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

29
data/fish.json Normal file
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@@ -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
}
]
}
}
}

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@@ -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 just reels in. Walking more than about 30 m off snaps the line, and
switching away from the rod reels in. switching away from the rod reels in.
- Catch: perch (common) and trout (22%, or 40% at dawn and dusk). Grill - 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)* ### 2.8c Mixed diet *(built)*
Every food belongs to a group: **meat** (raw meat 8, cooked 40), **fish** Every food belongs to a group: **meat** (raw meat 8, cooked 40), **fish**

165
docs/WORLDLETS_DESIGN.md Normal file
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@@ -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/<id>/worldlets/<worldlet>.json`), and the player's own state moves
to `worlds/<id>/player.json`. Then B is "add travel and a second file",
not "migrate every save".
## 3. Definition format
`data/worldlets/<id>.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.

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@@ -14,11 +14,14 @@ const ICON_SIZE := 96
var items: Dictionary = {} # id -> definition Dictionary var items: Dictionary = {} # id -> definition Dictionary
var recipes: Dictionary = {} # id -> recipe Dictionary (insertion order kept) var recipes: Dictionary = {} # id -> recipe Dictionary (insertion order kept)
var icons: Dictionary = {} # id -> Texture2D var icons: Dictionary = {} # id -> Texture2D
## Fishing by water type (data/fish.json): {"modifiers": {...}, "waters": {type: {...}}}.
var fishing: Dictionary = {"modifiers": {}, "waters": {}}
var _item_mat: StandardMaterial3D var _item_mat: StandardMaterial3D
func _ready() -> void: func _ready() -> void:
_load("res://data/items.json", "items", define_item) _load("res://data/items.json", "items", define_item)
_load("res://data/recipes.json", "recipes", define_recipe) _load("res://data/recipes.json", "recipes", define_recipe)
_load_fishing("res://data/fish.json")
if DisplayServer.get_name() != "headless": if DisplayServer.get_name() != "headless":
_render_icons.call_deferred() _render_icons.call_deferred()
@@ -51,6 +54,31 @@ func define_recipe(r: Dictionary) -> void:
r.station = String(r.get("station", "")) r.station = String(r.get("station", ""))
recipes[r.id] = r 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: func get_item(id: String) -> Dictionary:
return items.get(id, {}) return items.get(id, {})

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@@ -12,9 +12,11 @@ extends Node3D
## A line is drawn from the rod tip each frame (hands.gd gives the tip). ## A line is drawn from the rod tip each frame (hands.gd gives the tip).
const BITE_WINDOW := 1.5 const BITE_WINDOW := 1.5
const MIN_DEPTH := 0.5 ## water this deep under the float, or no fish
const LINE_LENGTH := 26.0 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 world: Node3D
var player: Node3D var player: Node3D
var state := "flying" var state := "flying"
@@ -59,20 +61,34 @@ func _physics_process(delta: float) -> void:
func _process(_delta: float) -> void: func _process(_delta: float) -> void:
_draw_line() _draw_line()
## How long until the next bite (seconds). func _dawn_dusk() -> bool:
func _next_wait() -> float:
var h: float = world.day_night.hours() var h: float = world.day_night.hours()
var k := 1.0 return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5)
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
## 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: func _pick_fish() -> String:
var h: float = world.day_night.hours() var fish: Array = table.get("fish", [])
var trout := 0.4 if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) else 0.22 var key := "dawn_dusk" if _dawn_dusk() else "weight"
return "trout" if rng.randf() < trout else "perch" 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: func step(dt: float) -> void:
_t += dt _t += dt
@@ -86,14 +102,24 @@ func step(dt: float) -> void:
velocity.y -= 9.8 * dt velocity.y -= 9.8 * dt
var p := global_position + velocity * dt var p := global_position + velocity * dt
var ground: float = terrain.sample_height(p.x, p.z) var ground: float = terrain.sample_height(p.x, p.z)
if p.y <= terrain.water_level and ground < terrain.water_level - MIN_DEPTH: var water: Dictionary = world.water_at(p.x, p.z)
p.y = terrain.water_level 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" state = "floating"
wait_left = _next_wait() wait_left = _next_wait()
elif p.y <= ground + 0.03: elif p.y <= ground + 0.03:
p.y = ground + 0.03 p.y = ground + 0.03
state = "landed" 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 global_position = p
"floating": "floating":
wait_left -= dt wait_left -= dt
@@ -110,7 +136,7 @@ func step(dt: float) -> void:
if bite_left <= 0.0: if bite_left <= 0.0:
state = "floating" state = "floating"
fish = "" 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 _mesh.position.y = 0.0
Actions.notify.emit("It got away") Actions.notify.emit("It got away")

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@@ -487,6 +487,17 @@ func _update_grass_cuts() -> void:
xfs.append(p.global_transform) xfs.append(p.global_transform)
props.set_grass_cuts(xfs, 1.02) 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 ## 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. ## tree, a thrown spear, meat that didn't fit). Saved with the world.
func drop_item(id: String, count: int, xf: Transform3D) -> Node3D: func drop_item(id: String, count: int, xf: Transform3D) -> Node3D:

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@@ -107,6 +107,19 @@ func _body(world: Node3D) -> void:
var inland := shore + Vector3(12, 0, 0) var inland := shore + Vector3(12, 0, 0)
inland.y = terrain.sample_height(inland.x, inland.z) 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") print("casting")
sv.stamina = 100.0 sv.stamina = 100.0
check(_cast(world, player, out) and world.bobber != null, "cast the line") check(_cast(world, player, out) and world.bobber != null, "cast the line")