Files
Cinderwild/scripts/world/world.gd
Paul Bailey 67bf85523d M1d: creatures, hunting, weapons, food buffs and the hide cloak
- Rabbits, deer and boars with procedural meshes and animated legs, a
  state machine (idle/wander/flee/charge/dead) and heightmap steering that
  avoids water, cliffs, the world edge, trees and buildings
- Spawner keeps a habitat-based budget around the player (6/4/3)
- Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits
- Wooden spear (thrust or throw) and crude bow with draw-scaled arrows;
  projectiles stick in the world as saved pickups
- Carcasses: E to butcher for meat, hide and embedded arrows
- Boars charge and gore when hit; hurt flash and a brief healing pause
- Cooked meat gives Well fed (faster stamina and healing); buffs saved
- Hide cloak: wear for warmth, saved, goes in the grave on death
- Feathers as meadow pickups (appended, existing save ids unchanged)
- New test_creatures_combat suite; run_all.sh gets a per-suite time limit
2026-11-04 10:55:44 +00:00

767 lines
30 KiB
GDScript

extends Node3D
## World controller.
##
## Owns spawn ordering so the player never falls through ungenerated ground:
## waits for the terrain, places the scenery, then drops the player onto a dry,
## flat spot facing the lake. Also aims the sun, and respawns the player if they
## somehow leave the map or fall below it (a safety net behind the mountain rim
## and invisible wall in terrain.gd).
##
## Dev hook: `godot --path . -- --shot=/abs/prefix` renders a few fixed views to
## <prefix>_<view>.png and quits. Handy for checking visual changes.
@onready var terrain: Node3D = $Terrain
@onready var props: Node3D = $Props
@onready var player: CharacterBody3D = $Player
@onready var sun: DirectionalLight3D = $Sun
const PIECES := {
"campfire": preload("res://scripts/building/campfire.gd"),
"workbench": preload("res://scripts/building/workbench.gd"),
"chest": preload("res://scripts/building/chest.gd"),
"grave": preload("res://scripts/building/grave.gd"),
"build": preload("res://scripts/building/build_piece.gd"),
"door": preload("res://scripts/building/door.gd"),
"bed": preload("res://scripts/building/bed.gd"),
}
const BuildPiece = preload("res://scripts/building/build_piece.gd")
const AUTOSAVE_SECONDS := 120.0
## Set by the title screen before adding the world: no player, no HUD, no
## saving, just a slow camera flight over the island as a menu backdrop.
var menu_mode := false
var _spawn := Vector3.ZERO
var _spawn_yaw := 0.0
var _pieces: Node3D
var hud: CanvasLayer
var _session_time := 0.0 ## seconds played since the last save
var _autosave_left := AUTOSAVE_SECONDS
var _menu_cam: Camera3D
var _menu_t := 0.0
var day_night: Node ## day_night.gd: time of day, sun, sky
var weather: Node ## weather.gd: the weather model
var weather_fx: Node3D ## weather_fx.gd: rain/snow particles, sound
var build: Node ## build_system.gd: snapping, support, shelter
var creatures: Node3D ## spawner.gd: wildlife around the player
var _dropped: Node3D ## arrows, spears and other dropped items
var has_bed_spawn := false
var bed_spawn := Vector3.ZERO ## position of the bed you respawn at
var _loading := false ## applying a save: defer support recompute
func _ready() -> void:
_pieces = Node3D.new()
_pieces.name = "Pieces"
add_child(_pieces)
day_night = preload("res://scripts/world/day_night.gd").new()
day_night.name = "DayNight"
add_child(day_night)
day_night.setup(sun, $WorldEnvironment.environment)
weather = preload("res://scripts/world/weather.gd").new()
weather.name = "Weather"
add_child(weather)
weather.snowline = terrain.snow_height - 8.0
weather.frozen = menu_mode
weather.setup(terrain.noise_seed, day_night)
day_night.weather = weather
build = preload("res://scripts/building/build_system.gd").new()
build.name = "Build"
add_child(build)
build.setup(self)
_dropped = Node3D.new()
_dropped.name = "Dropped"
add_child(_dropped)
creatures = preload("res://scripts/creatures/spawner.gd").new()
creatures.name = "Creatures"
creatures.enabled = false # until the scenery is placed
add_child(creatures)
if not menu_mode and DisplayServer.get_name() != "headless":
weather_fx = preload("res://scripts/world/weather_fx.gd").new()
weather_fx.name = "WeatherFX"
add_child(weather_fx)
weather_fx.setup(weather, player)
if menu_mode:
day_night.time = 9.5 / 24.0
day_night.frozen = true
day_night.apply(true)
player.process_mode = Node.PROCESS_MODE_DISABLED
player.get_node("Camera3D").current = false
_menu_cam = Camera3D.new()
add_child(_menu_cam)
_menu_cam.current = true
$HUD.visible = false
elif DisplayServer.get_name() != "headless":
hud = preload("res://scripts/ui/hud.gd").new()
add_child(hud)
hud.bind(player)
if not menu_mode:
player.survival.died.connect(_on_player_died)
if Saves.has_world() and not menu_mode:
# Save on window close instead of quitting straight away.
get_tree().auto_accept_quit = false
player.set_physics_process(false)
set_physics_process(false)
if terrain.built:
_on_terrain_ready()
else:
terrain.ready_built.connect(_on_terrain_ready)
# --- survival environment ---------------------------------------------------
## 0..100 air warmth at `pos` before fires: time of day, minus altitude,
## plus the weather. A proper shelter keeps out most of the weather and adds a
## little warmth of its own.
func air_warmth(pos: Vector3, sheltered: bool = false) -> float:
var w: float = day_night.air_warmth()
w -= maxf(pos.y - 12.0, 0.0) * 0.9
var ww: float = weather.warmth_at(pos)
if sheltered:
w += ww * 0.25 + 8.0
else:
w += ww
return w
## 0..1 heat from fires and a held torch.
func heat_at(pos: Vector3) -> float:
var h := 0.0
for n in get_tree().get_nodes_in_group("heat"):
h = maxf(h, n.heat_at(pos))
if player.hands != null:
h = maxf(h, player.hands.held_heat())
return h
## Death: everything you carried goes into a grave where you fell, and you
## wake up at the island start. The world carries on.
func _on_player_died() -> void:
var pos := player.global_position
pos.y = terrain.sample_height(pos.x, pos.z)
if pos.y < terrain.water_level:
# Drowned or died in the lake: put the grave on the nearest dry shore.
pos = terrain.find_spawn(Vector2(pos.x, pos.z))
# What you were wearing goes in the grave too.
if not player.worn.is_empty() and player.inventory.add(player.worn, 1) == 0:
player.worn = ""
player.worn_changed.emit()
var has_items := false
for st in player.inventory.slots:
if st != null:
has_items = true
if has_items:
var grave := spawn_piece(ItemDB.get_item("grave"), Transform3D(Basis(Vector3.UP, player.rotation.y), pos))
grave.inventory.load_data(player.inventory.to_data())
player.inventory.load_data(Inventory.new(player.inventory.size()).to_data())
if hud != null:
hud.close_screens()
var bed := spawn_bed()
if bed != null:
_respawn_at_bed(bed)
else:
_respawn()
if has_bed_spawn:
has_bed_spawn = false
Actions.notify.emit("Your bed is gone, so you woke at the island start")
player.survival.reset_after_death()
Actions.notify.emit("You died. Your belongings are in your grave." if has_items else "You died.")
# --- beds and sleeping ------------------------------------------------------
## The bed you respawn at, if it still exists.
func spawn_bed() -> Node3D:
if not has_bed_spawn:
return null
for p in _pieces.get_children():
if p.item_id == "bed" and not p.is_queued_for_deletion() and p.global_position.distance_to(bed_spawn) < 0.3:
return p
return null
func set_bed_spawn(bed: Node3D) -> void:
has_bed_spawn = true
bed_spawn = bed.global_position
func _respawn_at_bed(bed: Node3D) -> void:
player.global_position = bed.global_position + Vector3(0, 0.9, 0)
player.velocity = Vector3.ZERO
player.rotation = Vector3(0.0, bed.global_basis.get_euler().y + PI, 0.0)
player.get_node("Camera3D").rotation.x = 0.0
## Why you can't sleep in `bed` right now ("" = you can).
func sleep_block_reason(bed: Node3D) -> String:
var h: float = day_night.hours()
if h > 5.5 and h < 19.5:
return "You can only sleep at night (after 19:30)"
if not build.sheltered_at(bed.global_position):
return "Your bed needs a roof and walls around it"
return ""
## Sleeps until 06:00: the clock, fires, regrowth and weather all move on.
func sleep(p: Node3D) -> void:
var secs: float = fposmod(6.0 - day_night.hours(), 24.0) / 24.0 * day_night.day_length
if hud != null:
hud.fade(func(): _finish_sleep(p, secs))
else:
_finish_sleep(p, secs)
func _finish_sleep(p: Node3D, secs: float) -> void:
skip_time(secs)
p.survival.after_sleep(secs)
save_now()
Actions.notify.emit("You slept until morning")
## Fast-forwards the world (not the player) by `secs`.
func skip_time(secs: float) -> void:
day_night.advance(secs)
day_night.apply(true)
weather.snap()
props.skip_time(secs)
for f in get_tree().get_nodes_in_group("heat"):
if f.has_method("burn"):
f.burn(secs)
func _on_terrain_ready() -> void:
var t0 := Time.get_ticks_msec()
_spawn = terrain.find_spawn(Vector2.ZERO)
var lake: Vector2 = terrain.lake_center
var to_lake := lake - Vector2(_spawn.x, _spawn.z)
_spawn_yaw = atan2(-to_lake.x, -to_lake.y)
player.water_level = terrain.water_level
props.place_on(terrain, player if not menu_mode else _menu_cam, _spawn)
print("[world] scenery placed in %d ms" % (Time.get_ticks_msec() - t0))
if menu_mode:
return
_respawn()
if Saves.has_world():
var state: Dictionary = Saves.load_state(Saves.current_id)
if not state.is_empty():
apply_save(state)
print("[world] loaded '%s'" % Saves.current_id)
player.set_physics_process(true)
set_physics_process(true)
creatures.setup(self)
if not "--no-creatures" in OS.get_cmdline_user_args():
creatures.populate()
creatures.enabled = true
_maybe_capture()
func _process(delta: float) -> void:
if menu_mode:
# Slow orbit over the valley, looking toward the lake.
_menu_t += delta * 0.025
var r := 70.0
var p := Vector3(cos(_menu_t) * r, 0.0, sin(_menu_t) * r)
p.y = maxf(terrain.sample_height(p.x, p.z), terrain.water_level) + 24.0
_menu_cam.global_position = p
var lake: Vector2 = terrain.lake_center
_menu_cam.look_at(Vector3(lake.x * 0.5, 2.0, lake.y * 0.5), Vector3.UP)
return
if not Saves.has_world() or get_tree().paused:
return
_session_time += delta
_autosave_left -= delta
if _autosave_left <= 0.0:
save_now()
# --- saving -----------------------------------------------------------------
## Writes the current game to the active world slot. Returns false if this
## session isn't tied to a slot (e.g. running world.tscn directly).
func save_now() -> bool:
_autosave_left = AUTOSAVE_SECONDS
if not Saves.has_world():
return false
var ok: bool = Saves.save_state(Saves.current_id, collect_save(), _session_time)
if ok:
_session_time = 0.0
Actions.notify.emit("Game saved" if ok else "Save FAILED")
return ok
func _notification(what: int) -> void:
if what == NOTIFICATION_WM_CLOSE_REQUEST and Saves.has_world() and not menu_mode:
save_now()
get_tree().quit()
static func _xf_to_array(xf: Transform3D) -> Array:
var b := xf.basis
return [b.x.x, b.x.y, b.x.z, b.y.x, b.y.y, b.y.z, b.z.x, b.z.y, b.z.z, xf.origin.x, xf.origin.y, xf.origin.z]
static func _array_to_xf(a: Array) -> Transform3D:
return Transform3D(Vector3(a[0], a[1], a[2]), Vector3(a[3], a[4], a[5]), Vector3(a[6], a[7], a[8]), Vector3(a[9], a[10], a[11]))
## Everything the player changed. The rest regenerates from the seed.
func collect_save() -> Dictionary:
var cam: Camera3D = player.get_node("Camera3D")
var harvested := {}
for uid in props.resource_nodes:
var n = props.resource_nodes[uid]
if not is_instance_valid(n) or n.depleted:
harvested[uid] = 0.0
elif n.hp < n.max_hp:
harvested[uid] = n.hp
var regrow := {}
for uid in props.forage:
var f = props.forage[uid]
if is_instance_valid(f) and f.regrow_left > 0.0:
regrow[uid] = f.regrow_left
var taken: Array = []
for uid in props.pickups:
var pk = props.pickups[uid]
if not is_instance_valid(pk) or pk.taken:
taken.append(uid)
var dropped: Array = []
for d in _dropped.get_children():
if d.is_queued_for_deletion() or d.taken:
continue
dropped.append({"item": d.item_id, "count": d.amount, "xf": _xf_to_array(d.global_transform)})
var pieces: Array = []
for piece in _pieces.get_children():
if piece.is_queued_for_deletion():
continue
var entry := {"item": piece.item_id, "xf": _xf_to_array(piece.global_transform)}
if piece.get("inventory") != null:
entry["inventory"] = piece.inventory.to_data()
if piece.has_method("save_extra"):
entry["extra"] = piece.save_extra()
pieces.append(entry)
return {
"player": {
"pos": [player.global_position.x, player.global_position.y, player.global_position.z],
"yaw": player.rotation.y,
"pitch": cam.rotation.x,
"inventory": player.inventory.to_data(),
"selected": player.selected,
"stats": player.survival.to_data(),
"worn": player.worn,
},
"dropped": dropped,
"time": {"day": day_night.day, "time": day_night.time},
"spawn": {"bed": has_bed_spawn, "pos": [bed_spawn.x, bed_spawn.y, bed_spawn.z]},
"forage_regrow": regrow,
"regrow": props.regrow.duplicate(),
"harvested": harvested,
"pickups_taken": taken,
"pieces": pieces,
}
func apply_save(s: Dictionary) -> void:
var p: Dictionary = s.get("player", {})
if p.has("pos"):
player.global_position = Vector3(p.pos[0], p.pos[1] + 0.05, p.pos[2])
player.rotation = Vector3(0.0, float(p.get("yaw", 0.0)), 0.0)
player.get_node("Camera3D").rotation.x = float(p.get("pitch", 0.0))
if p.has("inventory"):
player.inventory.load_data(p.inventory)
player.select(int(p.get("selected", 0)))
if p.has("stats"):
player.survival.load_data(p.stats)
player.worn = String(p.get("worn", ""))
player.worn_changed.emit()
for d in s.get("dropped", []):
if not ItemDB.get_item(d.get("item", "")).is_empty():
drop_item(d.item, int(d.get("count", 1)), _array_to_xf(d.xf))
var t: Dictionary = s.get("time", {})
if not t.is_empty():
day_night.day = int(t.get("day", 1))
day_night.time = float(t.get("time", day_night.time))
day_night.apply(true)
var regrow: Dictionary = s.get("forage_regrow", {})
for uid in regrow:
if props.forage.has(uid):
props.forage[uid].restore(float(regrow[uid]))
var harvested: Dictionary = s.get("harvested", {})
for uid in harvested:
if props.resource_nodes.has(uid):
props.resource_nodes[uid].restore(float(harvested[uid]))
for uid in s.get("pickups_taken", []):
if props.pickups.has(uid) and is_instance_valid(props.pickups[uid]):
props.pickups[uid].collected()
# Regrowth timers (older saves have none: everything gone starts a fresh timer).
props.restore_regrow(s.get("regrow", {}))
var sp: Dictionary = s.get("spawn", {})
has_bed_spawn = bool(sp.get("bed", false))
if sp.has("pos"):
bed_spawn = Vector3(sp.pos[0], sp.pos[1], sp.pos[2])
weather.snap()
_loading = true
for e in s.get("pieces", []):
var def: Dictionary = ItemDB.get_item(e.get("item", ""))
if def.is_empty() or not def.has("place"):
continue
var piece := spawn_piece(def, _array_to_xf(e.xf))
if e.has("inventory") and piece.get("inventory") != null:
piece.inventory.load_data(e.inventory)
if e.has("extra") and piece.has_method("load_extra"):
piece.load_extra(e.extra)
_loading = false
build.recompute() # same terrain, same pieces: nothing collapses on load
_update_grass_cuts()
func _respawn() -> void:
player.global_position = _spawn + Vector3(0.0, 1.5, 0.0)
player.velocity = Vector3.ZERO
player.rotation = Vector3(0.0, _spawn_yaw, 0.0)
player.get_node("Camera3D").rotation.x = 0.0
func _physics_process(_delta: float) -> void:
var p := player.global_position
var half: float = terrain.size * 0.5
if p.y < terrain.min_height - 30.0 or absf(p.x) > half or absf(p.z) > half \
or not terrain.inside_boundary(p.x, p.z, -4.0):
push_warning("[world] player left the map at %s; respawning" % p)
_respawn()
# --- building ---------------------------------------------------------------
## Whether a piece can go at `xf`: inside the valley, on dry fairly flat
## ground (or a floor), and not overlapping trees, rocks or other pieces.
## Building pieces have their own rules (build_system.gd).
func placement_valid(def: Dictionary, xf: Transform3D) -> bool:
if BuildPiece.is_build(def):
return build.check(def, xf).is_empty()
var p := xf.origin
if not terrain.inside_boundary(p.x, p.z, 1.5):
return false
if p.y < terrain.water_level + 0.15:
return false
var fp: Array = def.place.get("footprint", [1.0, 1.0])
var hx := float(fp[0]) * 0.5
var hz := float(fp[1]) * 0.5
# Something solid (ground or a floor) under each corner, close to the base.
var space := get_world_3d().direct_space_state
for c in [Vector3(-hx, 0, -hz), Vector3(hx, 0, -hz), Vector3(-hx, 0, hz), Vector3(hx, 0, hz)]:
var w: Vector3 = xf * c
var rq := PhysicsRayQueryParameters3D.create(w + Vector3(0, 0.45, 0), w - Vector3(0, 0.45, 0), 1, [player.get_rid()])
if space.intersect_ray(rq).is_empty():
return false
# Overlap test against everything solid except the ground itself.
var box := BoxShape3D.new()
box.size = Vector3(hx * 2.0 - 0.1, 1.0, hz * 2.0 - 0.1)
var q := PhysicsShapeQueryParameters3D.new()
q.shape = box
q.transform = Transform3D(xf.basis, p + Vector3(0, 0.75, 0))
q.collision_mask = 1
q.exclude = [terrain.get_node("TerrainBody").get_rid(), player.get_rid()]
return get_world_3d().direct_space_state.intersect_shape(q, 1).is_empty()
func spawn_piece(def: Dictionary, xf: Transform3D) -> Node3D:
var script: Script = PIECES.get(def.place.piece, preload("res://scripts/building/piece.gd"))
var piece: StaticBody3D = script.new()
piece.setup(def)
_pieces.add_child(piece)
piece.global_transform = xf
if piece.is_in_group("build") and not _loading:
build.recompute()
if piece.kind == "floor":
_update_grass_cuts()
return piece
## Grass doesn't grow up through floors.
func _update_grass_cuts() -> void:
var xfs: Array = []
for p in _pieces.get_children():
if p.is_in_group("build") and p.kind == "floor" and not p.is_queued_for_deletion():
xfs.append(p.global_transform)
props.set_grass_cuts(xfs, 1.02)
## Leaves `count` of an item lying in the world at `xf` (an arrow stuck in a
## tree, a thrown spear, meat that didn't fit). Saved with the world.
func drop_item(id: String, count: int, xf: Transform3D) -> Node3D:
var pk: Area3D = preload("res://scripts/world/pickup.gd").new()
pk.setup(id, ItemDB.mesh_for(id), ItemDB.item_material(), 0.3)
pk.amount = count
pk.dropped = true
_dropped.add_child(pk)
pk.global_transform = xf
return pk
## Fires an arrow or thrown spear (Actions validated it).
func launch(id: String, origin: Vector3, vel: Vector3, damage: float, shooter: Node3D) -> Node3D:
var pr: Node3D = preload("res://scripts/creatures/projectile.gd").new()
pr.setup(id, self, origin, vel, damage, shooter)
add_child(pr)
return pr
## Takes a piece out of the world (dismantled). Anything that loses its
## support collapses, and its item goes back to `refund_to` if there's room.
## Returns how many pieces collapsed.
func remove_piece(piece: Node3D, refund_to: Node3D = null) -> int:
if piece.item_id == "bed" and spawn_bed() == piece:
has_bed_spawn = false
Actions.notify.emit("Spawn point cleared")
var was_build := piece.is_in_group("build")
_pieces.remove_child(piece)
piece.queue_free()
if not was_build:
return 0
var weak: Array = build.recompute()
for w in weak:
if refund_to != null:
Actions._give(refund_to, w.item_id, 1)
_collapse_fx(w)
_pieces.remove_child(w)
w.queue_free()
if not weak.is_empty():
build.recompute()
Actions.notify.emit("%d piece%s collapsed" % [weak.size(), "" if weak.size() == 1 else "s"])
_settle_loose_pieces()
_update_grass_cuts()
return weak.size()
## A collapsing piece: a copy of its mesh tumbles down and sinks away.
func _collapse_fx(piece: Node3D) -> void:
if DisplayServer.get_name() == "headless":
return
var mi := MeshInstance3D.new()
mi.mesh = piece.get_node("Mesh").mesh
mi.material_override = ItemDB.item_material()
add_child(mi)
mi.global_transform = piece.global_transform
var tw := mi.create_tween().set_parallel(true)
tw.tween_property(mi, "global_position:y", mi.global_position.y - 4.0, 1.2).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
tw.tween_property(mi, "rotation:x", mi.rotation.x + randf_range(-0.8, 0.8), 1.2)
tw.chain().tween_callback(mi.queue_free)
## Chests, fires and beds left hanging after a collapse drop to whatever is
## below them.
func _settle_loose_pieces() -> void:
var space := get_world_3d().direct_space_state
for p in _pieces.get_children():
if p.is_in_group("build") or p.is_queued_for_deletion():
continue
var at: Vector3 = p.global_position
var rq := PhysicsRayQueryParameters3D.create(at + Vector3(0, 0.3, 0), at - Vector3(0, 0.5, 0), 1, [p.get_rid()])
if not space.intersect_ray(rq).is_empty():
continue
rq = PhysicsRayQueryParameters3D.create(at, at - Vector3(0, 80, 0), 1, [p.get_rid(), player.get_rid()])
var hit := space.intersect_ray(rq)
p.global_position.y = hit.position.y if not hit.is_empty() else terrain.sample_height(at.x, at.z)
# --- dev screenshot hook ----------------------------------------------------
func _maybe_capture() -> void:
var prefix := ""
for a in OS.get_cmdline_user_args():
if a.begins_with("--shot="):
prefix = a.trim_prefix("--shot=")
if prefix.is_empty():
return
var lake: Vector2 = terrain.lake_center
# [name, eye position (y = height above ground), look-at point] ; null = spawn view
var views := [
["spawn", null, null],
["aerial", Vector3(0, 110, 150), Vector3(0, 0, -20)],
["lake", Vector3(lake.x - 30.0, 3.0, lake.y + 22.0), Vector3(lake.x, -2.0, lake.y)],
["forest", Vector3(-40, 1.7, 30), Vector3(-70, 4.0, 10)],
["rim", Vector3(0, 2.0, 70), Vector3(0, 25.0, 125)],
]
# Sea-cliff views: from the cliff top out to sea, and from the water back at the cliff.
var sa: float = terrain.sea_angle_deg
var top: Vector2 = terrain.coast_point(sa + 12.0, -6.0)
var out: Vector2 = terrain.coast_point(sa + 12.0, 200.0)
views.append(["seacliff_top", Vector3(top.x, 1.7, top.y), Vector3(out.x, terrain.sea_level - 6.0, out.y)])
var boat: Vector2 = terrain.coast_point(sa - 6.0, 38.0)
var face: Vector2 = terrain.coast_point(sa + 4.0, 0.0)
var boat_eye := Vector3(boat.x, terrain.sea_level + 3.0 - terrain.sample_height(boat.x, boat.y), boat.y)
views.append(["seacliff_from_sea", boat_eye, Vector3(face.x, terrain.sea_level + 8.0, face.y)])
# Along the cliff edge into the western headland (where the old pit was).
var walk: Vector2 = terrain.coast_point(sa - 20.0, -8.0)
var head: Vector2 = terrain.coast_point(sa - 52.0, 0.0)
views.append(["headland", Vector3(walk.x, 1.7, walk.y), Vector3(head.x, 2.0, head.y)])
await get_tree().create_timer(4.0).timeout
set_physics_process(false) # views may sit outside the walkable area
var cam: Camera3D = player.get_node("Camera3D")
for v in views:
if v[1] != null:
player.set_physics_process(false)
var eye: Vector3 = v[1]
eye.y += terrain.sample_height(eye.x, eye.z)
var dir: Vector3 = (v[2] as Vector3) - eye
player.global_position = eye - Vector3(0.0, cam.position.y, 0.0)
player.rotation = Vector3(0.0, atan2(-dir.x, -dir.z), 0.0)
cam.rotation.x = atan2(dir.y, Vector2(dir.x, dir.z).length())
props._update_grass(100000)
await get_tree().create_timer(1.0).timeout
await RenderingServer.frame_post_draw
var path := "%s_%s.png" % [prefix, v[0]]
get_viewport().get_texture().get_image().save_png(path)
print("[world] saved ", path)
await _capture_survival(prefix, cam)
get_tree().quit()
## Survival views: a small camp in front of the spawn (axe in hand), then the
## inventory screen with a chest open.
func _capture_survival(prefix: String, cam: Camera3D) -> void:
_respawn()
var inv: Inventory = player.inventory
for pair in [["stone_axe", 1], ["stone_pickaxe", 1], ["campfire", 1], ["club", 1],
["wood", 23], ["stick", 12], ["stone", 17], ["flint", 5]]:
inv.add(pair[0], pair[1])
var fwd := -player.global_basis.z
var right := player.global_basis.x
var chest: Node = null
for k in [["campfire", 4.5, 0.0], ["workbench", 7.0, -2.8], ["chest", 6.5, 2.4]]:
var p: Vector3 = player.global_position + fwd * float(k[1]) + right * float(k[2])
p.y = terrain.sample_height(p.x, p.z)
var piece := spawn_piece(ItemDB.get_item(k[0]), Transform3D(Basis(Vector3.UP, player.rotation.y), p))
if k[0] == "chest":
chest = piece
player.select(0)
cam.rotation.x = -0.22
await get_tree().create_timer(2.5).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_camp.png" % prefix)
print("[world] saved %s_camp.png" % prefix)
# Same camp at dusk and at night, torch in hand.
inv.set_slot(1, {"id": "torch", "count": 1})
player.select(1)
for shot in [["dusk", 18.3], ["night", 22.5]]:
day_night.time = float(shot[1]) / 24.0
day_night.apply(true)
await get_tree().create_timer(1.5).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_camp_%s.png" % [prefix, shot[0]])
print("[world] saved %s_camp_%s.png" % [prefix, shot[0]])
day_night.time = 9.0 / 24.0
day_night.apply(true)
chest.inventory.add("wood", 40)
chest.inventory.add("stone", 12)
player.global_position = chest.global_position + fwd * -2.0
hud._screen.open(chest)
await get_tree().create_timer(0.6).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_inventory.png" % prefix)
print("[world] saved %s_inventory.png" % prefix)
hud._screen.close()
hud._menu.open()
await get_tree().create_timer(0.4).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_menu.png" % prefix)
print("[world] saved %s_menu.png" % prefix)
hud._menu.close()
await _capture_weather(prefix, cam)
await _capture_creatures(prefix, cam)
## Wildlife views: a rabbit, a deer and a boar in a meadow, the bow drawn on
## a deer, and a carcass with an arrow in it.
func _capture_creatures(prefix: String, cam: Camera3D) -> void:
weather.force("clear")
weather.snow_cover = 0.0
weather.ground_wet = 0.0
day_night.time = 9.5 / 24.0
day_night.apply(true)
creatures.enabled = false
for c in creatures.get_children():
c.queue_free()
_respawn()
player.survival.wet = 0.0
# Open meadow toward the lake, looking the same way as the spawn view.
var site: Vector3 = build.debug_find_site(player.global_position - player.global_basis.z * 16.0 + player.global_basis.x * 10.0, 7.0)
site.y = terrain.sample_height(site.x, site.z)
var hb := Basis(Vector3.UP, player.rotation.y)
var line: Array = []
for k in [["rabbit", Vector3(-1.6, 0, -4.0), 0.9], ["deer", Vector3(1.4, 0, -8.0), -1.2], ["boar", Vector3(-3.8, 0, -7.5), 2.1]]:
var c: Node3D = creatures.spawn(k[0], site + hb * (k[1] as Vector3))
c.set_physics_process(false)
c.yaw = player.rotation.y + float(k[2])
c.rotation.y = c.yaw
line.append(c)
var eye: Vector3 = site + hb * Vector3(0, 0, 1.0)
eye.y = terrain.sample_height(eye.x, eye.z) + 1.7
player.set_physics_process(false)
player.inventory.set_slot(2, {"id": "spear", "count": 1})
player.select(2)
_aim_camera(cam, eye, site + hb * Vector3(-0.8, 0.4, -6.0))
await get_tree().create_timer(1.5).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_animals.png" % prefix)
print("[world] saved %s_animals.png" % prefix)
# Bow drawn on the deer.
player.inventory.set_slot(3, {"id": "bow", "count": 1})
player.inventory.set_slot(4, {"id": "arrow", "count": 12})
player.select(3)
var deer: Node3D = line[1]
_aim_camera(cam, eye, deer.global_position + Vector3(0, 1.1, 0))
player.hands._drawing = true
player.hands._draw_t = 0.8
await get_tree().create_timer(0.8).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_bow.png" % prefix)
print("[world] saved %s_bow.png" % prefix)
player.hands._drawing = false
# A felled deer.
deer.take_hit(100.0, eye, "arrow")
player.select(0)
var back := eye - deer.global_position
back.y = 0.0
var near: Vector3 = deer.global_position + back.normalized() * 2.8
near.y = terrain.sample_height(near.x, near.z) + 1.7
_aim_camera(cam, near, deer.global_position + Vector3(0, 0.3, 0))
await get_tree().create_timer(1.0).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_carcass.png" % prefix)
print("[world] saved %s_carcass.png" % prefix)
## Weather views: a snapped-together hut in clear weather, rain, a storm and
## snow, and the view out of its open door in the rain.
func _capture_weather(prefix: String, cam: Camera3D) -> void:
_respawn()
player.set_physics_process(false)
var yaw: float = player.rotation.y
var hb := Basis(Vector3.UP, yaw)
var site: Vector3 = build.debug_find_site(player.global_position - player.global_basis.z * 11.0, 3.0)
var hut: Dictionary = await build.debug_build_hut(site, yaw)
print("[world] demo hut: %d pieces, failed %s" % [hut.placed, hut.failed])
var top: float = hut.pieces[0].global_position.y
spawn_piece(ItemDB.get_item("bed"), Transform3D(hb, site + hb * Vector3(1.0, top - site.y, -0.6)))
var fire_at: Vector3 = site + hb * Vector3(-0.6, 0, 4.5)
fire_at.y = terrain.sample_height(fire_at.x, fire_at.z)
var fire: Node = spawn_piece(ItemDB.get_item("campfire"), Transform3D(hb, fire_at))
fire.fuel = fire.MAX_FUEL
var door: Node = null
for p in hut.pieces:
if p.item_id == "wood_door":
door = p
player.select(4) # wood: nothing lit in hand
var outside_eye: Vector3 = site + hb * Vector3(4.2, 0, 8.5)
outside_eye.y = terrain.sample_height(outside_eye.x, outside_eye.z) + 1.7
var look: Vector3 = site + Vector3(0, 1.4, 0)
day_night.time = 10.5 / 24.0
for shot in [["hut_clear", "clear", 10.5], ["hut_rain", "rain", 10.5], ["hut_storm", "storm", 16.0], ["hut_snow", "snow", 11.0]]:
weather.force(shot[1])
if shot[1] == "snow":
weather.snow_cover = 1.0
weather.ground_wet = 0.0
day_night.time = float(shot[2]) / 24.0
day_night.apply(true)
_aim_camera(cam, outside_eye, look)
await get_tree().create_timer(2.0).timeout
if shot[1] == "storm":
weather.flash = 0.8
day_night.apply(true)
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_%s.png" % [prefix, shot[0]])
print("[world] saved %s_%s.png" % [prefix, shot[0]])
# From inside, out through the open door, in the rain.
weather.force("rain")
weather.snow_cover = 0.0
day_night.time = 17.5 / 24.0
day_night.apply(true)
door.set_open(true, false)
var in_eye: Vector3 = site + hb * Vector3(0.6, top - site.y + 1.6, -1.2)
_aim_camera(cam, in_eye, site + hb * Vector3(1.2, top - site.y + 1.2, 6.0))
await get_tree().create_timer(2.0).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_hut_inside.png" % prefix)
print("[world] saved %s_hut_inside.png" % prefix)
weather.force("")
func _aim_camera(cam: Camera3D, eye: Vector3, at: Vector3) -> void:
var dir := at - eye
player.global_position = eye - Vector3(0.0, cam.position.y, 0.0)
player.rotation = Vector3(0.0, atan2(-dir.x, -dir.z), 0.0)
cam.rotation.x = atan2(dir.y, Vector2(dir.x, dir.z).length())
props._update_grass(100000)