Wolves - Den: a boulder cave at the foot of the rim, sited from the seed (away from the sea and spawn, mouth toward the valley, clearing in front) - Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day - Wary pack hunters: circle and dart in one at a time; a lit campfire is a safe zone, a torch makes them hesitate, walls block bites (line of sight); hit one and the pack turns; hurt wolves flee; a lone wolf is timid; by day they defend the den; home at dawn - Glowing eyes, synthesised howls, can't sleep with wolves prowling - Wolf pelt and Wolf Cloak (+25 warmth) - Animals take a committed detour around obstacles Fishing - Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite - Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them - Visible fish near the shore that jump with splash rings Mixed diet - Foods belong to meat, fish or greens; each level runs down over ~1.5 days - One group low: no healing; two low: Malnourished (health drains); all three good: Balanced diet (heal x1.5); HUD diet bars; saved Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
164 lines
4.9 KiB
GDScript
164 lines
4.9 KiB
GDScript
extends "res://scripts/creatures/creature.gd"
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## A wolf: a member of the pack that lives in the den (wolf_pack.gd decides
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## what the pack is doing; this decides what one wolf does about it).
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##
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## Wary pack hunters rather than berserkers:
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## - In the den by day they rest, but they defend it. Come within 14 m and
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## they get up and watch you; within 8 m (or hit one) and they attack.
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## - At night the pack stalks you. They circle at a distance and take turns
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## darting in to bite, one wolf at a time.
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## - Fire keeps them back: near a lit campfire they circle wide and never
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## close in. A held torch makes them hesitate.
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## - They can't bite through walls (a line-of-sight check), so a closed hut
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## is safe.
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## - A wolf on its own is timid: it keeps its distance and backs off.
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## - A badly hurt wolf runs, and comes back another night.
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var pack: Node
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var slot := 0
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var wounded := false ## ran off hurt: stays away until dawn
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func display_name() -> String:
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return "Wolf"
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func interact_prompt(p: Node) -> String:
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if is_dead():
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return "Wolf carcass [E] Butcher"
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var s := "Wolf"
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match state:
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"rest": s = "Wolf (resting)"
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"alert", "stalk": s = "Wolf (watching you)"
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"lunge", "defend": s = "Wolf (attacking!)"
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if not Actions.melee_stats(p).armed and not ItemDB.get_item(p.held_item_id()).has("bow"):
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s += " (you need a weapon)"
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return s
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func _think(dt: float) -> void:
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var pp: Vector3 = player.global_position
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var d := global_position.distance_to(pp)
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_state_t -= dt
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if state == "flee":
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var away := global_position - _threat
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steer(atan2(-away.x, -away.z))
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if _state_t <= 0.0 and d > 30.0:
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state = "home"
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return
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if wounded and pack.mode == "hunt":
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_go_to(pack.home_slot(self))
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state = "home"
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return
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match pack.mode:
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"den":
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_think_den(pp, d)
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"hunt":
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if _aggro > 0.0 and d < 25.0:
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_attack(pp, d, "defend")
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elif pack.alive_count() <= 1:
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_think_alone(pp, d)
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else:
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_think_hunt(pp, d)
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_:
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_think_den(pp, d)
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## Daytime (and the howling night before hunts begin): rest at the den,
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## defend it if you come too close.
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func _think_den(pp: Vector3, d: float) -> void:
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var den_d: float = pack.den_pos.distance_to(pp)
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if (_aggro > 0.0 or den_d < pack.DEFEND_RADIUS) and d < 25.0:
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_attack(pp, d, "defend")
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return
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if den_d < pack.ALERT_RADIUS:
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state = "alert"
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var to := pp - global_position
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target_yaw = atan2(-to.x, -to.z)
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return
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var home: Vector3 = pack.home_slot(self)
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if Vector2(home.x - global_position.x, home.z - global_position.z).length() > 1.2:
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state = "home"
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_go_to(home)
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else:
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state = "rest"
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target_yaw = pack.den_yaw + (slot - 1.5) * 0.6
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## Night, with the pack: circle, and dart in when it's your turn.
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func _think_hunt(pp: Vector3, d: float) -> void:
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match state:
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"lunge":
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# Break off first if you've reached a fire or it's taking too long.
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if _state_t <= 0.0 or not pack.may_close_in():
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state = "stalk"
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pack.lunge_done(self)
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else:
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_attack(pp, d, "lunge")
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"retreat":
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var away := global_position - pp
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steer(atan2(-away.x, -away.z))
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if _state_t <= 0.0:
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state = "stalk"
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_:
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state = "stalk"
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_go_to(pack.circle_point(self))
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if pack.request_lunge(self):
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state = "lunge"
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_state_t = 4.0
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## The last wolf of a pack keeps its distance and won't start a fight.
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func _think_alone(pp: Vector3, d: float) -> void:
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if d < 10.0:
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_threat = pp
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state = "flee"
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_state_t = 3.0
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return
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state = "stalk"
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_go_to(pp + (global_position - pp).normalized() * 18.0)
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## Run at the player and bite when in range with nothing in between.
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func _attack(pp: Vector3, d: float, as_state: String) -> void:
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state = as_state
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var to := pp - global_position
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steer(atan2(-to.x, -to.z))
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if d < def.attack_range and _attack_cd <= 0.0 and _can_reach_player():
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_attack_cd = def.attack_cd
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player.survival.damage(def.damage, global_position)
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if as_state == "lunge":
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state = "retreat"
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_state_t = 1.6
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pack.lunge_done(self)
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## No wall, door or rock between the wolf's jaws and the player.
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func _can_reach_player() -> bool:
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var from := global_position + Vector3(0, 0.8, 0)
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var to: Vector3 = player.global_position + Vector3(0, 1.0, 0)
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var q := PhysicsRayQueryParameters3D.create(from, to, 1)
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q.exclude = [get_rid(), player.get_rid(), terrain.get_node("TerrainBody").get_rid()]
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return get_world_3d().direct_space_state.intersect_ray(q).is_empty()
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func _go_to(p: Vector3) -> void:
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var to := p - global_position
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to.y = 0.0
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if to.length() > 0.3:
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steer(atan2(-to.x, -to.z))
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_goal_d = to.length()
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var _goal_d := 0.0
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func _desired_speed() -> float:
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match state:
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"rest", "alert": return 0.0
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"home": return 2.2 if _goal_d < 8.0 else 6.0
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"stalk": return 0.0 if _goal_d < 1.0 else (3.4 if _goal_d < 7.0 else 7.5)
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"lunge", "defend": return def.run
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"retreat": return 6.0
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"flee": return def.run
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return 0.0
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func _react(from: Vector3) -> void:
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pack.alert(from)
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if hp < def.hp * 0.4:
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wounded = true
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_threat = from
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state = "flee"
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_state_t = 6.0
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else:
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_aggro = 20.0
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