Files
Cinderwild/scripts/fishing/bobber.gd

164 lines
5.3 KiB
GDScript

extends Node3D
## A cast fishing float.
##
## flying -> it arcs out from the rod tip.
## floating -> it landed on deep enough water; a fish bites after a while
## (sooner at dawn and dusk, and in the rain).
## biting -> the float dips; you have BITE_WINDOW seconds to reel in
## (Actions.reel), or the fish gets away and you wait again.
## landed -> it fell on dry ground: nothing will bite. Reel in and try again.
## Walking too far away snaps the line.
##
## A line is drawn from the rod tip each frame (hands.gd gives the tip).
const BITE_WINDOW := 1.5
const LINE_LENGTH := 26.0
var water_type := "" ## "lake", "sea"... (world.water_at)
var table: Dictionary = {} ## that water's fishing table (ItemDB.water_fishing)
var world: Node3D
var player: Node3D
var state := "flying"
var velocity := Vector3.ZERO
var fish := "" ## what's on the line while biting
var wait_left := 0.0
var bite_left := 0.0
var rng := RandomNumberGenerator.new()
var tip := Vector3.ZERO ## rod tip, world space (set by hands.gd)
var _t := 0.0
var _mesh: MeshInstance3D
var _line: MeshInstance3D
var _imesh: ImmediateMesh
func setup(w: Node3D, p: Node3D, from: Vector3, vel: Vector3, seed: int) -> void:
world = w
player = p
velocity = vel
position = from
tip = from
rng.seed = seed
_mesh = MeshInstance3D.new()
_mesh.mesh = ItemDB.mesh_for("bobber")
_mesh.material_override = ItemDB.item_material()
_mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
add_child(_mesh)
_imesh = ImmediateMesh.new()
_line = MeshInstance3D.new()
_line.mesh = _imesh
_line.top_level = true
_line.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
var lm := StandardMaterial3D.new()
lm.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
lm.albedo_color = Color(0.9, 0.9, 0.85, 0.7)
lm.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_line.material_override = lm
add_child(_line)
## Online, our game shows the server's float (creature_net.gd): it doesn't
## run any fishing itself, it's just moved and shown.
var puppet := false
func _physics_process(delta: float) -> void:
if puppet:
_t += delta
_mesh.position.y = (-0.06 + sin(_t * 18.0) * 0.03) if state == "biting" else (sin(_t * 2.2) * 0.012 if state == "floating" else 0.0)
return
step(delta)
func _process(_delta: float) -> void:
_draw_line()
func _dawn_dusk() -> bool:
var h: float = world.day_night.hours()
return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5)
## How long until the next bite (seconds), from data/fish.json.
func _next_wait() -> float:
var mods: Dictionary = ItemDB.fishing.modifiers
var w: Array = table.get("bite_wait", [5.0, 14.0])
var k := 1.0
if _dawn_dusk():
k *= float(mods.get("dawn_dusk_wait", 0.6)) # fish feed at dawn and dusk
if world.weather.precip > 0.3:
k *= float(mods.get("rain_wait", 0.8))
return rng.randf_range(w[0], w[1]) * k
## A weighted pick from this water's fish (dawn/dusk weights when they apply).
func _pick_fish() -> String:
var fish: Array = table.get("fish", [])
var key := "dawn_dusk" if _dawn_dusk() else "weight"
var total := 0.0
for f in fish:
total += float(f[key])
var roll := rng.randf() * total
for f in fish:
roll -= float(f[key])
if roll <= 0.0:
return f.id
return fish[-1].id if not fish.is_empty() else ""
func step(dt: float) -> void:
_t += dt
var terrain: Node3D = world.terrain
if global_position.distance_to(player.global_position) > LINE_LENGTH + 4.0:
Actions.tell(player, "The line snapped")
world.end_fishing(player)
return
match state:
"flying":
velocity.y -= 9.8 * dt
var p := global_position + velocity * dt
var ground: float = terrain.sample_height(p.x, p.z)
var water: Dictionary = world.water_at(p.x, p.z)
if not water.is_empty() and p.y <= float(water.surface):
p.y = water.surface
water_type = water.type
table = ItemDB.water_fishing(water_type)
if table.is_empty() or table.fish.is_empty():
state = "landed"
Actions.tell(player, "Nothing to catch here")
elif float(water.depth) < float(table.min_depth):
state = "landed"
Actions.tell(player, "Too shallow here: cast further out")
else:
state = "floating"
wait_left = _next_wait()
elif p.y <= ground + 0.03:
p.y = ground + 0.03
state = "landed"
Actions.tell(player, "Cast into the water")
Sfx.at("splash", p)
global_position = p
"floating":
wait_left -= dt
_mesh.position.y = sin(_t * 2.2) * 0.012
if wait_left <= 0.0:
state = "biting"
fish = _pick_fish()
bite_left = BITE_WINDOW
Actions.tell(player, "Bite! Click to reel in")
Sfx.at("bite", global_position)
"biting":
bite_left -= dt
# The float bobs hard and goes under.
_mesh.position.y = -0.06 + sin(_t * 18.0) * 0.03
if bite_left <= 0.0:
state = "floating"
fish = ""
wait_left = _next_wait() * float(ItemDB.fishing.modifiers.get("missed_wait", 1.3))
_mesh.position.y = 0.0
Actions.tell(player, "It got away")
func _draw_line() -> void:
_imesh.clear_surfaces()
_imesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP)
var a := tip
var b := global_position + Vector3(0, 0.1, 0)
for i in range(13):
var k := i / 12.0
var p := a.lerp(b, k)
p.y -= sin(k * PI) * 0.06 * a.distance_to(b) * (0.3 if state == "biting" else 1.0) # slack
_imesh.surface_add_vertex(p)
_imesh.surface_end()