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