M2.6: server rules (PvP, raiding, locks and friends, death penalty, difficulty, wolf grace), chat, admin commands, server console

This commit is contained in:
Paul Bailey
2026-11-04 22:54:40 +00:00
parent 47fc116839
commit 2ab79b68c6
26 changed files with 1195 additions and 57 deletions

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@@ -113,7 +113,7 @@ What each rule means:
| `raiding` | false / true | Whether players can damage or dismantle **other players'** pieces. |
| `locks` | `off` / `owner` / `owner_and_friends` | Who may open or take from a chest, use a door or bed, or dismantle a piece. Pieces remember who placed them. |
| `death_penalty` | `grave` / `keep` / `drop_all` | Today's grave bag; keep everything; or drop it all on the ground (hardcore-ish). |
| `sleep` | `all_online` / `half` / `off` | When a night can be slept through. |
| `sleep` | `all_online` / `half` / `anyone` / `off` | When a night can be slept through (how many of those online must be in bed). |
| `pause_when_empty` | true / false | Freeze the world when nobody's on (fires don't burn out, no time passes). |
| `wolf_grace_days` | 0-10 | Days before wolves arrive; hunts start the night after. |
| `difficulty` | `easy` / `normal` / `hard` | Multipliers on hunger and diet drain, animal damage and pack size. |
@@ -265,17 +265,46 @@ entity to everyone at first. Distance-based interest is a later
optimisation.
## 6. Admin and console
In-game chat starts with `/`; the server console takes the same commands
without it.
- `/players`, `/kick <name>`, `/ban <name>`, `/unban`, `/admin <name>`
- `/save`, `/backup`, `/time 08:00`, `/weather clear|rain|storm|snow`
- `/rules` (show) and `/set pvp on` (change at runtime, saved to
`server.json`)
- `/rename <old> <new>`, `/release-name <name>`
- `/say <message>` (a server message)
*(Built in M2.6: `chat.gd`, autoload Chat; `rules.gd`.)* In-game chat
starts with `/`; the server console takes the same commands without it
(the server reads its terminal when started with `--console`, which
`server/run_server.sh` does).
- Anyone: `/help`, `/players`, `/rules`, `/friend <name>`,
`/unfriend <name>`, `/friends`.
- Admins: `/kick <name>`, `/ban <name>`, `/unban <name>`, `/admin <name>`,
`/save`, `/time 08:00`, `/weather clear|cloudy|rain|storm|snow|blizzard|auto`,
`/set <rule> <value>` (changes it for everyone at once and saves it to
`server.json`: pvp, raiding, locks, death_penalty, sleep,
pause_when_empty, difficulty, wolf_grace_days, motd, server_name; bad
values are refused with what's allowed), `/say <message>`,
`/release-name <name>`.
- Not built: `/backup` (comes with backups in M2.7) and `/rename` (the name
is the player's own, set in their profile; `/release-name` frees one).
Chat: `T` to talk. It's global, so everyone on the server sees it (no
proximity chat in v1).
Chat: `T` to talk, Enter to send, Esc to cancel. It's global, so everyone
on the server sees it (no proximity chat in v1). Lines fade after 14 s and
all come back while you type. Plain chat is limited to a line every 0.4 s
per player (commands aren't).
**How the rules work** *(M2.6)*:
- Pieces remember who placed them (and graves who died). Everyone's game
knows, so the prompt says "Bob's · Chest". Pieces from before M2.6 are
anyone's.
- `locks`: who may open or take from chests and graves, open doors and use
beds. `owner_and_friends` (the default) lets the people you've
`/friend`ed in; `owner` keeps everyone else out; `off` opens everything.
- `raiding`: taking down a piece you aren't allowed to use. Off by default.
- `pvp`: with it off, weapons and arrows go straight through other players.
On, a swing at someone's avatar is checked on the server (reach,
weapon, stamina, cooldown) and arrows and thrown spears hit people.
Deaths say who did it ("Killed by Bob").
- `death_penalty`: `grave` (default), `keep` (wake with everything) or
`drop_all` (it's all scattered where you fell, for anyone).
- `difficulty`: easy / normal / hard scales hunger and diet drain (x0.75 /
1 / 1.3), animal and wolf damage (x0.7 / 1 / 1.4) and the pack (-1 / 0 /
+1 wolf).
- `wolf_grace_days`: the day wolves move in; they hunt from the next night.
- `sleep`: `all_online` (default), `half`, `anyone` or `off`.
## 7. Saves on the server
```
@@ -333,7 +362,7 @@ player" or "this player":
| **M2.3** *(done)* | world state replicated: resource nodes, pickups, pieces, chests, fires, doors, clock, weather | one chops a tree and the other sees it fall; one builds a wall and the other walks into it |
| **M2.4** *(done)* | intents as RPCs; per-player inventory, stats, diet, death and graves; per-player saves and migration | two players craft, eat, die and loot their own graves; an old single-player save loads |
| **M2.5** *(done)* | wildlife and wolves server-side, projectiles, fishing, sleeping with the rule | a pack hunts two players at once; arrows hit on both screens |
| **M2.6** | server rules: PvP, raiding, locks and friends, death penalty, difficulty; admin console and chat | each preset (co-op, rivals, adversarial) behaves as described in §4 |
| **M2.6** *(done)* | server rules: PvP, raiding, locks and friends, death penalty, difficulty; admin console and chat | each preset (co-op, rivals, adversarial) behaves as described in §4 |
| **M2.7** | hosting polish: "Host game" button, systemd and launchd samples, backups, a Tailscale how-to in the docs | Paul runs it on the home server, and a friend joins over Tailscale and plays for an hour |
## 10. Testing

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@@ -58,6 +58,7 @@ phases M2.0-M2.7).
- [x] Persistence: world save/load on the server *(M2.3)*
- [x] Per-player inventory, stats, death, graves and saves on the server *(M2.4)*
- [x] Animals, wolves, hunting, fishing and sleeping on the server *(M2.5)*
- [x] Server rules (PvP, raiding, locks and friends, death penalty, difficulty, wolf grace), chat and admin commands, server console *(M2.6)*
- **Done when:** a friend joins your self-hosted server and you build together.
## M3 — Addon SDK + sandbox · ~2–3 months

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@@ -30,6 +30,7 @@ Net="*res://scripts/net/net.gd"
WorldNet="*res://scripts/net/world_net.gd"
PlayerNet="*res://scripts/net/player_net.gd"
CreatureNet="*res://scripts/net/creature_net.gd"
Chat="*res://scripts/net/chat.gd"
[display]

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@@ -287,6 +287,38 @@ func melee(player: Node3D, target: Node3D) -> bool:
notify.emit("Killed a %s" % target.display_name().to_lower())
return true
## A melee blow at another player (online, with PvP on). Online only.
func hit_player(player: Node3D, peer: int) -> bool:
if _online():
if not melee_stats(player).armed:
notify.emit(NEED_WEAPON)
return false
return _ask("hit_player", [peer])
if not Net.is_server() or not PlayerNet.proxies.has(peer) or player.get("peer") == peer:
return false
var target: Node3D = PlayerNet.proxies[peer]
if not preload("res://scripts/net/rules.gd").pvp():
notify.emit("PvP is off on this server")
return false
if target.survival.dead:
return false
var m := melee_stats(player)
if not m.armed:
notify.emit(NEED_WEAPON)
return false
# (Positions are where the server last heard you both were: a little slack.)
if player.global_position.distance_to(target.global_position) > m.reach + 2.5:
return false
if Time.get_ticks_msec() < int(player.melee_ready_at):
return false
if not player.survival.use_stamina(m.stamina):
notify.emit("Too tired")
return false
player.melee_ready_at = Time.get_ticks_msec() + int(m.cooldown * 1000.0 * 0.8)
target.survival.damage(m.damage, player.global_position, String(player.display))
notify.emit("Hit %s" % String(target.display))
return true
## An arrow or thrown spear reaching an animal (projectile.gd).
func projectile_hit(shooter: Node3D, target: Node3D, damage: float, at: Vector3, embed_id: String) -> void:
if not is_instance_valid(target) or not target.is_in_group("creature"):

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@@ -275,7 +275,7 @@ func _think(dt: float) -> void:
_state_t = 4.0
elif d < def.attack_range and _attack_cd <= 0.0:
_attack_cd = def.attack_cd
player.survival.damage(def.damage, global_position, "a " + String(def.name).to_lower())
player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a " + String(def.name).to_lower())
func _start_flee(from: Vector3) -> void:
state = "flee"

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@@ -53,7 +53,10 @@ func step(dt: float) -> void:
var ex: Array[RID] = []
if shooter != null and is_instance_valid(shooter) and shooter.has_method("get_rid"):
ex.append(shooter.get_rid())
var q := PhysicsRayQueryParameters3D.create(from, to, 1 | 8, ex)
var mask := 1 | 8
if world.server_mode and preload("res://scripts/net/rules.gd").pvp():
mask |= 16 # other players (server_player.gd); with PvP off arrows pass through them
var q := PhysicsRayQueryParameters3D.create(from, to, mask, ex)
var hit := get_world_3d().direct_space_state.intersect_ray(q)
if not hit.is_empty():
_on_hit(hit)
@@ -69,6 +72,15 @@ func _on_hit(hit: Dictionary) -> void:
if visual:
queue_free()
return
if c != null and c.get("player_id") != null and c.get("survival") != null:
# Another player, on a server with PvP on.
var k := clampf(velocity.length() / _start_speed, 0.4, 1.0)
var by: String = String(shooter.display) if shooter != null and is_instance_valid(shooter) and shooter.get("display") != null else "an arrow"
(c as Node).survival.damage(damage * k, global_position - dir, by)
Actions.tell(shooter, "Hit %s" % String(c.display))
var at: Vector3 = (c as Node3D).global_position + Vector3(0, 0.05, 0)
_drop(Transform3D(Basis(Vector3.UP, randf() * TAU) * Basis(Vector3.FORWARD, PI * 0.5), at))
return
if c != null and (c as Node).is_in_group("creature"):
var k := clampf(velocity.length() / _start_speed, 0.4, 1.0)
Actions.projectile_hit(shooter, c, damage * k, global_position, item_id if item_id == "arrow" else "")

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@@ -122,7 +122,7 @@ func _attack(pp: Vector3, d: float, as_state: String) -> void:
steer(atan2(-to.x, -to.z))
if d < def.attack_range and _attack_cd <= 0.0 and _can_reach_player():
_attack_cd = def.attack_cd
player.survival.damage(def.damage, global_position, "a " + String(def.name).to_lower())
player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a " + String(def.name).to_lower())
if as_state == "lunge":
state = "retreat"
_state_t = 1.6

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@@ -67,14 +67,22 @@ func is_night() -> bool:
var h: float = world.day_night.hours()
return h >= 19.5 or h < 5.5
static func pack_size(day: int) -> int:
if day < DEN_DAY:
## The pack grows 3 and 6 days after it arrives (2, 3, then 4 wolves), plus
## or minus one for a server's difficulty.
func pack_size(day: int) -> int:
if day < den_day:
return 0
if day < 6:
return 2
if day < 9:
return 3
return 4
var n := 4
if day < den_day + 3:
n = 2
elif day < den_day + 6:
n = 3
return clampi(n + pack_bonus, 1, 5)
## The schedule (a server sets it from its rules; single-player keeps 3/4).
var den_day := DEN_DAY
var hunt_day := HUNT_DAY
var pack_bonus := 0
func alive() -> Array:
var out := []
@@ -95,8 +103,8 @@ func step(dt: float) -> void:
var day := effective_day()
var night := is_night()
var want := "none"
if day >= DEN_DAY:
want = "hunt" if night and day >= HUNT_DAY else "den"
if day >= den_day:
want = "hunt" if night and day >= hunt_day else "den"
if want != mode:
_enter(want, day)
if mode == "none":
@@ -123,7 +131,7 @@ func step(dt: float) -> void:
m.global_position = den.slot_pos(m.slot)
m.wounded = false
m.state = "rest"
if night and day >= DEN_DAY:
if night and day >= den_day:
_howl_left -= dt
if _howl_left <= 0.0:
_howl_left = _rng.randf_range(50.0, 110.0)
@@ -148,9 +156,9 @@ func _warn(day: int) -> void:
if _warned.has(day):
return
_warned[day] = true
if day == DEN_DAY:
if day == den_day:
Actions.tell_all("Wolves are howling up in the hills. They'll come hunting soon.")
elif day == HUNT_DAY:
elif day == hunt_day:
Actions.tell_all("The wolves are hunting tonight. Stay near a fire or behind closed walls.")
_howl_left = _rng.randf_range(2.0, 6.0)

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@@ -19,6 +19,7 @@ var info: Dictionary = {}
var anim := Anim.IDLE
var held := ""
var tag: Label3D
var hitbox: AnimatableBody3D
var _buf: Array = [] ## [t, pos, yaw, pitch, anim, held], oldest first
var _body: Node3D
@@ -57,6 +58,22 @@ func setup(p: int, d: Dictionary) -> void:
_held_mi.rotation = Vector3(-PI * 0.5, 0, 0) # item handles run along +Y; point them forward
_held_mi.scale = Vector3.ONE * 0.85
_arms[1].add_child(_held_mi)
# A hitbox for swinging at them when the server has PvP on (hands.gd
# looks for it; the server decides what the hit does). Layer 5 (value
# 16): nothing walks into it.
hitbox = AnimatableBody3D.new()
hitbox.sync_to_physics = false
hitbox.collision_layer = 16
hitbox.collision_mask = 0
hitbox.set_meta("avatar_peer", p)
var cs := CollisionShape3D.new()
var cap := CapsuleShape3D.new()
cap.radius = 0.4
cap.height = 1.8
cs.shape = cap
cs.position = Vector3(0, 0.9, 0)
hitbox.add_child(cs)
add_child(hitbox)
tag = Label3D.new()
tag.text = String(d.get("name", "?"))
tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED

228
scripts/net/chat.gd Normal file
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@@ -0,0 +1,228 @@
extends Node
## Autoload "Chat": talking on a server, and its commands
## (docs/MULTIPLAYER_PLAN.md §6).
##
## T opens the chat line. Plain text goes to everyone (global chat). A line
## starting with / is a command; the server console takes the same commands
## without the /, when started with --console (server/run_server.sh does).
##
## Anyone: /help /players /rules /friend <name> /unfriend <name> /friends
## Admins: /kick <name> /ban <name> /unban <name> /admin <name> /save
## /time 08:00 /weather clear|cloudy|rain|storm|snow|blizzard|auto
## /set <rule> <value> /say <message> /release-name <name>
signal message(text: String, kind: String) ## client: show this (kind: chat | server | reply)
const MAX_LEN := 200
const GAP := 0.4 ## seconds between one player's lines
const ADMIN_ONLY := ["kick", "ban", "unban", "admin", "save", "time", "weather", "set", "say", "release-name"]
var _last: Dictionary = {} ## peer -> ticks of their last line
var _console: Thread
var heard: Array = [] ## client: everything shown (tests read it)
func _ready() -> void:
if Net.parse_args(OS.get_cmdline_user_args()).has("console"):
Net.state_changed.connect(func(s):
if s == "server" and _console == null:
_console = Thread.new()
_console.start(_read_console))
# --- client ------------------------------------------------------------------------
func say(text: String) -> void:
text = text.strip_edges()
if text.is_empty() or Net.state != "connected":
return
_c2s_say.rpc_id(1, text.substr(0, MAX_LEN))
func _show(text: String, kind: String) -> void:
heard.append(text)
message.emit(text, kind)
@rpc("authority", "call_remote", "reliable")
func _s2c_line(text: String, kind: String) -> void:
_show(text, kind)
# --- server ------------------------------------------------------------------------
@rpc("any_peer", "call_remote", "reliable")
func _c2s_say(text: String) -> void:
var peer := multiplayer.get_remote_sender_id()
if not Net.is_server() or not Net.players.has(peer):
return
text = text.strip_edges().substr(0, MAX_LEN).replace("\n", " ")
if text.is_empty():
return
var who: String = Net.players[peer].name
if text.begins_with("/"):
print("[server] %s: %s" % [who, text])
run(text.substr(1), peer)
return
# Plain chat only: a line every GAP seconds, so nobody can flood it.
var now := Time.get_ticks_msec()
if now - int(_last.get(peer, -100000)) < GAP * 1000.0:
_reply(peer, "(Too fast: that line wasn't sent)")
return
_last[peer] = now
print("[chat] %s: %s" % [who, text])
_all("%s: %s" % [who, text], "chat")
func _all(text: String, kind: String) -> void:
if kind == "server":
print("[server] ", text)
for peer in Net.players:
_s2c_line.rpc_id(peer, text, kind)
## An answer to whoever gave the command (peer 0 = the console).
func _reply(peer: int, text: String) -> void:
if peer == 0:
print(text)
else:
_s2c_line.rpc_id(peer, text, "reply")
func _is_admin(peer: int) -> bool:
return peer == 0 or (Net.players.has(peer) and Net.config.is_admin(String(Net.players[peer].id)))
## The player id a name belongs to (online or reserved), or "".
func _id_of(n: String) -> String:
var peer := Net.peer_by_name(n)
if peer != 0:
return String(Net.players[peer].id)
return Net.config.name_owner(n)
## Runs a command line (without the /) from player `peer`, or the console (0).
func run(line: String, peer: int) -> void:
var parts := line.strip_edges().split(" ", false)
if parts.is_empty():
return
var cmd := parts[0].to_lower()
var rest := " ".join(parts.slice(1))
var arg: String = parts[1] if parts.size() > 1 else ""
if cmd in ADMIN_ONLY and not _is_admin(peer):
_reply(peer, "Only admins can use /%s" % cmd)
return
var me: String = String(Net.players[peer].id) if Net.players.has(peer) else ""
var by: String = String(Net.players[peer].name) if Net.players.has(peer) else "The server"
match cmd:
"help":
_reply(peer, "Commands: /players /rules /friend <name> /unfriend <name> /friends" +
(" · admin: /kick /ban /unban /admin /save /time 08:00 /weather <state|auto> /set <rule> <value> /say /release-name" if _is_admin(peer) else ""))
"players":
var names: Array[String] = []
for p in Net.players.values():
names.append(String(p.name) + (" (admin)" if Net.config.is_admin(String(p.id)) else ""))
_reply(peer, "%d online: %s" % [names.size(), ", ".join(names)])
"rules":
var c: RefCounted = Net.config
_reply(peer, "PvP %s · raiding %s · locks %s · death: %s · sleep: %s · difficulty %s · wolves after day %d" % [
"on" if bool(c.v("pvp")) else "off", "on" if bool(c.v("raiding")) else "off", c.v("locks"),
c.v("death_penalty"), c.v("sleep"), c.v("difficulty"), int(c.v("wolf_grace_days"))])
"friend", "unfriend":
if me.is_empty():
_reply(peer, "Only players have friends")
return
var fid := _id_of(arg)
if fid.is_empty() or fid == me:
_reply(peer, "No player called '%s' here" % arg)
elif cmd == "friend":
Net.config.add_friend(me, fid)
_reply(peer, "%s can now use your doors, chests and beds" % arg)
var fp := Net.peer_by_name(arg)
if fp != 0:
_reply(fp, "%s added you as a friend: you can use their doors, chests and beds" % by)
else:
_reply(peer, "%s is no longer a friend" % arg if Net.config.remove_friend(me, fid) else "%s wasn't a friend" % arg)
"friends":
if me.is_empty():
return
var names: Array[String] = []
for fid in Net.config.friends.get(me, []):
names.append(Net.config.name_of(String(fid)))
_reply(peer, "Your friends: %s" % (", ".join(names) if not names.is_empty() else "nobody yet (/friend <name>)"))
"kick":
var kp := Net.peer_by_name(arg)
if kp == 0:
_reply(peer, "Nobody called '%s' is online" % arg)
return
Net.kick(kp, "You were kicked by %s" % by)
_all("%s was kicked" % arg, "server")
"ban":
var bid := _id_of(arg)
if bid.is_empty():
_reply(peer, "No player called '%s'" % arg)
return
Net.config.ban(bid)
var bp := Net.peer_by_name(arg)
if bp != 0:
Net.kick(bp, "You were banned by %s" % by)
_all("%s was banned" % arg, "server")
"unban":
var uid: String = Net.config.name_owner(arg)
_reply(peer, "%s can join again" % arg if not uid.is_empty() and Net.config.unban(uid) else "'%s' isn't banned" % arg)
"admin":
var aid := _id_of(arg)
if aid.is_empty():
_reply(peer, "No player called '%s'" % arg)
return
Net.config.add_admin(aid)
_reply(peer, "%s is now an admin" % arg)
var ap := Net.peer_by_name(arg)
if ap != 0:
Net.players[ap].admin = true
_reply(ap, "%s made you an admin (/help for the commands)" % by)
"save":
WorldNet.save()
_reply(peer, "Saved")
"time":
var hm := arg.split(":")
if hm.size() < 1 or not hm[0].is_valid_int() or int(hm[0]) > 23 or (hm.size() > 1 and not hm[1].is_valid_int()):
_reply(peer, "Use /time HH:MM, e.g. /time 08:00")
return
var w: Node3D = WorldNet.world
w.day_night.time = (int(hm[0]) + (int(hm[1]) if hm.size() > 1 else 0) / 60.0) / 24.0
w.day_night.apply(true)
w.weather.snap()
Net.push_clock()
_all("%s set the time to %02d:%02d" % [by, int(hm[0]), int(hm[1]) if hm.size() > 1 else 0], "server")
"weather":
var states: Array = preload("res://scripts/world/weather.gd").STATES
if arg != "auto" and not arg in states:
_reply(peer, "Use /weather %s or auto" % "|".join(PackedStringArray(states)))
return
Net.set_weather("" if arg == "auto" else arg)
_all("%s set the weather to %s" % [by, arg], "server")
"set":
if parts.size() < 3:
_reply(peer, "Use /set <rule> <value>, e.g. /set pvp true (/rules shows them)")
return
var why: String = Net.config.set_rule(parts[1], " ".join(parts.slice(2)))
if not why.is_empty():
_reply(peer, why)
return
Net.broadcast_rules()
_all("%s set %s to %s" % [by, parts[1], " ".join(parts.slice(2))], "server")
"say":
_all("[Server] %s" % rest, "server")
"release-name":
_reply(peer, "'%s' is free for anyone now" % arg if Net.config.release_name(arg) else "Nobody has the name '%s'" % arg)
_:
_reply(peer, "Unknown command /%s (/help lists them)" % cmd)
# --- server console ------------------------------------------------------------------
## Reads commands typed into the server's terminal (a thread: reading blocks).
func _read_console() -> void:
var empty := 0
while empty < 20:
var line := OS.read_string_from_stdin(1024).strip_edges()
if line.is_empty():
empty += 1
OS.delay_msec(250)
continue
empty = 0
_console_line.call_deferred(line.trim_prefix("/"))
func _console_line(line: String) -> void:
if Net.is_server():
run(line, 0)

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@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
const Identity = preload("res://scripts/net/identity.gd")
const ServerConfig = preload("res://scripts/net/server_config.gd")
const PROTOCOL := 5 ## 3: shared world (M2.3); 4: the server decides (M2.4); 5: wildlife (M2.5)
const PROTOCOL := 6 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6)
const DEFAULT_PORT := 24242
const HANDSHAKE_TIMEOUT := 10.0
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
@@ -272,6 +272,45 @@ func _tick_clock(delta: float) -> void:
for peer in players:
_s2c_clock.rpc_id(peer, _world.day_night.day, _world.day_night.time)
# --- admin (chat.gd) ---------------------------------------------------------------
signal rules_changed ## clients: the server's rules changed (/set)
## The peer of the player online called `n` (any case), or 0.
func peer_by_name(n: String) -> int:
for peer in players:
if String(players[peer].name).to_lower() == n.strip_edges().to_lower():
return peer
return 0
## Disconnects a player with a reason (their title screen shows it).
func kick(peer: int, reason: String) -> void:
if players.has(peer):
_reject(peer, reason)
## Everyone gets the rules again (after /set) and the weather override.
func broadcast_rules() -> void:
_world.apply_rules()
for peer in players:
_s2c_rules.rpc_id(peer, config.public_info())
func set_weather(state: String) -> void:
_world.weather.force(state)
for peer in players:
_s2c_weather.rpc_id(peer, state)
@rpc("authority", "call_remote", "reliable")
func _s2c_rules(info: Dictionary) -> void:
server_info = info
rules_changed.emit()
@rpc("authority", "call_remote", "reliable")
func _s2c_weather(state: String) -> void:
world_info.weather = state
weather_changed.emit(state)
signal weather_changed(state: String)
## Everyone gets the clock now (after a night's sleep, an admin's /time).
func push_clock() -> void:
_clock_left = CLOCK_INTERVAL
@@ -454,7 +493,8 @@ func _c2s_proof(sig: PackedByteArray) -> void:
players.size(), int(config.v("max_players"))])
# (The world's own seed: an existing world keeps the seed it was made with.)
var world := {"seed": int(_terrain.noise_seed), "worldlet": String(config.v("worldlet")), "spawn": start, "yaw": yaw,
"island_spawn": _spawn, "day": _world.day_night.day, "time": _world.day_night.time, "server_time": server_time}
"island_spawn": _spawn, "day": _world.day_night.day, "time": _world.day_night.time, "server_time": server_time,
"weather": _world.weather.override}
_s2c_welcome.rpc_id(peer, {"you": peer, "server": config.public_info(), "players": players, "world": world})
for other in players:
if other != peer:

View File

@@ -36,10 +36,17 @@ func setup(w: Node3D) -> void:
Net.player_left.connect(func(n): Actions.notify.emit("%s left" % n))
if Net.world_info.has("day"):
_on_clock(int(Net.world_info.day), float(Net.world_info.time))
# An admin's /weather (otherwise the weather follows from seed and clock).
Net.weather_changed.connect(_on_weather)
if not String(Net.world_info.get("weather", "")).is_empty():
_on_weather(String(Net.world_info.weather))
func _on_weather(state: String) -> void:
world.weather.force(state)
func _exit_tree() -> void:
for sig in [[Net.snapshot, _on_snapshot], [Net.corrected, _on_corrected], [Net.clock, _on_clock],
[Net.players_changed, _sync_avatars]]:
[Net.players_changed, _sync_avatars], [Net.weather_changed, _on_weather]]:
if (sig[0] as Signal).is_connected(sig[1]):
(sig[0] as Signal).disconnect(sig[1])

View File

@@ -68,6 +68,7 @@ func server_join(peer: int, id: String, display: String) -> Vector3:
p.inventory.changed.connect(func(): _dirty[peer] = true; WorldNet.mark_changed())
p.worn_changed.connect(func(): _dirty[peer] = true)
p.survival.died.connect(_on_died.bind(peer))
p.survival.drain_mult = Rules.difficulty("drain")
# A wolf bite or a boar: their screen flashes red, from the right side.
p.survival.hurt.connect(func(amount, from):
if proxies.has(peer):
@@ -210,14 +211,28 @@ func _on_died(peer: int) -> void:
for st in p.inventory.slots:
if st != null:
has_items = true
if has_items:
# What dying costs (the server's death_penalty rule).
var penalty := Rules.death_penalty()
if has_items and penalty == "grave":
var g: Node3D = w.spawn_piece(ItemDB.get_item("grave"), Transform3D(Basis(Vector3.UP, p.rotation.y), pos), {"owner_id": p.player_id, "owner_name": p.display})
g.inventory.load_data(p.inventory.to_data())
p.inventory.load_data(Inventory.new(p.inventory.size()).to_data())
elif has_items and penalty == "drop_all":
# Everything scattered on the ground where you fell, for anyone.
var rng := RandomNumberGenerator.new()
for st in p.inventory.slots:
if st != null:
var off := Vector3(rng.randf_range(-1.2, 1.2), 0.0, rng.randf_range(-1.2, 1.2))
var at: Vector3 = pos + off
at.y = w.terrain.sample_height(at.x, at.z) + 0.05
w.drop_item(st.id, int(st.count), Transform3D(Basis(Vector3.UP, rng.randf() * TAU), at))
p.inventory.load_data(Inventory.new(p.inventory.size()).to_data())
# ("keep": you keep everything.)
# They stay down on the death screen for a few seconds, then ask to respawn.
p.died_at = Time.get_ticks_msec()
_dirty[peer] = true
_s2c_died.rpc_id(peer, p.survival.cause if not p.survival.cause.is_empty() else "You died", has_items, p.bed_piece(w) != null)
_s2c_died.rpc_id(peer, p.survival.cause if not p.survival.cause.is_empty() else "You died",
has_items and penalty != "keep", p.bed_piece(w) != null, penalty)
_acting = 0
const RESPAWN_DELAY := 3.0
@@ -301,11 +316,12 @@ func _run(p: Node3D, what: String, a: Array) -> void:
Actions.place(p, _i(a, 0), xf.orthonormalized(), w)
"dismantle":
var piece := WorldNet.piece(_i(a, 0))
if piece != null:
if piece != null and _allowed(Rules.dismantle_problem(p.player_id, piece)):
Actions.dismantle(p, piece)
"door":
var d := WorldNet.piece(_i(a, 0))
if d != null and d.get("open") != null and Actions.toggle_door(p, d):
if d != null and d.get("open") != null and _allowed(Rules.use_problem(p.player_id, d)) \
and Actions.toggle_door(p, d):
WorldNet.piece_state(d)
"fuel":
var f := WorldNet.piece(_i(a, 0))
@@ -313,7 +329,7 @@ func _run(p: Node3D, what: String, a: Array) -> void:
WorldNet.piece_state(f)
"bed":
var b := WorldNet.piece(_i(a, 0))
if b != null and b.item_id == "bed":
if b != null and b.item_id == "bed" and _allowed(Rules.use_problem(p.player_id, b)):
Actions.use_bed(p, b)
"inv_click":
# Slot `a[1]` of your own inventory (a[0] = 0) or a chest's.
@@ -373,6 +389,8 @@ func _run(p: Node3D, what: String, a: Array) -> void:
var c: Node3D = CreatureNet.creature(_i(a, 0))
if c != null:
Actions.melee(p, c)
"hit_player":
Actions.hit_player(p, _i(a, 0))
"butcher":
var c: Node3D = CreatureNet.creature(_i(a, 0))
if c != null:
@@ -455,6 +473,9 @@ func _beds_needed(n: int) -> int:
## Actions.use_bed decided `p` may sleep: they get into bed, and the night
## passes once enough players are in bed.
func go_to_bed(p: Node3D) -> void:
if String(Net.config.v("sleep")) == "off":
tell(p.peer, "Sleeping is off on this server: the nights have to be lived through")
return
p.in_bed = true
p.bed_at = p.global_position
if not _maybe_pass_night():
@@ -495,11 +516,16 @@ func _container(p: Node3D, nid: int) -> Node3D:
var c := WorldNet.piece(nid)
if c == null or c.get("inventory") == null or not Actions._in_reach(p, c, 1.0):
return null
var why: String = c.use_block_reason(p.player_id) if c.has_method("use_block_reason") else ""
if not why.is_empty():
Actions.notify.emit(why)
return null
return c
return c if _allowed(Rules.use_problem(p.player_id, c)) else null
const Rules = preload("res://scripts/net/rules.gd")
## Tells the player why not, if there's a reason.
func _allowed(why: String) -> bool:
if why.is_empty():
return true
Actions.notify.emit(why)
return false
static func _i(a: Array, k: int) -> int:
return int(a[k]) if a.size() > k and (a[k] is int or a[k] is float) else -1
@@ -567,9 +593,9 @@ func _s2c_stats(stats: Dictionary, statuses: Array, env: Array, bed: Array) -> v
world.bed_spawn = bed[1]
@rpc("authority", "call_remote", "reliable")
func _s2c_died(cause: String, has_items: bool, to_bed: bool) -> void:
func _s2c_died(cause: String, has_items: bool, to_bed: bool, penalty: String = "grave") -> void:
if world != null and is_instance_valid(world):
world.died_online(cause, has_items, to_bed)
world.died_online(cause, has_items, to_bed, penalty)
@rpc("authority", "call_remote", "reliable")
func _s2c_respawn(at: Vector3, yaw: float, text: String) -> void:

74
scripts/net/rules.gd Normal file
View File

@@ -0,0 +1,74 @@
extends RefCounted
## A dedicated server's rules (docs/MULTIPLAYER_PLAN.md §4): who may use and
## take down whose things, whether players can hurt each other, what death
## costs, and how hard the island is. All checked on the server; single
## player has no rules (everything is yours).
##
## Pieces remember who placed them (meta "owner" = player id, "owner_name").
## Pieces with no owner (placed before M2.6, or by the world) are anyone's.
const DIFFICULTY := {
# hunger and diet drain, animal and wolf damage, extra wolves in the pack
"easy": {"drain": 0.75, "damage": 0.7, "pack": -1},
"normal": {"drain": 1.0, "damage": 1.0, "pack": 0},
"hard": {"drain": 1.3, "damage": 1.4, "pack": 1},
}
static func _cfg() -> RefCounted:
var net: Node = (Engine.get_main_loop() as SceneTree).root.get_node_or_null("Net")
return net.config if net != null and net.is_server() else null
static func v(k: String) -> Variant:
var c := _cfg()
return c.v(k) if c != null else null
static func owner_of(piece: Node) -> String:
return String(piece.get_meta("owner", "")) if piece != null else ""
static func owner_name(piece: Node) -> String:
return String(piece.get_meta("owner_name", "someone"))
## Whether player `id` may open, take from or use `piece` (chests, doors,
## beds, graves), going by `locks`.
static func may_use(id: String, piece: Node) -> bool:
var c := _cfg()
var owner := owner_of(piece)
if c == null or owner.is_empty() or owner == id:
return true
match String(c.v("locks")):
"off":
return true
"owner_and_friends":
return c.is_friend(owner, id)
return false # "owner"
## Why `id` can't use `piece` ("" = they can).
static func use_problem(id: String, piece: Node) -> String:
if may_use(id, piece):
return ""
var what: String = piece.display_name().to_lower() if piece.has_method("display_name") else "that"
if piece.item_id == "grave":
return "That's %s's grave" % owner_name(piece)
return "That %s is %s's (locked)" % [what, owner_name(piece)]
## Taking a piece down: your own, anything you're allowed to use (friends,
## or locks off), or anyone's if raiding is on.
static func dismantle_problem(id: String, piece: Node) -> String:
if may_use(id, piece) or bool(v("raiding")):
return ""
return "That's %s's, and raiding is off on this server" % owner_name(piece)
static func pvp() -> bool:
return bool(v("pvp"))
static func death_penalty() -> String:
var d: Variant = v("death_penalty")
return String(d) if d != null else "grave"
static func difficulty(k: String) -> float:
var d: Variant = v("difficulty")
return float(DIFFICULTY.get(String(d) if d != null else "normal", DIFFICULTY.normal)[k])
static func grace_days() -> int:
var g: Variant = v("wolf_grace_days")
return clampi(int(g), 0, 10) if g != null else 3

View File

@@ -54,6 +54,7 @@ static func open(p: String = DEFAULT_PATH) -> RefCounted:
if FileAccess.file_exists(c.names_path()) else null
if n is Dictionary:
c.names = n
c.load_friends()
return c
func names_path() -> String:
@@ -104,3 +105,104 @@ func add_admin(id: String) -> void:
if not id in data.admins:
data.admins.append(id)
save()
func ban(id: String) -> void:
if not id in data.banned:
data.banned.append(id)
save()
func unban(id: String) -> bool:
if not id in data.banned:
return false
data.banned.erase(id)
save()
return true
## A reserved name back up for grabs (the player who had it keeps their
## character, and picks another name next time they join).
func release_name(n: String) -> bool:
if not names.has(n.to_lower()):
return false
names.erase(n.to_lower())
save_names()
return true
## The name a player id goes by here ("" if none).
func name_of(id: String) -> String:
for k in names:
if names[k].id == id:
return String(names[k].name)
return ""
# --- rules that can change while the server runs (/set) --------------------------
## What each can be set to. The others in DEFAULTS are fixed at start-up.
const SETTABLE := {
"pvp": ["false", "true"],
"raiding": ["false", "true"],
"locks": ["off", "owner", "owner_and_friends"],
"death_penalty": ["grave", "keep", "drop_all"],
"sleep": ["all_online", "half", "anyone", "off"],
"pause_when_empty": ["false", "true"],
"difficulty": ["easy", "normal", "hard"],
"wolf_grace_days": "0-10",
"motd": "text",
"server_name": "text",
}
## Changes a rule and saves server.json. Returns "" or what's wrong.
func set_rule(k: String, value: String) -> String:
if not SETTABLE.has(k):
return "Can't set '%s'. These can be set: %s" % [k, ", ".join(PackedStringArray(SETTABLE.keys()))]
var allowed: Variant = SETTABLE[k]
var val: Variant
if allowed is Array:
if not value in allowed:
return "%s can be: %s" % [k, " / ".join(PackedStringArray(allowed))]
val = (value == "true") if value in ["true", "false"] else value
elif allowed == "0-10":
if not value.is_valid_int() or int(value) < 0 or int(value) > 10:
return "%s is a number from 0 to 10" % k
val = int(value)
else:
if value.strip_edges().is_empty() or value.length() > 80:
return "%s needs some text (up to 80 characters)" % k
val = value.strip_edges()
data[k] = val
overrides.erase(k) # (a flag no longer wins over what the admin just set)
save()
return ""
# --- friends (docs/MULTIPLAYER_PLAN.md §4) ----------------------------------------
# Per player: whose doors and chests they share. Stored as owner id -> [ids],
# in friends.json next to server.json.
var friends: Dictionary = {}
func friends_path() -> String:
return path.get_base_dir().path_join("friends.json")
func load_friends() -> void:
var f: Variant = JSON.parse_string(FileAccess.get_file_as_string(friends_path())) \
if FileAccess.file_exists(friends_path()) else null
friends = f if f is Dictionary else {}
## `owner` lets `friend` use their things.
func add_friend(owner: String, friend: String) -> void:
var l: Array = friends.get(owner, [])
if not friend in l:
l.append(friend)
friends[owner] = l
_write(friends_path(), friends)
func remove_friend(owner: String, friend: String) -> bool:
var l: Array = friends.get(owner, [])
if not friend in l:
return false
l.erase(friend)
friends[owner] = l
_write(friends_path(), friends)
return true
func is_friend(owner: String, friend: String) -> bool:
return friend in friends.get(owner, [])

View File

@@ -33,12 +33,24 @@ var has_bed_spawn := false
var bed_spawn := Vector3.ZERO
var anim := 0 ## last movement state reported (avatar.gd Anim)
var died_at := 0 ## ticks (ms) when they last died
var melee_ready_at := 0 ## ticks (ms): PvP swings wait for the weapon's cooldown
## Physics layer 5 (value 16): only arrows and thrown spears look for it,
## and only when PvP is on (projectile.gd). Nothing else collides with it.
const PLAYER_LAYER := 16
func setup(world: Node3D) -> void:
hands = self
collision_layer = 0
collision_layer = PLAYER_LAYER
collision_mask = 0
set_physics_process(false)
var cs := CollisionShape3D.new()
var cap := CapsuleShape3D.new()
cap.radius = 0.4
cap.height = 1.8
cs.shape = cap
cs.position = Vector3(0, 0.9, 0)
add_child(cs)
water_level = world.terrain.water_level
survival = preload("res://scripts/player/survival.gd").new()
survival.name = "Survival"

View File

@@ -198,6 +198,11 @@ func piece_state(p: Node3D) -> void:
_all("_s2c_piece_state", [int(p.get_meta("nid", 0)), p.save_extra()])
func _on_piece_added(p: Node3D) -> void:
# Whoever's request placed it owns it (graves: whoever died).
var by: Node = PlayerNet.proxies.get(PlayerNet._acting)
if by != null and not p.has_meta("owner"):
p.set_meta("owner", String(by.player_id))
p.set_meta("owner_name", String(by.display))
_register(p)
_all("_s2c_piece_added", [world.piece_entry(p)])

View File

@@ -164,6 +164,11 @@ func _physics_process(delta: float) -> void:
var p: String = t.interact_prompt(player)
if t.is_in_group("piece") and t.item_id != "grave":
p += " [X] Dismantle"
# Online: someone else's piece says whose it is (the server decides
# whether you may use it, by its rules).
var owner := String(t.get_meta("owner", ""))
if not owner.is_empty() and Net.state == "connected" and owner != Net.get_identity().player_id:
p = "%s's · %s" % [String(t.get_meta("owner_name", "someone")), p]
_set_prompt(p)
elif def.has("food"):
_set_prompt("[RMB] Eat %s" % def.name)
@@ -346,6 +351,9 @@ func _apply_hit() -> void:
# Animals first: a short box sweep in front of the camera, so you don't
# need pixel-perfect aim at a running rabbit.
var animal := melee_target()
if animal != null and animal.has_meta("avatar_peer"):
Actions.hit_player(player, int(animal.get_meta("avatar_peer")))
return
if animal != null:
Actions.melee(player, animal)
return
@@ -366,12 +374,14 @@ func melee_target() -> Node3D:
var q := PhysicsShapeQueryParameters3D.new()
q.shape = box
q.transform = Transform3D(cam.global_basis, cam.global_position - cam.global_basis.z * reach * 0.5 - cam.global_basis.y * 0.5)
q.collision_mask = 8
# Online with PvP on, other players' avatars too (their hitbox, layer 16).
var pvp: bool = Net.state == "connected" and bool(Net.server_info.get("pvp", false))
q.collision_mask = 8 | (16 if pvp else 0)
var best: Node3D = null
var best_d := INF
for h in cam.get_world_3d().direct_space_state.intersect_shape(q, 8):
var c: Node3D = h.collider
if c.is_in_group("creature"):
if c.is_in_group("creature") or c.has_meta("avatar_peer"):
var d := c.global_position.distance_to(cam.global_position)
if d < best_d:
best_d = d

View File

@@ -39,6 +39,7 @@ var _rest_build := 0.0
var buffs: Dictionary = {}
var _hurt_cd := 0.0 ## no natural healing for a few seconds after a hit
var cause := "" ## what last hurt you, as the death screen says it ("You froze")
var drain_mult := 1.0 ## hunger and diet drain (a server's difficulty, rules.gd)
signal hurt(amount: float, from: Vector3)
const HURT_NO_REGEN := 6.0
@@ -111,7 +112,7 @@ func step(dt: float) -> void:
# Warm up faster than you cool down: getting to a fire should feel good.
warmth = move_toward(warmth, target, (7.0 if target > warmth else 1.6) * dt)
hunger = maxf(hunger - HUNGER_DRAIN * dt * (1.5 if warmth < 30.0 else 1.0), 0.0)
hunger = maxf(hunger - HUNGER_DRAIN * drain_mult * dt * (1.5 if warmth < 30.0 else 1.0), 0.0)
if _stamina_wait > 0.0:
_stamina_wait -= dt
@@ -121,7 +122,7 @@ func step(dt: float) -> void:
* (0.7 if malnourished else 1.0) * dt, MAX)
for g in DIET_GROUPS:
diet[g] = maxf(float(diet[g]) - DIET_DRAIN * dt, 0.0)
diet[g] = maxf(float(diet[g]) - DIET_DRAIN * drain_mult * dt, 0.0)
var lacking := diet_lacking()
for id in buffs.keys():

View File

@@ -109,6 +109,7 @@ func bind(p: CharacterBody3D) -> void:
root.move_child(_hurt, 0)
player.survival.hurt.connect(_on_hurt)
Actions.notify.connect(toast)
_build_chat(root)
ItemDB.icons_ready.connect(_refresh)
_refresh()
@@ -175,6 +176,7 @@ func _build_stats(root: Control) -> void:
root.add_child(_clock)
func _process(_d: float) -> void:
_fade_chat()
var s = player.survival
for k in _bars:
_bars[k].value = s.get(k)
@@ -211,6 +213,70 @@ func fade(mid: Callable) -> void:
var _death: Control
# --- chat (online: T to talk) ----------------------------------------------------------
const CHAT_LINES := 8
const CHAT_FADE := 14.0 ## seconds a line stays up (all show while typing)
var _chat_log: VBoxContainer
var _chat_input: LineEdit
func _build_chat(root: Control) -> void:
_chat_log = VBoxContainer.new()
_chat_log.position = Vector2(16, 64)
_chat_log.custom_minimum_size = Vector2(520, 0)
_chat_log.add_theme_constant_override("separation", 2)
_chat_log.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(_chat_log)
_chat_input = LineEdit.new()
_chat_input.position = Vector2(16, 64 + CHAT_LINES * 24 + 6)
_chat_input.custom_minimum_size = Vector2(520, 34)
_chat_input.placeholder_text = "Say something (Enter), or /help for commands. Esc to cancel"
_chat_input.max_length = 200
_chat_input.visible = false
_chat_input.text_submitted.connect(func(t):
Chat.say(t)
close_chat())
root.add_child(_chat_input)
Chat.message.connect(chat_line)
func chat_line(text: String, kind: String) -> void:
var col := UITheme.TEXT
if kind == "server":
col = Color(0.95, 0.82, 0.45)
elif kind == "reply":
col = UITheme.TEXT_DIM
var l := UITheme.label(text, 15, col)
l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
l.custom_minimum_size = Vector2(520, 0)
l.set_meta("t", Time.get_ticks_msec())
_chat_log.add_child(l)
while _chat_log.get_child_count() > CHAT_LINES:
var old := _chat_log.get_child(0)
_chat_log.remove_child(old)
old.queue_free()
func open_chat() -> void:
_chat_input.text = ""
_chat_input.visible = true
player.ui_open = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
_chat_input.grab_focus()
func close_chat() -> void:
_chat_input.visible = false
_chat_input.release_focus()
player.ui_open = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _fade_chat() -> void:
if _chat_log == null:
return
var typing := _chat_input.visible
var now := Time.get_ticks_msec()
for l in _chat_log.get_children():
var age := (now - int(l.get_meta("t", now))) / 1000.0
l.modulate.a = 1.0 if typing else clampf((CHAT_FADE - age) / 2.0, 0.0, 1.0)
## The death screen: the world fades to dark red, it says what killed you
## and where your things are, and after `delay` seconds Respawn (or Enter)
## calls `respawn`.
@@ -286,6 +352,16 @@ func _on_inventory_requested(container: Node) -> void:
## ESC: close the inventory if it's open, otherwise toggle the pause menu.
func _input(event: InputEvent) -> void:
if _chat_input != null and _chat_input.visible:
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
close_chat()
get_viewport().set_input_as_handled()
return # (typing: keys go to the chat line)
if event is InputEventKey and event.pressed and not event.echo and event.physical_keycode == KEY_T \
and Net.state == "connected" and not player.ui_open and not is_dead_screen():
open_chat()
get_viewport().set_input_as_handled()
return
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
if is_dead_screen():
return # (respawn first)

View File

@@ -204,9 +204,14 @@ func _on_player_died() -> void:
const RESPAWN_DELAY := 3.0 ## seconds on the death screen before you can respawn
var dead_waiting := false ## dead, on the death screen
static func _death_note(has_items: bool, to_bed: bool) -> String:
return "%s\nYou'll wake %s." % ["Your belongings are in a grave where you fell." if has_items else "You had nothing on you.",
"at your bed" if to_bed else "at the island start"]
static func _death_note(has_items: bool, to_bed: bool, penalty: String = "grave") -> String:
var things := "You had nothing on you."
if penalty == "keep":
things = "You keep everything you were carrying."
elif has_items:
things = "Everything you carried is scattered where you fell: anyone can pick it up." if penalty == "drop_all" \
else "Your belongings are in a grave where you fell."
return "%s\nYou'll wake %s." % [things, "at your bed" if to_bed else "at the island start"]
## Respawn (the death screen's button): at your bed, or the island start.
func respawn_after_death() -> void:
@@ -225,13 +230,13 @@ func respawn_after_death() -> void:
player.survival.reset_after_death()
## Online: the server says we died. Same screen; Respawn asks the server.
func died_online(text: String, has_items: bool, to_bed: bool) -> void:
func died_online(text: String, has_items: bool, to_bed: bool, penalty: String = "grave") -> void:
dead_waiting = true
player.velocity = Vector3.ZERO
player.set_physics_process(false)
if hud != null:
hud.close_screens()
hud.show_death(text, _death_note(has_items, to_bed), RESPAWN_DELAY, func(): PlayerNet.ask("respawn"))
hud.show_death(text, _death_note(has_items, to_bed, penalty), RESPAWN_DELAY, func(): PlayerNet.ask("respawn"))
else:
get_tree().create_timer(RESPAWN_DELAY + 0.1).timeout.connect(func(): PlayerNet.ask("respawn"))
@@ -349,6 +354,7 @@ func _on_terrain_ready() -> void:
wolves.name = "Wolves"
add_child(wolves)
wolves.setup(self, den)
apply_rules()
return
_respawn()
if Saves.has_world():
@@ -373,6 +379,16 @@ func _on_terrain_ready() -> void:
wolves.setup(self, den)
_maybe_capture()
## A server's rules for the island (at start-up, and after an admin's /set).
func apply_rules() -> void:
var R = preload("res://scripts/net/rules.gd")
if wolves != null:
wolves.den_day = R.grace_days()
wolves.hunt_day = R.grace_days() + 1
wolves.pack_bonus = int(R.difficulty("pack"))
for p in PlayerNet.proxies.values():
p.survival.drain_mult = R.difficulty("drain")
func _process(delta: float) -> void:
if menu_mode:
# Slow orbit over the valley, looking toward the lake.
@@ -514,6 +530,9 @@ func piece_entry(piece: Node3D) -> Dictionary:
entry["extra"] = piece.save_extra()
if piece.has_meta("nid"):
entry["nid"] = int(piece.get_meta("nid"))
if piece.has_meta("owner"):
entry["owner"] = String(piece.get_meta("owner"))
entry["owner_name"] = String(piece.get_meta("owner_name", ""))
return entry
func dropped_entry(d: Node3D) -> Dictionary:
@@ -543,6 +562,9 @@ func add_piece_entry(e: Dictionary) -> Node3D:
piece.load_extra(e.extra)
if e.has("nid"):
piece.set_meta("nid", int(e.nid))
if e.has("owner"):
piece.set_meta("owner", String(e.owner))
piece.set_meta("owner_name", String(e.get("owner_name", "")))
return piece
func add_dropped_entry(e: Dictionary) -> Node3D:
@@ -730,7 +752,7 @@ func _go_online() -> void:
PlayerNet.join_world(self) # and our inventory and stats
CreatureNet.join_world(self) # the server's animals, wolves, arrows and floats
if hud != null:
var bar := UITheme.label("Online: %s" % Net.server_info.get("server_name", "server"), 14, UITheme.TEXT_DIM)
var bar := UITheme.label("Online: %s · T to chat (/help)" % Net.server_info.get("server_name", "server"), 14, UITheme.TEXT_DIM)
bar.position = Vector2(16, 40)
$HUD.add_child(bar)
Actions.notify.emit("Connected to %s" % Net.server_info.get("server_name", "the server"))
@@ -799,6 +821,10 @@ var bobbers: Dictionary = {} ## player -> their float
# --- who's here ------------------------------------------------------------
## A server's difficulty for one thing (rules.gd); 1 in single-player.
func difficulty_mult(k: String) -> float:
return preload("res://scripts/net/rules.gd").difficulty(k) if server_mode else 1.0
## Everyone animals react to: the local player in single-player; on a
## server, every player's character that's alive (player_net.gd).
func players() -> Array:

View File

@@ -13,4 +13,4 @@
cd "$(dirname "$0")/.." || exit 1
. tools/godot_env.sh
exec "$GODOT" --headless --path . -- --server "$@"
exec "$GODOT" --headless --path . -- --server --console "$@"

View File

@@ -131,13 +131,21 @@ func _do(cmd: Dictionary) -> Dictionary:
return {"asked": true}
"life":
return life(world, root.get_node("CreatureNet"), root.get_node("PlayerNet"))
# M2.6 (tests/test_net_rules.gd).
"say":
root.get_node("Chat").say(String(cmd.text))
await create_timer(0.6).timeout
return {"heard": root.get_node("Chat").heard.duplicate()}
"heard":
return {"heard": root.get_node("Chat").heard.duplicate(), "pvp": bool(net.server_info.get("pvp", false))}
return {"error": "unknown command"}
## What this player's game shows of the server's wildlife.
static func life(w: Node3D, CN: Node, PN: Node) -> Dictionary:
var out := {"puppets": {}, "floats": [], "projectiles": CN.projectiles_seen, "howls": CN.howls_heard,
"hurts": PN.hurts, "health": w.player.survival.health, "day": w.day_night.day,
"hours": w.day_night.hours(), "statuses": w.player.survival.statuses.duplicate()}
"hours": w.day_night.hours(), "statuses": w.player.survival.statuses.duplicate(),
"weather": w.weather.state}
for cid in CN.puppets:
var c: Node3D = CN.puppets[cid]
if is_instance_valid(c):

View File

@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
echo "Importing the project first (fresh copy)..."
godot --headless --path . --import >/dev/null 2>&1
fi
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_den_sites test_fishing_diet test_net_lobby test_net_world test_net_shared test_net_life test_terrain_edges test_boundary; do
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_den_sites test_fishing_diet test_net_lobby test_net_world test_net_shared test_net_life test_net_rules test_terrain_edges test_boundary; do
extra=""
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
# A suite that waits on a world that failed to load would hang forever,

419
tests/test_net_rules.gd Normal file
View File

@@ -0,0 +1,419 @@
extends SceneTree
## M2.6: server rules, chat and admin commands. Two players on a dedicated
## server: chat; who may use and take down whose things (locks, friends,
## raiding); PvP off and on; what dying costs (drop_all, keep); the clock
## and the weather; kicking, banning and unbanning.
##
## A real headless server (with --debug-cheats), Alice (this test: the first
## player, so the admin) and Bob (tests/net_world_bot.gd).
## Run: godot --headless --path . --script res://tests/test_net_rules.gd
const PORT := 24349
const DIR := "user://test_net"
const SRV := DIR + "/server7"
const BOBS := DIR + "/bob_rules"
const SEED := 777
const Bot = preload("res://tests/net_world_bot.gd")
var _fails := 0
var _finished := false
var _pids: Array[int] = []
var Net: Node
var WN: Node
var PN: Node
var A: Node
var C: Node
var world: Node3D
var player: CharacterBody3D
var _bob_dir := ""
var _cmd := 0
var _bobs := 0
var _toasts: Array[String] = []
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
Engine.max_fps = 60
Net = root.get_node("Net")
WN = root.get_node("WorldNet")
PN = root.get_node("PlayerNet")
A = root.get_node("Actions")
C = root.get_node("Chat")
A.notify.connect(func(t): _toasts.append(t))
for d in [SRV, BOBS]:
_rm_tree(d)
_spawn(["--server", "--port", str(PORT), "--config", SRV + "/server.json",
"--server-name", "Rules Test", "--seed", str(SEED), "--debug-cheats", "--no-creatures"])
await _sleep(4.0)
await _body()
Net.stop()
for pid in _pids:
if OS.is_process_running(pid):
OS.kill(pid)
check(_finished, "test ran to the end (no script errors)")
_rm_tree(SRV)
_rm_tree(BOBS)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
func _body() -> void:
var me = load("res://scripts/net/identity.gd").open(DIR + "/a")
me.name = "Alice"
Net.identity = me
var r := await _join()
check(r == "", "Alice joins, the first player, so she's the admin (%s)" % r)
if r != "":
return
world = load("res://scenes/world.tscn").instantiate()
root.add_child(world)
for _i in range(8):
await physics_frame
player = world.player
player.set_physics_process(false)
await _until(func(): return WN.received >= 1, 10.0)
var b0 := await _new_bob()
check(bool(b0.get("ok", false)), "Bob joins (%s)" % b0.get("why", "ok"))
if not bool(b0.get("ok", false)):
return
await _chat()
await _locks()
await _pvp()
await _death()
await _clock_and_weather()
await _kick_and_ban()
world.queue_free()
await process_frame
Net.leave()
_finished = true
# --- chat ------------------------------------------------------------------------
func _chat() -> void:
print("chat")
C.say("hello everyone")
var h := await _bob_heard("Alice: hello everyone")
check(h, "Alice says hello: Bob sees 'Alice: hello everyone'")
await _bob({"do": "say", "text": "hi Alice"})
await _until(func(): return C.heard.has("Bob: hi Alice"), 2.0)
check(C.heard.has("Bob: hi Alice"), "and Alice sees Bob's answer")
await _bob({"do": "say", "text": "/rules"})
check(await _bob_heard_prefix("PvP off · raiding off · locks owner_and_friends"), "Bob asks for /rules: co-op by default (PvP off, raiding off, locks for owner and friends)")
await _bob({"do": "say", "text": "/set pvp true"})
check(await _bob_heard("Only admins can use /set"), "Bob isn't an admin: he can't /set")
# --- locks, friends, raiding ---------------------------------------------------------
func _locks() -> void:
print("locks and friends")
var site: Vector3 = world.build.debug_find_site(player.global_position + Vector3(8, 0, 0), 3.0)
await _tp(site + Vector3(-2.5, 0, 0))
var chest := await _place("chest", site)
var door := await _place("wood_door", site + Vector3(0, 0, 4))
check(chest != null and door != null, "Alice places a chest and a door")
if chest == null or door == null:
return
check(String(chest.get_meta("owner_name", "")) == "Alice", "they're hers (the server says so, and everyone's game knows)")
var ss: int = await _give("stone", 6)
A.transfer(player, player.inventory, ss, chest.inventory, chest)
await _until(func(): return chest.inventory.count("stone") == 6, 2.0)
await _bob({"do": "tp", "to": _v(site + Vector3(2.0, 0, 0))})
var took := await _bob({"do": "chest_take", "nid": WN.nid(chest), "slot": 0})
check(_count(took.get("inv", []), "stone") == 0 and chest.inventory.count("stone") == 6, "Bob can't take from Alice's chest (locked)")
await _bob({"do": "ask", "what": "door", "args": [WN.nid(door)]})
await _sleep(0.3)
check(not door.open, "or open her door")
await _bob({"do": "ask", "what": "dismantle", "args": [WN.nid(door)]})
await _sleep(0.3)
check(WN.pieces.has(WN.nid(door)), "or take it down (raiding is off)")
C.say("/friend Bob")
check(await _bob_heard("Alice added you as a friend: you can use their doors, chests and beds"), "Alice makes Bob a friend")
took = await _bob({"do": "chest_take", "nid": WN.nid(chest), "slot": 0})
check(_count(took.get("inv", []), "stone") == 6, "now he can take from her chest")
await _bob({"do": "ask", "what": "door", "args": [WN.nid(door)]})
await _until(func(): return door.open, 2.0)
check(door.open, "and open her door")
C.say("/unfriend Bob")
await _sleep(0.4)
await _bob({"do": "ask", "what": "door", "args": [WN.nid(door)]})
await _sleep(0.4)
check(door.open, "unfriended: the door stays as it was")
print("raiding")
C.say("/set raiding true")
check(await _bob_heard("Alice set raiding to true"), "Alice turns raiding on (everyone's told)")
var dn: int = WN.nid(door)
await _bob({"do": "ask", "what": "dismantle", "args": [dn]})
await _until(func(): return not WN.pieces.has(dn), 2.0)
check(not WN.pieces.has(dn), "now Bob can take her door down")
C.say("/set raiding false")
await _sleep(0.4)
## Places `id` on the ground at `at` (build pieces snap) through Actions.
func _place(id: String, at: Vector3) -> Node3D:
var def: Dictionary = root.get_node("ItemDB").get_item(id)
var xf := Transform3D(Basis(), Vector3(at.x, world.terrain.sample_height(at.x, at.z), at.z))
if def.place.has("kind"):
var hit := {"position": xf.origin, "normal": Vector3.UP, "collider": world.terrain.get_node("TerrainBody")}
var res: Dictionary = world.build.placement(def, hit, 0.0)
if not res.ok:
print(" (can't place %s: %s)" % [id, res.reason])
return null
xf = res.xf
var slot: int = await _give(id, 1)
var before: Array = WN.pieces.keys()
A.place(player, slot, xf, world)
var found := {"p": null}
await _until(func():
for k in WN.pieces:
if not k in before and WN.pieces[k].item_id == id:
found.p = WN.pieces[k]
return true
return false, 3.0)
return found.p
# --- PvP ---------------------------------------------------------------------------
func _pvp() -> void:
print("PvP")
PN.ask("debug_stats", [{"health": 100.0}])
await _bob({"do": "ask", "what": "debug_give", "args": ["club", 1]})
await _bob({"do": "ask", "what": "debug_stats", "args": [{"stamina": 100.0}]})
var near := player.global_position + Vector3(1.4, 0, 0)
near.y = world.terrain.sample_height(near.x, near.z)
await _bob({"do": "tp", "to": _v(near)})
var slot := await _bob_slot("club")
await _bob({"do": "ask", "what": "select", "args": [slot]})
await _until(func(): return player.survival.health >= 99.0, 2.0)
var h0: float = player.survival.health
var hurts0: int = PN.hurts
await _bob({"do": "ask", "what": "hit_player", "args": [Net.local_peer]})
await _sleep(0.6)
check(PN.hurts == hurts0 and player.survival.health >= h0 - 0.5, "with PvP off, Bob's club does nothing to Alice")
C.say("/set pvp true")
await _until(func(): return bool(Net.server_info.get("pvp", false)), 2.0)
check(bool(Net.server_info.get("pvp", false)), "Alice turns PvP on, and every game hears the new rules")
await _bob({"do": "ask", "what": "hit_player", "args": [Net.local_peer]})
await _until(func(): return PN.hurts > hurts0, 2.0)
await _sleep(0.3)
check(PN.hurts > hurts0 and player.survival.health < h0 - 5.0, "now his club hurts her (health %.0f)" % player.survival.health)
# An arrow, too.
await _bob({"do": "ask", "what": "debug_give", "args": ["bow", 1]})
await _bob({"do": "ask", "what": "debug_give", "args": ["arrow", 3]})
var far := player.global_position + Vector3(7.0, 0, 0)
far.y = world.terrain.sample_height(far.x, far.z)
await _bob({"do": "tp", "to": _v(far)})
await _bob({"do": "ask", "what": "select", "args": [await _bob_slot("bow")]})
var h1: float = player.survival.health
var aim: Vector3 = (player.global_position + Vector3(0, 1.0, 0)) - (far + Vector3(0, 1.6, 0))
await _bob({"do": "ask", "what": "shoot", "args": [{"v": _v(aim.normalized())}, 1.0]})
await _until(func(): return player.survival.health < h1 - 1.0, 3.0)
check(player.survival.health < h1 - 1.0, "and so does an arrow (health %.0f)" % player.survival.health)
C.say("/set pvp false")
await _sleep(0.4)
# --- death penalties -------------------------------------------------------------------
func _death() -> void:
print("death penalties")
C.say("/set death_penalty drop_all")
await _sleep(0.4)
await _clear()
await _give("stone", 5)
var at := player.global_position
var graves0 := _graves()
var d0: int = WN.dropped.size()
PN.ask("debug_die")
await _until(func(): return WN.dropped.size() > d0, 3.0)
check(_graves() == graves0 and WN.dropped.size() > d0 and player.inventory.count("stone") == 0,
"drop_all: no grave, her stone is lying on the ground where she fell, for anyone")
var near_drop: bool = WN.dropped.values().any(func(d): return is_instance_valid(d) and d.item_id == "stone" and d.global_position.distance_to(at) < 3.0)
check(near_drop, "(right where she died)")
await _until(func(): return not world.dead_waiting, 6.0)
C.say("/set death_penalty keep")
await _sleep(0.4)
await _give("flint", 4)
PN.ask("debug_die")
await _until(func(): return world.dead_waiting, 3.0)
await _until(func(): return not world.dead_waiting, 6.0)
await _sleep(0.4)
check(player.inventory.count("flint") == 4 and _graves() == graves0, "keep: she wakes with her flint, and there's no grave")
C.say("/set death_penalty grave")
await _sleep(0.4)
func _graves() -> int:
return WN.pieces.values().filter(func(p): return is_instance_valid(p) and p.item_id == "grave").size()
# --- clock and weather ---------------------------------------------------------------
func _clock_and_weather() -> void:
print("the clock and the weather")
C.say("/time 22:30")
await _until(func(): return absf(world.day_night.hours() - 22.5) < 0.2, 2.0)
check(absf(world.day_night.hours() - 22.5) < 0.2, "/time 22:30: it's night for Alice (%s)" % world.day_night.clock_text())
var life := await _bob({"do": "life"})
check(absf(float(life.get("hours", 0.0)) - 22.5) < 0.2, "and for Bob (%.2f h)" % float(life.get("hours", 0.0)))
C.say("/weather storm")
await _until(func(): return world.weather.state == "storm", 3.0)
life = await _bob({"do": "life"})
check(world.weather.state == "storm" and String(life.get("weather", "")) == "storm", "/weather storm: a storm for both (Alice %s, Bob %s)" % [world.weather.state, life.get("weather", "?")])
C.say("/weather auto")
await _sleep(0.4)
check(world.weather.override == "", "/weather auto: back to the island's own weather")
# --- kick, ban ---------------------------------------------------------------------------
func _kick_and_ban() -> void:
print("kick and ban")
C.say("/kick Bob")
await _until(func(): return Net.players.values().all(func(p): return p.name != "Bob"), 4.0)
check(Net.players.values().all(func(p): return p.name != "Bob"), "/kick Bob: he's gone")
var b := await _new_bob()
check(bool(b.get("ok", false)), "he can come back")
C.say("/ban Bob")
await _until(func(): return Net.players.values().all(func(p): return p.name != "Bob"), 4.0)
check(Net.players.values().all(func(p): return p.name != "Bob"), "/ban Bob: gone again")
b = await _new_bob()
check(not bool(b.get("ok", true)) and String(b.get("why", "")).contains("banned"), "and can't come back (%s)" % b.get("why", ""))
C.say("/unban Bob")
await _sleep(0.5)
b = await _new_bob()
check(bool(b.get("ok", false)), "/unban Bob: he can join again")
await _bob({"do": "leave"})
# --- helpers --------------------------------------------------------------------
## A fresh Bob (his own command folder; the same identity every time).
func _new_bob() -> Dictionary:
_bobs += 1
_bob_dir = "%s/b%d" % [BOBS, _bobs]
DirAccess.make_dir_recursive_absolute(_bob_dir)
_cmd = 0
_spawn(["--identity", DIR + "/bob", "--name", "Bob", "--address", "127.0.0.1:%d" % PORT, "--dir", _bob_dir],
"res://tests/net_world_bot.gd")
return await _bob_result(0, 30.0)
func _bob_heard(line: String) -> bool:
for _i in range(15):
var h := await _bob({"do": "heard"})
if (h.get("heard", []) as Array).has(line):
return true
await _sleep(0.2)
return false
func _bob_heard_prefix(start: String) -> bool:
for _i in range(15):
var h := await _bob({"do": "heard"})
if (h.get("heard", []) as Array).any(func(l): return String(l).begins_with(start)):
return true
await _sleep(0.2)
return false
func _bob_slot(id: String) -> int:
var rep := await _bob({"do": "report"})
var inv: Array = rep.get("inv", [])
for i in range(inv.size()):
if inv[i] != null and inv[i].id == id:
return i
return -1
func _tp(at: Vector3) -> void:
PN.ask("debug_tp", [at + Vector3(0, 0.05, 0)])
await _until(func(): return player.global_position.distance_to(at) < 1.0, 2.0)
player.set_physics_process(false)
await _sleep(0.3)
func _give(id: String, n: int) -> int:
var before: int = player.inventory.count(id)
PN.ask("debug_give", [id, n])
await _until(func(): return player.inventory.count(id) >= before + n, 3.0)
return _slot_of(id)
func _clear() -> void:
PN.ask("debug_clear")
await _until(func(): return player.inventory.slots.all(func(s): return s == null), 3.0)
func _slot_of(id: String) -> int:
for i in range(player.inventory.size()):
var s = player.inventory.get_slot(i)
if s != null and s.id == id:
return i
return -1
func _until(cond: Callable, limit: float) -> bool:
var t := 0.0
while not cond.call() and t < limit:
await _sleep(0.05)
t += 0.05
return cond.call()
static func _count(inv: Array, id: String) -> int:
var n := 0
for s in inv:
if s != null and s.id == id:
n += int(s.count)
return n
static func _v(p: Vector3) -> Array:
return [p.x, p.y, p.z]
func _bob(cmd: Dictionary) -> Dictionary:
_cmd += 1
var f := FileAccess.open("%s/cmd_%d.json" % [_bob_dir, _cmd], FileAccess.WRITE)
f.store_string(JSON.stringify(cmd))
f.close()
return await _bob_result(_cmd, 20.0)
func _bob_result(n: int, limit: float) -> Dictionary:
var path := "%s/res_%d.json" % [_bob_dir, n]
var t := 0.0
while not FileAccess.file_exists(path) and t < limit:
await _sleep(0.05)
t += 0.05
await _sleep(0.05)
var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(path)) if FileAccess.file_exists(path) else null
return d if d is Dictionary else {"error": "Bob gave no answer to command %d" % n, "heard": [], "inv": [], "pieces": {}}
func _join() -> String:
var state := {"done": false, "reason": ""}
var ok := func(): state.done = true
var bad := func(why): state.done = true; state.reason = why
Net.joined.connect(ok)
Net.join_failed.connect(bad)
Net.join("127.0.0.1:%d" % PORT)
var t := 0.0
while not state.done and t < 25.0:
await _sleep(0.05)
t += 0.05
Net.joined.disconnect(ok)
Net.join_failed.disconnect(bad)
return state.reason if state.done else "test timed out"
func _spawn(user_args: Array, script: String = "") -> int:
var args := PackedStringArray(["--headless", "--path", ProjectSettings.globalize_path("res://")])
if not script.is_empty():
args.append_array(["--script", script])
args.append("--")
for x in user_args:
args.append(str(x))
args.append_array(["--exit-with", str(OS.get_process_id())])
var pid := OS.create_process(OS.get_executable_path(), args)
_pids.append(pid)
return pid
func _sleep(s: float) -> void:
await create_timer(s).timeout
static func _rm_tree(d: String) -> void:
var da := DirAccess.open(d)
if da == null:
return
for sub in da.get_directories():
_rm_tree(d.path_join(sub))
for f in da.get_files():
da.remove(f)
DirAccess.remove_absolute(d)

View File

@@ -307,8 +307,12 @@ func _containers_and_fires() -> void:
var s = _chest.inventory.get_slot(i)
if s != null and s.id == "wood":
slot = i
# (Chests are locked to their owner and friends by default: M2.6.)
root.get_node("Chat").say("/friend Bob")
await _sleep(0.5)
var took := await _bob({"do": "chest_take", "nid": nid, "slot": slot})
check(_count(took.get("inv", []), "wood") == 10, "Bob takes the wood out (shift-click)")
check(_count(took.get("inv", []), "wood") == 10, "Bob (her friend) takes the wood out (shift-click)")
root.get_node("Chat").say("/unfriend Bob") # (friends can loot each other's graves too)
await _sleep(0.3)
check(_chest.inventory.count("wood") == 0 and _chest.inventory.count("stone") == 3, "and it's gone from Alice's view of the chest")