Fish per water type in data/fish.json; worldlets design

- 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
This commit is contained in:
Paul Bailey
2026-11-04 11:41:04 +00:00
parent f174221268
commit 4630ea5d44
7 changed files with 294 additions and 19 deletions

View File

@@ -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, {})

View File

@@ -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")

View File

@@ -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: