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

View File

@@ -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"

View File

@@ -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 "")

View File

@@ -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

View File

@@ -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)