Files
Cinderwild/scripts/building/campfire.gd

184 lines
6.0 KiB
GDScript

extends "res://scripts/building/piece.gd"
## Campfire: light, warmth and cooking, while it has fuel.
##
## Starts with a little kindling. E adds wood (or sticks) from your inventory;
## it burns down in play time and goes out at zero. While lit it is a
## "campfire" station (cooking) and a heat source (warmth within ~7 m).
const MAX_FUEL := 900.0 ## 15 min
const START_FUEL := 120.0
const HEAT_RADIUS := 7.0
var fuel := START_FUEL
var _light: OmniLight3D
var _fx: Array[CPUParticles3D] = []
var _t := 0.0
var _noise := FastNoiseLite.new()
var _lit := true
var _roofed_cache := -1.0 ## -1 unknown, 0 open sky, 1 under a roof
var _roof_timer := 0.0
func _build() -> void:
add_to_group("station:campfire")
add_to_group("heat")
_noise.frequency = 2.5
_light = OmniLight3D.new()
_light.light_color = Color(1.0, 0.62, 0.3)
_light.light_energy = 2.2
_light.omni_range = 11.0
_light.omni_attenuation = 1.4
_light.shadow_enabled = true
_light.position = Vector3(0, 0.7, 0)
add_child(_light)
_fx.append(_particles("Flames", 26, 0.55, Vector3(0, 0.12, 0), 0.5, 1.0, 0.5, 0.9, _gradient([
[0.0, Color(1.0, 0.8, 0.35, 0.0)], [0.15, Color(1.0, 0.62, 0.2, 0.75)],
[0.6, Color(0.95, 0.3, 0.06, 0.45)], [1.0, Color(0.5, 0.08, 0.02, 0.0)]]), true, 0.32, 0.12))
_fx.append(_particles("Embers", 10, 2.0, Vector3(0, 0.3, 0), 0.8, 2.0, 0.5, 1.0, _gradient([
[0.0, Color(1.0, 0.75, 0.35, 1.0)], [1.0, Color(1.0, 0.3, 0.05, 0.0)]]), true, 0.04, 0.15))
for p in _fx:
add_child(p)
# TODO: smoke. Alpha-blended unshaded particles rendered as an opaque dark
# ball whatever their ramp colour (additive flames are fine). Needs a small
# particle shader.
_set_lit(fuel > 0.0)
func display_name() -> String:
return "Campfire"
func is_lit() -> bool:
return _lit
func station_active() -> bool:
return _lit
## 0..1 warmth this fire gives at `pos`.
func heat_at(pos: Vector3) -> float:
if not _lit:
return 0.0
return 1.0 - smoothstep(1.5, HEAT_RADIUS, pos.distance_to(global_position))
func add_fuel(seconds: float) -> void:
fuel = minf(fuel + seconds, MAX_FUEL)
_set_lit(true)
func interact_prompt(player: Node) -> String:
var has_fuel: bool = player.inventory.count("wood") + player.inventory.count("stick") + player.inventory.count("bear_fat") > 0
if _lit:
var left := "%d:%02d" % [int(fuel) / 60, int(fuel) % 60]
var hiss := ", hissing in the rain" if burn_rate() > 1.2 else ""
return "Campfire (%s left%s)%s" % [left, hiss, " [E] Add fuel" if has_fuel else " (add wood or sticks)"]
return "Campfire (out)%s" % (" [E] Add fuel to light" if has_fuel else " (needs wood or sticks)")
func interact(player: Node) -> void:
Actions.add_fuel(player, self)
## How much faster fuel burns right now: rain on an uncovered fire makes it
## hiss and eat through its wood (up to 4x in a storm). A roof stops that.
func burn_rate() -> float:
var w: Node = get_parent().get_parent() if get_parent() != null else null
if w == null or w.get("weather") == null:
return 1.0
var rain: float = w.weather.rain_at(global_position)
if rain <= 0.05:
_roofed_cache = -1.0
return 1.0
if _roofed_cache < 0.0:
_roofed_cache = 1.0 if w.build.roofed_at(global_position) else 0.0
return 1.0 if _roofed_cache > 0.5 else 1.0 + 3.0 * rain
func burn(seconds: float) -> void:
if not _lit:
return
fuel -= seconds * burn_rate()
if fuel <= 0.0:
fuel = 0.0
_set_lit(false)
func _process(delta: float) -> void:
if not _lit:
return
_roof_timer -= delta
if _roof_timer <= 0.0:
_roof_timer = 2.0
_roofed_cache = -1.0 # re-check the roof now and then (you may build one)
burn(delta)
if not _lit:
return
_t += delta
var f := _noise.get_noise_1d(_t * 10.0)
# Burns lower in its last minute.
var strength := clampf(fuel / 60.0, 0.35, 1.0)
_light.light_energy = (2.2 + f * 0.7) * strength
_light.position = Vector3(f * 0.05, 0.7 + f * 0.05, 0)
func _set_lit(on: bool) -> void:
_lit = on
if _light != null:
_light.visible = on
for p in _fx:
p.emitting = on
func save_extra() -> Dictionary:
return {"fuel": fuel}
func load_extra(d: Dictionary) -> void:
fuel = float(d.get("fuel", fuel))
_set_lit(fuel > 0.0)
static func _gradient(stops: Array) -> Gradient:
var g := Gradient.new()
g.offsets = PackedFloat32Array(stops.map(func(s): return s[0]))
g.colors = PackedColorArray(stops.map(func(s): return s[1]))
return g
static func _soft_dot() -> GradientTexture2D:
var g := Gradient.new()
g.offsets = PackedFloat32Array([0.0, 1.0])
g.colors = PackedColorArray([Color(1, 1, 1, 1), Color(1, 1, 1, 0)])
var t := GradientTexture2D.new()
t.gradient = g
t.fill = GradientTexture2D.FILL_RADIAL
t.fill_from = Vector2(0.5, 0.5)
t.fill_to = Vector2(0.5, 0.0)
t.width = 64
t.height = 64
return t
static func _particles(label: String, amount: int, lifetime: float, pos: Vector3, vmin: float, vmax: float,
smin: float, smax: float, ramp: Gradient, additive: bool, quad_size: float, radius: float) -> CPUParticles3D:
var p := CPUParticles3D.new()
p.name = label
p.amount = amount
p.lifetime = lifetime
p.position = pos
p.direction = Vector3.UP
p.spread = 12.0
p.initial_velocity_min = vmin
p.initial_velocity_max = vmax
p.gravity = Vector3(0.15, 0.4, 0.05)
p.emission_shape = CPUParticles3D.EMISSION_SHAPE_SPHERE
p.emission_sphere_radius = radius
p.scale_amount_min = smin
p.scale_amount_max = smax
p.color_ramp = ramp
# Flames shrink as they rise.
var curve := Curve.new()
curve.add_point(Vector2(0.0, 1.0))
curve.add_point(Vector2(1.0, 0.35))
p.scale_amount_curve = curve
var quad := QuadMesh.new()
quad.size = Vector2.ONE * quad_size
var m := StandardMaterial3D.new()
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
m.billboard_mode = BaseMaterial3D.BILLBOARD_PARTICLES
m.vertex_color_use_as_albedo = true
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
m.blend_mode = BaseMaterial3D.BLEND_MODE_ADD if additive else BaseMaterial3D.BLEND_MODE_MIX
m.albedo_texture = _soft_dot()
if additive:
m.albedo_color = Color(1.5, 1.5, 1.5) # mildly HDR so the glow picks it up
quad.material = m
p.mesh = quad
return p