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