Files
Cinderwild/scripts/creatures/wolf_pack.gd

359 lines
12 KiB
GDScript

extends Node3D
## The wolf pack: when wolves exist, what they're doing, and who attacks.
##
## Schedule (a grace period so you can build first):
## - Days 1-2: the den is empty (old bones only).
## - Day 3: wolves move in. They rest in the den by day and howl at night,
## but don't hunt yet. A toast warns you.
## - Night 4 onward: the pack hunts. It's 2 wolves to start, 3 from day 6,
## 4 from day 9. At dawn they go back to the den. Wolves you killed are
## replaced at the den during the day, when you aren't watching.
##
## Night is 19:30 to 05:30, the same window the bed allows sleeping in. The
## small hours belong to the previous day's night.
##
## While hunting the pack circles you and lets one wolf at a time dart in
## (every few seconds, slower if you hold a torch). Near a lit campfire it
## circles wide around the fire and never closes in.
const WolfScript = preload("res://scripts/creatures/wolf.gd")
const DEN_DAY := 3 ## wolves arrive in the den
const HUNT_DAY := 4 ## first night they hunt
const ALERT_RADIUS := 14.0 ## by day: closer than this to the den and they watch you
const DEFEND_RADIUS := 8.0 ## ...and closer than this they attack
const FIRE_SAFE := 8.0 ## within this of a lit campfire, wolves won't close in
const RING := 10.0 ## circling radius around you
const FIRE_RING := 14.0 ## circling radius around your fire
const ATTACK_GAP := 4.5 ## seconds between darts (x2.5 with a torch)
var world: Node3D
var den: Node3D
var den_pos := Vector3.ZERO
var den_yaw := 0.0
var mode := "none" ## none | den | hunt
var members: Array = []
var enabled := true
var _rng := RandomNumberGenerator.new()
var _lunger: Node = null
var _gap := 2.0
var _circle_a := 0.0
var _warned := {} ## day -> true once that night's toast was shown
var _howl_left := 0.0
var _audio: AudioStreamPlayer3D
static var _howl: AudioStreamWAV
func setup(w: Node3D, d: Node3D) -> void:
world = w
den = d
den_pos = d.position
den_yaw = d.facing_out_yaw()
_rng.seed = w.terrain.noise_seed + 779
if DisplayServer.get_name() != "headless":
_audio = AudioStreamPlayer3D.new()
_audio.stream = howl_stream()
_audio.unit_size = 30.0
_audio.max_distance = 400.0
_audio.volume_db = 2.0
add_child(_audio)
## The "day" a moment belongs to: the hours after midnight count as the
## previous day's night.
func effective_day() -> int:
var h: float = world.day_night.hours()
return world.day_night.day - (1 if h < 5.5 else 0)
func is_night() -> bool:
var h: float = world.day_night.hours()
return h >= 19.5 or h < 5.5
## The pack grows 3 and 6 days after it arrives (2, 3, then 4 wolves), plus
## or minus one for a server's difficulty.
func pack_size(day: int) -> int:
if day < den_day:
return 0
var n := 4
if day < den_day + 3:
n = 2
elif day < den_day + 6:
n = 3
return clampi(n + pack_bonus, 1, 5)
## The schedule (a server sets it from its rules; single-player keeps 3/4).
var den_day := DEN_DAY
var hunt_day := HUNT_DAY
var pack_bonus := 0
func alive() -> Array:
var out := []
for m in members:
if is_instance_valid(m) and not m.is_dead():
out.append(m)
return out
func alive_count() -> int:
return alive().size()
func _physics_process(delta: float) -> void:
if enabled:
step(delta)
## Pack-level logic (the wolves run their own step()).
func step(dt: float) -> void:
var day := effective_day()
var night := is_night()
var want := "none"
if day >= den_day:
want = "hunt" if night and day >= hunt_day else "den"
if want != mode:
_enter(want, day)
if mode == "none":
return
if night:
_warn(day)
# Top up the den by day while you're not looking.
if not night and alive_count() < pack_size(day):
fill_den(false)
_gap = maxf(_gap - dt, 0.0)
for t in _gaps.keys():
_gaps[t] = maxf(float(_gaps[t]) - dt, 0.0)
if not is_instance_valid(t):
_gaps.erase(t)
_circle_a += dt * 0.25
if _lunger != null and (not is_instance_valid(_lunger) or _lunger.is_dead() or _lunger.state != "lunge"):
_lunger = null
# At dawn wolves head home; once one is well away from you (out of sight),
# it slips straight back rather than picking its way across the island.
if mode == "den":
for m in alive():
if m.global_position.distance_to(den_pos) > 6.0 and _far_from_everyone(m.global_position, 45.0) \
and _far_from_everyone(den_pos, 35.0):
m.global_position = den.slot_pos(m.slot)
m.wounded = false
m.state = "rest"
if night and day >= den_day:
_howl_left -= dt
if _howl_left <= 0.0:
_howl_left = _rng.randf_range(50.0, 110.0)
howl()
func _enter(m: String, day: int) -> void:
mode = m
if m == "none":
for w in members:
if is_instance_valid(w):
w.queue_free()
members.clear()
return
if m == "den":
for w in alive():
w.wounded = false
if members.is_empty():
fill_den(true)
## Once per night: a toast on the first howling night and the first hunt.
func _warn(day: int) -> void:
if _warned.has(day):
return
_warned[day] = true
if day == den_day:
Actions.tell_all("Wolves are howling up in the hills. They'll come hunting soon.")
elif day == hunt_day:
Actions.tell_all("The wolves are hunting tonight. Stay near a fire or behind closed walls.")
_howl_left = _rng.randf_range(2.0, 6.0)
## Brings the pack up to size, wolves lying in the den. `force` ignores
## whether you're watching.
func fill_den(force: bool) -> void:
var need: int = pack_size(effective_day()) - alive_count()
if need <= 0:
return
if not force and not _far_from_everyone(den_pos, 35.0):
return
members = alive()
var used := {}
for m in members:
used[m.slot] = true
var i := 0
while need > 0 and i < 4:
if not used.has(i):
var w: AnimatableBody3D = WolfScript.new()
w.setup("wolf", world, den.slot_pos(i), _rng.randi())
w.pack = self
w.slot = i
w.state = "rest"
w.yaw = den_yaw + (i - 1.5) * 0.6
w.rotation.y = w.yaw
add_child(w)
members.append(w)
need -= 1
i += 1
func home_slot(w: Node) -> Vector3:
return den.slot_pos(w.slot)
func _far_from_everyone(pos: Vector3, r: float) -> bool:
for p in world.players():
if p.global_position.distance_to(pos) < r:
return false
return true
# --- who the pack goes after ----------------------------------------------------
# In single-player that's you. On a server the pack splits between the
# players it's hunting: wolf 1 takes the first, wolf 2 the second, and so on,
# preferring players away from a fire (you can't be got at by a fire, so
# they'd rather go for someone who isn't). Each target gets their own circle
# and their own one-wolf-at-a-time darts.
var _targets: Array = []
var _target_t := 0.0
## Who wolf `w` is after right now (null: nobody about).
func target_for(w: Node) -> Node3D:
if not world.server_mode:
return world.player
if mode != "hunt":
return world.nearest_player((w as Node3D).global_position)
_refresh_targets()
if _targets.is_empty():
return null
var i := alive().find(w)
return _targets[maxi(i, 0) % _targets.size()]
## Players worth hunting, nearest the den first: those away from a fire if
## there are any, otherwise everyone (they'll circle the fire).
func _refresh_targets() -> void:
var now := Time.get_ticks_msec() / 1000.0
if now - _target_t < 1.0 and _targets.all(func(p): return is_instance_valid(p) and not p.survival.dead):
return
_target_t = now
var everyone: Array = world.players()
var open := everyone.filter(func(p): return fire_near(p) == null)
_targets = open if not open.is_empty() else everyone
_targets.sort_custom(func(a, b): return a.global_position.distance_to(den_pos) < b.global_position.distance_to(den_pos))
func _p(p: Node3D) -> Node3D:
return p if p != null else world.player
## The lit campfire `p` is sheltering by, if any.
func fire_near(p: Node3D) -> Node3D:
var pp: Vector3 = _p(p).global_position
for f in get_tree().get_nodes_in_group("station:campfire"):
if f.station_active() and (f as Node3D).global_position.distance_to(pp) < FIRE_SAFE:
return f
return null
## (Single-player name, used by tests.)
func player_fire() -> Node3D:
return fire_near(world.player)
func _torch(p: Node3D = null) -> bool:
var who := _p(p)
return who.get("hands") != null and who.hands.held_heat() > 0.0
## Wolves only close in when you're away from a fire.
func may_close_in(p: Node3D = null) -> bool:
return fire_near(p) == null and not _p(p).survival.dead
## The wolves going after the same player as `w`.
func _hunting_with(w: Node) -> Array:
var t := target_for(w)
return alive().filter(func(m): return target_for(m) == t)
## Where wolf `w` should be while circling.
func circle_point(w: Node) -> Vector3:
var t := _p(target_for(w))
var fire := fire_near(t)
var center: Vector3 = fire.global_position if fire != null else t.global_position
var r := FIRE_RING if fire != null else RING * (1.3 if _torch(t) else 1.0)
var group := _hunting_with(w)
var n := maxi(group.size(), 1)
var a := _circle_a + TAU * float(maxi(group.find(w), 0)) / n
return center + Vector3(cos(a), 0, sin(a)) * r
## Darting in: one wolf at a time per player being hunted.
var _lungers: Dictionary = {} ## target -> wolf
var _gaps: Dictionary = {} ## target -> seconds until the next dart
## A wolf asks for its turn to dart in at `p`.
func request_lunge(w: Node, p: Node3D = null) -> bool:
var t := _p(p)
if not world.server_mode:
if _lunger != null or _gap > 0.0 or not may_close_in(t) or alive_count() < 2:
return false
else:
var cur: Node = _lungers.get(t)
if cur != null and is_instance_valid(cur) and not cur.is_dead() and cur.state == "lunge":
return false
if float(_gaps.get(t, 0.0)) > 0.0 or not may_close_in(t) or alive_count() < 2:
return false
if w.global_position.distance_to(t.global_position) > RING * 1.8:
return false
_lunger = w
_lungers[t] = w
return true
func lunge_done(w: Node) -> void:
if _lunger == w:
_lunger = null
if not world.server_mode:
_gap = ATTACK_GAP * (2.5 if _torch() else 1.0) * _rng.randf_range(0.8, 1.3)
return
var t: Node3D = target_for(w) if w != null and is_instance_valid(w) else null
for k in _lungers.keys():
if _lungers[k] == w:
_lungers.erase(k)
if t != null:
_gaps[t] = ATTACK_GAP * (2.5 if _torch(t) else 1.0) * _rng.randf_range(0.8, 1.3)
## A wolf was hit: the whole pack turns on you.
func alert(_from: Vector3) -> void:
for m in alive():
m._aggro = maxf(m._aggro, 20.0)
func howl() -> void:
var live := alive()
if live.is_empty():
return
if world.server_mode:
CreatureNet.howl((live[0] as Node3D).global_position + Vector3(0, 1, 0)) # everyone hears it
return
if _audio == null:
return
_audio.global_position = (live[0] as Node3D).global_position + Vector3(0, 1, 0)
_audio.pitch_scale = _rng.randf_range(0.9, 1.1)
_audio.play()
## A synthesised wolf howl: a rising then falling tone with vibrato and a
## breathy edge, ~2.8 s. Built once; no audio files.
static func howl_stream() -> AudioStreamWAV:
if _howl != null:
return _howl
var rate := 22050
var secs := 2.8
var n := int(rate * secs)
var data := PackedByteArray()
data.resize(n * 2)
var phase := 0.0
var rng := RandomNumberGenerator.new()
rng.seed = 5
var lp := 0.0
for i in range(n):
var t := float(i) / rate
var u := t / secs
# Pitch: swoop up, hold, sag at the end.
var f := 330.0 + 260.0 * smoothstep(0.0, 0.25, u) - 140.0 * smoothstep(0.65, 1.0, u)
f += sin(t * TAU * 5.5) * 6.0 * smoothstep(0.2, 0.4, u)
phase += TAU * f / rate
var env := smoothstep(0.0, 0.08, u) * (1.0 - smoothstep(0.75, 1.0, u))
lp += 0.15 * ((rng.randf() * 2.0 - 1.0) - lp)
var s := (sin(phase) * 0.7 + sin(phase * 2.0) * 0.18 + sin(phase * 3.0) * 0.06 + lp * 0.12) * env * 0.6
data.encode_s16(i * 2, int(clampf(s, -1.0, 1.0) * 32000.0))
var wav := AudioStreamWAV.new()
wav.format = AudioStreamWAV.FORMAT_16_BITS
wav.mix_rate = rate
wav.stereo = false
wav.data = data
_howl = wav
return wav