (lamp.gd's flame sits just above it).
static func _torch_stand() -> ArrayMesh:
var st := P._begin()
var r := _rng(367)
for i in range(3):
var a := TAU * i / 3.0
P._cylinder(st, Vector3(cos(a) * 0.28, 0.0, sin(a) * 0.28), Vector3(0, 0.45, 0), 0.03, 0.035, 5, _board(r, PLANK_DARK), r)
P._cylinder(st, Vector3(0, 0.0, 0), Vector3(0, 1.3, 0), 0.04, 0.035, 6, _board(r), r)
_box(st, Vector3(0, 0.5, 0), Vector3(0.12, 0.05, 0.12), BINDING)
P._cylinder(st, Vector3(0, 1.28, 0), Vector3(0, 1.42, 0), 0.05, 0.06, 6, CLOTH, r, -1.0, ASH)
return P._commit(st)
## A hide bedroll: a flat mat with its rolled-up end and a feather pillow.
static func _bedroll() -> ArrayMesh:
var st := P._begin()
var r := _rng(347)
_box(st, Vector3(0, 0.03, 0.15), Vector3(0.8, 0.06, 1.6), HIDE)
_box(st, Vector3(0, 0.065, 0.2), Vector3(0.66, 0.02, 1.35), P._mul(HIDE, 1.12))
P._cylinder(st, Vector3(-0.4, 0.13, 0.95), Vector3(0.4, 0.13, 0.95), 0.12, 0.12, 8, _board(r, HIDE), r, -1.0, P._mul(HIDE, 0.8))
_box(st, Vector3(0, 0.1, -0.5), Vector3(0.5, 0.09, 0.28), FEATHER)
for sx in [-0.25, 0.25]:
_box(st, Vector3(sx, 0.18, 0.95), Vector3(0.04, 0.26, 0.04), BINDING)
return P._commit(st)
## A cord with five fangs hanging from a dark scrap of pelt.
static func _necklace() -> ArrayMesh:
var st := P._begin()
var r := _rng(353)
for i in range(12):
var a := TAU * i / 12.0
var b := TAU * (i + 1) / 12.0
P._cylinder(st, Vector3(cos(a) * 0.12, 0.01, sin(a) * 0.1), Vector3(cos(b) * 0.12, 0.01, sin(b) * 0.1), 0.006, 0.006, 4, BINDING, r)
_box(st, Vector3(0, 0.015, 0.1), Vector3(0.09, 0.02, 0.05), ALPHA_FUR)
for i in range(5):
var x := (i - 2) * 0.035
P._cylinder(st, Vector3(x, 0.012, 0.12), Vector3(x * 1.2, 0.012, 0.19 - absf(i - 2) * 0.012), 0.012, 0.002, 5, Color(0.88, 0.82, 0.62), r)
return P._commit(st) return P._commit(st)
# --- P3 the barrow -------------------------------------------------------------------- # --- P3 the barrow --------------------------------------------------------------------
@@ -1033,6 +1263,34 @@ static func _barrow_key() -> ArrayMesh:
# --- P4 food keeping --------------------------------------------------------------------- # --- P4 food keeping ---------------------------------------------------------------------
## A crust of white salt crystals. ## A crust of white salt crystals.
## A few chunks of white crab meat in a cracked bit of shell.
static func _crab_meat() -> ArrayMesh:
var st := P._begin()
var r := _rng(341)
var n := FastNoiseLite.new()
n.seed = 341
n.frequency = 2.6
P._blob(st, Vector3(0, 0.03, 0), Vector3(0.11, 0.03, 0.08), n, 0.2, Color(0.62, 0.22, 0.12), r, 1)
for i in range(4):
var c := Vector3(r.randf_range(-0.05, 0.05), 0.06, r.randf_range(-0.035, 0.035))
P._blob(st, c, Vector3(0.035, 0.022, 0.025), n, 0.25, Color(0.95, 0.9, 0.84).lerp(Color(0.95, 0.7, 0.62), r.randf() * 0.4), r, 0)
return P._commit(st)
## A whole crab, boiled pink-red, legs tucked.
static func _cooked_crab() -> ArrayMesh:
var st := P._begin()
var r := _rng(343)
var n := FastNoiseLite.new()
n.seed = 343
n.frequency = 2.4
var shell := Color(0.9, 0.35, 0.22)
P._blob(st, Vector3(0, 0.05, 0), Vector3(0.12, 0.04, 0.09), n, 0.1, shell, r, 1)
for sx in [-1.0, 1.0]:
P._blob(st, Vector3(sx * 0.1, 0.04, -0.1), Vector3(0.03, 0.025, 0.045), n, 0.1, shell, r, 0)
for z in [-0.03, 0.01, 0.05]:
P._cylinder(st, Vector3(sx * 0.1, 0.03, z), Vector3(sx * 0.15, 0.01, z + 0.02), 0.008, 0.004, 3, P._mul(shell, 0.85), r)
return P._commit(st)
static func _salt() -> ArrayMesh: static func _salt() -> ArrayMesh:
var st := P._begin() var st := P._begin()
var r := _rng(331) var r := _rng(331)

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@@ -0,0 +1 @@
uid://bccgr18dkfhad

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@@ -0,0 +1 @@
uid://w2qc4a4ai4vt

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@@ -57,6 +57,11 @@ func _c2s_say(text: String) -> void:
var who: String = Net.players[peer].name var who: String = Net.players[peer].name
if text.begins_with("/"): if text.begins_with("/"):
print("[server] %s: %s" % [who, text]) print("[server] %s: %s" % [who, text])
if not Lands.land.is_empty():
# (Another land's server: commands run on the hub, which keeps
# server.json, and answers back here.)
Lands.send_hub({"t": "cmd", "line": text.substr(1), "id": String(Net.players[peer].id), "name": who, "peer": peer})
return
run(text.substr(1), peer) run(text.substr(1), peer)
return return
# Plain chat only: a line every GAP seconds, so nobody can flood it. # Plain chat only: a line every GAP seconds, so nobody can flood it.
@@ -68,22 +73,44 @@ func _c2s_say(text: String) -> void:
print("[chat] %s: %s" % [who, text]) print("[chat] %s: %s" % [who, text])
_all("%s: %s" % [who, text], "chat") _all("%s: %s" % [who, text], "chat")
func _all(text: String, kind: String) -> void: ## A line for everyone here, and (`relay`) in every other land too (J3b).
func _all(text: String, kind: String, relay: bool = true) -> void:
if kind == "server": if kind == "server":
print("[server] ", text) print("[server] ", text)
for peer in Net.players: for peer in Net.players:
_s2c_line.rpc_id(peer, text, kind) _s2c_line.rpc_id(peer, text, kind)
if relay:
Lands.relay_line(text, kind)
## A command typed by someone in another land (J3b): who they are, and where
## to send the answer. `run()` sees them as REMOTE.
const Terrain = preload("res://scripts/world/terrain.gd")
const REMOTE := -1
var _caller: Dictionary = {}
func run_remote(line: String, caller: Dictionary) -> void:
print("[server] %s (in the %s): /%s" % [caller.name, caller.land, line])
_caller = caller
run(line, REMOTE)
_caller = {}
## An answer to whoever gave the command (peer 0 = the console). ## An answer to whoever gave the command (peer 0 = the console).
func _reply(peer: int, text: String) -> void: func _reply(peer: int, text: String) -> void:
if peer == 0: if peer == 0:
print(text) print(text)
elif peer == REMOTE:
Lands.tell_land(String(_caller.land), {"t": "reply", "peer": int(_caller.peer), "text": text})
else: else:
_s2c_line.rpc_id(peer, text, "reply") _s2c_line.rpc_id(peer, text, "reply")
func _is_admin(peer: int) -> bool: func _is_admin(peer: int) -> bool:
if peer == REMOTE:
return Net.config.is_admin(String(_caller.id))
return peer == 0 or (Net.players.has(peer) and Net.config.is_admin(String(Net.players[peer].id))) return peer == 0 or (Net.players.has(peer) and Net.config.is_admin(String(Net.players[peer].id)))
## Another land's server should know: this command changed server.json.
const CHANGES_CONFIG := ["friend", "unfriend", "ban", "unban", "admin", "set", "release-name"]
## The player id a name belongs to (online or reserved), or "". ## The player id a name belongs to (online or reserved), or "".
func _id_of(n: String) -> String: func _id_of(n: String) -> String:
var peer := Net.peer_by_name(n) var peer := Net.peer_by_name(n)
@@ -102,16 +129,24 @@ func run(line: String, peer: int) -> void:
if cmd in ADMIN_ONLY and not _is_admin(peer): if cmd in ADMIN_ONLY and not _is_admin(peer):
_reply(peer, "Only admins can use /%s" % cmd) _reply(peer, "Only admins can use /%s" % cmd)
return return
var me: String = String(Net.players[peer].id) if Net.players.has(peer) else "" var me: String = String(Net.players[peer].id) if Net.players.has(peer) else String(_caller.get("id", ""))
var by: String = String(Net.players[peer].name) if Net.players.has(peer) else "The server" var by: String = String(Net.players[peer].name) if Net.players.has(peer) else String(_caller.get("name", "The server"))
_run_cmd(cmd, parts, rest, arg, peer, me, by)
if cmd in CHANGES_CONFIG:
Lands.tell_lands({"t": "config"})
func _run_cmd(cmd: String, parts: PackedStringArray, rest: String, arg: String, peer: int, me: String, by: String) -> void:
match cmd: match cmd:
"help": "help":
_reply(peer, "Commands: /players /rules /friend <name> /unfriend <name> /friends" + _reply(peer, "Commands: /players /rules /friend <name> /unfriend <name> /friends" +
(" · admin: /kick /ban /unban /admin /save /backup /backups /time 08:00 /weather <state|auto> /set <rule> <value> /say /release-name" if _is_admin(peer) else "")) (" · admin: /kick /ban /unban /admin /save /backup /backups /time 08:00 /weather <state|auto> /set <rule> <value> /say /release-name" if _is_admin(peer) else ""))
"players": "players":
# Everyone, in every land (J3b: the hub's roster), with where they are.
var names: Array[String] = [] var names: Array[String] = []
for p in Net.players.values(): var many := Lands.roster.any(func(e): return String(e.land) != Lands.here())
names.append(String(p.name) + (" (admin)" if Net.config.is_admin(String(p.id)) else "")) for p in (Lands.roster if not Lands.roster.is_empty() else Lands._here_list()):
names.append(String(p.name) + (" (admin)" if Net.config.is_admin(String(p.id)) else "")
+ (" in the %s" % Terrain.worldlet_name(String(p.land)) if many else ""))
_reply(peer, "%d online: %s" % [names.size(), ", ".join(names)]) _reply(peer, "%d online: %s" % [names.size(), ", ".join(names)])
"rules": "rules":
var c: RefCounted = Net.config var c: RefCounted = Net.config
@@ -142,10 +177,14 @@ func run(line: String, peer: int) -> void:
_reply(peer, "Your friends: %s" % (", ".join(names) if not names.is_empty() else "nobody yet (/friend <name>)")) _reply(peer, "Your friends: %s" % (", ".join(names) if not names.is_empty() else "nobody yet (/friend <name>)"))
"kick": "kick":
var kp := Net.peer_by_name(arg) var kp := Net.peer_by_name(arg)
if kp == 0: var away := Lands.land_of_name(arg) if kp == 0 else ""
if kp == 0 and (away.is_empty() or away == Lands.here()):
_reply(peer, "Nobody called '%s' is online" % arg) _reply(peer, "Nobody called '%s' is online" % arg)
return return
Net.kick(kp, "You were kicked by %s" % by) if kp != 0:
Net.kick(kp, "You were kicked by %s" % by)
else:
Lands.tell_land(away, {"t": "kick", "name": arg, "reason": "You were kicked by %s" % by})
_all("%s was kicked" % arg, "server") _all("%s was kicked" % arg, "server")
"ban": "ban":
var bid := _id_of(arg) var bid := _id_of(arg)
@@ -156,6 +195,8 @@ func run(line: String, peer: int) -> void:
var bp := Net.peer_by_name(arg) var bp := Net.peer_by_name(arg)
if bp != 0: if bp != 0:
Net.kick(bp, "You were banned by %s" % by) Net.kick(bp, "You were banned by %s" % by)
elif not Lands.land_of_name(arg).is_empty():
Lands.tell_land(Lands.land_of_name(arg), {"t": "kick", "name": arg, "reason": "You were banned by %s" % by})
_all("%s was banned" % arg, "server") _all("%s was banned" % arg, "server")
"unban": "unban":
var uid: String = Net.config.name_owner(arg) var uid: String = Net.config.name_owner(arg)
@@ -173,9 +214,11 @@ func run(line: String, peer: int) -> void:
_reply(ap, "%s made you an admin (/help for the commands)" % by) _reply(ap, "%s made you an admin (/help for the commands)" % by)
"save": "save":
WorldNet.save() WorldNet.save()
Lands.tell_lands({"t": "save"})
_reply(peer, "Saved") _reply(peer, "Saved")
"backup": "backup":
WorldNet.save() WorldNet.save()
Lands.tell_lands({"t": "save"})
var b: String = WorldNet.backup("by %s" % by) var b: String = WorldNet.backup("by %s" % by)
_reply(peer, "Backed up as %s (%d kept)" % [b, WorldNet.list_backups().size()] if not b.is_empty() else "Nothing to back up yet") _reply(peer, "Backed up as %s (%d kept)" % [b, WorldNet.list_backups().size()] if not b.is_empty() else "Nothing to back up yet")
"backups": "backups":
@@ -198,6 +241,7 @@ func run(line: String, peer: int) -> void:
_reply(peer, "Use /weather %s or auto" % "|".join(PackedStringArray(states))) _reply(peer, "Use /weather %s or auto" % "|".join(PackedStringArray(states)))
return return
Net.set_weather("" if arg == "auto" else arg) Net.set_weather("" if arg == "auto" else arg)
Lands.tell_lands({"t": "weather", "state": "" if arg == "auto" else arg})
_all("%s set the weather to %s" % [by, arg], "server") _all("%s set the weather to %s" % [by, arg], "server")
"set": "set":
if parts.size() < 3: if parts.size() < 3:

1
scripts/net/chat.gd.uid Normal file
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@@ -0,0 +1 @@
uid://cj8ew4d4huen5

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@@ -21,6 +21,8 @@ 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") const GuardScript = preload("res://scripts/creatures/guard.gd")
const GullScript = preload("res://scripts/creatures/gull.gd")
const CrabScript = preload("res://scripts/creatures/crab.gd")
const StagScript = preload("res://scripts/creatures/old_stag.gd") # (rears and lowers its antlers) # (falls apart in its own way) 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")
@@ -99,7 +101,7 @@ 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", "old_stag", "spirit_wolf"] const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha", "bear", "crow", "fox", "guard", "old_stag", "spirit_wolf", "drowned", "crab", "gull"]
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", "circle", "telegraph", "stunned", "summon", "stomp"] "warn", "raid", "eat", "fly", "fly_off", "peck", "sneak", "carry", "circle", "telegraph", "stunned", "summon", "stomp"]
@@ -198,7 +200,8 @@ 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, "old_stag": StagScript}.get(kind, Creature) var script: Script = {"bear": BearScript, "crow": CrowScript, "guard": GuardScript, "drowned": GuardScript, "old_stag": StagScript,
"gull": GullScript, "crab": CrabScript}.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)

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@@ -0,0 +1 @@
uid://c3amf3mwhetmf

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@@ -0,0 +1 @@
uid://x0plvp658wne

534
scripts/net/lands.gd Normal file
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@@ -0,0 +1,534 @@
extends Node
## Autoload "Lands" (J3, docs/WORLDLETS_DESIGN.md: a server per land).
##
## A server's world can span several lands (worldlets). The server players
## join, on the usual port, runs the world's home land (the Valley) and is the
## **hub**. When someone first heads for another land, the hub starts a
## **land server** for it: the same game, headless, on the next port (24243
## for the Cove, and so on), with `--land cove`. It shares the hub's config
## and world folder (worlds/<world>/: that land's state is
## worldlets/<land>.json, and characters are in players/, shared by all), so
## a character saved by one is loaded by the next. A land server stops a
## couple of minutes after its last player leaves, and whenever the hub
## stops.
##
## Hub and land servers talk over a private TCP link on 127.0.0.1 (one JSON
## object per line), never seen from outside. J3a carries: the land's
## "ready" (listening), its player count, the hub's clock, one-time passes
## for players crossing over, and asks about the tunnel.
##
## A crossing (PlayerNet, server side): the player's character is saved with
## where they're heading; the hub (or the land server, back the other way)
## makes a one-time pass, makes sure the other server is up, and sends the
## player's game `{port, pass, land}`. The game reconnects there with the
## pass (Net.join(..., pass)), and that server lets them straight in.
signal land_ready(land: String) ## hub: a land server is listening
signal hub_message(msg: Dictionary) ## land server: something from the hub
const LINK_PORT_OFFSET := 100 ## the hub's private link: its game port + 100 (24342)
const IDLE_STOP_SECONDS := 120.0 ## a land server with nobody on stops after this
const PASS_SECONDS := 60.0 ## a pass not used by then is no good
var hub := false ## this server is the hub
var land := "" ## this server is a land server, running this land
var hub_port := 0 ## (land server) the hub's game port
## Hub: the land servers it's running. land -> {"pid", "port", "io", "conn", "players", "ready", "idle"}
var servers: Dictionary = {}
var _link: TCPServer
var _unclaimed: Array = [] ## links not yet saying which land they are
## One-time passes, wherever a player is arriving: pass -> {"id", "t", "land"}
var passes: Dictionary = {}
## Land server: the link to the hub.
var _hub: StreamPeerTCP
var _hub_link: Dictionary = {} ## {"conn": _hub, "buf": the partial line}
# --- setup (called by Net.start_server) ------------------------------------------------
## Called once a server is listening. `args` are the command-line flags.
func server_started(args: Dictionary) -> void:
land = String(args.get("land", ""))
roster = []
if not Net.players_changed.is_connected(rebuild_roster):
Net.players_changed.connect(rebuild_roster)
if not land.is_empty():
hub_port = int(args.get("hub-port", Net.DEFAULT_PORT))
_hub = StreamPeerTCP.new()
_hub.connect_to_host("127.0.0.1", hub_port + LINK_PORT_OFFSET)
_hub_link = {"conn": _hub, "buf": ""}
return
hub = true
_link = TCPServer.new()
var err := _link.listen(game_port() + LINK_PORT_OFFSET, "127.0.0.1")
if err != OK:
push_warning("[lands] couldn't open the private link on %d (error %d): no other lands this run" % [game_port() + LINK_PORT_OFFSET, err])
_link = null
elif not _order().is_empty():
print("[lands] other lands start on demand. Players over the internet need %s forwarded" % ports_text(home(), game_port()))
## Called as a server stops: stops every land server it started.
func server_stopped() -> void:
for l in servers:
_send_land(l, {"t": "stop"})
var pids: Array = servers.values().map(func(s): return int(s.pid))
if not pids.is_empty():
get_tree().create_timer(6.0).timeout.connect(func():
for pid in pids:
if pid != 0 and OS.is_process_running(pid):
OS.kill(pid))
servers.clear()
_unclaimed.clear()
if _link != null:
_link.stop()
_link = null
if _hub != null:
_hub.disconnect_from_host()
_hub = null
hub = false
land = ""
passes.clear()
func game_port() -> int:
return int(Net.config.v("port")) if Net.config != null else Net.DEFAULT_PORT
## The worldlet this server runs.
func here() -> String:
return land if not land.is_empty() else String(Net.config.v("worldlet")) if Net.config != null else "valley"
## The port land `l` runs on: the hub's, then one up for each land after it
## in the journey's order (data/worldlets: next).
func port_for(l: String) -> int:
if l == home():
return hub_port if not land.is_empty() else game_port()
var base := hub_port if not land.is_empty() else game_port()
return base + 1 + maxi(_order().find(l), 0)
## The world's home land (the hub's).
func home() -> String:
return String(Net.config.v("worldlet")) if Net.config != null else "valley"
## Every land after home, in the order the journey reaches them.
func _order() -> Array:
return journey_from(home())
## The lands a server whose home is `home` and whose port is `base` may run,
## after home: [[land, port]] (24243 for the Cove when the server's 24242).
## Friends playing over the internet need these forwarded too.
static func extra_ports(home_land: String, base: int) -> Array:
var out: Array = []
var i := 1
for l in journey_from(home_land):
out.append([l, base + i])
i += 1
return out
## "UDP 24242 and 24243 (the Cove)": what to forward for a server on `base`.
static func ports_text(home_land: String, base: int) -> String:
var extra := extra_ports(home_land, base)
if extra.is_empty():
return "UDP %d" % base
var T: Script = load("res://scripts/world/terrain.gd")
var parts: Array[String] = []
for e in extra:
parts.append("%d (the %s)" % [int(e[1]), T.worldlet_name(String(e[0]))])
return "UDP %d and %s" % [base, ", ".join(parts)]
static func journey_from(home_land: String) -> Array:
var out: Array = []
var at := home_land
for _i in range(16):
var d: Dictionary = load("res://scripts/world/terrain.gd").load_worldlet(at)
var nxt := ""
for c in d.get("next", []):
if c is Dictionary and not String(c.get("to", "")) in out and String(c.get("to", "")) != home_land \
and not load("res://scripts/world/terrain.gd").load_worldlet(String(c.get("to", ""))).is_empty():
nxt = String(c.to)
break
if nxt.is_empty():
break
out.append(nxt)
at = nxt
return out
# --- passes -------------------------------------------------------------------------
## A one-time pass for player `id` to come into land `l`.
func make_pass(id: String, l: String) -> String:
var p := Crypto.new().generate_random_bytes(16).hex_encode()
passes[p] = {"id": id, "t": 0.0, "land": l}
return p
## Whether `p` lets player `id` in here (it's used up either way).
func take_pass(p: String, id: String) -> bool:
if not passes.has(p):
return false
var e: Dictionary = passes[p]
passes.erase(p)
return String(e.id) == id and float(e.t) < PASS_SECONDS
# --- the hub ------------------------------------------------------------------------
## Makes sure land `l` has a server (starting one if not). Calls `then`
## (with "" or what went wrong) once it's listening.
func ensure(l: String, then: Callable) -> void:
if not hub:
then.call("this isn't the hub")
return
if servers.has(l) and int(servers[l].pid) != 0 and not OS.is_process_running(int(servers[l].pid)):
print("[lands] the %s's server has gone: starting it again" % l)
servers.erase(l) # (crashed, and not noticed yet: start afresh)
if servers.has(l) and bool(servers[l].ready):
servers[l].idle = 0.0
then.call("")
return
if not servers.has(l):
var why := _start(l)
if not why.is_empty():
then.call(why)
return
var waiting: Callable
waiting = func(which: String):
if which == l:
land_ready.disconnect(waiting)
then.call("")
land_ready.connect(waiting)
func _start(l: String) -> String:
var args := PackedStringArray(["--headless"])
if not OS.has_feature("template"):
args.append_array(["--path", ProjectSettings.globalize_path("res://")])
args.append_array(["--", "--server", "--land", l, "--port", str(port_for(l)), "--hub-port", str(game_port()),
"--config", ProjectSettings.globalize_path(Net.config.path), "--exit-with", str(OS.get_process_id())])
for k in ["no-creatures", "debug-cheats"]:
if Net._args.has(k):
args.append("--" + k)
if Net._args.has("host-id"):
args.append_array(["--host-id", String(Net._args["host-id"])]) # (a hosted game: the host leaving stops it all)
var p: Dictionary = OS.execute_with_pipe(OS.get_executable_path(), args, false)
if p.is_empty():
return "couldn't start the %s's server" % l
var log := FileAccess.open(Net.config.path.get_base_dir().path_join("land-%s.log" % l), FileAccess.WRITE)
servers[l] = {"pid": int(p.pid), "port": port_for(l), "io": p.stdio, "log": log, "conn": null,
"players": 0, "ready": false, "idle": 0.0}
print("[lands] starting the %s's server on UDP %d" % [l, port_for(l)])
return ""
func _process(delta: float) -> void:
for p in passes.keys():
passes[p].t += delta
if float(passes[p].t) > PASS_SECONDS:
passes.erase(p)
if hub:
_hub_tick(delta)
elif not land.is_empty():
_land_tick()
func _hub_tick(delta: float) -> void:
if _link != null:
while _link.is_connection_available():
var c := _link.take_connection()
_unclaimed.append({"conn": c, "buf": ""})
for u in _unclaimed.duplicate():
var claimed := ""
for msg in _read(u):
if claimed.is_empty():
if String(msg.get("t", "")) == "hello" and servers.has(String(msg.land)):
claimed = String(msg.land)
servers[claimed].conn = u.conn
_unclaimed.erase(u)
else:
_from_land(claimed, msg) # (what came in the same read: "ready", most likely)
if not claimed.is_empty():
servers[claimed].buf = u.buf
for l in servers.keys():
var s: Dictionary = servers[l]
_drain_output(s)
if int(s.pid) != 0 and not OS.is_process_running(int(s.pid)):
print("[lands] the %s's server stopped" % l)
_drain_output(s)
servers.erase(l)
rebuild_roster()
PlayerNet.beds_changed()
continue
if s.conn != null:
for msg in _read(s):
_from_land(l, msg)
s.idle = float(s.idle) + delta if int(s.players) == 0 and bool(s.ready) else 0.0
if float(s.idle) > IDLE_STOP_SECONDS:
print("[lands] nobody in the %s for %d s: stopping its server" % [l, int(IDLE_STOP_SECONDS)])
_send_land(l, {"t": "stop"})
s.idle = -INF # (asked once)
## A land server's output goes to land-<land>.log beside server.json.
func _drain_output(s: Dictionary) -> void:
if s.io == null:
return
for _i in range(16):
var chunk: PackedByteArray = s.io.get_buffer(8192)
if chunk.is_empty():
break
if s.log != null:
s.log.store_string(chunk.get_string_from_utf8())
s.log.flush()
func _from_land(l: String, msg: Dictionary) -> void:
match String(msg.get("t", "")):
"ready":
servers[l].ready = true
_send_land(l, {"t": "clock", "day": Net._world.day_night.day, "time": Net._world.day_night.time})
_send_land(l, {"t": "tunnel", "dug": _tunnel_dug_here()})
land_ready.emit(l)
"players":
servers[l].players = int(msg.n)
"pass":
# A player there is coming back here: let them in with this pass.
passes[String(msg.pass)] = {"id": String(msg.id), "t": 0.0, "land": home()}
"tunnel?":
_send_land(l, {"t": "tunnel", "dug": _tunnel_dug_here()})
"host_left":
Net._host_left.call_deferred()
"roster":
servers[l].list = msg.get("list", [])
rebuild_roster()
"line":
# Chat from that land: everyone here, and every other land.
Chat._all(String(msg.text), String(msg.kind), false)
for other in servers:
if other != l:
_send_land(other, msg)
"cmd":
Chat.run_remote(String(msg.line), {"id": String(msg.id), "name": String(msg.name), "land": l, "peer": int(msg.peer)})
"beds":
servers[l].beds = [int(msg.alive), int(msg.asleep)]
# Tell the lands the running total (minus their own), so each can
# say "N of M asleep", then see if the night passes.
_push_bed_totals()
PlayerNet.beds_changed()
## Sends `msg` to land `l`'s server.
func _send_land(l: String, msg: Dictionary) -> void:
if not servers.has(l) or servers[l].conn == null:
return
var c: StreamPeerTCP = servers[l].conn
c.poll()
if c.get_status() == StreamPeerTCP.STATUS_CONNECTED:
c.put_data((JSON.stringify(msg) + "\n").to_utf8_buffer())
## Hub: tells every land how far the cliff tunnel's dug (the Cove's sea
## cave leads up it once it's through).
func push_tunnel(dug: int) -> void:
for l in servers:
_send_land(l, {"t": "tunnel", "dug": dug})
func _tunnel_dug_here() -> int:
var t: Node3D = Net._world.tunnel if Net._world != null else null
return int(t.dug) if t != null else 0
## Hub: tells every land the clock (so there's one clock everywhere).
func push_clock(day: int, time: float) -> void:
for l in servers:
_send_land(l, {"t": "clock", "day": day, "time": time})
## Hub: a pass for player `id` to go to land `l` (the land server learns it).
func pass_to(l: String, id: String) -> String:
var p := make_pass(id, l)
_send_land(l, {"t": "pass", "pass": p, "id": id})
passes.erase(p) # (it's the land server's to take, not ours)
return p
# --- a land server --------------------------------------------------------------------
var _said_hello := false
var _last_players := -1
var tunnel_dug := -1 ## (land server) how far the hub's tunnel is dug, last asked
func _land_tick() -> void:
if _hub == null:
return
_hub.poll()
var st := _hub.get_status()
if st == StreamPeerTCP.STATUS_CONNECTED:
if not _said_hello:
_said_hello = true
send_hub({"t": "hello", "land": land})
send_hub({"t": "ready"})
var n := Net.players.size()
if n != _last_players or _roster_dirty:
_last_players = n
_roster_dirty = false
send_hub({"t": "players", "n": n})
send_hub({"t": "roster", "list": _here_list()})
for msg in _read(_hub_link):
_from_hub(msg)
elif st == StreamPeerTCP.STATUS_ERROR or (st == StreamPeerTCP.STATUS_NONE and _said_hello):
print("[lands] lost the hub: saving and stopping")
_hub = null
Net.stop()
get_tree().quit()
func _from_hub(msg: Dictionary) -> void:
match String(msg.get("t", "")):
"stop":
print("[lands] the hub asked us to stop: saving")
_hub = null
Net.stop()
get_tree().quit()
"pass":
passes[String(msg.pass)] = {"id": String(msg.id), "t": 0.0, "land": land}
"clock":
if Net._world != null:
var dn: Node = Net._world.day_night
var was_day: int = dn.day
var was_t: float = dn.time
var secs: float = ((int(msg.day) - was_day) + (float(msg.time) - was_t)) * dn.day_length
if secs > 1.0:
Net._world.skip_time(secs) # (catching up: a slept night, or time nobody was here)
dn.day = int(msg.day)
dn.time = float(msg.time)
dn.apply(true)
Net.push_clock()
"tunnel":
tunnel_dug = int(msg.dug)
"roster":
roster = msg.get("list", [])
Net.push_roster()
"line":
Chat._all(String(msg.text), String(msg.kind), false)
"reply":
if Net.players.has(int(msg.peer)):
Chat._s2c_line.rpc_id(int(msg.peer), String(msg.text), "reply")
"kick":
var kp: int = Net.peer_by_name(String(msg.name))
if kp != 0:
Net.kick(kp, String(msg.reason))
"config":
Net.reload_config()
Net.broadcast_rules()
"weather":
Net.set_weather(String(msg.state))
"save":
WorldNet.save()
"night":
PlayerNet.pass_night_here(float(msg.secs))
"beds_total":
PlayerNet._hub_beds = [int(msg.alive), int(msg.asleep)]
hub_message.emit(msg)
func send_hub(msg: Dictionary) -> void:
if _hub != null and _hub.get_status() == StreamPeerTCP.STATUS_CONNECTED:
_hub.put_data((JSON.stringify(msg) + "\n").to_utf8_buffer())
# --- everyone, everywhere (J3b) ------------------------------------------------------------
## Everyone on every land: [{"name", "id", "land", "admin"}]. The hub builds
## it from its own players and what each land reports; every land and every
## player's game gets a copy (Net.roster), for the player list and /players.
var roster: Array = []
var _roster_dirty := false
## The players on this server, as the roster lists them.
func _here_list() -> Array:
var out: Array = []
for p in Net.players.values():
out.append({"name": String(p.name), "id": String(p.id), "land": here(), "admin": bool(p.get("admin", false))})
return out
## Hub: the roster again (its players changed, or a land's did), sent out.
func rebuild_roster() -> void:
if not hub:
if not land.is_empty():
_roster_dirty = true # (a land server: tell the hub, next tick)
return
var out: Array = _here_list()
for l in servers:
for e in servers[l].get("list", []):
var e2: Dictionary = (e as Dictionary).duplicate()
e2.land = l
out.append(e2)
roster = out
Net.push_roster()
for l in servers:
_send_land(l, {"t": "roster", "list": out})
## The land a player called `n` is in ("" = not on anywhere).
func land_of_name(n: String) -> String:
for e in roster:
if String(e.name).to_lower() == n.to_lower():
return String(e.land)
return ""
## Chat or a server message, from here to every other land.
func relay_line(text: String, kind: String) -> void:
if hub:
for l in servers:
_send_land(l, {"t": "line", "text": text, "kind": kind})
elif not land.is_empty():
send_hub({"t": "line", "text": text, "kind": kind})
## Hub: sends `msg` to every land.
func tell_lands(msg: Dictionary) -> void:
for l in servers:
_send_land(l, msg)
## Hub: sends `msg` to land `l`.
func tell_land(l: String, msg: Dictionary) -> void:
_send_land(l, msg)
## Hub: tells each land the alive/asleep everywhere BUT that land, so a land
## server can show the right "N of M" and know when all are abed.
func _push_bed_totals() -> void:
var here_alive: int = PlayerNet._alive().size()
var here_asleep: int = PlayerNet._alive().filter(func(q): return q.in_bed).size()
for l in servers:
var a := here_alive
var s := here_asleep
for other in servers:
if other != l:
var b: Array = servers[other].get("beds", [0, 0])
a += int(b[0])
s += int(b[1])
_send_land(l, {"t": "beds_total", "alive": a, "asleep": s})
## Hub: how many are alive, and how many asleep, in every other land.
func beds_elsewhere() -> Array:
var alive := 0
var asleep := 0
for l in servers:
var b: Array = servers[l].get("beds", [0, 0])
alive += int(b[0])
asleep += int(b[1])
return [alive, asleep]
## Land server: a pass for player `id` to go back to the hub.
func pass_home(id: String) -> String:
var p := Crypto.new().generate_random_bytes(16).hex_encode()
send_hub({"t": "pass", "pass": p, "id": id})
return p
# --- the line protocol ------------------------------------------------------------------
## Whole JSON lines waiting on `link` ({"conn", "buf"}); keeps the rest.
func _read(link: Dictionary) -> Array:
var c: StreamPeerTCP = link.conn
if c == null:
return []
c.poll()
if c.get_status() != StreamPeerTCP.STATUS_CONNECTED:
return []
var n := c.get_available_bytes()
if n > 0:
var got: Array = c.get_data(n)
if int(got[0]) == OK:
link.buf = String(link.get("buf", "")) + (got[1] as PackedByteArray).get_string_from_utf8()
var out: Array = []
var buf := String(link.get("buf", ""))
while buf.contains("\n"):
var line := buf.get_slice("\n", 0)
buf = buf.substr(line.length() + 1)
var m: Variant = JSON.parse_string(line)
if m is Dictionary:
out.append(m)
link.buf = buf
return out

1
scripts/net/lands.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://cl2iw0a328ja8

View File

@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
const Identity = preload("res://scripts/net/identity.gd") const 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 := 13 ## 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); 13: sounds sent to players nearby (sfx.gd) const PROTOCOL := 18 ## 18: the Cove's own (the wreck and treasure, the drowned crew, crabs and gulls, boats at the pier); 17: lands on a server (crossings, the tunnel online, the roster); 16: worldlets (the Cove), sea fish (mackerel, cod); 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); 13: sounds sent to players nearby (sfx.gd); 14: dropping items, any bag row in hand, new items (jar, bedroll, necklace, bear cloak, rug, pemmican); 15: placed lights (candle, torch stand)
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
@@ -176,7 +176,7 @@ func _start_dedicated() -> void:
func _on_update_checked(s: String) -> void: func _on_update_checked(s: String) -> void:
if s == "available": if s == "available":
print("[server] Emberwild %s is out (protocol %d); this server runs %s (protocol %d). %s" % [ print("[server] Cinderwild %s is out (protocol %d); this server runs %s (protocol %d). %s" % [
Updates.latest_version(), Updates.latest_protocol(), Updates.version, PROTOCOL, Updates.latest_version(), Updates.latest_protocol(), Updates.version, PROTOCOL,
"Players with the new version can't join until it's updated." if Updates.latest_protocol() != PROTOCOL else ""]) "Players with the new version can't join until it's updated." if Updates.latest_protocol() != PROTOCOL else ""])
@@ -191,6 +191,10 @@ func start_server(config_path: String, overrides: Dictionary = {}) -> String:
if overrides.has(flag): if overrides.has(flag):
var v: Variant = overrides[flag] var v: Variant = overrides[flag]
config.overrides[map[flag]] = int(v) if map[flag] in ["port", "max_players", "seed"] else String(v) config.overrides[map[flag]] = int(v) if map[flag] in ["port", "max_players", "seed"] else String(v)
# A land server (J3, lands.gd) runs another land of the hub's world.
Saves.land = String(overrides.get("land", ""))
if not Saves.land.is_empty():
config.overrides["port"] = int(overrides.get("port", config.v("port")))
# The shared island (world_net.gd): the same terrain and scenery every # The shared island (world_net.gd): the same terrain and scenery every
# client generates from the seed, plus everything players changed. # client generates from the seed, plus everything players changed.
_world = WorldNet.open_server_world(config) _world = WorldNet.open_server_world(config)
@@ -211,8 +215,10 @@ func start_server(config_path: String, overrides: Dictionary = {}) -> String:
players.clear() players.clear()
_pending.clear() _pending.clear()
_set_state("server") _set_state("server")
print("[server] '%s' listening on UDP %d (max %d players%s). Config: %s" % [config.v("server_name"), port, Lands.server_started(overrides)
print("[server] '%s' listening on UDP %d (max %d players%s%s). Config: %s" % [config.v("server_name"), port,
int(config.v("max_players")), ", password set" if not String(config.v("password")).is_empty() else "", int(config.v("max_players")), ", password set" if not String(config.v("password")).is_empty() else "",
", the %s (a land server)" % Saves.land if not Saves.land.is_empty() else "",
ProjectSettings.globalize_path(config.path)]) ProjectSettings.globalize_path(config.path)])
return "" return ""
@@ -226,11 +232,14 @@ func stop() -> void:
_states.clear() _states.clear()
server_info.clear() server_info.clear()
world_info.clear() world_info.clear()
roster.clear()
_out_q.clear() _out_q.clear()
_in_q.clear() _in_q.clear()
local_peer = 0 local_peer = 0
if _world != null: if _world != null:
WorldNet.close_server_world() # saves it first WorldNet.close_server_world() # saves it first
Lands.server_stopped() # (and the hub's land servers with it)
Saves.land = ""
_world = null _world = null
_terrain = null _terrain = null
if state != "offline": if state != "offline":
@@ -252,7 +261,8 @@ func _on_peer_disconnected(id: int) -> void:
_s2c_player_left.rpc(id) _s2c_player_left.rpc(id)
PlayerNet.server_leave(id) # saves their character PlayerNet.server_leave(id) # saves their character
WorldNet.peer_left(id) WorldNet.peer_left(id)
if _hosted_by(String(p.id)): # (The host crossing to another land hasn't left: only leaving the game does.)
if _hosted_by(String(p.id)) and PlayerNet.land_of(String(p.id)) in ["", Lands.here()]:
_host_left.call_deferred() _host_left.call_deferred()
players_changed.emit() players_changed.emit()
@@ -282,10 +292,12 @@ func _process(delta: float) -> void:
## it every few seconds. ## it every few seconds.
func _tick_clock(delta: float) -> void: func _tick_clock(delta: float) -> void:
_clock_left -= delta _clock_left -= delta
if _clock_left <= 0.0 and not players.is_empty(): if _clock_left <= 0.0 and (not players.is_empty() or not Lands.servers.is_empty()):
_clock_left = CLOCK_INTERVAL _clock_left = CLOCK_INTERVAL
for peer in players: for peer in players:
_s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time) _s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time)
if Lands.hub:
Lands.push_clock(_world.day_night.day, _world.day_night.time) # (one clock for every land)
# --- hosting from the title screen (M2.7) ------------------------------------------ # --- hosting from the title screen (M2.7) ------------------------------------------
# "Host Game" runs a dedicated server as a separate, windowless copy of the # "Host Game" runs a dedicated server as a separate, windowless copy of the
@@ -304,14 +316,14 @@ var _host_out := ""
var _host_port := DEFAULT_PORT var _host_port := DEFAULT_PORT
## Settings for a hosted game: name, password, port, a rules preset ## Settings for a hosted game: name, password, port, a rules preset
## (co-op / rivals / adversarial) and the seed for a new island. ## (co-op / rivals / adversarial) and the seed and worldlet for a new island.
const PRESETS := { const PRESETS := {
"co-op": {"pvp": "false", "raiding": "false", "locks": "owner_and_friends", "death_penalty": "grave"}, "co-op": {"pvp": "false", "raiding": "false", "locks": "owner_and_friends", "death_penalty": "grave"},
"rivals": {"pvp": "true", "raiding": "false", "locks": "owner_and_friends", "death_penalty": "grave"}, "rivals": {"pvp": "true", "raiding": "false", "locks": "owner_and_friends", "death_penalty": "grave"},
"adversarial": {"pvp": "true", "raiding": "true", "locks": "owner", "death_penalty": "drop_all"}, "adversarial": {"pvp": "true", "raiding": "true", "locks": "owner", "death_penalty": "drop_all"},
} }
func host(server_name: String, password: String, port: int, preset: String, seed: int) -> void: func host(server_name: String, password: String, port: int, preset: String, seed: int, worldlet: String = "valley") -> void:
if hosting or state != "offline": if hosting or state != "offline":
return return
if _host_pid != 0 and OS.is_process_running(_host_pid): if _host_pid != 0 and OS.is_process_running(_host_pid):
@@ -324,8 +336,9 @@ func host(server_name: String, password: String, port: int, preset: String, seed
c.data.password = password c.data.password = password
c.data.port = port c.data.port = port
var fresh := not FileAccess.file_exists(host_config.get_base_dir().path_join("worlds/server-world/meta.json")) var fresh := not FileAccess.file_exists(host_config.get_base_dir().path_join("worlds/server-world/meta.json"))
if fresh: if fresh: # (an island keeps its seed and worldlet once it's made)
c.data.seed = seed c.data.seed = seed
c.data.worldlet = worldlet
c.save() c.save()
_host_port = port _host_port = port
var args := PackedStringArray(["--headless"]) var args := PackedStringArray(["--headless"])
@@ -413,7 +426,9 @@ func _hosted_by(id: String) -> bool:
func _host_left() -> void: func _host_left() -> void:
print("[server] the host left: saving and stopping") print("[server] the host left: saving and stopping")
stop() # (saves the world and everyone's characters) if not Lands.land.is_empty():
Lands.send_hub({"t": "host_left"}) # (they left from another land: the hub stops too)
stop() # (saves the world and everyone's characters, and stops the other lands)
get_tree().quit() get_tree().quit()
# --- admin (chat.gd) --------------------------------------------------------------- # --- admin (chat.gd) ---------------------------------------------------------------
@@ -455,11 +470,94 @@ func _s2c_weather(state: String) -> void:
signal weather_changed(state: String) signal weather_changed(state: String)
# --- crossing to another land (J3, lands.gd) ------------------------------------------
signal travelling(land: String) ## client: on our way to another land's server
signal arrived(land: String) ## client: in, at the other land (the world reloads)
var _travel: Dictionary = {} ## client: {"land", "address", "pass"} while crossing
var _hub_address := "" ## client: the address we joined (the hub's), for the host part
## Server: sends player `peer`'s game on to land `l` (its server's port, and
## the pass that lets them in), then lets them go.
func send_travel(peer: int, l: String, pass_: String) -> void:
_s2c_travel.rpc_id(peer, {"land": l, "port": Lands.port_for(l), "pass": pass_})
# (Their game goes on its own; this only tidies up one that doesn't.)
get_tree().create_timer(3.0).timeout.connect(func():
if _peer != null and is_server() and (players.has(peer) or _pending.has(peer)):
_peer.disconnect_peer(peer))
@rpc("authority", "call_remote", "reliable")
func _s2c_travel(d: Dictionary) -> void:
var host := String(parse_address(_hub_address if not _hub_address.is_empty() else get_identity().last_server)[0])
if host.is_empty():
host = "127.0.0.1"
_travel = {"land": String(d.land), "address": "%s:%d" % [host, int(d.port)], "pass": String(d.pass)}
print("[net] on to the %s (%s)" % [d.land, _travel.address])
travelling.emit(String(d.land))
var pw := _pending_password
_quiet_stop()
join(String(_travel.address), pw, String(_travel.pass))
## Closes the connection without telling anyone we left (a crossing).
func _quiet_stop() -> void:
if _peer != null:
_peer.close()
_peer = null
multiplayer.multiplayer_peer = null
players.clear()
_states.clear()
_out_q.clear()
_in_q.clear()
local_peer = 0
_set_state("offline")
func is_travelling() -> bool:
return not _travel.is_empty()
# --- everyone on every land (J3b, lands.gd) -------------------------------------------
## Client: everyone on the server, whichever land they're in: [{"name",
## "id", "land", "admin"}] (the hub's roster). Empty on a server with only
## one land running: then `players` is everyone.
var roster: Array = []
## Server: everyone here gets the roster.
func push_roster() -> void:
for peer in players:
_s2c_roster.rpc_id(peer, Lands.roster)
@rpc("authority", "call_remote", "reliable")
func _s2c_roster(list: Array) -> void:
roster = list
players_changed.emit()
## Everyone on the server to show in a list: the roster, or (one land) just
## those here. [{"name", "admin", "land"}]
func everyone() -> Array:
if not roster.is_empty():
return roster
var out: Array = []
for p in players.values():
out.append({"name": String(p.name), "admin": bool(p.get("admin", false)), "land": String(world_info.get("worldlet", ""))})
return out
## Server: server.json read again (the hub changed it: a /set, a ban, a
## new admin, a friend), keeping this run's command-line overrides.
func reload_config() -> void:
if config == null:
return
var ov: Dictionary = config.overrides
config = ServerConfig.open(config.path)
config.overrides = ov
## Everyone gets the clock now (after a night's sleep, an admin's /time). ## Everyone gets the clock now (after a night's sleep, an admin's /time).
func push_clock() -> void: func push_clock() -> void:
_clock_left = CLOCK_INTERVAL _clock_left = CLOCK_INTERVAL
for peer in players: for peer in players:
_s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time) _s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time)
if Lands.hub:
Lands.push_clock(_world.day_night.day, _world.day_night.time)
## Where a player is, as far as the server knows. ## Where a player is, as far as the server knows.
func player_pos(peer: int) -> Vector3: func player_pos(peer: int) -> Vector3:
@@ -540,6 +638,12 @@ func move_problem(from: Vector3, to: Vector3, dt: float, teleported: bool) -> St
return "too fast (%.0f m in %.2f s)" % [flat, dt] return "too fast (%.0f m in %.2f s)" % [flat, dt]
elif to.y - from.y > MAX_RISE * dt + MOVE_SLACK: elif to.y - from.y > MAX_RISE * dt + MOVE_SLACK:
return "rising too fast" return "rising too fast"
# (Down the cliff tunnel, J1: its own space under the island, where its
# rock is the ground. The way in and out is a server teleport.)
if _world != null and _world.underground_at(to):
return "" if teleported or _world.underground_at(from) else "into the tunnel without going in"
if _world != null and _world.underground_at(from):
return "out of the tunnel without climbing out"
if not _terrain.inside_boundary(to.x, to.z, -3.0): if not _terrain.inside_boundary(to.x, to.z, -3.0):
return "outside the island" return "outside the island"
if to.y < _terrain.sample_height(to.x, to.z) - 1.5: if to.y < _terrain.sample_height(to.x, to.z) - 1.5:
@@ -590,11 +694,13 @@ func _c2s_hello(d: Dictionary) -> void:
return return
if int(d.get("protocol", 0)) != PROTOCOL: if int(d.get("protocol", 0)) != PROTOCOL:
var theirs := int(d.get("protocol", 0)) var theirs := int(d.get("protocol", 0))
_reject(peer, "Different game version: this server runs Emberwild %s (protocol %d), you have protocol %d. %s" % [ _reject(peer, "Different game version: this server runs Cinderwild %s (protocol %d), you have protocol %d. %s" % [
Updates.version, PROTOCOL, theirs, "Update the game to join." if theirs < PROTOCOL else "The server needs updating."]) Updates.version, PROTOCOL, theirs, "Update the game to join." if theirs < PROTOCOL else "The server needs updating."])
return return
# (A crossing to another land comes with a one-time pass instead, checked
# once they've proved who they are: _c2s_proof.)
var pw := String(config.v("password")) var pw := String(config.v("password"))
if not pw.is_empty() and String(d.get("password", "")) != pw: if not pw.is_empty() and String(d.get("password", "")) != pw and String(d.get("pass", "")).is_empty():
_reject(peer, "Wrong password") _reject(peer, "Wrong password")
return return
var nonce := Crypto.new().generate_random_bytes(32) var nonce := Crypto.new().generate_random_bytes(32)
@@ -618,6 +724,23 @@ func _c2s_proof(sig: PackedByteArray) -> void:
if not why.is_empty(): if not why.is_empty():
_reject(peer, why) _reject(peer, why)
return return
# Lands (J3): a land server only lets in someone crossing with a pass the
# hub gave them; a pass anywhere must be theirs and fresh. And on the
# hub, a character who's in another land is sent straight on there.
var pass_ := String(hello.get("pass", ""))
if not pass_.is_empty():
if not Lands.take_pass(pass_, id):
_reject(peer, "That way in has expired: join the server again")
return
elif not Lands.land.is_empty():
_reject(peer, "Join this server's main address (this is one of its other lands)")
return
elif Lands.hub:
var away: String = PlayerNet.land_of(id)
if not away.is_empty() and away != Lands.home():
_pending.erase(peer)
PlayerNet.send_on(peer, id, away)
return
_pending.erase(peer) _pending.erase(peer)
config.reserve_name(name, id) config.reserve_name(name, id)
if config.data.admins.is_empty(): if config.data.admins.is_empty():
@@ -638,9 +761,10 @@ func _c2s_proof(sig: PackedByteArray) -> void:
print("[server] %s joined (id %s%s, %d/%d online)" % [name, id, ", admin" if p.admin else "", print("[server] %s joined (id %s%s, %d/%d online)" % [name, id, ", admin" if p.admin else "",
players.size(), int(config.v("max_players"))]) players.size(), int(config.v("max_players"))])
# (The world's own seed: an existing world keeps the seed it was made with.) # (The world's own seed: an existing world keeps the seed it was made with.)
var world := {"seed": int(_terrain.noise_seed), "worldlet": String(config.v("worldlet")), "spawn": start, "yaw": yaw, var world := {"seed": int(_terrain.noise_seed), "worldlet": String(_terrain.worldlet_id), "spawn": start, "yaw": yaw,
"island_spawn": _spawn, "day": _world.day_night.day, "time": _world.day_night.time, "server_time": server_time, "island_spawn": _spawn, "day": _world.day_night.day, "time": _world.day_night.time, "server_time": server_time,
"weather": _world.weather.override} "weather": _world.weather.override,
"tunnel_dug": Lands.tunnel_dug if not Lands.land.is_empty() else Lands._tunnel_dug_here()}
_s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players, "world": world}) _s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players, "world": world})
for other in players: for other in players:
if other != peer: if other != peer:
@@ -682,7 +806,12 @@ static func parse_address(a: String) -> Array:
return [a, DEFAULT_PORT] return [a, DEFAULT_PORT]
## Connects to a server. The outcome arrives as `joined` or `join_failed`. ## Connects to a server. The outcome arrives as `joined` or `join_failed`.
func join(address: String, password: String = "") -> void: ## `pass_` is a one-time pass from a crossing to another land (J3).
func join(address: String, password: String = "", pass_: String = "") -> void:
_pending_pass = pass_
if pass_.is_empty():
_hub_address = address.strip_edges()
_travel = {}
if state != "offline": if state != "offline":
stop() stop()
var me := get_identity() var me := get_identity()
@@ -704,11 +833,13 @@ func join(address: String, password: String = "") -> void:
_reject_reason = "" _reject_reason = ""
_pending_password = password _pending_password = password
_join_left = JOIN_TIMEOUT _join_left = JOIN_TIMEOUT
me.last_server = address.strip_edges() if pass_.is_empty():
me.save_profile() me.last_server = address.strip_edges() # (always the hub's: rejoining sends you on)
me.save_profile()
_set_state("connecting") _set_state("connecting")
var _pending_password := "" var _pending_password := ""
var _pending_pass := ""
func leave() -> void: func leave() -> void:
var was := state var was := state
@@ -721,7 +852,7 @@ func leave() -> void:
func _on_connected() -> void: func _on_connected() -> void:
var me := get_identity() var me := get_identity()
_c2s_hello.rpc_id(1, {"protocol": debug_protocol if debug_protocol != 0 else PROTOCOL, "name": me.name, _c2s_hello.rpc_id(1, {"protocol": debug_protocol if debug_protocol != 0 else PROTOCOL, "name": me.name,
"appearance": me.appearance, "public_key": me.public_pem, "password": _pending_password}) "appearance": me.appearance, "public_key": me.public_pem, "password": _pending_password, "pass": _pending_pass})
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_remote", "reliable")
func _s2c_challenge(nonce: PackedByteArray) -> void: func _s2c_challenge(nonce: PackedByteArray) -> void:
@@ -744,6 +875,10 @@ func _s2c_welcome(d: Dictionary) -> void:
_set_state("connected") _set_state("connected")
joined.emit() joined.emit()
players_changed.emit() players_changed.emit()
if not _travel.is_empty():
var l := String(_travel.land)
_travel = {}
arrived.emit(l)
@rpc("authority", "call_remote", "reliable") @rpc("authority", "call_remote", "reliable")
func _s2c_rejected(reason: String) -> void: func _s2c_rejected(reason: String) -> void:
@@ -806,10 +941,17 @@ func _run_queue(q: Array) -> void:
f.call() f.call()
func _fail(reason: String) -> void: func _fail(reason: String) -> void:
stop_hosting() # (hosting and couldn't get in: don't leave the server running) var crossing := not _travel.is_empty()
_travel = {}
if not crossing:
stop_hosting() # (hosting and couldn't get in: don't leave the server running)
stop() stop()
last_reason = reason last_reason = reason
join_failed.emit(reason) join_failed.emit(reason)
if crossing:
# (The world we were in is still on screen: it goes back to the title.)
last_reason = "Couldn't get through to the next land (%s). Join again to carry on." % reason
left.emit(last_reason)
func _on_connection_failed() -> void: func _on_connection_failed() -> void:
_fail("Couldn't reach the server") _fail("Couldn't reach the server")
@@ -817,6 +959,11 @@ func _on_connection_failed() -> void:
func _on_server_disconnected() -> void: func _on_server_disconnected() -> void:
var was := state var was := state
var reason := _reject_reason var reason := _reject_reason
if not _travel.is_empty():
if was == "connecting":
_fail(reason if not reason.is_empty() else "the server hung up") # (the next land wouldn't have us)
return # (the land we're leaving letting us go)
var land_name := on_land()
stop_hosting() stop_hosting()
stop() stop()
if was == "connecting": if was == "connecting":
@@ -824,8 +971,19 @@ func _on_server_disconnected() -> void:
join_failed.emit(last_reason) join_failed.emit(last_reason)
else: else:
last_reason = reason if not reason.is_empty() else "The server closed the connection" last_reason = reason if not reason.is_empty() else "The server closed the connection"
if reason.is_empty() and not land_name.is_empty():
# (Another land's server went: the rest of the server's still up,
# and joining again starts that land's server afresh.)
last_reason = "Lost the connection to the %s. Join the server again to carry on there." % \
preload("res://scripts/world/terrain.gd").worldlet_name(land_name)
left.emit(last_reason) left.emit(last_reason)
## Client: the land we're in when it's not the server's home land (we're on
## one of its other lands' servers), else "".
func on_land() -> String:
var here := String(world_info.get("worldlet", ""))
return here if not here.is_empty() and here != String(server_info.get("worldlet", here)) else ""
func _notification(what: int) -> void: func _notification(what: int) -> void:
if what == NOTIFICATION_WM_CLOSE_REQUEST or what == NOTIFICATION_PREDELETE: if what == NOTIFICATION_WM_CLOSE_REQUEST or what == NOTIFICATION_PREDELETE:
if _peer != null: if _peer != null:

1
scripts/net/net.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://d1153ihwyw01t

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