15 Commits

Author SHA1 Message Date
Paul Bailey
e5e7c0e343 export.sh: keep build/ out of the game (a .gdignore): screenshots and voice samples there were being packed into it 2026-11-09 00:00:03 +00:00
Paul Bailey
73599401bf Old Tam in the trailer: three short lines, timed to the dawn flyover, the wolves and the Cove (same clip size) 2026-11-08 23:58:43 +00:00
Paul Bailey
a629ddba49 0.6.2: playtest fixes (animals off the cliffs, bigger and odd-shaped houses, real thunder, the tutorial's daylight, Old Tam's new script and voice); protocol 19 2026-11-08 23:40:34 +00:00
Paul Bailey
a3660f91cf Old Tam rewritten and re-voiced (Gitea #3): a new script in his own voice, an old West Country farmer (Qwen3-TTS cloning one recording, so he's the same man in every line), each line's best take chosen by checking its words with Whisper 2026-11-08 23:35:18 +00:00
Paul Bailey
4a691b72e1 Old Tam says "W, A, S and D", not "Wasad" (Gitea #3, first part); make_voice.py re-records a line when how it's spoken changes, not only its text 2026-11-08 20:32:09 +00:00
Paul Bailey
8f3c58c810 Real thunder (Gitea #4): six CC0 recordings, close cracks and distant rolls, in place of the synthesised rumble; a storm's flash is followed by a roll seconds later or a crack sooner, quieter indoors, and a strike on a tree cracks from the tree 2026-11-08 20:29:48 +00:00
Paul Bailey
07b8db1683 The tutorial's sun waits for you (Gitea #5): the afternoon goes no later than 16:30 until the torch step brings dusk 2026-11-08 20:19:15 +00:00
Paul Bailey
5672f0713d Odd-shaped houses (Gitea #7): roofs may run through other roofs (an L, a wing at an angle, roofs at different heights), but not inside an identical one, and nothing else goes through them; the guide explains growing a house 2026-11-08 20:19:15 +00:00
Paul Bailey
31f8e0d22c Bigger houses (Gitea #7): a second row of roof on a wider house, a Roof Ridge for a 6 m-wide one, and a Half Wall and Ridge Gable to close their taller ends; also no error when a piece is dismantled straight after it's placed 2026-11-08 19:56:16 +00:00
Paul Bailey
415e673b28 Animals stay off the cliffs (Gitea #6): nothing walks up or along ground steeper than 35 degrees, and a carcass on steep ground slides down to where it can be reached and butchered 2026-11-08 19:29:09 +00:00
Paul Bailey
da29308522 Roadmap: cloud saves, desktop and web both ways (a Cloudflare Worker, a name and password, the newer-copy check) 2026-11-07 16:48:52 +00:00
Paul Bailey
79061d8572 Roadmap: a single-player web version after the playtest (what the web renderer looks like, what's needed), and Android as a maybe 2026-11-07 16:31:20 +00:00
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
125 changed files with 1919 additions and 408 deletions

4
.gitignore vendored
View File

@@ -22,5 +22,7 @@ Thumbs.db
# Cloudflare wrangler cache (tools/site deploys) # Cloudflare wrangler cache (tools/site deploys)
.wrangler/ .wrangler/
# Kokoro TTS environment (tools/voice/make_voice.sh sets it up) # Old Tam's voice environments (tools/voice/make_voice.sh sets one up; .venv was Kokoro, before 0.6.2)
tools/voice/.venv/ tools/voice/.venv/
tools/voice/.venv-qwen/
tools/voice/__pycache__/

View File

@@ -16,8 +16,10 @@ 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.
**Emberwild 0.6.0** is released (download page and player guide: **Cinderwild 0.6.2** is released (download page and player guide:
https://emberwild-95k.pages.dev, builds on the Gitea releases). Built so far: 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. - M0-M1: the island, survival, crafting, building, weather, wildlife, hunting, fishing.
- M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin). - M2: self-hosted multiplayer (Host Game, dedicated servers, rules, chat, admin).
- P1-P5 (`docs/PROGRESSION_DESIGN.md`): iron, stone building, the wolf moon and - P1-P5 (`docs/PROGRESSION_DESIGN.md`): iron, stone building, the wolf moon and
@@ -60,7 +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
@@ -69,18 +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.

View File

@@ -39,14 +39,32 @@ Breviceps (https://freesound.org/people/Breviceps/sounds/465697/, License:
Creative Commons 0; the preview is in `tools/audio/sources/`), cut at 0.12 s Creative Commons 0; the preview is in `tools/audio/sources/`), cut at 0.12 s
and 2.65 s (leaving out the short sound between them), then levelled. Thank you. and 2.65 s (leaving out the short sound between them), then levelled. Thank you.
## Old Tam's voice ## Thunder (CC0)
`voice/` is spoken by **Kokoro** (Kokoro-82M by hexgrad, Apache-2.0, `sfx/thunder/` is cut from six Freesound recordings, all License: Creative
https://huggingface.co/hexgrad/Kokoro-82M) with its British "George" voice, Commons 0 (the previews are in `tools/audio/sources/thunder_*`), each round
made a little older (deeper, slower, warmer) by `tools/voice/make_voice.py`. its loudest strike, faded out and levelled by
The recordings are generated from our own text; rebuild them with `tools/audio/make_audio.py thunder`. Close cracks: "Thunder 08" by Emulius
`tools/voice/make_voice.sh` after changing any line. (https://freesound.org/people/Emulius/sounds/744723/), "thunder11" by
saha213131 (https://freesound.org/people/saha213131/sounds/696550/) and
"Thunder strike" by AyaDrevis
(https://freesound.org/people/AyaDrevis/sounds/652690/). Distant rolls:
"Short_Thunder_Mid" by SholeColtis
(https://freesound.org/people/SholeColtis/sounds/683421/), "thunder7" by
nednednerb (https://freesound.org/people/nednednerb/sounds/38250/) and
"Thunder Clap OWB KY 441x16.wav" by Dave Welsh
(https://freesound.org/people/Dave%20Welsh/sounds/194364/). Thank you.
## Emberwild's own (CC0) ## Old Tam's voice
`voice/` is spoken by **Qwen3-TTS** (Qwen3-TTS-12Hz-1.7B by Alibaba's Qwen
team, Apache-2.0, https://huggingface.co/Qwen; run through mlx-audio, MIT).
His voice, a reedy old West Country farmer, was designed once from a written
description by Qwen3-TTS VoiceDesign (`tools/voice/old_tam/`), and every line
is spoken by cloning that recording. Each line's takes are checked against
the script by Whisper (OpenAI, MIT; mlx-whisper). The recordings are made from
our own text; rebuild them with `tools/voice/make_voice.sh` after changing any
line. (Up to 0.6.1 he was Kokoro-82M by hexgrad, Apache-2.0.)
## 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

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -1,44 +1,44 @@
{ {
"hint_cold": "91c5088e453fb0e6", "hint_cold": "ac4139441b7a347a",
"hint_cove": "f7e5c0283b31e1cc", "hint_cove": "91eb0dcbc24afe5c",
"hint_crab": "283542496ecd180c", "hint_crab": "3a88cd0772a7676d",
"hint_died": "e865f8a63622b3c3", "hint_died": "7b60d478f6fdbcef",
"hint_diet": "3178b319c44e9fa0", "hint_diet": "b5e9600c2da38bdf",
"hint_freezing": "48b1e505119a0fc9", "hint_freezing": "0a63a53be413d808",
"hint_hard_winter": "5513aca1655bc278", "hint_hard_winter": "03e1316a475c3c43",
"hint_howl": "05792dda3f3f0b60", "hint_howl": "05792dda3f3f0b60",
"hint_hungry": "ad76f22cb8e034a0", "hint_hungry": "c99c9fbc83506c43",
"hint_night": "2a07d9c0bfae4bf9", "hint_night": "04fc83670a1fd9e9",
"hint_rotten": "98b69de03dbee089", "hint_rotten": "ecb8aecde8c6c762",
"hint_seam": "b353f46816d329b7", "hint_seam": "05531946c57cb97d",
"hint_sheltered": "ba6d6ff8bc4a1c80", "hint_sheltered": "7d3ebd27c230bc79",
"hint_sick": "ec07963c46638ffc", "hint_sick": "b039c2449304ac53",
"hint_snow": "8f0ac7d093f73840", "hint_snow": "90a2e7f6735e4c83",
"hint_stamina": "82bf5b903db7a29f", "hint_stamina": "e3e6cad6202abcaa",
"hint_storm": "f06bb82d15d991c8", "hint_storm": "477b250b6a9c97cb",
"hint_wet": "6aef86b85d67d7ac", "hint_wet": "ebf9b034487bf92e",
"hint_wolf_moon": "723b3dbd5439980c", "hint_wolf_moon": "d66b43dc8a23b5ed",
"tutorial_animals": "e82eb7e35e866812", "tutorial_animals": "20b2eabd8de50d58",
"tutorial_axe": "4bb51d6ea8b42840", "tutorial_axe": "c9a632910c8eaf19",
"tutorial_bed": "34cf4c842db48c19", "tutorial_bed": "46f0130e86504f5b",
"tutorial_berries": "a7cd3805f11c8898", "tutorial_berries": "31d4fd1560fcf46f",
"tutorial_campfire": "0a26bd897d1d8a90", "tutorial_campfire": "6a7790be69235e80",
"tutorial_cook": "7164a8ab27a7821d", "tutorial_cook": "180b4f1413608105",
"tutorial_diet": "fd47408ab4f2b5de", "tutorial_diet": "d44066db5adc0f78",
"tutorial_finish": "36c07fc5a64c9d65", "tutorial_finish": "a9960edb587c3176",
"tutorial_fish": "32f2f3228c036136", "tutorial_fish": "7945d260ceff912b",
"tutorial_flax": "a87ff75ed8864ca6", "tutorial_flax": "7e4f439fc7079272",
"tutorial_hut": "a10bfa289939dfb2", "tutorial_hut": "57c364fcde4bbff9",
"tutorial_look": "27acdf33905cc1a3", "tutorial_look": "4998d8b95ff4fa8e",
"tutorial_mushroom": "79edcfb1afe18c8c", "tutorial_mushroom": "ae582e11c9214891",
"tutorial_pickaxe": "177e0474e4d0fda6", "tutorial_pickaxe": "0697d3610e8a70c5",
"tutorial_rabbit": "6d429ab2cbdc7b19", "tutorial_rabbit": "62544c47f9813cc4",
"tutorial_rod": "d610281e722e8fd3", "tutorial_rod": "0aeae228c3e1e2ed",
"tutorial_sleep": "e202cbf133500c2a", "tutorial_sleep": "51fc176c04af2683",
"tutorial_sticks": "e526e30ddf8756a7", "tutorial_sticks": "5a350695e62a28ef",
"tutorial_torch": "68808fca608352fc", "tutorial_torch": "4bdb8837ac441e6e",
"tutorial_tree": "1dfb2ab0491d962f", "tutorial_tree": "efcbe43e71059ba1",
"tutorial_weapon": "a17d1fe6d5067b8d", "tutorial_weapon": "4d04fcd046eae1e2",
"tutorial_wolf": "feb6bdda64e28161", "tutorial_wolf": "b0725af812cc8d90",
"tutorial_workbench": "1b6108ab18f05de9" "tutorial_workbench": "dd05c80fb8b3c3b8"
} }

View File

@@ -0,0 +1,45 @@
{
"_voice": "c55ffaa0e19b744b",
"hint_cold": "ac4139441b7a347a",
"hint_cove": "91eb0dcbc24afe5c",
"hint_crab": "3a88cd0772a7676d",
"hint_died": "7b60d478f6fdbcef",
"hint_diet": "b5e9600c2da38bdf",
"hint_freezing": "0a63a53be413d808",
"hint_hard_winter": "03e1316a475c3c43",
"hint_howl": "05792dda3f3f0b60",
"hint_hungry": "c99c9fbc83506c43",
"hint_night": "04fc83670a1fd9e9",
"hint_rotten": "ecb8aecde8c6c762",
"hint_seam": "05531946c57cb97d",
"hint_sheltered": "7d3ebd27c230bc79",
"hint_sick": "b039c2449304ac53",
"hint_snow": "90a2e7f6735e4c83",
"hint_stamina": "e3e6cad6202abcaa",
"hint_storm": "477b250b6a9c97cb",
"hint_wet": "ebf9b034487bf92e",
"hint_wolf_moon": "d66b43dc8a23b5ed",
"tutorial_animals": "20b2eabd8de50d58",
"tutorial_axe": "c9a632910c8eaf19",
"tutorial_bed": "46f0130e86504f5b",
"tutorial_berries": "31d4fd1560fcf46f",
"tutorial_campfire": "6a7790be69235e80",
"tutorial_cook": "180b4f1413608105",
"tutorial_diet": "d44066db5adc0f78",
"tutorial_finish": "a9960edb587c3176",
"tutorial_fish": "7945d260ceff912b",
"tutorial_flax": "7e4f439fc7079272",
"tutorial_hut": "57c364fcde4bbff9",
"tutorial_look": "2345ea0b154d4014",
"tutorial_mushroom": "ae582e11c9214891",
"tutorial_pickaxe": "0697d3610e8a70c5",
"tutorial_rabbit": "62544c47f9813cc4",
"tutorial_rod": "0aeae228c3e1e2ed",
"tutorial_sleep": "51fc176c04af2683",
"tutorial_sticks": "5a350695e62a28ef",
"tutorial_torch": "4bdb8837ac441e6e",
"tutorial_tree": "efcbe43e71059ba1",
"tutorial_weapon": "4d04fcd046eae1e2",
"tutorial_wolf": "b0725af812cc8d90",
"tutorial_workbench": "dd05c80fb8b3c3b8"
}

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@@ -3,42 +3,42 @@
"_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).", "_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, don't you fret. Whatever you were carrying is waiting where you fell, so go back for it first. Sleep in a bed once, and that's where you'll wake."},
{"id": "freezing", "when": "status:Freezing", "title": "Freezing", {"id": "freezing", "when": "status:Freezing", "title": "Freezing",
"text": "You're freezing, and that eats at your health. Get to a fire or under a roof, now. A cloak helps too."}, "text": "You're freezing, and that'll eat away at your health! Get to a fire or under a roof, now. A cloak helps too."},
{"id": "cold", "when": "status:Cold", "hold": 3, "title": "Getting cold", {"id": "cold", "when": "status:Cold", "hold": 3, "title": "Getting cold",
"text": "Feel that chill? A fire warms you, a roof and walls keep the wind off, and a hide cloak buys you time."}, "text": "Feel that chill? A fire warms you up, a roof and walls keep the wind off, and a hide cloak buys you a bit of time."},
{"id": "sick", "when": "status:Food poisoning", "title": "Bad food", {"id": "sick", "when": "status:Food poisoning", "title": "Bad food",
"text": "Raw meat or something past its best: your belly's turned. It passes. Rest, don't eat for a bit, and cook your meat next time."}, "text": "Ooh, your belly's turned. Raw meat, or something past its best, I'd wager. It'll pass. Rest a while, don't eat for a bit, and cook your meat next time."},
{"id": "rotten", "when": "has:rotten_food", "title": "Food goes off", {"id": "rotten", "when": "has:rotten_food", "title": "Food goes off",
"text": "Food doesn't keep forever. Eat the fresh stuff first, smoke meat and fish on a rack, or salt it. Rotten food's no good to anyone: throw it out."}, "text": "Food doesn't keep forever, you know. Eat the fresh stuff first, smoke your meat and fish on a rack, or salt it. Rotten food's no good to anyone, so throw it out."},
{"id": "wet", "when": "status:Wet", "hold": 2, "title": "Soaked", {"id": "wet", "when": "status:Wet", "hold": 2, "title": "Soaked",
"text": "Wet clothes steal your warmth. Stand under a roof or by a fire and you'll dry off."}, "text": "You're soaked through! Wet clothes steal your warmth. Stand under a roof or by a fire and you'll dry off."},
{"id": "hungry", "when": "status:Hungry", "hold": 2, "title": "Hungry", {"id": "hungry", "when": "status:Hungry", "hold": 2, "title": "Hungry",
"text": "Your belly's empty. Berries and mushrooms tide you over, but cooked meat and fish fill you up for longer."}, "text": "Your belly's empty. Berries and mushrooms will tide you over, but cooked meat and fish fill you up for longer."},
{"id": "diet", "when": "status:Poor diet|Malnourished", "hold": 2, "title": "Mix it up", {"id": "diet", "when": "status:Poor diet|Malnourished", "hold": 2, "title": "Mix it up",
"text": "Eat the same thing every day and your body notices. Watch the three diet bars: meat, fish and greens. Keep them all topped up and you'll be stronger for it."}, "text": "Eat the same thing every day and your body notices, it does. Watch them three diet bars: meat, fish and greens. Keep them all topped up and you'll be stronger for it."},
{"id": "howl", "when": "event:howl", "title": "Wolves", {"id": "howl", "when": "event:howl", "title": "Wolves",
"text": "Hear that? Wolves have moved into the hills. They'll come hunting soon after dark. Walls, a door and a fire are your friends."}, "text": "Hear that? Wolves have moved into the hills. They'll come hunting soon after dark. Walls, a door and a fire are your friends."},
{"id": "wolf_moon", "when": "wolf_moon", "title": "The red moon", {"id": "wolf_moon", "when": "wolf_moon", "title": "The red moon",
"text": "A red moon. The pack's bolder tonight and the big one leads them. Stay behind a good door, or stand by a fire with a weapon ready."}, "text": "A red moon, look. The pack's bolder tonight, and the big one leads them. Stay behind a good door, or stand by a fire with a weapon ready."},
{"id": "night", "when": "night", "hold": 5, "title": "Nightfall", {"id": "night", "when": "night", "hold": 5, "title": "Nightfall",
"text": "Dark and cold till morning. Keep near a fire or carry a torch. A bed under a roof lets you sleep through it."}, "text": "Dark and cold till morning, now. Keep near a fire or carry a torch. A bed under a roof lets you sleep right through it."},
{"id": "hard_winter", "when": "hard_winter", "hold": 3, "title": "Hard winter", {"id": "hard_winter", "when": "hard_winter", "hold": 3, "title": "Hard winter",
"text": "A hard winter's come in: a few days of bitter cold, and blizzards that freeze you even by day. Stock wood and food, and stay close to home."}, "text": "A hard winter's come in. A few days of bitter cold, and blizzards that'll freeze you even by day. Stock up on wood and food, and stay close to home."},
{"id": "snow", "when": "weather:snow|blizzard", "hold": 3, "title": "Snow", {"id": "snow", "when": "weather:snow|blizzard", "hold": 3, "title": "Snow",
"text": "Snow's falling. It's colder out in it, and heavy snow piles up on roofs. Keep your fire fed."}, "text": "Snow's falling. It's colder out in it, and heavy snow piles up on your roofs. Keep your fire fed."},
{"id": "storm", "when": "weather:storm", "hold": 3, "title": "Storm", {"id": "storm", "when": "weather:storm", "hold": 3, "title": "Storm",
"text": "A storm. Lightning goes for the trees, so don't shelter under one. Your buildings are safe enough."}, "text": "A storm's coming in. Lightning goes for the trees, so don't you go sheltering under one. Your buildings are safe enough."},
{"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 all puffed out. 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, that's the way. The weather can't touch you in here. Sit by a fire inside a little while and you'll be Rested."},
{"id": "seam", "when": "seam", "hold": 3, "title": "The cracked seam", {"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."}, "text": "That antler pick bites rock that 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 down there."},
{"id": "cove", "when": "worldlet:cove", "hold": 3, "title": "The Cove", {"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."}, "text": "Well, you made it down! Sand, salt and sea fish. Fish off the end of the pier: mackerel bite close in, and cod further out where it's deep. The sea cave takes you back up the tunnel to home. Watch out for 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, so give them room, or they'll pinch."},
{"id": "crab", "when": "has:crab_meat", "hold": 2, "title": "Crab", {"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."} "text": "Two lots of crab meat cook up into a good crab supper at a campfire. Raw, it's as risky as raw fish."}
] ]
} }

View File

@@ -280,13 +280,49 @@
"name": "Wood Gable", "name": "Wood Gable",
"category": "building", "category": "building",
"stack": 20, "stack": 20,
"description": "Triangle that closes the end of a roof. R to flip it.", "description": "Triangle that closes the end of a roof. R to flip it. On a wider house, stand it on a half wall to close a taller roof's end.",
"mesh": "wood_gable", "mesh": "wood_gable",
"place": { "place": {
"piece": "build", "piece": "build",
"kind": "gable" "kind": "gable"
} }
}, },
{
"id": "wood_half_wall",
"name": "Wood Half Wall",
"category": "building",
"stack": 20,
"description": "2 x 1 m. A low wall or railing, or on top of a wall, under a gable, to close the end of a wider house's taller roof.",
"mesh": "wood_half_wall",
"place": {
"piece": "build",
"kind": "half_wall"
}
},
{
"id": "wood_roof_ridge",
"name": "Wood Roof Ridge",
"category": "building",
"stack": 20,
"description": "A 2 m ridge cap: on a 6 m-wide house, it bridges the gap between the two sides' roofs, at the top.",
"mesh": "wood_roof_ridge",
"place": {
"piece": "build",
"kind": "roof_ridge"
}
},
{
"id": "wood_ridge_gable",
"name": "Wood Ridge Gable",
"category": "building",
"stack": 20,
"description": "A small triangle that closes the end under a roof ridge. Stand it on a half wall.",
"mesh": "wood_ridge_gable",
"place": {
"piece": "build",
"kind": "ridge_gable"
}
},
{ {
"id": "bed", "id": "bed",
"name": "Bed", "name": "Bed",

View File

@@ -138,6 +138,37 @@
"wood": 1 "wood": 1
} }
}, },
{
"id": "wood_half_wall",
"output": "wood_half_wall",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 1
}
},
{
"id": "wood_roof_ridge",
"output": "wood_roof_ridge",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 2,
"fiber": 1
}
},
{
"id": "wood_ridge_gable",
"output": "wood_ridge_gable",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 1
}
},
{ {
"id": "bed", "id": "bed",
"output": "bed", "output": "bed",

View File

@@ -30,7 +30,7 @@
"id": "look", "id": "look",
"chapter": "tools", "chapter": "tools",
"title": "Look around", "title": "Look around",
"text": "Awake at last! Washed up on my island, have you. Stretch your legs: WASD to walk, the mouse to look. Shift if you're in a hurry.", "text": "Ha! Awake at last! Washed up on my island, eh? Well, stretch your legs. Use WASD to move, the mouse to look around, and Shift to run.",
"goal": { "goal": {
"walk": 10 "walk": 10
} }
@@ -39,7 +39,7 @@
"id": "sticks", "id": "sticks",
"chapter": "tools", "chapter": "tools",
"title": "Gather sticks and stones", "title": "Gather sticks and stones",
"text": "Empty hands are no use here. Look at a stick or a stone on the ground and press E. Three of each, mind.", "text": "Now then! Empty hands are no use to anyone out here. Look at a stick or a stone on the ground and press E to pick it up. Why don't you go ahead and grab three of each.",
"marker": { "marker": {
"nearest": "pickup:stick|stone" "nearest": "pickup:stick|stone"
}, },
@@ -60,7 +60,7 @@
"id": "flax", "id": "flax",
"chapter": "tools", "chapter": "tools",
"title": "Pick wild flax", "title": "Pick wild flax",
"text": "See the pale, tall plants? Wild flax. Pick some. The fibre makes torches, bows and a decent bed.", "text": "See them tall, pale plants? That's wild flax. Pick a few of those. The fibre makes bows, a decent bed, and torches. You'll need a torch before long. It gets pretty dark here.",
"marker": { "marker": {
"nearest": "pickup:fiber" "nearest": "pickup:fiber"
}, },
@@ -73,7 +73,7 @@
"id": "axe", "id": "axe",
"chapter": "tools", "chapter": "tools",
"title": "Craft a stone axe", "title": "Craft a stone axe",
"text": "Now an axe. Two sticks and two flint: flint lies about, more by the water. Tab opens your pack, and the recipe's in there.", "text": "Right, now you'll be wanting an axe. That's made from two sticks and two flint. Flint can be found lying all over the place, slightly darker than a stone. You'll find more by the water. If you press Tab to open your pack, you'll find the recipe in there.",
"marker": { "marker": {
"nearest": "pickup:flint", "nearest": "pickup:flint",
"unless_have": { "unless_have": {
@@ -88,7 +88,7 @@
"id": "tree", "id": "tree",
"chapter": "tools", "chapter": "tools",
"title": "Chop down a tree", "title": "Chop down a tree",
"text": "Axe in hand (the number keys), hold the left button at a trunk and keep at it. A tree gives wood, and sticks when it falls.", "text": "Got your axe? Good. Pick it with the number keys so it's in your hand, then click the left mouse button at a tree trunk a few times. Down it comes, and you'll get wood, and a few sticks besides.",
"marker": { "marker": {
"nearest": "tree" "nearest": "tree"
}, },
@@ -100,7 +100,7 @@
"id": "pickaxe", "id": "pickaxe",
"chapter": "tools", "chapter": "tools",
"title": "Craft a pickaxe and break a boulder", "title": "Craft a pickaxe and break a boulder",
"text": "Rocks are next. A pickaxe takes two sticks, three stone and a flint. Then go and break a boulder for stone and flint of your own.", "text": "Now for the rocks. Make yourself a pickaxe, from two sticks, three stone and a flint. Then go and give one of them big boulders a good few whacks, and you'll have stone and flint of your own.",
"marker": { "marker": {
"nearest": "rock" "nearest": "rock"
}, },
@@ -119,7 +119,7 @@
"id": "campfire", "id": "campfire",
"chapter": "food", "chapter": "food",
"title": "Build a campfire", "title": "Build a campfire",
"text": "Five stone and four sticks make a campfire. Pick it in your pack, then place it with the left button (R turns it). Fire gives light, warmth and somewhere to cook. Feed it wood with E.", "text": "Now, a fire. Five stone and four sticks make a campfire. Pick it in your pack, then click the left mouse button to put it down. R turns it round, if you're fussy. A fire gives you light, warmth, and somewhere to cook. Keep it fed with wood: look at it and press E.",
"goal": { "goal": {
"placed": "campfire" "placed": "campfire"
} }
@@ -128,7 +128,7 @@
"id": "berries", "id": "berries",
"chapter": "food", "chapter": "food",
"title": "Pick berries and eat some", "title": "Pick berries and eat some",
"text": "Those red berries on the bushes are safe. Pick some with E, then hold them and press the right button to eat.", "text": "Hungry? Them red berries on the bushes are safe enough. Pick some with E, then hold them with the number keys and click the right mouse button to eat. Go on, have a few.",
"goal": { "goal": {
"all": [ "all": [
{ {
@@ -147,7 +147,7 @@
"id": "mushroom", "id": "mushroom",
"chapter": "food", "chapter": "food",
"title": "Roast a mushroom", "title": "Roast a mushroom",
"text": "Mushrooms grow under the trees. Raw ones are all right; roasted at the fire, much better. Find one and roast it (stand by the fire and open your pack).", "text": "Mushrooms grow in the shade, under the trees. Raw ones are all right, but roasted at the fire they're a sight better. Find one, then stand by your fire and open your pack to roast it.",
"goal": { "goal": {
"all": [ "all": [
{ {
@@ -169,7 +169,7 @@
"id": "diet", "id": "diet",
"chapter": "food", "chapter": "food",
"title": "Mind your diet", "title": "Mind your diet",
"text": "See the three Diet bars, bottom left? Meat, Fish, Greens. Each food fills one. Let one run low and you stop healing; let two, and you'll waste away on a full belly. Keep all three up and you heal faster. Press Enter when you've got that.", "text": "Now, see them three Diet bars, bottom left? Meat, fish and greens. Each food fills one of them. Let one run low and you'll stop healing. Let two run low, and you'll waste away on a full belly. Keep all three topped up and you'll heal faster. Press Enter when you've got all that.",
"goal": { "goal": {
"continue": true "continue": true
} }
@@ -178,7 +178,7 @@
"id": "workbench", "id": "workbench",
"chapter": "hunt", "chapter": "hunt",
"title": "Build a workbench", "title": "Build a workbench",
"text": "Better tools want a workbench nearby. Ten wood and two flint. Chop a few more trees if you're short.", "text": "Better tools want a workbench close by. That's ten wood and two flint. If you're short, go and chop down a few more trees. Then put it down near your fire.",
"goal": { "goal": {
"placed": "workbench" "placed": "workbench"
} }
@@ -187,7 +187,7 @@
"id": "weapon", "id": "weapon",
"chapter": "hunt", "chapter": "hunt",
"title": "Make a weapon", "title": "Make a weapon",
"text": "You'll not catch your supper with your bare hands. A club is four wood. A spear, at the bench, reaches further.", "text": "You'll not catch your supper with your bare hands, will you? A club is four wood, and you can make that anywhere. A spear reaches further, but you'll need to be at the bench for that one.",
"goal": { "goal": {
"any": [ "any": [
{ {
@@ -203,7 +203,7 @@
"id": "rabbit", "id": "rabbit",
"chapter": "hunt", "chapter": "hunt",
"title": "Hunt a rabbit", "title": "Hunt a rabbit",
"text": "There, rabbits! They bolt if you run at them. Walk up quiet, weapon in hand, and strike.", "text": "There! Rabbits! Run at them and they'll bolt, so creep up quiet, weapon in hand, and give them a whack.",
"goal": { "goal": {
"killed": "rabbit" "killed": "rabbit"
}, },
@@ -222,7 +222,7 @@
"id": "cook", "id": "cook",
"chapter": "hunt", "chapter": "hunt",
"title": "Butcher it and cook the meat", "title": "Butcher it and cook the meat",
"text": "E on the carcass to butcher it. Raw meat turns your stomach; cooked at the fire it heals you and keeps you Well fed.", "text": "Now look at it and press E to butcher it. Don't you go eating that meat raw, it'll turn your stomach. Cook it at the fire, and it'll heal you up and keep you Well fed.",
"goal": { "goal": {
"all": [ "all": [
{ {
@@ -241,7 +241,7 @@
"id": "animals", "id": "animals",
"chapter": "hunt", "chapter": "hunt",
"title": "Know your animals", "title": "Know your animals",
"text": "Deer are quick: a bow's your friend there. Boars are calm until you hit one, then they come for you. Wolves you'll meet soon enough. Press Enter.", "text": "Deer are quick, so a bow's your friend there. Boars are calm enough until you hit one, then they'll come right for you. And wolves? Well, you'll meet them soon enough. Press Enter when you're ready.",
"goal": { "goal": {
"continue": true "continue": true
} }
@@ -250,7 +250,7 @@
"id": "rod", "id": "rod",
"chapter": "fish", "chapter": "fish",
"title": "Make a fishing rod", "title": "Make a fishing rod",
"text": "Two sticks, three fibre and a flint, at the workbench.", "text": "Fancy a bit of fish? Make yourself a rod at the workbench, from two sticks, three fibre and a flint.",
"goal": { "goal": {
"crafted": "fishing_rod" "crafted": "fishing_rod"
} }
@@ -259,7 +259,7 @@
"id": "fish", "id": "fish",
"chapter": "fish", "chapter": "fish",
"title": "Catch a fish and grill it", "title": "Catch a fish and grill it",
"text": "Down to the lake. Rod in hand, the left button casts. When the float dips, click quick, before it gets away. Grill what you catch at the fire.", "text": "Down to the lake with you. Rod in hand, click the left mouse button to cast. When the float dips, click again, quick as you can, before it gets away. Then grill what you catch at the fire.",
"goal": { "goal": {
"all": [ "all": [
{ {
@@ -285,7 +285,7 @@
"id": "hut", "id": "hut",
"chapter": "night", "chapter": "night",
"title": "Build a little hut", "title": "Build a little hut",
"text": "Nights get cold, and things prowl. Build a hut: I've marked out a good spot by your fire, pale as a ghost. Floors, walls and a door, then the roof, all from the bench. Put a piece near its place in the outline and it'll go right in. Done when you can stand inside out of the weather.", "text": "Nights get cold out here, and things prowl about. You'll want a hut. I've marked out a good spot by your fire, pale as a ghost. Floors, walls and a door, then the roof, all made at the bench. Put each piece near its place in the outline and it'll go right in. You're done when you can stand inside, out of the weather.",
"goal": { "goal": {
"shelter": true "shelter": true
}, },
@@ -300,7 +300,7 @@
"id": "bed", "id": "bed",
"chapter": "night", "chapter": "night",
"title": "Make a bed and sleep spot", "title": "Make a bed and sleep spot",
"text": "Eight wood and six fibre make a bed. Put it inside, then E on it: that's where you'll wake if anything happens to you.", "text": "Now a bed. That's eight wood and six fibre. Put it inside your hut, then look at it and press E. That's where you'll wake up if anything happens to you.",
"goal": { "goal": {
"all": [ "all": [
{ {
@@ -316,7 +316,7 @@
"id": "torch", "id": "torch",
"chapter": "night", "chapter": "night",
"title": "Night is coming: make a torch", "title": "Night is coming: make a torch",
"text": "There, the sun's going down. It gets dark and cold. A torch (a stick and two fibre) lights the way and keeps you a little warm.", "text": "There, the sun's going down. It gets dark and cold, mind. Make yourself a torch, from a stick and two fibre. It lights the way, and keeps you a little warm besides.",
"goal": { "goal": {
"crafted": "torch" "crafted": "torch"
}, },
@@ -328,7 +328,7 @@
"id": "wolf", "id": "wolf",
"chapter": "night", "chapter": "night",
"title": "Wolves", "title": "Wolves",
"text": "Hush. See it, at the edge of the light? Wolves. From the fourth night they hunt. They won't come close to a lit fire, a torch makes them think twice, and they can't bite through walls. Just watch.", "text": "Hush now. See it, there, at the edge of the light? A wolf. From the fourth night they hunt. They won't come near a lit fire, a torch makes them think twice, and they can't bite through walls. Just you watch.",
"goal": { "goal": {
"demo_wolf": true "demo_wolf": true
}, },
@@ -340,7 +340,7 @@
"id": "sleep", "id": "sleep",
"chapter": "night", "chapter": "night",
"title": "Sleep till morning", "title": "Sleep till morning",
"text": "Off to bed with you. You can only sleep at night, under a roof with walls round you, and not with wolves about.", "text": "Off to bed with you. You can only sleep at night, under a roof with walls round you, and not with wolves about. Look at your bed and press E.",
"goal": { "goal": {
"slept": true "slept": true
}, },
@@ -351,6 +351,6 @@
], ],
"finish": { "finish": {
"title": "You'll do", "title": "You'll do",
"text": "That's the island, near enough: gather, craft, eat a bit of everything, keep warm and dry, and be indoors or by a fire when the wolves are about. E picks up and uses, Tab is your pack, X takes a thing down, R turns what you're placing, the right button eats or wears. Off you go, then." "text": "Well, you'll do. That's the island, near enough. Gather, craft, eat a bit of everything, keep warm and dry, and be indoors or by a fire when the wolves are about. Remember: E picks up and uses, Tab is your pack, X takes a thing down, R turns what you're placing, and the right mouse button eats or wears. Off you go, then."
} }
} }

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

View File

@@ -1,14 +1,14 @@
# Emberwild 0.6.0 playtest # Cinderwild 0.6.0 playtest
Thanks for playing. This build is the **Valley** and the **Cove**, and 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 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://emberwild-95k.pages.dev game's player guide is on the download page: https://cinderwild.psbailey.uk
## Reporting a bug ## Reporting a bug
Press **Esc** in the game, then **Report a bug**: Press **Esc** in the game, then **Report a bug**:
- **Open the bug report page** opens a new issue on the Emberwild Gitea page - **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, 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 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**. expected, and how to make it happen again, then press **Create Issue**.
@@ -25,9 +25,9 @@ Where the log is:
| | | | | |
|---|---| |---|---|
| Mac | `~/Library/Application Support/Godot/app_userdata/Emberwild/logs/godot.log` | | Mac | `~/Library/Application Support/Godot/app_userdata/Cinderwild/logs/godot.log` |
| Windows | `%APPDATA%\Godot\app_userdata\Emberwild\logs\godot.log` | | Windows | `%APPDATA%\Godot\app_userdata\Cinderwild\logs\godot.log` |
| Linux | `~/.local/share/godot/app_userdata/Emberwild/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, A screenshot helps for anything that looks wrong (Cmd+Shift+4 on a Mac,
Win+Shift+S on Windows). Win+Shift+S on Windows).

View File

@@ -95,12 +95,15 @@ phases M2.0-M2.7).
land, players in different lands at once, chat, the player list, admin 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, 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 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, rowing boat moored at the pier; Report a bug in the pause menu. *(0.6.1)*
the new name, Cinderwild. *(0.6.2)* playtest fixes: animals off the cliffs,
wider and odd-shaped houses, real thunder, the tutorial's daylight, and Old
Tam rewritten in a new voice. Next J2,
then J4 (the Highlands by sail). then J4 (the Highlands by sail).
- Audio, music, weather. *Done (0.2.0-0.2.1):* mood music (calm, night, - 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 storm, danger, boss) that crossfades with what's happening, ambience (CC0
birdsong, crickets, owls, fire), sound effects for every action (Kenney birdsong, crickets, owls, fire), sound effects for every action (Kenney
CC0 plus synthesised), creature voices, Old Tam's spoken lines (Kokoro). CC0 plus synthesised), creature voices, Old Tam's spoken lines (Kokoro, then Qwen3-TTS from 0.6.2).
Sources and licences: `assets/audio/CREDITS.md`; tools in `tools/audio/` Sources and licences: `assets/audio/CREDITS.md`; tools in `tools/audio/`
and `tools/voice/`. and `tools/voice/`.
- Help: the player guide on the download site (`tools/site/`), written - Help: the player guide on the download site (`tools/site/`), written
@@ -114,6 +117,66 @@ phases M2.0-M2.7).
game icon on the .exe (rcedit), Linux, and the update check below. game icon on the .exe (rcedit), Linux, and the update check below.
- **Updates**: the game (and a dedicated server) needs to notice when a new - **Updates**: the game (and a dedicated server) needs to notice when a new
version is out, download what's needed and install it. See below. version is out, download what's needed and install it. See below.
- **A single-player web version** (Paul, Nov 2026: after the playtest):
play straight from the download page, with "Download for the full game
and multiplayer" beside it. Godot's web export, single-threaded, on the
Compatibility renderer (WebGL 2). What we found (0.6.1):
- *The look:* rendered with that renderer (`build/web_look/`, from
`tools/site/shots.gd` run with `--rendering-method gl_compatibility`),
it's still clearly the game, but harsher: no volumetric fog or haze,
no SSAO/SSIL (darker, sharper shadows), deeper greens. Night and fire
light hold up. **The sea renders flat white**: `shaders/water.gdshader`
needs a Compatibility path. Ordinary distance fog would bring some
atmosphere back; grass density and tree counts likely need a lower
setting for browsers (speed not measured yet).
- *Single-player only:* browsers can't use ENet (UDP), and can't start
the Host Game or per-land server processes. Joining from a browser
would mean a WebSocket transport on the server, served over wss://
(a certificate per server): a separate, bigger job, if ever.
- *Saves* go in the browser's storage (IndexedDB): kept, but per browser
and lost if site data is cleared. Maybe an export/import button.
- *Input:* the pointer lock needs a click, and Esc releases it in the
browser, so the pause menu needs another key too (P).
- *Size and hosting:* the engine (godot.wasm, 39.5 MB) plus the game data
(about 22 MB) download first, then cache. Cloudflare Pages refuses files
over 25 MiB, so the .wasm has to live elsewhere (the Gitea release, or
another host) or be split.
- *Size of the job:* one step to build it and see how it runs, another to
fix the water, tune the graphics and controls, and put it on the page.
- **Cloud saves** (Paul, Nov 2026: with the web version, and useful before
it, desktop to desktop): carry a single-player world between the desktop
game and the browser, **both ways**.
- *In the game:* pause menu **Save to cloud** (a cloud name and a password
the first time; after that it can upload on each save: autosave, sleep,
quit); title screen **Load from cloud** (name and password, pick a
world, it downloads and you carry on). What travels: the world folder
(`meta.json`, `world.json`), its explored map (`maps/`), and which of
Old Tam's tips you've seen. Not online worlds (they live on their server).
- *Size:* a world is 8-32 KB on disk, a few KB compressed: uploads are
instant and storage is next to free.
- *Where:* a Cloudflare Worker beside the site (`/api/...`), saves in R2
(or D1). Free tier is plenty. (Paul's own server would do, but is one
more service to keep running.)
- *Safety:* passwords never stored, only a salted hash (PBKDF2, WebCrypto
in the Worker); HTTPS only; wrong guesses lock a name out for a while;
a size cap and a world count per name. Option: encrypt the save with
the password in the game before upload, so the server holds only
ciphertext (but a forgotten password loses the cloud copy; the local
copy is unaffected).
- *Playing in two places:* each upload carries a counter. If the cloud's
copy is newer than the one you last downloaded, the game asks ("The
cloud has a newer save (from the web, 20 minutes ago): use that, or
keep this one?") instead of overwriting it.
- *Versions:* the same save format on desktop and web; a save from a
newer version than the game says so rather than loading it badly.
- *Size of the job:* one step for the Worker and storage (with tests), one
for the game side (name and password, the buttons, the newer-copy
question). Paul creates the Worker and its storage in his Cloudflare
account; the code and setup steps come with it.
- **Later, maybe:** Android tablets (Nov 2026: left for now). Most input is
already named actions, so a touch layer (stick, look, contextual buttons)
is possible; the Mobile renderer has the same lost effects as the web, and
a tablet can join but not host (no server processes).
### Updates (to design with the packaged builds) ### Updates (to design with the packaged builds)
Needed because every network change bumps the protocol (12 as of P5), and Needed because every network change bumps the protocol (12 as of P5), and
@@ -121,7 +184,7 @@ 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

@@ -8,7 +8,7 @@ custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="data/*.json, data/worldlets/*.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="0.6.0" application/short_version="0.6.2"
application/version="0.6.0" application/version="0.6.2"
application/copyright="" application/copyright=""
display/high_res=true display/high_res=true
codesign/codesign=1 codesign/codesign=1
@@ -66,7 +66,7 @@ custom_features=""
export_filter="all_resources" export_filter="all_resources"
include_filter="data/*.json, data/worldlets/*.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="0.6.0" application/file_version="0.6.2"
application/product_version="0.6.0" application/product_version="0.6.2"
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="0.6.0" config/version="0.6.2"
[autoload] [autoload]
@@ -93,9 +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

@@ -61,6 +61,15 @@ static func _define() -> Dictionary:
"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(1, 1, 0)], "snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(1, 1, 0)],
"center": Vector3(0.33, 0.33, 0), "center": Vector3(0.33, 0.33, 0),
} }
# Half wall: 2 m wide, 1 m tall (0.6.2, Gitea #7). On a wall's top, under
# a gable, it closes the end of a taller roof (a wider house, with a
# second row of roof panels); on a floor, it's a low wall or a railing.
k["half_wall"] = {
"shapes": [_box(Vector3(0, 0.5, 0), Vector3(2, 1, 0.2))],
"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0),
Vector3(-1, 1, 0), Vector3(0, 1, 0), Vector3(1, 1, 0)],
"center": Vector3(0, 0.5, 0),
}
# --- P2 (docs/PROGRESSION_DESIGN.md §3) --- # --- P2 (docs/PROGRESSION_DESIGN.md §3) ---
# Pillar: a 0.4 m post standing on a floor corner or edge, carrying what's # Pillar: a 0.4 m post standing on a floor corner or edge, carrying what's
# on top (a floor's corner meets its top). # on top (a floor's corner meets its top).
@@ -95,6 +104,29 @@ static func _define() -> Dictionary:
"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0)], "snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0)],
"center": Vector3(0, 1.5, 0), "center": Vector3(0, 1.5, 0),
} }
# Roof ridge (0.6.2, Gitea #7): a 2 m cap, an upside-down V at the roof's
# slope, for houses whose width leaves a 2 m gap between the two sides'
# top rows (6 m, 10 m). Origin = centre at the level of the rows' top
# edges (local z = +-1), rising 0.5 m to the peak along z = 0.
var ns := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE))
var nn := Vector3(0, cos(ROOF_ANGLE), -sin(ROOF_ANGLE))
var half := sqrt(1.25)
k["roof_ridge"] = {
"shapes": [
{"type": "box", "center": Vector3(0, 0.25, 0.5) + ns * ROOF_T * 0.5, "size": Vector3(2, ROOF_T, half), "basis": Basis(Vector3.RIGHT, ROOF_ANGLE)},
{"type": "box", "center": Vector3(0, 0.25, -0.5) + nn * ROOF_T * 0.5, "size": Vector3(2, ROOF_T, half), "basis": Basis(Vector3.RIGHT, -ROOF_ANGLE)},
_box(Vector3(0, 0.55, 0), Vector3(2, 0.08, 0.3))], # (the ridge board: no gap at the peak for rain, or the shelter test)
"snaps": [Vector3(-1, 0, 1), Vector3(0, 0, 1), Vector3(1, 0, 1),
Vector3(-1, 0, -1), Vector3(0, 0, -1), Vector3(1, 0, -1)],
"center": Vector3(0, 0.25, 0),
}
# Ridge gable: the small triangle (2 m wide, 0.5 m tall, peak in the
# middle) that closes the end under a roof ridge, on a half wall or a wall.
k["ridge_gable"] = {
"shapes": [_prism([Vector2(-1, 0), Vector2(1, 0), Vector2(0, 0.5)], 0.2)],
"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(0, 0.5, 0)],
"center": Vector3(0, 0.17, 0),
}
var n := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE)) # panel normal (up and out) var n := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE)) # panel normal (up and out)
# (Ends exactly at the ridge. The seam where two roofs meet is handled by # (Ends exactly at the ridge. The seam where two roofs meet is handled by
# build_system.roofed_at sampling several rays.) # build_system.roofed_at sampling several rays.)

View File

@@ -162,6 +162,23 @@ func recompute() -> Array:
# --- placement -------------------------------------------------------------- # --- placement --------------------------------------------------------------
## Roof pieces: these may pass through one another.
const ROOF_KINDS := ["roof", "roof_ridge"]
## A roof piece of `kind` already sitting at `xf` (the same place, facing
## the same way), so a second one isn't put inside the first.
func _same_roof_at(kind: String, xf: Transform3D, exclude: Node) -> bool:
for p in build_pieces():
if p == exclude or p.kind != kind:
continue
var pxf: Transform3D = p.global_transform
var facing: float = pxf.basis.z.normalized().dot(xf.basis.z.normalized())
if kind == "roof_ridge":
facing = absf(facing) # (it's the same both ways round)
if pxf.origin.distance_to(xf.origin) < 0.15 and facing > 0.99:
return true
return false
## Why a building piece can't go at `xf` ("" = it can). ## Why a building piece can't go at `xf` ("" = it can).
func check(def: Dictionary, xf: Transform3D, exclude: Node = null) -> String: func check(def: Dictionary, xf: Transform3D, exclude: Node = null) -> String:
var kind: String = def.place.kind var kind: String = def.place.kind
@@ -172,6 +189,9 @@ func check(def: Dictionary, xf: Transform3D, exclude: Node = null) -> String:
if c.y < terrain.water_level + 0.1: if c.y < terrain.water_level + 0.1:
return "Can't build in water" return "Can't build in water"
var space := world.get_world_3d().direct_space_state var space := world.get_world_3d().direct_space_state
var roofy: bool = kind in ROOF_KINDS
if roofy and _same_roof_at(kind, xf, exclude):
return "There's already a roof there"
for s in info.shapes: for s in info.shapes:
var made := BuildPiece.make_shape(s, OVERLAP_MARGIN) var made := BuildPiece.make_shape(s, OVERLAP_MARGIN)
var q := PhysicsShapeQueryParameters3D.new() var q := PhysicsShapeQueryParameters3D.new()
@@ -182,9 +202,13 @@ func check(def: Dictionary, xf: Transform3D, exclude: Node = null) -> String:
if exclude != null: if exclude != null:
ex.append(exclude.get_rid()) ex.append(exclude.get_rid())
q.exclude = ex q.exclude = ex
var hits := space.intersect_shape(q, 1) var hits := space.intersect_shape(q, 8)
if not hits.is_empty(): for h in hits:
last_blocker = hits[0].collider # Roofs can run through other roofs (Gitea #7: an L, a wing at an
# angle, roofs at odd heights), but nothing else.
if roofy and h.collider != null and String(h.collider.get("kind")) in ROOF_KINDS:
continue
last_blocker = h.collider
return "Something's in the way" return "Something's in the way"
var mat := BuildPiece.material_of(def) var mat := BuildPiece.material_of(def)
if support_for(kind, xf, exclude, mat) < MIN_SUPPORT: if support_for(kind, xf, exclude, mat) < MIN_SUPPORT:

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

View File

@@ -1,6 +1,6 @@
extends RefCounted extends RefCounted
## Report a bug (0.6.0, the playtest; pause menu): opens a new issue on the ## Report a bug (0.6.0, the playtest; pause menu): opens a new issue on the
## Emberwild repo in your browser, already filled in with a title to edit, ## 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, ## 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 ## 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 ## are). You read it, add what happened, and press Create Issue: nothing is
@@ -10,7 +10,7 @@ extends RefCounted
## crash or an error: the pause menu shows where it is and opens its folder, ## crash or an error: the pause menu shows where it is and opens its folder,
## to attach the file to the issue. ## to attach the file to the issue.
const REPO := "https://git.psbailey.uk/Admin/Emberwild" const REPO := "https://git.psbailey.uk/Admin/Cinderwild"
## An autoload (Net, Updates), looked up at run time: this script is also ## An autoload (Net, Updates), looked up at run time: this script is also
## loaded by tests that start before the autoloads are compiled in. ## loaded by tests that start before the autoloads are compiled in.
@@ -46,7 +46,7 @@ static func mode(world: Node) -> String:
## The details, one per line (what's in the issue, and what "Copy" copies). ## The details, one per line (what's in the issue, and what "Copy" copies).
static func details(world: Node) -> Dictionary: static func details(world: Node) -> Dictionary:
var d := { var d := {
"Version": "Emberwild %s (protocol %d)" % [String(ProjectSettings.get_setting("application/config/version", "?")), int(_al("Net").PROTOCOL)], "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()], "Computer": "%s %s" % [OS.get_name(), OS.get_version()],
"Graphics": "%s (%s)" % [RenderingServer.get_video_adapter_name(), RenderingServer.get_current_rendering_method()], "Graphics": "%s (%s)" % [RenderingServer.get_video_adapter_name(), RenderingServer.get_current_rendering_method()],
"Mode": mode(world), "Mode": mode(world),

View File

@@ -324,12 +324,34 @@ func _process(delta: float) -> void:
if d > 0.01 and d < 5.0: # (not a teleport or a respawn) if d > 0.01 and d < 5.0: # (not a teleport or a respawn)
_count("walk", d) _count("walk", d)
_last_pos = p _last_pos = p
hold_daylight()
_marker_t -= delta _marker_t -= delta
if _marker_t <= 0.0: if _marker_t <= 0.0:
_marker_t = 0.5 _marker_t = 0.5
_marker = find_marker() _marker = find_marker()
poll() poll()
## The sun waits for you (Gitea #5): until a step that sets the clock comes
## up (the torch step, at dusk), the afternoon goes no later than
## DAYLIGHT_UNTIL, however long the earlier steps take. Then dusk comes on
## when the tutorial means it to.
const DAYLIGHT_UNTIL := 16.5
func hold_daylight() -> void:
if not active or world == null or not is_instance_valid(world) or world.day_night == null:
return
if _clock_step_reached():
return
var latest := DAYLIGHT_UNTIL / 24.0
if world.day_night.time > latest:
world.day_night.time = latest
## Whether the current step, or one before it, moves the clock on.
func _clock_step_reached() -> bool:
for i in range(mini(index + 1, steps.size())):
if Dictionary(steps[i].get("setup", {})).has("time"):
return true
return false
## Goals that are states, not events: checked twice a second. ## Goals that are states, not events: checked twice a second.
func poll() -> void: func poll() -> void:
if not active or world == null or not is_instance_valid(world): if not active or world == null or not is_instance_valid(world):

View File

@@ -19,6 +19,7 @@ extends Node
const K := "res://assets/audio/sfx/kenney/" const K := "res://assets/audio/sfx/kenney/"
const S := "res://assets/audio/sfx/synth/" const S := "res://assets/audio/sfx/synth/"
const C := "res://assets/audio/sfx/creatures/" const C := "res://assets/audio/sfx/creatures/"
const T := "res://assets/audio/sfx/thunder/"
const EARSHOT := 45.0 ## a server sends a sound to players this close const EARSHOT := 45.0 ## a server sends a sound to players this close
## id -> files (or a [prefix, count] pair), volume (dB), pitch range, reach (m), ## id -> files (or a [prefix, count] pair), volume (dB), pitch range, reach (m),
@@ -28,6 +29,10 @@ const SOUNDS := {
"tree_fall": {"set": [K + "wood_heavy_%d.ogg", 5], "db": 0.0, "pitch": [0.6, 0.7], "reach": 60.0, "with": "creak"}, "tree_fall": {"set": [K + "wood_heavy_%d.ogg", 5], "db": 0.0, "pitch": [0.6, 0.7], "reach": 60.0, "with": "creak"},
"creak": {"set": [K + "creak_%d.ogg", 3], "db": -2.0, "pitch": [0.8, 0.95], "reach": 50.0}, "creak": {"set": [K + "creak_%d.ogg", 3], "db": -2.0, "pitch": [0.8, 0.95], "reach": 50.0},
"mine": {"set": [K + "mine_%d.ogg", 5], "db": -1.0, "pitch": [0.9, 1.1]}, "mine": {"set": [K + "mine_%d.ogg", 5], "db": -1.0, "pitch": [0.9, 1.1]},
# Thunder (0.6.2, CC0 recordings: assets/audio/CREDITS.md). The weather
# plays the storm's own (weather_fx.gd); a strike on a tree cracks from it.
"thunder_near": {"set": [T + "thunder_near_%d.ogg", 3], "db": 0.0, "pitch": [0.92, 1.05], "reach": 400.0},
"thunder_far": {"set": [T + "thunder_far_%d.ogg", 3], "db": -5.0, "pitch": [0.9, 1.05], "reach": 400.0},
"rock_break": {"set": [K + "mine_%d.ogg", 5], "db": 1.0, "pitch": [0.6, 0.7], "reach": 50.0}, "rock_break": {"set": [K + "mine_%d.ogg", 5], "db": 1.0, "pitch": [0.6, 0.7], "reach": 50.0},
"rustle": {"set": [K + "cloth_%d.ogg", 4], "db": -4.0, "pitch": [0.7, 0.9]}, "rustle": {"set": [K + "cloth_%d.ogg", 4], "db": -4.0, "pitch": [0.7, 0.9]},
"pickup": {"set": [K + "leather_%d.ogg", 3], "db": -6.0, "pitch": [0.95, 1.15], "reach": 15.0}, "pickup": {"set": [K + "leather_%d.ogg", 3], "db": -6.0, "pitch": [0.95, 1.15], "reach": 15.0},
@@ -196,6 +201,17 @@ func me(id: String) -> void:
_log(id, null) _log(id, null)
_play2(id) _play2(id)
## A random one of sound `id`'s files, and its volume: for a player of your
## own (the weather's thunder). Not logged: call log_heard() when it plays.
func stream_for(id: String) -> AudioStream:
return _pick(id) if SOUNDS.has(id) else null
func db_for(id: String) -> float:
return float(SOUNDS.get(id, {}).get("db", 0.0))
func log_heard(id: String) -> void:
_log(id, null)
## Menus and the HUD. ## Menus and the HUD.
func ui(id: String) -> void: func ui(id: String) -> void:
_log(id, null) _log(id, null)

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]

View File

@@ -92,6 +92,13 @@ const KINDS := {
"drops": {"raw_meat": [5, 7], "bear_hide": [1, 1], "bear_fat": [2, 3]}}, "drops": {"raw_meat": [5, 7], "bear_hide": [1, 1], "bear_fat": [2, 3]}},
} }
const CARCASS_SECONDS := 300.0 const CARCASS_SECONDS := 300.0
## The steepest ground an animal walks up: 35 degrees (the ground's normal
## at least this upright). The player's limit is about 45.
const MAX_CLIMB_NY := 0.82
const MAX_CLIMB_RISE := 0.7 ## (tan 35 degrees: metres up per metre along)
## A carcass on ground steeper than this slides down to where it's flatter,
## so it can be reached and butchered (Gitea #6).
const CARCASS_REST_NY := 0.8
var kind := "deer" var kind := "deer"
var def: Dictionary var def: Dictionary
@@ -384,6 +391,18 @@ func _blocked(dir: Vector3) -> bool:
return true return true
if absf(h - global_position.y) > 1.1: if absf(h - global_position.y) > 1.1:
return true return true
# Nothing climbs steep ground, or walks along it (the mountain rim: Gitea
# #6). Going down it is fine, so one that's somehow up there can always
# come back.
if h > global_position.y - 0.3:
var run := Vector2(probe.x - global_position.x, probe.z - global_position.z).length()
if (h - global_position.y) > run * MAX_CLIMB_RISE:
return true
# The slope along the way: just ahead, halfway, and at the probe.
for f in [0.2, 0.5, 1.0]:
var s: Vector3 = global_position.lerp(probe, f)
if terrain.sample_normal(s.x, s.z).y < MAX_CLIMB_NY and terrain.sample_height(s.x, s.z) > global_position.y - 0.3 * f:
return true
# Trees, rocks and buildings at chest height (the terrain isn't on this test). # Trees, rocks and buildings at chest height (the terrain isn't on this test).
var from := global_position + Vector3(0, 0.45, 0) var from := global_position + Vector3(0, 0.45, 0)
var q := PhysicsRayQueryParameters3D.create(from, Vector3(probe.x, h + 0.45, probe.z), 1) var q := PhysicsRayQueryParameters3D.create(from, Vector3(probe.x, h + 0.45, probe.z), 1)
@@ -468,6 +487,7 @@ func _die(from: Vector3) -> void:
if puppet: if puppet:
_visual.rotation.z = -PI * 0.5 _visual.rotation.z = -PI * 0.5
return return
_settle()
# Topple onto its side, away from the blow. # Topple onto its side, away from the blow.
var side := 1.0 if (global_position - from).dot(global_basis.x) > 0.0 else -1.0 var side := 1.0 if (global_position - from).dot(global_basis.x) > 0.0 else -1.0
if is_inside_tree() and DisplayServer.get_name() != "headless": if is_inside_tree() and DisplayServer.get_name() != "headless":
@@ -477,6 +497,28 @@ func _die(from: Vector3) -> void:
_visual.rotation.z = -side * PI * 0.5 _visual.rotation.z = -side * PI * 0.5
died.emit(self) died.emit(self)
## A carcass on steep ground (half into a cliff face, out of reach) slides
## downhill, half a metre at a time, until the ground's flatter: up to 20 m,
## and never out past the edge of the play area. Online the server does this
## and players see it where it ends up.
func _settle() -> void:
if terrain == null:
return
var p := global_position
for _i in range(40):
var n: Vector3 = terrain.sample_normal(p.x, p.z)
if n.y >= CARCASS_REST_NY:
break
var down := Vector3(n.x, 0.0, n.z) # (a slope's normal leans downhill)
if down.length() < 0.001:
break
var q := p + down.normalized() * 0.5
if not terrain.inside_boundary(q.x, q.z, 1.0):
break
p = Vector3(q.x, terrain.sample_height(q.x, q.z), q.z)
if p.distance_to(global_position) > 0.01:
global_position = p
## What butchering gives (rolled once). ## What butchering gives (rolled once).
func butcher_drops() -> Dictionary: func butcher_drops() -> Dictionary:
var out := {} var out := {}

View File

@@ -69,6 +69,9 @@ static func build(key: String) -> ArrayMesh:
"wood_door_panel": m = _door_panel() "wood_door_panel": m = _door_panel()
"wood_roof": m = _roof() "wood_roof": m = _roof()
"wood_gable": m = _gable() "wood_gable": m = _gable()
"wood_half_wall": m = _half_wall()
"wood_roof_ridge": m = _roof_ridge()
"wood_ridge_gable": m = _ridge_gable()
"bed": m = _bed() "bed": m = _bed()
"raw_meat": m = _meat(MEAT_RAW) "raw_meat": m = _meat(MEAT_RAW)
"cooked_meat": m = _meat(MEAT_COOKED) "cooked_meat": m = _meat(MEAT_COOKED)
@@ -546,6 +549,17 @@ static func _wall() -> ArrayMesh:
_box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM) _box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM)
return P._commit(st) return P._commit(st)
## Half wall: the wall's boards and frame, 2 x 1 m.
static func _half_wall() -> ArrayMesh:
var st := P._begin()
var r := _rng(75)
_wall_body(st, r, -0.84, 0.84, 0.1, 0.9)
for x in [-0.92, 0.92]:
_box(st, Vector3(x, 0.5, 0), Vector3(0.16, 1.0, 0.2), BEAM)
for y in [0.06, 0.94]:
_box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM)
return P._commit(st)
## Door frame (1.1 x 1.9 m opening); `with_panel` adds the closed door, for the ## Door frame (1.1 x 1.9 m opening); `with_panel` adds the closed door, for the
## inventory icon and the placement ghost. ## inventory icon and the placement ghost.
static func _door(with_panel: bool) -> ArrayMesh: static func _door(with_panel: bool) -> ArrayMesh:
@@ -597,6 +611,37 @@ static func _roof() -> ArrayMesh:
_box(st, along * s + n * 0.085, Vector3(2.04, 0.05, (length + 0.3) / rows + 0.1), _board(r, SHINGLE), tilt) _box(st, along * s + n * 0.085, Vector3(2.04, 0.05, (length + 0.3) / rows + 0.1), _board(r, SHINGLE), tilt)
return P._commit(st) return P._commit(st)
## Roof ridge: two short shingled panels meeting at a peak 0.5 m up (an
## upside-down V across local Z), origin at the centre of the low edges'
## level. Bridges the gap between two roof rows on a 6 m-wide house.
static func _roof_ridge() -> ArrayMesh:
var st := P._begin()
var r := _rng(91)
var a := 0.4636476
var half := sqrt(1.25)
for side in [1.0, -1.0]:
var b := Basis(Vector3.RIGHT, a * side)
var n := Vector3(0, cos(a), sin(a) * side)
var mid := Vector3(0, 0.25, 0.5 * side)
_box(st, mid + n * 0.03, Vector3(2.0, 0.06, half + 0.06), _board(r, BEAM), b)
for i in range(2):
var along := Vector3(0, -sin(a), cos(a) * side) * (half * (0.25 - 0.5 * i))
_box(st, mid + along + n * 0.085, Vector3(2.04, 0.05, half * 0.5 + 0.1), _board(r, SHINGLE), Basis(Vector3.RIGHT, (a + 0.06) * side))
_box(st, Vector3(0, 0.55, 0), Vector3(2.06, 0.08, 0.16), BEAM) # (the ridge board)
return P._commit(st)
## Ridge gable: a small triangle, 2 m wide and 0.5 m tall, peak in the middle.
static func _ridge_gable() -> ArrayMesh:
var st := P._begin()
var r := _rng(98)
for i in range(2):
var y0 := 0.25 * i
var hw := 0.92 * (1.0 - y0 / 0.5) - 0.06
_box(st, Vector3(0, y0 + 0.125, 0), Vector3(hw * 2.0, 0.25 - 0.015, 0.12), _board(r))
_box(st, Vector3(0, 0.06, 0), Vector3(2.0, 0.12, 0.2), BEAM)
_box(st, Vector3(0, 0.25, 0), Vector3(0.14, 0.5, 0.2), BEAM)
return P._commit(st)
## Triangular gable end: 0 m tall at -X, 1 m tall at +X. ## Triangular gable end: 0 m tall at -X, 1 m tall at +X.
static func _gable() -> ArrayMesh: static func _gable() -> ArrayMesh:
var st := P._begin() var st := P._begin()

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 := 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 PROTOCOL := 19 ## 19: bigger houses (half wall, roof ridge, ridge gable; roofs through roofs); 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 ""])
@@ -673,7 +673,7 @@ func _wall_hit(space: PhysicsDirectSpaceState3D, a: Vector3, b: Vector3) -> bool
var piece: Node = c as Node var piece: Node = c as Node
while piece != null and piece.get("kind") == null: while piece != null and piece.get("kind") == null:
piece = piece.get_parent() piece = piece.get_parent()
if piece != null and String(piece.kind) in ["wall", "door", "gable", "window", "palisade", "pillar"]: if piece != null and String(piece.kind) in ["wall", "half_wall", "door", "gable", "ridge_gable", "window", "palisade", "pillar"]:
return true return true
ex.append(hit.rid) # a floor or roof edge: look past it ex.append(hit.rid) # a floor or roof edge: look past it
return false return false
@@ -694,7 +694,7 @@ 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 # (A crossing to another land comes with a one-time pass instead, checked

View File

@@ -6,7 +6,7 @@ extends RefCounted
const DEFAULT_PATH := "user://server/server.json" const DEFAULT_PATH := "user://server/server.json"
const DEFAULTS := { const DEFAULTS := {
"server_name": "Emberwild server", "server_name": "Cinderwild server",
"motd": "Welcome!", "motd": "Welcome!",
"port": 24242, "port": 24242,
"max_players": 8, "max_players": 8,

View File

@@ -127,7 +127,7 @@ func bind(p: CharacterBody3D) -> void:
_main.add_child(tips_row) _main.add_child(tips_row)
var upd := CheckButton.new() var upd := CheckButton.new()
upd.text = "Check for updates at start (Emberwild %s)" % Updates.version upd.text = "Check for updates at start (Cinderwild %s)" % Updates.version
upd.focus_mode = Control.FOCUS_NONE upd.focus_mode = Control.FOCUS_NONE
upd.button_pressed = Updates.enabled upd.button_pressed = Updates.enabled
upd.add_theme_font_size_override("font_size", 16) upd.add_theme_font_size_override("font_size", 16)
@@ -187,7 +187,7 @@ func bind(p: CharacterBody3D) -> void:
var rt := UITheme.label("Report a bug", 26) var rt := UITheme.label("Report a bug", 26)
rt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER rt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_report.add_child(rt) _report.add_child(rt)
var how := UITheme.label("This opens a new issue on Emberwild's Gitea page in your browser, filled in with your version, computer and where you are in the game. Say what happened, then press Create Issue. (You'll need to be signed in there.) Nothing is sent from the game itself.", 15) var how := UITheme.label("This opens a new issue on Cinderwild's Gitea page in your browser, filled in with your version, computer and where you are in the game. Say what happened, then press Create Issue. (You'll need to be signed in there.) Nothing is sent from the game itself.", 15)
how.autowrap_mode = TextServer.AUTOWRAP_WORD how.autowrap_mode = TextServer.AUTOWRAP_WORD
how.custom_minimum_size = Vector2(380, 0) how.custom_minimum_size = Vector2(380, 0)
_report.add_child(how) _report.add_child(how)

View File

@@ -80,7 +80,7 @@ func _ready() -> void:
col.offset_right = 520 col.offset_right = 520
col.add_theme_constant_override("separation", 14) col.add_theme_constant_override("separation", 14)
root.add_child(col) root.add_child(col)
col.add_child(UITheme.label("EMBERWILD", 54)) col.add_child(UITheme.label("CINDERWILD", 54))
col.add_child(UITheme.label("Survive the island. Build a home.", 18, UITheme.TEXT_DIM)) col.add_child(UITheme.label("Survive the island. Build a home.", 18, UITheme.TEXT_DIM))
var spacer := Control.new() var spacer := Control.new()
spacer.custom_minimum_size = Vector2(0, 24) spacer.custom_minimum_size = Vector2(0, 24)
@@ -413,7 +413,7 @@ func _host_page() -> Control:
func _fill_host() -> void: func _fill_host() -> void:
var c: RefCounted = load("res://scripts/net/server_config.gd").open(Net.host_config) var c: RefCounted = load("res://scripts/net/server_config.gd").open(Net.host_config)
var n: String = c.data.server_name var n: String = c.data.server_name
_host_name.text = "%s's island" % Net.get_identity().name if n == "Emberwild server" else n _host_name.text = "%s's island" % Net.get_identity().name if n in ["Cinderwild server", "Emberwild server"] else n
_host_port.text = str(int(c.data.port)) _host_port.text = str(int(c.data.port))
_host_pw.text = String(c.data.password) _host_pw.text = String(c.data.password)
var preset := "co-op" var preset := "co-op"
@@ -801,7 +801,7 @@ var version_label: Label
## The version, bottom left; and a card bottom right when a newer one is out. ## The version, bottom left; and a card bottom right when a newer one is out.
func _build_update_banner(root: Control) -> void: func _build_update_banner(root: Control) -> void:
# (bottom right: the menu column runs down the left and would cover it) # (bottom right: the menu column runs down the left and would cover it)
version_label = UITheme.label("Emberwild %s" % Updates.version, 13, UITheme.TEXT_DIM) version_label = UITheme.label("Cinderwild %s" % Updates.version, 13, UITheme.TEXT_DIM)
version_label.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_RIGHT) version_label.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_RIGHT)
version_label.grow_horizontal = Control.GROW_DIRECTION_BEGIN version_label.grow_horizontal = Control.GROW_DIRECTION_BEGIN
version_label.grow_vertical = Control.GROW_DIRECTION_BEGIN version_label.grow_vertical = Control.GROW_DIRECTION_BEGIN
@@ -842,7 +842,7 @@ func _on_update_checked(s: String) -> void:
return return
var notes := String(Updates.latest.get("notes", "")) var notes := String(Updates.latest.get("notes", ""))
var how := "" if Updates.packaged() else "\nRunning from the source: git pull in the game folder, then restart." var how := "" if Updates.packaged() else "\nRunning from the source: git pull in the game folder, then restart."
_update_text.text = "Emberwild %s is out (you have %s).%s%s" % [Updates.latest_version(), Updates.version, _update_text.text = "Cinderwild %s is out (you have %s).%s%s" % [Updates.latest_version(), Updates.version,
("\n" + notes) if not notes.is_empty() else "", how] ("\n" + notes) if not notes.is_empty() else "", how]
_update_btn.text = "Download" if Updates.packaged() and not String(Updates.download().get("url", "")).is_empty() else "Release page" _update_btn.text = "Download" if Updates.packaged() and not String(Updates.download().get("url", "")).is_empty() else "Release page"
_update_btn.disabled = Updates.download_url().is_empty() _update_btn.disabled = Updates.download_url().is_empty()
@@ -858,7 +858,7 @@ static func version_advice(reason: String) -> String:
if not reason.begins_with("Different game version"): if not reason.begins_with("Different game version"):
return "" return ""
if Updates.state == "available": if Updates.state == "available":
return "\nEmberwild %s is out: Download is on the title page." % Updates.latest_version() return "\nCinderwild %s is out: Download is on the title page." % Updates.latest_version()
if reason.ends_with("Update the game to join."): if reason.ends_with("Update the game to join."):
return "\nThere's no newer release yet: the server may be running a newer copy from the source." return "\nThere's no newer release yet: the server may be running a newer copy from the source."
return "" return ""

View File

@@ -92,6 +92,7 @@ func pick_tree() -> Node3D:
func strike(n: Node3D) -> void: func strike(n: Node3D) -> void:
strikes += 1 strikes += 1
show_strike(n) show_strike(n)
Sfx.at("thunder_near", n.global_position + Vector3(0, 6, 0)) # (a crack from the tree itself)
if world.server_mode: if world.server_mode:
WorldNet.struck(n) WorldNet.struck(n)
for p in world.players(): for p in world.players():

View File

@@ -173,8 +173,8 @@ func clear_under(piece: Node3D) -> void:
if not is_instance_valid(piece) or not is_inside_tree(): if not is_instance_valid(piece) or not is_inside_tree():
return return
await get_tree().physics_frame # (the piece's collider is in the world from the next step) await get_tree().physics_frame # (the piece's collider is in the world from the next step)
if not is_instance_valid(piece): if not is_instance_valid(piece) or not piece.is_inside_tree():
return return # (dismantled straight away)
var space := get_world_3d().direct_space_state var space := get_world_3d().direct_space_state
var at := piece.global_position var at := piece.global_position
for pk in pickups.values(): for pk in pickups.values():

View File

@@ -7,8 +7,11 @@ extends Node3D
## - Ground wetness, settled snow and wind strength are global shader uniforms ## - Ground wetness, settled snow and wind strength are global shader uniforms
## (weather_wet, weather_snow, weather_wind) read by the terrain, grass, ## (weather_wet, weather_snow, weather_wind) read by the terrain, grass,
## foliage and rock shaders. ## foliage and rock shaders.
## - Sound is synthesised: filtered noise for rain and wind, a decaying ## - Rain and wind are synthesised (filtered noise). Thunder is recorded
## low rumble for thunder. No audio assets, nothing to license. ## (CC0, 0.6.2: assets/audio/sfx/thunder, Sfx "thunder_far"/"thunder_near"):
## after each flash in a storm, usually a distant roll a few seconds later,
## sometimes a nearer crack sooner. Quieter under a roof. (A strike on a
## tree near you cracks from the tree itself: hazards.gd.)
## ##
## Client-side only: in M2 the server runs weather.gd and never this. ## Client-side only: in M2 the server runs weather.gd and never this.
@@ -31,10 +34,11 @@ var _rng := RandomNumberGenerator.new()
var _rain_lp := 0.0 var _rain_lp := 0.0
var _rain_hp := 0.0 var _rain_hp := 0.0
var _brown := 0.0 var _brown := 0.0
var _brown2 := 0.0
var _gust_t := 0.0 var _gust_t := 0.0
var _thunder_env := 0.0
var _thunder_delay := -1.0 var _thunder_delay := -1.0
var _thunder_id := ""
var _thunder: AudioStreamPlayer
const NEAR_CHANCE := 0.3 ## of a storm's flashes, the share that are close
var _seen_strikes := 0 var _seen_strikes := 0
var _rain_amp := 0.0 var _rain_amp := 0.0
var _wind_amp := 0.0 var _wind_amp := 0.0
@@ -83,6 +87,10 @@ func setup(w: Node, p: Node3D) -> void:
add_child(_audio) add_child(_audio)
_audio.play() _audio.play()
_playback = _audio.get_stream_playback() _playback = _audio.get_stream_playback()
_thunder = AudioStreamPlayer.new()
_thunder.name = "Thunder"
_thunder.bus = "SFX" if AudioServer.get_bus_index("SFX") >= 0 else "Master"
add_child(_thunder)
func _make_particles(amount: int, life: float, pm: ParticleProcessMaterial, mesh: Mesh) -> GPUParticles3D: func _make_particles(amount: int, life: float, pm: ParticleProcessMaterial, mesh: Mesh) -> GPUParticles3D:
var p := GPUParticles3D.new() var p := GPUParticles3D.new()
@@ -173,13 +181,32 @@ func _process(delta: float) -> void:
_wind_amp = weather.wind * weather.wind * 0.22 * (0.35 if sheltered else 1.0) _wind_amp = weather.wind * weather.wind * 0.22 * (0.35 if sheltered else 1.0)
if weather.lightning_count != _seen_strikes: if weather.lightning_count != _seen_strikes:
_seen_strikes = weather.lightning_count _seen_strikes = weather.lightning_count
_thunder_delay = _rng.randf_range(0.5, 2.5) lightning()
if _thunder_delay >= 0.0: if _thunder_delay >= 0.0:
_thunder_delay -= delta _thunder_delay -= delta
if _thunder_delay < 0.0: if _thunder_delay < 0.0:
_thunder_env = 1.0 _thunder_now()
_fill_audio() _fill_audio()
## A flash in the sky: its thunder follows, after the time the sound takes
## to come (a near one sooner, a distant one later).
func lightning() -> void:
var near := _rng.randf() < NEAR_CHANCE
_thunder_id = "thunder_near" if near else "thunder_far"
_thunder_delay = _rng.randf_range(0.3, 0.9) if near else _rng.randf_range(1.5, 4.0)
func _thunder_now() -> void:
Sfx.log_heard(_thunder_id)
if _thunder == null:
return
var st: AudioStream = Sfx.stream_for(_thunder_id)
if st == null:
return
_thunder.stream = st
_thunder.volume_db = Sfx.db_for(_thunder_id) - 8.0 * _muffle
_thunder.pitch_scale = _rng.randf_range(0.9, 1.05)
_thunder.play()
func _set_amount(p: GPUParticles3D, a: float) -> void: func _set_amount(p: GPUParticles3D, a: float) -> void:
p.amount_ratio = a p.amount_ratio = a
p.emitting = a > 0.0 p.emitting = a > 0.0
@@ -194,7 +221,6 @@ func _fill_audio() -> void:
var rain_cut := lerpf(0.55, 0.12, _muffle) var rain_cut := lerpf(0.55, 0.12, _muffle)
var buf := PackedVector2Array() var buf := PackedVector2Array()
buf.resize(n) buf.resize(n)
var thunder_decay := exp(-1.0 / (MIX_RATE * 0.9))
for i in range(n): for i in range(n):
var white := _rng.randf() * 2.0 - 1.0 var white := _rng.randf() * 2.0 - 1.0
# Rain: band-limited hiss (low-pass, minus a slower low-pass). # Rain: band-limited hiss (low-pass, minus a slower low-pass).
@@ -206,12 +232,6 @@ func _fill_audio() -> void:
_gust_t += 1.0 / MIX_RATE _gust_t += 1.0 / MIX_RATE
var gust := 0.6 + 0.4 * sin(_gust_t * 0.7) * sin(_gust_t * 0.23 + 1.0) var gust := 0.6 + 0.4 * sin(_gust_t * 0.7) * sin(_gust_t * 0.23 + 1.0)
var wind_s := _brown * _wind_amp * gust * 2.0 var wind_s := _brown * _wind_amp * gust * 2.0
# Thunder: a heavier brown rumble with a long decay. var s := clampf(rain + wind_s, -1.0, 1.0)
var thunder := 0.0
if _thunder_env > 0.001:
_brown2 = clampf(_brown2 * 0.9995 + white * 0.02, -1.0, 1.0)
thunder = _brown2 * _thunder_env * 2.2
_thunder_env *= thunder_decay
var s := clampf(rain + wind_s + thunder, -1.0, 1.0)
buf[i] = Vector2(s, s) buf[i] = Vector2(s, s)
_playback.push_buffer(buf) _playback.push_buffer(buf)

View File

@@ -0,0 +1,36 @@
# Cinderwild dedicated server as a systemd service (Linux).
#
# 1. Put the game where it'll live, e.g. /opt/cinderwild (a git clone), and
# install Godot 4.7+ as /usr/local/bin/godot.
# 2. Make a user for it: sudo useradd -r -m -d /var/lib/cinderwild cinderwild
# 3. Copy this file: sudo cp server/cinderwild-server.service /etc/systemd/system/
# and edit User, WorkingDirectory and GODOT below if yours differ.
# 4. Start it, and on boot: sudo systemctl enable --now cinderwild-server
# Logs: journalctl -u cinderwild-server -f
# Stop / restart: sudo systemctl stop|restart cinderwild-server
#
# server.json and the world live in the user's Godot data folder:
# /var/lib/cinderwild/.local/share/godot/app_userdata/Cinderwild/server/
# Admin commands: join the game and use chat (/help), or edit server.json and
# restart. (The console needs a terminal, so it isn't used here.)
[Unit]
Description=Cinderwild dedicated server
After=network-online.target
Wants=network-online.target
[Service]
Type=simple
User=cinderwild
WorkingDirectory=/opt/cinderwild
Environment=GODOT=/usr/local/bin/godot
# run_server.sh checks the Godot version and imports a fresh copy first.
ExecStart=/opt/cinderwild/server/run_server.sh
Restart=on-failure
RestartSec=10
# The world saves within 10 s of any change, so a stop loses at most that.
KillSignal=SIGINT
TimeoutStopSec=20
[Install]
WantedBy=multi-user.target

View File

@@ -1,17 +1,17 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<!-- <!--
Emberwild dedicated server as a launchd agent (macOS): starts when you log Cinderwild dedicated server as a launchd agent (macOS): starts when you log
in, and restarts if it stops. in, and restarts if it stops.
1. Edit the two paths below (the game folder, and your user name in the log 1. Edit the two paths below (the game folder, and your user name in the log
path) if yours differ. path) if yours differ.
2. Copy it: cp server/com.emberwild.server.plist ~/Library/LaunchAgents/ 2. Copy it: cp server/com.cinderwild.server.plist ~/Library/LaunchAgents/
3. Start it: launchctl load -w ~/Library/LaunchAgents/com.emberwild.server.plist 3. Start it: launchctl load -w ~/Library/LaunchAgents/com.cinderwild.server.plist
Stop it: launchctl unload ~/Library/LaunchAgents/com.emberwild.server.plist Stop it: launchctl unload ~/Library/LaunchAgents/com.cinderwild.server.plist
Log: tail -f ~/Library/Logs/emberwild-server.log Log: tail -f ~/Library/Logs/cinderwild-server.log
server.json and the world are in server.json and the world are in
~/Library/Application Support/Godot/app_userdata/Emberwild/server/ ~/Library/Application Support/Godot/app_userdata/Cinderwild/server/
For admin commands, join the game and use chat (/help), or edit server.json For admin commands, join the game and use chat (/help), or edit server.json
and stop/start it. (For a console, run server/run_server.sh in Terminal and stop/start it. (For a console, run server/run_server.sh in Terminal
instead.) instead.)
@@ -20,7 +20,7 @@
<plist version="1.0"> <plist version="1.0">
<dict> <dict>
<key>Label</key> <key>Label</key>
<string>com.emberwild.server</string> <string>com.cinderwild.server</string>
<key>ProgramArguments</key> <key>ProgramArguments</key>
<array> <array>
<string>/Users/home/valheimlike/server/run_server.sh</string> <string>/Users/home/valheimlike/server/run_server.sh</string>
@@ -43,8 +43,8 @@
<key>ThrottleInterval</key> <key>ThrottleInterval</key>
<integer>15</integer> <integer>15</integer>
<key>StandardOutPath</key> <key>StandardOutPath</key>
<string>/Users/home/Library/Logs/emberwild-server.log</string> <string>/Users/home/Library/Logs/cinderwild-server.log</string>
<key>StandardErrorPath</key> <key>StandardErrorPath</key>
<string>/Users/home/Library/Logs/emberwild-server.log</string> <string>/Users/home/Library/Logs/cinderwild-server.log</string>
</dict> </dict>
</plist> </plist>

View File

@@ -1,36 +0,0 @@
# Emberwild dedicated server as a systemd service (Linux).
#
# 1. Put the game where it'll live, e.g. /opt/emberwild (a git clone), and
# install Godot 4.7+ as /usr/local/bin/godot.
# 2. Make a user for it: sudo useradd -r -m -d /var/lib/emberwild emberwild
# 3. Copy this file: sudo cp server/emberwild-server.service /etc/systemd/system/
# and edit User, WorkingDirectory and GODOT below if yours differ.
# 4. Start it, and on boot: sudo systemctl enable --now emberwild-server
# Logs: journalctl -u emberwild-server -f
# Stop / restart: sudo systemctl stop|restart emberwild-server
#
# server.json and the world live in the user's Godot data folder:
# /var/lib/emberwild/.local/share/godot/app_userdata/Emberwild/server/
# Admin commands: join the game and use chat (/help), or edit server.json and
# restart. (The console needs a terminal, so it isn't used here.)
[Unit]
Description=Emberwild dedicated server
After=network-online.target
Wants=network-online.target
[Service]
Type=simple
User=emberwild
WorkingDirectory=/opt/emberwild
Environment=GODOT=/usr/local/bin/godot
# run_server.sh checks the Godot version and imports a fresh copy first.
ExecStart=/opt/emberwild/server/run_server.sh
Restart=on-failure
RestartSec=10
# The world saves within 10 s of any change, so a stop loses at most that.
KillSignal=SIGINT
TimeoutStopSec=20
[Install]
WantedBy=multi-user.target

View File

@@ -1,5 +1,5 @@
#!/bin/sh #!/bin/sh
# Starts a dedicated Emberwild server (no window, no local player). # Starts a dedicated Cinderwild server (no window, no local player).
# #
# server/run_server.sh defaults from server.json # server/run_server.sh defaults from server.json
# server/run_server.sh --port 24242 --server-name "Paul's island" --password secret # server/run_server.sh --port 24242 --server-name "Paul's island" --password secret

View File

@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
echo "Importing the project first (fresh copy)..." echo "Importing the project first (fresh copy)..."
godot --headless --path . --import >/dev/null 2>&1 godot --headless --path . --import >/dev/null 2>&1
fi fi
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_net_lands test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_water_bodies test_cove test_wreck test_shore test_boat test_bug_report test_tunnel test_map test_terrain_edges test_boundary; do for t in test_boot test_survival_core test_survival_stats test_save_load test_weather_building test_roofs test_creatures_combat test_cliffs test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_net_lands test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_water_bodies test_cove test_wreck test_shore test_boat test_bug_report test_tunnel test_map test_terrain_edges test_boundary; do
extra="" extra=""
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30" [ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
# A suite that waits on a world that failed to load would hang forever, # A suite that waits on a world that failed to load would hang forever,

71
tests/test_boot.gd Normal file
View File

@@ -0,0 +1,71 @@
extends SceneTree
## The rename (Emberwild -> Cinderwild, 0.6.1): the first start copies your
## saves, identity and settings across from the old user-data folder, once,
## without overwriting anything already there, and only from the newest old
## name (so a world you deleted under Emberwild doesn't come back from the
## Valheimlike folder).
## Run: godot --headless --path . --script res://tests/test_boot.gd
var _fails := 0
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _write(path: String, text: String) -> void:
DirAccess.make_dir_recursive_absolute(path.get_base_dir())
var f := FileAccess.open(path, FileAccess.WRITE)
f.store_string(text)
f.close()
func _read(path: String) -> String:
return FileAccess.get_file_as_string(path) if FileAccess.file_exists(path) else ""
func _rm(dir: String) -> void:
if not DirAccess.dir_exists_absolute(dir):
return
var da := DirAccess.open(dir)
for f in da.get_files():
DirAccess.remove_absolute(dir.path_join(f))
for d in da.get_directories():
_rm(dir.path_join(d))
DirAccess.remove_absolute(dir)
func _initialize() -> void:
var B: Node = root.get_node("Boot")
var base := OS.get_user_data_dir().path_join("test_boot")
_rm(base)
var ember := base.path_join("Emberwild")
var valheim := base.path_join("Valheimlike")
var cinder := base.path_join("Cinderwild")
_write(ember.path_join("worlds/home/state.json"), "ember home")
_write(ember.path_join("identity.json"), "me")
_write(ember.path_join("logs/godot.log"), "old log")
_write(ember.path_join("migrated_from_valheimlike.txt"), "old marker")
_write(valheim.path_join("worlds/deleted/state.json"), "gone")
_write(cinder.path_join("audio.json"), "new settings")
_write(ember.path_join("audio.json"), "old settings")
print("the first start")
var n: int = 0
for old_name in B.OLD_NAMES:
var old_dir := base.path_join(old_name)
if DirAccess.dir_exists_absolute(old_dir):
n = B.migrate_from(old_dir, cinder, old_name)
break
check(n == 2, "copies the old folder's files (%d)" % n)
check(_read(cinder.path_join("worlds/home/state.json")) == "ember home" and _read(cinder.path_join("identity.json")) == "me",
"your worlds and identity come across")
check(_read(cinder.path_join("audio.json")) == "new settings", "nothing already there is overwritten")
check(not FileAccess.file_exists(cinder.path_join("logs/godot.log")), "logs stay behind")
check(not FileAccess.file_exists(cinder.path_join("worlds/deleted/state.json")), "the older Valheimlike folder isn't raked over")
check(FileAccess.file_exists(ember.path_join("identity.json")), "the old folder's left as it was")
check(FileAccess.file_exists(cinder.path_join("migrated_from_emberwild.txt")) and not FileAccess.file_exists(cinder.path_join("migrated_from_valheimlike.txt")),
"a marker says it's done")
print("the next start")
_write(ember.path_join("worlds/later/state.json"), "later")
check(B.migrate_from(ember, cinder, "Emberwild") == 0 and not FileAccess.file_exists(cinder.path_join("worlds/later/state.json")), "it only happens once")
_rm(base)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)

1
tests/test_boot.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://bnsn0icdtxs16

View File

@@ -1,6 +1,6 @@
extends SceneTree extends SceneTree
## 0.6.0, the playtest: Report a bug. The pause menu has a "Report a bug" ## 0.6.0, the playtest: Report a bug. The pause menu has a "Report a bug"
## page; its link is a new issue on the Emberwild repo, filled in with ## page; its link is a new issue on the Cinderwild repo, filled in with
## questions to answer and the details (version, computer, mode, land, time, ## questions to answer and the details (version, computer, mode, land, time,
## where you are), short enough for a browser; the log's path is shown. ## where you are), short enough for a browser; the log's path is shown.
## Run: godot --headless --path . --script res://tests/test_bug_report.gd ## Run: godot --headless --path . --script res://tests/test_bug_report.gd
@@ -43,11 +43,11 @@ func _body() -> void:
print("the link") print("the link")
var url: String = BugReport.issue_url(w) var url: String = BugReport.issue_url(w)
check(url.begins_with("https://git.psbailey.uk/Admin/Emberwild/issues/new?title=Bug%3A%20&body="), "a new issue on the Emberwild repo") check(url.begins_with("https://git.psbailey.uk/Admin/Cinderwild/issues/new?title=Bug%3A%20&body="), "a new issue on the Cinderwild repo")
check(url.length() < 4000, "short enough for any browser (%d characters)" % url.length()) check(url.length() < 4000, "short enough for any browser (%d characters)" % url.length())
var body := url.get_slice("&body=", 1).uri_decode() var body := url.get_slice("&body=", 1).uri_decode()
var ver: String = String(ProjectSettings.get_setting("application/config/version")) var ver: String = String(ProjectSettings.get_setting("application/config/version"))
for want in ["**What happened?**", "**How can we make it happen again?**", "- Version: Emberwild %s" % ver, for want in ["**What happened?**", "**How can we make it happen again?**", "- Version: Cinderwild %s" % ver,
"- Computer: ", "- Mode: single-player", "- Land: Cove", "- Time: day ", "- Where: ", "- Seed: 1337", "godot.log"]: "- Computer: ", "- Mode: single-player", "- Land: Cove", "- Time: day ", "- Where: ", "- Seed: 1337", "godot.log"]:
check(body.contains(want), "it says %s" % want) check(body.contains(want), "it says %s" % want)
check(BugReport.log_path().ends_with("logs/godot.log") and BugReport.log_path().begins_with("/"), "the log's full path (%s)" % BugReport.log_path()) check(BugReport.log_path().ends_with("logs/godot.log") and BugReport.log_path().begins_with("/"), "the log's full path (%s)" % BugReport.log_path())

129
tests/test_cliffs.gd Normal file
View File

@@ -0,0 +1,129 @@
extends SceneTree
## Gitea #6: animals stay off the cliffs at the edge of the world. A deer
## chased outward toward the mountain rim, all the way round, never climbs
## steep ground; and one killed on a steep face comes to rest where it's
## flatter, so you can reach it and butcher it.
## Run: godot --headless --path . --script res://tests/test_cliffs.gd
var _fails := 0
var _finished := false
var S: Node
var A: Node
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
S = root.get_node("Saves")
A = root.get_node("Actions")
S.root_dir = "user://test_cliffs_worlds"
for x in S.list_worlds():
S.delete_world(x.id)
S.current_id = S.create_world("Valley", 1337)
var w: Node3D = load("res://scenes/world.tscn").instantiate()
root.add_child(w)
for _i in range(8):
await physics_frame
w.creatures.enabled = false
for c in w.creatures.get_children():
c.queue_free()
if w.wolves != null:
w.wolves.enabled = false
w.player.set_physics_process(false)
w.player.survival.set_process(false)
await _body(w)
check(_finished, "test ran to the end (no script errors)")
for x in S.list_worlds():
S.delete_world(x.id)
DirAccess.remove_absolute(S.root_dir)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
func _body(w: Node3D) -> void:
var t: Node3D = w.terrain
var p: Node3D = w.player
print("chased toward the mountains")
# How far into the mountain rim each deer gets (the terrain's own rim
# distance), and the steepest ground it walks UP onto.
# (Running down a steep bank is allowed: that's how one gets back down.)
var steepest := 0.0
var highest := 0.0
var climb := 0.0
var where := ""
for i in range(36):
var a := TAU * i / 36.0
var dir := Vector3(cos(a), 0, sin(a))
# (12 m inside the rim, which wobbles in and out by up to 16 m.)
var start: Vector3 = dir * (t.play_radius - 12.0 - t._rim_offset(dir.x, dir.z))
var d: Node3D = w.creatures.spawn("deer", start)
d.set_physics_process(false)
for _s in range(600): # (20 s at a run, with you right behind it)
p.global_position = d.global_position - dir * 8.0
d.player = p
d._threat = p.global_position
d.state = "flee"
d._state_t = 4.0
var y0: float = d.global_position.y
d.step(1.0 / 30.0)
var g: Vector3 = d.global_position
if g.y > y0 + 0.0005:
var deg := rad_to_deg(acos(clampf(t.sample_normal(g.x, g.z).y, -1.0, 1.0)))
if deg > steepest:
steepest = deg
where = "%d degrees round" % (i * 10)
highest = maxf(highest, t._rim_d(g.x, g.z) - t.play_radius)
climb = maxf(climb, g.y - start.y - t.sample_height(start.x, start.z) + start.y)
d.free()
if i % 6 == 0:
await process_frame
# (Its limit is 35 degrees, checked at a few points ahead, so a few
# degrees more can slip through between them; the player's limit is 45:
# anywhere a deer goes, you can follow. Before the fix: 71 degrees.)
check(steepest < 45.0, "a deer chased outward never walks up ground steeper than you can (steepest %.0f, at %s)" % [steepest, where])
# (The rim rises 58 m over 30 m; its first few metres are still gentle.
# Before the fix: 8 m in and up onto the cliff face.)
check(highest < 6.0 and climb < 6.0, "and stays at the foot of the mountain rim (%.1f m in, %.1f m above where it started)" % [highest, climb])
print("killed on a cliff")
# A steep spot on the rim, inside the play area: where a deer used to end up.
var spot := Vector3.INF
for i in range(72):
var a := TAU * i / 72.0
for r in range(int(t.play_radius) - 5, int(t.play_radius) + 15):
var x := cos(a) * r
var z := sin(a) * r
if t.inside_boundary(x, z, 3.0) and t.sample_normal(x, z).y < 0.55:
spot = Vector3(x, t.sample_height(x, z), z)
break
if spot != Vector3.INF:
break
check(spot != Vector3.INF, "(a 55-degree face on the rim to try it on)")
if spot == Vector3.INF:
return
var deer: Node3D = w.creatures.spawn("deer", spot)
deer.set_physics_process(false)
deer.take_hit(999.0, spot + Vector3(0, 1, 0))
var at: Vector3 = deer.global_position
var ny: float = t.sample_normal(at.x, at.z).y
check(deer.is_dead() and ny >= deer.CARCASS_REST_NY, "it comes to rest on flatter ground (%.0f degrees)" % rad_to_deg(acos(ny)))
check(at.distance_to(spot) < 20.5 and at.y < spot.y, "a little way down the slope (%.1f m)" % at.distance_to(spot))
check(absf(at.y - t.sample_height(at.x, at.z)) < 0.05, "lying on the ground, not inside it")
p.global_position = at + Vector3(0.8, 0, 0)
p.global_position.y = t.sample_height(p.global_position.x, p.global_position.z)
var before: int = p.inventory.count("raw_meat")
check(A.butcher(p, deer) and p.inventory.count("raw_meat") > before, "and you can butcher it")
print("on flat ground")
var flat: Vector3 = w.build.debug_find_site(w._spawn, 3.0)
var d2: Node3D = w.creatures.spawn("deer", flat)
d2.set_physics_process(false)
var was: Vector3 = d2.global_position
d2.take_hit(999.0, was + Vector3(0, 1, 0))
check(d2.global_position.distance_to(was) < 0.01, "a deer killed on the flat stays where it fell")
d2.free()
_finished = true

1
tests/test_cliffs.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://b8pt3n5krip7j

View File

@@ -269,6 +269,31 @@ func _lightning() -> void:
var tree: Node3D = hz._burning.keys()[0] var tree: Node3D = hz._burning.keys()[0]
check(tree.global_position.distance_to(at) < hz.STRIKE_RANGE, "near you (%.0f m away)" % tree.global_position.distance_to(at)) check(tree.global_position.distance_to(at) < hz.STRIKE_RANGE, "near you (%.0f m away)" % tree.global_position.distance_to(at))
check(_toast_has("Lightning struck"), "you see it (%s)" % [_toasts]) check(_toast_has("Lightning struck"), "you see it (%s)" % [_toasts])
# Gitea #4: thunder is recorded now; the strike cracks from the tree.
var SX: Node = root.get_node("Sfx")
var cracks: Array = SX.heard.filter(func(h): return h[0] == "thunder_near" and h[1] is Vector3 and (h[1] as Vector3).distance_to(tree.global_position) < 8.0)
check(cracks.size() == 1, "and hear it: a thunder crack from the tree")
check(SX.files("thunder_near").size() == 3 and SX.files("thunder_far").size() == 3 and
SX.files("thunder_near").all(func(f): return ResourceLoader.exists(f)) and SX.files("thunder_far").all(func(f): return ResourceLoader.exists(f)),
"(three recorded cracks and three distant rolls)")
var fx: Node3D = load("res://scripts/world/weather_fx.gd").new()
world.add_child(fx)
fx.setup(wx, player)
var kinds := {}
var delays := {"thunder_near": [], "thunder_far": []}
for _i in range(60):
fx.lightning()
kinds[fx._thunder_id] = int(kinds.get(fx._thunder_id, 0)) + 1
delays[fx._thunder_id].append(fx._thunder_delay)
check(kinds.has("thunder_near") and kinds.has("thunder_far") and int(kinds.thunder_far) > int(kinds.thunder_near),
"a storm's flashes: mostly distant rolls, sometimes a crack close by (%s)" % [kinds])
check(delays.thunder_near.all(func(d): return d < 1.0) and delays.thunder_far.all(func(d): return d >= 1.5),
"a close one follows its flash quickly, a distant one seconds later")
var h0: int = SX.heard.size()
fx._thunder_delay = 0.01
fx._process(0.05)
check(SX.heard.size() > h0 and SX.heard.slice(h0).any(func(h): return String(h[0]).begins_with("thunder_")), "and then you hear it")
fx.queue_free()
check(world.heat_at(tree.global_position + Vector3(2.5, 0, 0)) > 0.3, "it burns: you can warm yourself by it") check(world.heat_at(tree.global_position + Vector3(2.5, 0, 0)) > 0.3, "it burns: you can warm yourself by it")
check(not tree.depleted, "still standing while it burns") check(not tree.depleted, "still standing while it burns")
for _i in range(41): for _i in range(41):

View File

@@ -95,7 +95,7 @@ func _body() -> void:
sv.wet = 60.0 sv.wet = 60.0
await _for(3.0) await _for(3.0)
check(got == ["wet"], "soaked: the wet tip") check(got == ["wet"], "soaked: the wet tip")
check(card.is_showing() and card._title.text == "Soaked" and card._text.text.begins_with("\"Wet clothes"), "the card shows it, in Old Tam's words") check(card.is_showing() and card._title.text == "Soaked" and card._text.text.begins_with("\"You're soaked"), "the card shows it, in Old Tam's words")
sv.wet = 0.0 sv.wet = 0.0
sv.hunger = 10.0 sv.hunger = 10.0

View File

@@ -53,11 +53,11 @@ func _run() -> void:
Net.arrived.connect(func(l): _arrived = l) Net.arrived.connect(func(l): _arrived = l)
for d in [SRV, BOBS]: for d in [SRV, BOBS]:
_rm_tree(d) _rm_tree(d)
# (EMBERWILD_SERVER_BIN=<an exported game>: the hub, and the land servers # (CINDERWILD_SERVER_BIN=<an exported game>: the hub, and the land servers
# it starts, are that build: checks a release does it too.) # it starts, are that build: checks a release does it too.)
_spawn(["--server", "--port", str(PORT), "--config", ProjectSettings.globalize_path(SRV + "/server.json"), _spawn(["--server", "--port", str(PORT), "--config", ProjectSettings.globalize_path(SRV + "/server.json"),
"--server-name", "Lands Test", "--seed", str(SEED), "--debug-cheats", "--no-creatures"], "", "--server-name", "Lands Test", "--seed", str(SEED), "--debug-cheats", "--no-creatures"], "",
OS.get_environment("EMBERWILD_SERVER_BIN")) OS.get_environment("CINDERWILD_SERVER_BIN"))
await _sleep(4.0) await _sleep(4.0)
await _body() await _body()
if world != null and is_instance_valid(world): if world != null and is_instance_valid(world):

302
tests/test_roofs.gd Normal file
View File

@@ -0,0 +1,302 @@
extends SceneTree
## Gitea #7: growing a house. A longer one (along the ridge): take out the
## end wall and gables, add floors, walls and a roof bay, and the gables go
## on the new end. A wider one (across the ridge): the roof gets a second row
## of panels on top of the first, and its taller ends close with a half wall
## under a gable. Inside both you're under a roof and sheltered.
## Run: godot --headless --path . --script res://tests/test_roofs.gd
var _fails := 0
var _finished := false
var S: Node
var w: Node3D
var B: Node
const Q := PI * 0.5
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
S = root.get_node("Saves")
S.root_dir = "user://test_roofs_worlds"
for x in S.list_worlds():
S.delete_world(x.id)
S.current_id = S.create_world("Roofs", 1337)
w = load("res://scenes/world.tscn").instantiate()
root.add_child(w)
for _i in range(8):
await physics_frame
w.creatures.enabled = false
w.player.set_physics_process(false)
w.player.survival.set_process(false)
B = w.build
await _longer()
await _wider()
await _six()
print("an L: a wing off the side of the hut")
var l: Dictionary = await _l_shape()
print(" (wing walls failed: %s)" % [l.get("walls_failed", [])])
check(l.failed.is_empty() and l.placed == 8, "the wing's roof and gables, where it meets the hut too (%d placed%s)" % [l.placed, "" if l.failed.is_empty() else ": %s" % [l.failed]])
if l.has("c"):
var inside := Vector3(l.c.x, l.f0.global_position.y, l.c.z + 4.0)
check(B.roofed_at(inside) and B.sheltered_at(inside), "sheltered in the wing (roof %s, walls %.2f)" % [B.roofed_at(inside), B.enclosure_at(inside)])
print("haphazard: a wider wing, its roof carried on over the hut's")
var o: Dictionary = await _odd_wing()
check(o.has("floors_walls") and o.floors_walls.failed.is_empty(), "(the wing's floors and walls: %s)" % [o.get("floors_walls", {}).get("failed", o.failed)])
check(o.failed.is_empty() and o.placed == 9, "its roof goes on, the last bay over the hut's roof (%d placed%s)" % [o.placed, "" if o.failed.is_empty() else ": %s" % [o.failed]])
if o.has("c"):
var want := [Vector3(1, 2, 3), Vector3(1, 2, -3), Vector3(1, 3, 0)]
var top: float = o.top
check(want.all(func(v): return o.where.any(func(p): return p.distance_to(Vector3(v.x, top + v.y, v.z)) < 0.05)),
"(that bay is where it's meant to be, over the hut's roof)")
print("roofs through roofs")
var hut2: Array = B.build_pieces().filter(func(p): return p.kind == "roof")
var r0: Node3D = hut2[0]
var roof_def: Dictionary = DB().get_item("wood_roof")
var across := Transform3D(r0.global_basis.rotated(Vector3.UP, Q), r0.global_transform * Vector3(0, 0.5, -1.0))
check(B.check(roof_def, across) != "Something's in the way", "a roof crossing another at right angles isn't in its way (%s)" % B.check(roof_def, across))
check(B.check(roof_def, r0.global_transform) == "There's already a roof there", "but not one roof inside another, the same way round")
var wall_def: Dictionary = DB().get_item("wood_wall")
check(B.check(wall_def, Transform3D(r0.global_basis, r0.global_transform * Vector3(0, -0.4, -1.0))) == "Something's in the way", "and a wall still can't go through a roof")
_finished = true
check(_finished, "test ran to the end (no script errors)")
for x in S.list_worlds():
S.delete_world(x.id)
DirAccess.remove_absolute(S.root_dir)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
## One piece, aimed as a player would (build_system.gd's hut helper).
func _place(out: Dictionary, c: Vector3, id: String, local: Vector3, ryaw: float, on: Node3D) -> Node3D:
return await B._hut_place(out, c, 0.0, id, local, ryaw, on)
func DB() -> Node:
return root.get_node("ItemDB")
func _new_out() -> Dictionary:
return {"placed": 0, "failed": [], "pieces": []}
func _longer() -> void:
print("a longer house (along the ridge)")
var c: Vector3 = B.debug_find_site(w._spawn + Vector3(20, 0, 0), 5.0)
var hut: Dictionary = await B.debug_build_hut(c, 0.0)
check(hut.failed.is_empty(), "the 4 x 4 hut (%d pieces)" % hut.placed)
var f0: Node3D = hut.pieces[0]
var top: float = f0.global_position.y - c.y
for p in hut.pieces.duplicate():
var l: Vector3 = p.global_position - c
if (p.kind == "wall" or p.kind == "gable") and l.x > 1.5:
w.remove_piece(p)
for _i in range(3):
await physics_frame
var out := _new_out()
for z in [-1.0, 1.0]:
await _place(out, c, "wood_floor", Vector3(3, 0, z), 0.0, null)
await _place(out, c, "wood_wall", Vector3(3, top, -1.9), 0.0, f0)
await _place(out, c, "wood_wall", Vector3(3, top, 1.9), 0.0, f0)
for z in [-1.0, 1.0]:
await _place(out, c, "wood_wall", Vector3(3.9, top, z), Q, f0)
await _place(out, c, "wood_roof", Vector3(3, top + 2.0, 2.0), 0.0, f0)
await _place(out, c, "wood_roof", Vector3(3, top + 2.0, -2.0), PI, f0)
await _place(out, c, "wood_gable", Vector3(4, top + 2.0, 1.0), Q, f0)
await _place(out, c, "wood_gable", Vector3(4, top + 2.0, -1.0), -Q, f0)
check(out.failed.is_empty() and out.placed == 10, "a bay on the end, and its gables (%d placed%s)" % [out.placed, "" if out.failed.is_empty() else ": %s" % [out.failed]])
var inside := Vector3(c.x + 3.0, f0.global_position.y, c.z)
check(B.roofed_at(inside) and B.sheltered_at(inside), "sheltered in the new end")
func _wider() -> void:
print("a wider house (across the ridge): 4 m along, 8 m across")
var c := Vector3.INF
for near in [Vector3(-30, 0, 0), Vector3(0, 0, 30), Vector3(30, 0, 25), Vector3(-25, 0, -25), Vector3(0, 0, -35)]:
var at: Vector3 = w._spawn + near
var got: Vector3 = B.debug_find_site(at, 5.0)
if got != at: # (it hands back where you asked when there's no site)
c = got
break
check(c != Vector3.INF, "(a site for it)")
if c == Vector3.INF:
return
var out := _new_out()
# Floors: 2 x 4. The first sits on the ground, the rest snap to it.
var f0: Node3D = await _place(out, c, "wood_floor", Vector3(-1, 0, -3), 0.0, null)
check(f0 != null, "(the first floor: %s)" % [out.failed])
if f0 == null:
return
var top: float = f0.global_position.y - c.y
for x in [-1.0, 1.0]:
for z in [-3.0, -1.0, 1.0, 3.0]:
if x == -1.0 and z == -3.0:
continue
await _place(out, c, "wood_floor", Vector3(x, 0, z), 0.0, null)
# Walls all round.
for x in [-1.0, 1.0]:
await _place(out, c, "wood_wall", Vector3(x, top, -3.9), 0.0, f0)
await _place(out, c, "wood_wall", Vector3(x, top, 3.9), 0.0, f0)
for z in [-3.0, -1.0, 1.0, 3.0]:
await _place(out, c, "wood_wall", Vector3(1.9, top, z), Q, f0)
await _place(out, c, "wood_wall", Vector3(-1.9, top, z), Q, f0)
check(out.failed.is_empty(), "floors and walls (%d placed%s)" % [out.placed, "" if out.failed.is_empty() else ": %s" % [out.failed]])
var n0: int = out.placed
# The roof: the first row on the long walls, the second row on top of it,
# meeting at the ridge 2 m up.
for x in [-1.0, 1.0]:
await _place(out, c, "wood_roof", Vector3(x, top + 2.0, 4.0), 0.0, f0)
await _place(out, c, "wood_roof", Vector3(x, top + 2.0, -4.0), PI, f0)
var n1: int = out.placed
for x in [-1.0, 1.0]:
await _place(out, c, "wood_roof", Vector3(x, top + 3.0, 2.0), 0.0, f0)
await _place(out, c, "wood_roof", Vector3(x, top + 3.0, -2.0), PI, f0)
check(out.placed - n1 == 4 and out.failed.is_empty(), "a second row of roof on top of the first, up to the ridge (%d placed%s)" % [out.placed - n1, "" if out.failed.is_empty() else ": %s" % [out.failed]])
var ridge: Array = out.pieces.filter(func(p): return p.kind == "roof" and absf(p.global_position.y - (f0.global_position.y + 3.0)) < 0.2)
check(ridge.size() == 4 and ridge.all(func(p): return p.support >= B.MIN_SUPPORT), "(held up: support %s)" % [ridge.map(func(p): return snappedf(p.support, 0.01))])
# The ends: a gable on the wall at the eaves; nearer the ridge, a half
# wall on the wall and a gable on the half wall.
var n2: int = out.placed
for x in [-2.0, 2.0]:
await _place(out, c, "wood_gable", Vector3(x, top + 2.0, 3.0), Q, f0)
await _place(out, c, "wood_gable", Vector3(x, top + 2.0, -3.0), -Q, f0)
await _place(out, c, "wood_half_wall", Vector3(x, top + 2.0, 1.0), Q, f0)
await _place(out, c, "wood_half_wall", Vector3(x, top + 2.0, -1.0), Q, f0)
await _place(out, c, "wood_gable", Vector3(x, top + 3.0, 1.0), Q, f0)
await _place(out, c, "wood_gable", Vector3(x, top + 3.0, -1.0), -Q, f0)
check(out.placed - n2 == 12 and out.failed.is_empty(), "both ends closed: gables, and half walls under the upper gables (%d placed%s)" % [out.placed - n2, "" if out.failed.is_empty() else ": %s" % [out.failed]])
var halves: Array = out.pieces.filter(func(p): return p.kind == "half_wall")
check(halves.size() == 4 and halves.all(func(p): return absf(p.global_position.y - (f0.global_position.y + 2.0)) < 0.05),
"the half walls stand on the walls' tops")
var uppers: Array = out.pieces.filter(func(p): return p.kind == "gable" and absf(p.global_position.y - (f0.global_position.y + 3.0)) < 0.05)
check(uppers.size() == 4, "and the upper gables stand on the half walls (%d)" % uppers.size())
for z in [-3.0, 0.0, 3.0]:
var inside := Vector3(c.x, f0.global_position.y, c.z + z)
check(B.roofed_at(inside) and B.sheltered_at(inside), "sheltered inside, %+.0f m across (roof %s, walls %.2f)" % [z, B.roofed_at(inside), B.enclosure_at(inside)])
# A half wall on its own: a low wall on a floor.
var out2 := _new_out()
var c2: Vector3 = B.debug_find_site(w._spawn + Vector3(-25, 0, 10), 3.0)
var g0: Node3D = await _place(out2, c2, "wood_floor", Vector3(0, 0, 0), 0.0, null)
if g0 != null:
var t2: float = g0.global_position.y - c2.y
var hw: Node3D = await _place(out2, c2, "wood_half_wall", Vector3(0, t2, 0.9), 0.0, g0)
check(hw != null and absf(hw.global_position.y - g0.global_position.y) < 0.05, "a half wall on a floor's edge: a low wall (%s)" % [out2.failed])
## A site with room for a house `half` metres each way from its middle.
func _site(half: float, tries: Array) -> Vector3:
for near in tries:
var at: Vector3 = w._spawn + near
var got: Vector3 = B.debug_find_site(at, half)
if got != at:
return got
return Vector3.INF
func _six() -> void:
print("a 6 x 6 house: a roof ridge bridges the middle")
var c := _site(4.0, [Vector3(30, 0, -20), Vector3(-30, 0, 20), Vector3(25, 0, 30), Vector3(-35, 0, -10)])
check(c != Vector3.INF, "(a site for it)")
if c == Vector3.INF:
return
var out := _new_out()
var f0: Node3D = await _place(out, c, "wood_floor", Vector3(-2, 0, -2), 0.0, null)
if f0 == null:
check(false, "(the first floor: %s)" % [out.failed])
return
var top: float = f0.global_position.y - c.y
for x in [-2.0, 0.0, 2.0]:
for z in [-2.0, 0.0, 2.0]:
if not (x == -2.0 and z == -2.0):
await _place(out, c, "wood_floor", Vector3(x, 0, z), 0.0, null)
for x in [-2.0, 0.0, 2.0]:
await _place(out, c, "wood_wall", Vector3(x, top, -2.9), 0.0, f0)
await _place(out, c, "wood_wall", Vector3(x, top, 2.9), 0.0, f0)
for z in [-2.0, 0.0, 2.0]:
await _place(out, c, "wood_wall", Vector3(2.9, top, z), Q, f0)
await _place(out, c, "wood_wall", Vector3(-2.9, top, z), Q, f0)
check(out.failed.is_empty() and out.placed == 21, "9 floors and 12 walls (%d placed%s)" % [out.placed, "" if out.failed.is_empty() else ": %s" % [out.failed]])
var n0: int = out.placed
for x in [-2.0, 0.0, 2.0]:
await _place(out, c, "wood_roof", Vector3(x, top + 2.0, 3.0), 0.0, f0)
await _place(out, c, "wood_roof", Vector3(x, top + 2.0, -3.0), PI, f0)
check(out.placed - n0 == 6, "a row of roof up from each long wall, leaving a 2 m gap in the middle (%d%s)" % [out.placed - n0, "" if out.failed.is_empty() else ": %s" % [out.failed]])
var n1: int = out.placed
for x in [-2.0, 0.0, 2.0]:
await _place(out, c, "wood_roof_ridge", Vector3(x, top + 3.0, 0.0), 0.0, f0)
check(out.placed - n1 == 3 and out.failed.is_empty(), "roof ridges bridge it (%d placed%s)" % [out.placed - n1, "" if out.failed.is_empty() else ": %s" % [out.failed]])
var ridges: Array = out.pieces.filter(func(p): return p.kind == "roof_ridge")
check(ridges.size() == 3 and ridges.all(func(p): return absf(p.global_position.y - (f0.global_position.y + 3.0)) < 0.05 and absf(p.global_position.z - c.z) < 0.05),
"on the rows' top edges, along the middle")
check(ridges.all(func(p): return p.support >= B.MIN_SUPPORT), "(held up: support %s)" % [ridges.map(func(p): return snappedf(p.support, 0.01))])
var n2: int = out.placed
for x in [-3.0, 3.0]:
await _place(out, c, "wood_gable", Vector3(x, top + 2.0, 2.0), Q, f0)
await _place(out, c, "wood_gable", Vector3(x, top + 2.0, -2.0), -Q, f0)
await _place(out, c, "wood_half_wall", Vector3(x, top + 2.0, 0.0), Q, f0)
await _place(out, c, "wood_ridge_gable", Vector3(x, top + 3.0, 0.0), Q, f0)
check(out.placed - n2 == 8 and out.failed.is_empty(), "the ends closed: gables, and a half wall and ridge gable in the middle (%d placed%s)" % [out.placed - n2, "" if out.failed.is_empty() else ": %s" % [out.failed]])
for z in [-2.0, 0.0, 2.0]:
var inside := Vector3(c.x, f0.global_position.y, c.z + z)
check(B.roofed_at(inside) and B.sheltered_at(inside), "sheltered inside, %+.0f m across (roof %s, walls %.2f)" % [z, B.roofed_at(inside), B.enclosure_at(inside)])
## An L: a wing off the side of the 4 x 4 hut, its ridge at right angles to
## the hut's. Returns {placed, failed} for the wing's roof and gables.
func _l_shape() -> Dictionary:
var c := _site(4.5, [Vector3(-30, 0, -30), Vector3(35, 0, 10), Vector3(-10, 0, 40), Vector3(20, 0, -35),
Vector3(-40, 0, 5), Vector3(10, 0, 45), Vector3(45, 0, -10), Vector3(-20, 0, -45)])
if c == Vector3.INF:
return {"placed": 0, "failed": ["no site"]}
var hut: Dictionary = await B.debug_build_hut(c, 0.0)
var f0: Node3D = hut.pieces[0]
var top: float = f0.global_position.y - c.y
var out := _new_out()
# The wing: 4 m wide, 4 m out from the hut's south wall (z = 2 to 6).
for x in [-1.0, 1.0]:
for z in [3.0, 5.0]:
await _place(out, c, "wood_floor", Vector3(x, 0, z), 0.0, null)
for z in [3.0, 5.0]:
await _place(out, c, "wood_wall", Vector3(1.9, top, z), Q, f0)
await _place(out, c, "wood_wall", Vector3(-1.9, top, z), Q, f0)
for x in [-1.0, 1.0]:
await _place(out, c, "wood_wall", Vector3(x, top, 5.9), 0.0, f0)
var walls_failed: Array = out.failed.duplicate()
var roof := _new_out()
# Its roof: ridge along z, panels up from the east and west walls.
for z in [3.0, 5.0]:
await _place(roof, c, "wood_roof", Vector3(2.0, top + 2.0, z), Q, f0)
await _place(roof, c, "wood_roof", Vector3(-2.0, top + 2.0, z), -Q, f0)
# The far end's gables, and the gables where the wing meets the hut (on
# the hut's south wall, under the wing's roof).
for zz in [6.0, 2.0]:
await _place(roof, c, "wood_gable", Vector3(1.0, top + 2.0, zz), 0.0, f0)
await _place(roof, c, "wood_gable", Vector3(-1.0, top + 2.0, zz), PI, f0)
return {"placed": roof.placed, "failed": roof.failed, "walls_failed": walls_failed, "c": c, "f0": f0}
## Haphazard: a 6 m-wide wing off the east end of the 4 x 4 hut. Its roof
## is taller than the hut's, so to close the gap where they meet, its roof
## carries on one bay over the hut's roof.
func _odd_wing() -> Dictionary:
var c := _site(4.5, [Vector3(40, 0, 30), Vector3(-45, 0, -20), Vector3(30, 0, 40), Vector3(-15, 0, -50),
Vector3(50, 0, 0), Vector3(-50, 0, 15), Vector3(0, 0, 50), Vector3(15, 0, -50)])
if c == Vector3.INF:
return {"placed": 0, "failed": ["no site"]}
var hut: Dictionary = await B.debug_build_hut(c, 0.0)
var f0: Node3D = hut.pieces[0]
var top: float = f0.global_position.y - c.y
var out := _new_out()
for x in [3.0, 5.0]:
for z in [-2.0, 0.0, 2.0]:
await _place(out, c, "wood_floor", Vector3(x, 0, z), 0.0, null)
for x in [3.0, 5.0]:
await _place(out, c, "wood_wall", Vector3(x, top, -2.9), 0.0, f0)
await _place(out, c, "wood_wall", Vector3(x, top, 2.9), 0.0, f0)
for z in [-2.0, 0.0, 2.0]:
await _place(out, c, "wood_wall", Vector3(5.9, top, z), Q, f0)
var roof := _new_out()
# The wing's roof (6 m across: a row each side and a ridge), and one bay
# more, at x = 1, through the hut's own roof.
for x in [5.0, 3.0, 1.0]:
await _place(roof, c, "wood_roof", Vector3(x, top + 2.0, 3.0), 0.0, f0)
await _place(roof, c, "wood_roof", Vector3(x, top + 2.0, -3.0), PI, f0)
await _place(roof, c, "wood_roof_ridge", Vector3(x, top + 3.0, 0.0), 0.0, f0)
var where: Array = roof.pieces.map(func(p): return (p.global_position - c).snapped(Vector3(0.01, 0.01, 0.01)))
return {"placed": roof.placed, "failed": roof.failed, "floors_walls": out, "c": c, "f0": f0, "where": where, "top": top}

1
tests/test_roofs.gd.uid Normal file
View File

@@ -0,0 +1 @@
uid://ceh70qtahkoa0

View File

@@ -135,6 +135,23 @@ func _starts() -> void:
"\"%s\" / \"%s\"" % [pn._chapter.text, pn._title.text]) "\"%s\" / \"%s\"" % [pn._chapter.text, pn._title.text])
check(G.guide_name == "Old Tam" and pn._text.text.begins_with("Old Tam: \""), "Old Tam the hermit talks you through it: %s" % pn._text.text) check(G.guide_name == "Old Tam" and pn._text.text.begins_with("Old Tam: \""), "Old Tam the hermit talks you through it: %s" % pn._text.text)
check(G.find_marker() == Vector3.INF, "(no marker for that one)") check(G.find_marker() == Vector3.INF, "(no marker for that one)")
# Gitea #5: the sun waits for you until the torch step brings dusk.
var dn: Node = world.day_night
var t0: float = dn.time
dn.time = 19.0 / 24.0
G.hold_daylight()
check(absf(dn.time * 24.0 - G.DAYLIGHT_UNTIL) < 0.01, "early in the tutorial the afternoon goes no later than %.1f h (%.2f)" % [G.DAYLIGHT_UNTIL, dn.time * 24.0])
var torch_i := -1
for i in range(G.steps.size()):
if String(G.steps[i].id) == "torch":
torch_i = i
var was_i: int = G.index
G.index = torch_i
dn.time = 19.0 / 24.0
G.hold_daylight()
check(torch_i > 0 and absf(dn.time * 24.0 - 19.0) < 0.01, "from the torch step on, night comes as usual")
G.index = was_i
dn.time = t0
func _chapter_one() -> void: func _chapter_one() -> void:
print("1. look around") print("1. look around")

View File

@@ -58,7 +58,7 @@ func _body() -> void:
var plat: String = C.platform_key() var plat: String = C.platform_key()
print("a version.json feed") print("a version.json feed")
pages[U.feed] = JSON.stringify({"version": "9.1.0", "protocol": 99, "notes": "The Cove.", "page": "https://example.test/r/9.1.0", pages[U.feed] = JSON.stringify({"version": "9.1.0", "protocol": 99, "notes": "The Cove.", "page": "https://example.test/r/9.1.0",
"downloads": {plat: {"file": "Emberwild-9.1.0-%s.zip" % plat, "url": "https://example.test/dl/%s.zip" % plat, "sha256": "ab"}}}) "downloads": {plat: {"file": "Cinderwild-9.1.0-%s.zip" % plat, "url": "https://example.test/dl/%s.zip" % plat, "sha256": "ab"}}})
check(await _check_now() == "available", "9.1.0 is out: available") check(await _check_now() == "available", "9.1.0 is out: available")
check(U.latest_version() == "9.1.0" and U.latest_protocol() == 99, "its version and protocol") check(U.latest_version() == "9.1.0" and U.latest_protocol() == 99, "its version and protocol")
check(U.download_url() == "https://example.test/dl/%s.zip" % plat and U.download().sha256 == "ab", "this platform's download (%s), with its checksum" % plat) check(U.download_url() == "https://example.test/dl/%s.zip" % plat and U.download().sha256 == "ab", "this platform's download (%s), with its checksum" % plat)
@@ -67,9 +67,9 @@ func _body() -> void:
U.feed = "https://example.test/api/releases/latest" U.feed = "https://example.test/api/releases/latest"
pages[U.feed] = JSON.stringify({"tag_name": "v9.2.0", "html_url": "https://example.test/releases/v9.2.0", "assets": [ pages[U.feed] = JSON.stringify({"tag_name": "v9.2.0", "html_url": "https://example.test/releases/v9.2.0", "assets": [
{"name": "version.json", "browser_download_url": "https://example.test/a/version.json"}, {"name": "version.json", "browser_download_url": "https://example.test/a/version.json"},
{"name": "Emberwild-9.2.0-%s.zip" % plat, "browser_download_url": "https://example.test/a/game-%s.zip" % plat}]}) {"name": "Cinderwild-9.2.0-%s.zip" % plat, "browser_download_url": "https://example.test/a/game-%s.zip" % plat}]})
pages["https://example.test/a/version.json"] = JSON.stringify({"version": "9.2.0", "protocol": 99, pages["https://example.test/a/version.json"] = JSON.stringify({"version": "9.2.0", "protocol": 99,
"downloads": {plat: {"file": "Emberwild-9.2.0-%s.zip" % plat, "sha256": "cd"}}, "windows_only_key": true}) "downloads": {plat: {"file": "Cinderwild-9.2.0-%s.zip" % plat, "sha256": "cd"}}, "windows_only_key": true})
check(await _check_now() == "available" and U.latest_version() == "9.2.0", "the release's version.json is read: 9.2.0") check(await _check_now() == "available" and U.latest_version() == "9.2.0", "the release's version.json is read: 9.2.0")
check(U.download_url() == "https://example.test/a/game-%s.zip" % plat, "the download is the release asset with that file name") check(U.download_url() == "https://example.test/a/game-%s.zip" % plat, "the download is the release asset with that file name")
check(U.page == "https://example.test/releases/v9.2.0", "and the release page is kept") check(U.page == "https://example.test/releases/v9.2.0", "and the release page is kept")
@@ -97,7 +97,7 @@ func _body() -> void:
print("the title screen") print("the title screen")
var TS: Script = load("res://scripts/ui/title_screen.gd") var TS: Script = load("res://scripts/ui/title_screen.gd")
var msg := "Different game version: this server runs Emberwild 9.3.0 (protocol 99), you have protocol 12. Update the game to join." var msg := "Different game version: this server runs Cinderwild 9.3.0 (protocol 99), you have protocol 12. Update the game to join."
check(TS.version_advice(msg).contains("9.3.0 is out"), "refused for an old version: it says the new one is out") check(TS.version_advice(msg).contains("9.3.0 is out"), "refused for an old version: it says the new one is out")
check(TS.version_advice("Server is full").is_empty(), "(other refusals: nothing added)") check(TS.version_advice("Server is full").is_empty(), "(other refusals: nothing added)")
pages[U.feed] = JSON.stringify({"version": "9.4.0", "notes": "Sea fishing."}) pages[U.feed] = JSON.stringify({"version": "9.4.0", "notes": "Sea fishing."})

View File

@@ -1,5 +1,5 @@
#!/usr/bin/env python3 #!/usr/bin/env python3
"""Emberwild's own sounds: the music, the ambience beds and the sound effects """Cinderwild's own sounds: the music, the ambience beds and the sound effects
that the Kenney CC0 packs don't cover, all synthesised here (no samples, no that the Kenney CC0 packs don't cover, all synthesised here (no samples, no
third-party audio), so they're ours to release under CC0 too. third-party audio), so they're ours to release under CC0 too.
@@ -699,6 +699,44 @@ def _decode(src, sr, af=None):
return [x * 0.06 / rms for x in left], [x * 0.06 / rms for x in right] return [x * 0.06 / rms for x in left], [x * 0.06 / rms for x in right]
def make_thunder():
"""Thunder (0.6.2, Gitea #4): CC0 recordings (tools/audio/sources/
thunder_near_* and thunder_far_*, credited in assets/audio/CREDITS.md),
each cut round its loudest strike, faded out and evened out in level, into
assets/audio/sfx/thunder/thunder_near_N.ogg (a crack close by) and
thunder_far_N.ogg (a roll in the distance). Replaces the synthesised rumble."""
d = os.path.join(OUT, "sfx", "thunder")
os.makedirs(d, exist_ok=True)
print("thunder ->", os.path.relpath(d, ROOT))
sr = 44100
for kind, lead, most in (("near", 0.15, 7.0), ("far", 0.6, 10.0)):
for n, src in enumerate(sources("thunder_" + kind)):
raw = subprocess.run(["ffmpeg", "-v", "error", "-i", src, "-ac", "1", "-ar", str(sr), "-f", "s16le", "-"],
capture_output=True, check=True).stdout
x = [struct.unpack_from("<h", raw, i * 2)[0] / 32768.0 for i in range(len(raw) // 2)]
win = sr // 20
env = [math.sqrt(sum(v * v for v in x[i:i + win]) / win) + 1e-9 for i in range(0, len(x) - win, win)]
ip = max(range(len(env)), key=lambda i: env[i])
top = env[ip]
# Back from the loudest moment to where this strike starts (20 dB down).
j = ip
while j > 0 and env[j] > top * 0.1:
j -= 1
start = max(0, int((j * 0.05 - lead) * sr))
# On until it's died away (40 dB down), or `most` seconds.
k = ip
while k < len(env) - 1 and env[k] > top * 0.01 and (k - j) * 0.05 < most:
k += 1
end = min(len(x), int(k * 0.05 * sr) + win)
seg = x[start:end]
fade_in, fade_out = int(0.02 * sr), min(int(1.5 * sr), len(seg) // 3)
for i in range(fade_in):
seg[i] *= i / fade_in
for i in range(fade_out):
seg[-1 - i] *= i / fade_out
_encode(os.path.join(d, "thunder_%s_%d.ogg" % (kind, n)), [seg], sr, 5)
def make_recorded(name, srcs=None): def make_recorded(name, srcs=None):
"""A field-recorded ambience loop (assets/audio/ambience/<name>.ogg) from """A field-recorded ambience loop (assets/audio/ambience/<name>.ogg) from
CC0 recordings (tools/audio/sources/<name>_*, or the files given): each CC0 recordings (tools/audio/sources/<name>_*, or the files given): each
@@ -808,6 +846,9 @@ if __name__ == "__main__":
if what in RECORDED: # one recorded loop: birds | crickets if what in RECORDED: # one recorded loop: birds | crickets
make_recorded(what) make_recorded(what)
sys.exit(0) sys.exit(0)
if what == "thunder": # the recorded thunder (not part of "all": it's from sources/)
make_thunder()
sys.exit(0)
if what in ("all", "sfx"): if what in ("all", "sfx"):
make_sfx() make_sfx()
if what in ("all", "sfx", "voices"): if what in ("all", "sfx", "voices"):

Binary file not shown.

Some files were not shown because too many files have changed in this diff Show More