diff --git a/data/fish.json b/data/fish.json new file mode 100644 index 0000000..97ed0ca --- /dev/null +++ b/data/fish.json @@ -0,0 +1,29 @@ +{ + "_comment": "Fishing by water type. world.water_at() says which type a spot is; a type with no entry has no fish. Weights are relative. 'dawn_dusk' replaces the weight at dawn (05:00-08:30) and dusk (17:00-20:30). Bite waits are seconds, scaled by the modifiers.", + "modifiers": { + "dawn_dusk_wait": 0.6, + "rain_wait": 0.8, + "missed_wait": 1.3 + }, + "waters": { + "lake": { + "min_depth": 0.5, + "bite_wait": [ + 5.0, + 14.0 + ], + "fish": [ + { + "id": "perch", + "weight": 78, + "dawn_dusk": 60 + }, + { + "id": "trout", + "weight": 22, + "dawn_dusk": 40 + } + ] + } + } +} diff --git a/docs/SURVIVAL_DESIGN.md b/docs/SURVIVAL_DESIGN.md index 1ce61c1..0ed1ae9 100644 --- a/docs/SURVIVAL_DESIGN.md +++ b/docs/SURVIVAL_DESIGN.md @@ -218,7 +218,10 @@ Built in M1b (`scripts/player/survival.gd`), current numbers: just reels in. Walking more than about 30 m off snaps the line, and switching away from the rod reels in. - Catch: perch (common) and trout (22%, or 40% at dawn and dusk). Grill - them at a campfire. A few fish swim visibly in the lake. + them at a campfire. A few fish swim visibly in the lake, and some jump. +- Fish, weights and bite timing live in `data/fish.json` per water type. + The float asks `world.water_at()` what it landed in (lake, sea...), so a + worldlet with a sea only needs a "sea" entry there (docs/WORLDLETS_DESIGN.md). ### 2.8c Mixed diet *(built)* Every food belongs to a group: **meat** (raw meat 8, cooked 40), **fish** diff --git a/docs/WORLDLETS_DESIGN.md b/docs/WORLDLETS_DESIGN.md new file mode 100644 index 0000000..4bd07e6 --- /dev/null +++ b/docs/WORLDLETS_DESIGN.md @@ -0,0 +1,165 @@ +# Worldlets design + +Status: **proposal**. Nothing here is built yet, apart from the first piece +of groundwork (`world.water_at()` and `data/fish.json`, see §6). + +## 1. What a worldlet is +A **worldlet** is a small, complete world type: a ~320 m playable area with +its own shape, water, climate, wildlife and features, generated from a seed +like today's island. The current map becomes the first worldlet, **"Valley"**: +a mountain ring, a lake and a sea cliff. Others can differ in kind, not just +in seed: + +| Worldlet | Shape | Water | Twist | +|---|---|---|---| +| **Valley** (today) | mountain ring + sea cliff | lake | wolves' den in the rim | +| **Cove** | low hills down to a sandy bay | sea + harbour, a stream | sea fishing, a pier, tides later | +| **Highlands** | plateau, cliffs, a tarn | small cold lake | snow most days, harsher nights | +| **Marsh** | flat, reedy, pools | many shallow pools | fog, insects, bog iron later | + +A worldlet is **data plus a few generator building blocks**, not a new +scene with its own code. That keeps the game's systems shared (building, +survival, creatures, saving) and makes worldlets addable by addons later +(§7). + +## 2. The big decision: one worldlet per save, or linked worldlets? + +**A. One worldlet per save.** New World asks for a name, a seed and a +worldlet type. Simple, and it fits everything already built. + +**B. Linked worldlets in one save.** Several worldlets form one world, and +you travel between them (a mountain pass, a cave tunnel, a boat). Each keeps +its own state. More exciting, but much more work, especially in M2: a server +would have to simulate several places at once, or keep all players together. + +**Recommendation: build A first, with a save layout that allows B later.** +Each worldlet's state goes in its own file from day one +(`worlds//worldlets/.json`), and the player's own state moves +to `worlds//player.json`. Then B is "add travel and a second file", +not "migrate every save". + +## 3. Definition format +`data/worldlets/.json`. Every number that's an `@export` on +`terrain.gd` today moves here, plus the lists that are hard-coded: + +```json +{ + "id": "cove", + "name": "Cove", + "description": "Low hills running down to a sheltered bay.", + "size": 320, + "terrain": { + "base": {"height_scale": 7.0, "octaves": 4}, + "boundary": [ + {"type": "mountains", "from_deg": 60, "to_deg": 300, "height": 50}, + {"type": "beach", "from_deg": 300, "to_deg": 60, "slope": 0.08} + ], + "features": [ + {"type": "cove", "angle_deg": 0, "width": 60}, + {"type": "stream", "from": "mountains", "to": "cove"} + ] + }, + "water": {"sea_level": -1.5, "lakes": []}, + "climate": {"cold_day_chance": 0.1, "snowline": 45, "day_length": 1200}, + "wildlife": { + "budget": {"rabbit": 5, "deer": 3, "boar": 2}, + "wolves": {"den": "rim", "den_day": 3, "hunt_day": 5} + }, + "places": [{"type": "pier", "at": "cove"}], + "spawn": {"near": "cove", "facing": "sea"} +} +``` + +Generator **building blocks** (GDScript, shared by all worldlets): base +hills, mountain rim, sea cliff, beach slope, cove/bay, lake basin, stream +bed, plateau. A worldlet only picks and parameterises them, so it can't do +anything a block can't. + +## 4. What changes in the code +Most game code already asks the terrain generic questions: +`sample_height`, `sample_normal`, `inside_boundary` and `find_spawn`. The +work is in the places that know about *this* island's single lake and +cliff. Today: + +| Assumption | Used in | Becomes | +|---|---|---| +| one lake at `water_level` | player (swimming), creature, spawner, den, build_system, props, lake_fish, world | `world.water_at(x, z)` (done for fishing) | +| `lake_center` / `lake_radius` | lake_fish, world (views) | the water bodies list | +| `sea_angle_deg`, `coast_point` | props (sea stacks, cliff-top strip), world (views) | the boundary segment list | +| `snow_height` | props, spawner, weather | `climate.snowline` | +| `play_radius` | props, den | boundary queries | + +The steps: +1. **Terrain pipeline.** `terrain.gd` becomes a runner that stacks the + chosen building blocks into the height grid. The grid, collision, + `sample_height` and the boundary wall stay exactly as they are. +2. **A `WorldInfo` API** on the world node, for everything outside terrain: + `water_at`, `water_bodies()`, `boundary_at(angle)`, `features(type)`, + `climate`. No system reads terrain exports directly any more. +3. **Water bodies.** Each lake, pond and the sea is a body with a surface, + shape and type. The water mesh is built per body. Swimming, the "too + deep" check, animal steering and fishing all go through `water_at`. +4. **Props and places by feature.** Scenery reads densities from the + definition. The den, the sea stacks and (in Cove) the pier are "places" + positioned by features, not hard-coded angles. +5. **Saves.** `meta.json` gains `"worldlet": "valley"`. Older saves default + to Valley, so nothing breaks. +6. **New World screen.** Pick a worldlet type (with a short description and + a preview render), then name and seed as now. + +## 5. The Cove and sea fishing +- **Beach boundary.** Sand slopes gently into shallow water. You can wade + and swim out until the water is deep, and then a current carries you back + (the beach equivalent of the invisible wall, with a toast). +- **Harbour.** A sheltered bay with a generated wooden pier. The pier is + built from the building pieces, so it's "placed by the world" and can't + be dismantled. +- **Sea fish** in `data/fish.json` under `"sea"`: mackerel (common), + cod (bigger, deeper water), and maybe crab pots later. Casting from the + pier reaches deep water. The fishing code needs no changes: it already + asks `water_at` what it landed in and looks up that water's fish. +- Later: tides (sea level shifting slowly), a raft or rowing boat, and + driftwood on the beach. + +## 6. Done already (groundwork) +- `world.water_at(x, z)` returns `{type, surface, depth}` for the lake and + the sea, and fishing uses it instead of `terrain.water_level`. +- `data/fish.json` holds the fish per water type, bite timings and + dawn/dusk weights. `ItemDB.define_water()` registers a water's fish, so an + addon or a worldlet can add "sea" without code. + +## 7. How it fits the roadmap +- **Before M2 (recommended):** steps 1-6 for Valley alone, with no visible + change, then the Cove. Doing the refactor before multiplayer means M2 + replicates "worldlet id + seed + edits", not one hard-coded island. +- **M2:** the server loads one worldlet per save (option A). Clients + regenerate it from id + seed, which is the same determinism we rely on + now. +- **M3 (addons):** `define_worldlet()` takes the same JSON. Addons can only + combine building blocks, so a worldlet addon can't run arbitrary code in + the generator. +- **Option B (linked worldlets)** fits after M2, once we know how the + server handles players in different places. + +## 8. Phasing and tests +| Phase | Delivers | Done when | +|---|---|---| +| **W0** | terrain pipeline + WorldInfo API; Valley defined in JSON | seed 1337 generates the **same height grid** as today (a hash test), and all 9 suites still pass | +| **W1** | worldlet picked on New World and saved in meta; old saves = Valley | load an old save and a new Valley save; both play | +| **W2** | water bodies (several per world), beach boundary block, swim-back current | a test worldlet with two ponds and a beach passes the boundary and terrain-edge tests | +| **W3** | **Cove** worldlet: bay, stream, pier place, sea fish | you catch a mackerel off the pier | +| **W4** | (optional) Highlands / Marsh | each passes the shared suites | +| **W5** | (after M2, optional) linked worldlets and travel | walk through a pass from Valley into Cove and back | + +Every existing suite runs per worldlet (boundary, terrain edges, survival, +building, wildlife, fishing), so a new worldlet can't ship with a hole in +its edge or animals that spawn in the sea. + +## 9. Questions for you +1. **A or B?** One worldlet per save to start, or do you want travel between + them early? (Recommendation: A, with the save layout ready for B.) +2. **Worldlet size:** keep ~320 m, or let some be bigger? +3. **Difficulty per worldlet:** should harsher worldlets (Highlands) bring + wolves sooner, or keep the same grace period everywhere? +4. **Which second worldlet first:** Cove (sea fishing, the beach you + mentioned) is my suggestion. diff --git a/scripts/core/item_db.gd b/scripts/core/item_db.gd index c8ac6f3..962c88d 100644 --- a/scripts/core/item_db.gd +++ b/scripts/core/item_db.gd @@ -14,11 +14,14 @@ const ICON_SIZE := 96 var items: Dictionary = {} # id -> definition Dictionary var recipes: Dictionary = {} # id -> recipe Dictionary (insertion order kept) var icons: Dictionary = {} # id -> Texture2D +## Fishing by water type (data/fish.json): {"modifiers": {...}, "waters": {type: {...}}}. +var fishing: Dictionary = {"modifiers": {}, "waters": {}} var _item_mat: StandardMaterial3D func _ready() -> void: _load("res://data/items.json", "items", define_item) _load("res://data/recipes.json", "recipes", define_recipe) + _load_fishing("res://data/fish.json") if DisplayServer.get_name() != "headless": _render_icons.call_deferred() @@ -51,6 +54,31 @@ func define_recipe(r: Dictionary) -> void: r.station = String(r.get("station", "")) recipes[r.id] = r +func _load_fishing(path: String) -> void: + var data = JSON.parse_string(FileAccess.get_file_as_string(path)) + if typeof(data) != TYPE_DICTIONARY or not data.has("waters"): + push_error("ItemDB: could not parse %s" % path) + return + fishing.modifiers = data.get("modifiers", {}) + for water in data.waters: + define_water(water, data.waters[water]) + +## Registers (or replaces) the fish for one water type. Same shape an addon +## would use to add, say, a "swamp" water with its own catch. +func define_water(water: String, d: Dictionary) -> void: + var fish: Array = [] + for f in d.get("fish", []): + if not items.has(f.get("id", "")): + push_error("ItemDB: fish '%s' in water '%s' is not an item" % [f.get("id", "?"), water]) + continue + fish.append({"id": f.id, "weight": float(f.get("weight", 1)), "dawn_dusk": float(f.get("dawn_dusk", f.get("weight", 1)))}) + var w: Array = d.get("bite_wait", [5.0, 14.0]) + fishing.waters[water] = {"min_depth": float(d.get("min_depth", 0.5)), "bite_wait": [float(w[0]), float(w[1])], "fish": fish} + +## The fishing table for a water type ({} = nothing to catch there). +func water_fishing(water: String) -> Dictionary: + return fishing.waters.get(water, {}) + func get_item(id: String) -> Dictionary: return items.get(id, {}) diff --git a/scripts/fishing/bobber.gd b/scripts/fishing/bobber.gd index 5210cfc..40dce38 100644 --- a/scripts/fishing/bobber.gd +++ b/scripts/fishing/bobber.gd @@ -12,9 +12,11 @@ extends Node3D ## A line is drawn from the rod tip each frame (hands.gd gives the tip). const BITE_WINDOW := 1.5 -const MIN_DEPTH := 0.5 ## water this deep under the float, or no fish const LINE_LENGTH := 26.0 +var water_type := "" ## "lake", "sea"... (world.water_at) +var table: Dictionary = {} ## that water's fishing table (ItemDB.water_fishing) + var world: Node3D var player: Node3D var state := "flying" @@ -59,20 +61,34 @@ func _physics_process(delta: float) -> void: func _process(_delta: float) -> void: _draw_line() -## How long until the next bite (seconds). -func _next_wait() -> float: +func _dawn_dusk() -> bool: var h: float = world.day_night.hours() - var k := 1.0 - if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5): - k *= 0.6 # fish feed at dawn and dusk - if world.weather.precip > 0.3: - k *= 0.8 - return rng.randf_range(5.0, 14.0) * k + return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) +## How long until the next bite (seconds), from data/fish.json. +func _next_wait() -> float: + var mods: Dictionary = ItemDB.fishing.modifiers + var w: Array = table.get("bite_wait", [5.0, 14.0]) + var k := 1.0 + if _dawn_dusk(): + k *= float(mods.get("dawn_dusk_wait", 0.6)) # fish feed at dawn and dusk + if world.weather.precip > 0.3: + k *= float(mods.get("rain_wait", 0.8)) + return rng.randf_range(w[0], w[1]) * k + +## A weighted pick from this water's fish (dawn/dusk weights when they apply). func _pick_fish() -> String: - var h: float = world.day_night.hours() - var trout := 0.4 if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) else 0.22 - return "trout" if rng.randf() < trout else "perch" + var fish: Array = table.get("fish", []) + var key := "dawn_dusk" if _dawn_dusk() else "weight" + var total := 0.0 + for f in fish: + total += float(f[key]) + var roll := rng.randf() * total + for f in fish: + roll -= float(f[key]) + if roll <= 0.0: + return f.id + return fish[-1].id if not fish.is_empty() else "" func step(dt: float) -> void: _t += dt @@ -86,14 +102,24 @@ func step(dt: float) -> void: velocity.y -= 9.8 * dt var p := global_position + velocity * dt var ground: float = terrain.sample_height(p.x, p.z) - if p.y <= terrain.water_level and ground < terrain.water_level - MIN_DEPTH: - p.y = terrain.water_level - state = "floating" - wait_left = _next_wait() + var water: Dictionary = world.water_at(p.x, p.z) + if not water.is_empty() and p.y <= float(water.surface): + p.y = water.surface + water_type = water.type + table = ItemDB.water_fishing(water_type) + if table.is_empty() or table.fish.is_empty(): + state = "landed" + Actions.notify.emit("Nothing to catch here") + elif float(water.depth) < float(table.min_depth): + state = "landed" + Actions.notify.emit("Too shallow here: cast further out") + else: + state = "floating" + wait_left = _next_wait() elif p.y <= ground + 0.03: p.y = ground + 0.03 state = "landed" - Actions.notify.emit("Cast into the water (deeper than this)" if ground < terrain.water_level else "Cast into the water") + Actions.notify.emit("Cast into the water") global_position = p "floating": wait_left -= dt @@ -110,7 +136,7 @@ func step(dt: float) -> void: if bite_left <= 0.0: state = "floating" fish = "" - wait_left = _next_wait() * 1.3 + wait_left = _next_wait() * float(ItemDB.fishing.modifiers.get("missed_wait", 1.3)) _mesh.position.y = 0.0 Actions.notify.emit("It got away") diff --git a/scripts/world/world.gd b/scripts/world/world.gd index 277b072..2bb9cdd 100644 --- a/scripts/world/world.gd +++ b/scripts/world/world.gd @@ -487,6 +487,17 @@ func _update_grass_cuts() -> void: xfs.append(p.global_transform) props.set_grass_cuts(xfs, 1.02) +## What water is at (x, z): {"type": "lake"|"sea", "surface": y, "depth": m}, +## or {} on dry land. The one place that knows this island's water bodies, so +## fishing (and later swimming, boats) work on any world that answers it. +func water_at(x: float, z: float) -> Dictionary: + var ground: float = terrain.sample_height(x, z) + if terrain.inside_boundary(x, z, -2.0) and ground < terrain.water_level: + return {"type": "lake", "surface": terrain.water_level, "depth": terrain.water_level - ground} + if terrain.sea_weight(x, z) > 0.5 and ground < terrain.sea_level: + return {"type": "sea", "surface": terrain.sea_level, "depth": terrain.sea_level - ground} + return {} + ## Leaves `count` of an item lying in the world at `xf` (an arrow stuck in a ## tree, a thrown spear, meat that didn't fit). Saved with the world. func drop_item(id: String, count: int, xf: Transform3D) -> Node3D: diff --git a/tests/test_fishing_diet.gd b/tests/test_fishing_diet.gd index b4222c5..3a09ded 100644 --- a/tests/test_fishing_diet.gd +++ b/tests/test_fishing_diet.gd @@ -107,6 +107,19 @@ func _body(world: Node3D) -> void: var inland := shore + Vector3(12, 0, 0) inland.y = terrain.sample_height(inland.x, inland.z) + print("water and fish data") + var wl: Dictionary = world.water_at(lake.x, lake.y) + check(wl.get("type", "") == "lake" and wl.depth > 2.0, "the middle of the lake is deep lake water (%s)" % [wl]) + check(world.water_at(shore.x + 3.0, shore.z).is_empty(), "the shore is dry land") + var sp: Vector2 = terrain.coast_point(terrain.sea_angle_deg, 40.0) + check(world.water_at(sp.x, sp.y).get("type", "") == "sea", "out past the cliffs is the sea") + var lt: Dictionary = DB.water_fishing("lake") + var ids := [] + for f in lt.get("fish", []): + ids.append(f.id) + check(ids == ["perch", "trout"] and lt.min_depth == 0.5, "the lake's fish come from data/fish.json (%s)" % [ids]) + check(DB.water_fishing("sea").is_empty(), "this island has no sea fish defined (the cliffs are in the way)") + print("casting") sv.stamina = 100.0 check(_cast(world, player, out) and world.bobber != null, "cast the line")