T1 tutorial: Actions events, the Guide autoload, chapter 1 with Old Tam the hermit, guide panel and marker, saved progress; roadmap: auto-update plan

This commit is contained in:
Paul Bailey
2026-11-05 14:14:32 +00:00
parent e03411ffdb
commit 5b5dd3d609
11 changed files with 834 additions and 5 deletions

58
data/tutorial.json Normal file
View File

@@ -0,0 +1,58 @@
{
"guide": {
"name": "Old Tam",
"about": "the hermit who's lived on this island longer than he'll admit"
},
"chapters": [
{"id": "tools", "title": "First tools"}
],
"steps": [
{
"id": "look",
"chapter": "tools",
"title": "Look around",
"text": "Awake at last! Washed up on my island, have you. Stretch your legs: WASD to walk, the mouse to look. Shift if you're in a hurry.",
"goal": {"walk": 10}
},
{
"id": "sticks",
"chapter": "tools",
"title": "Gather sticks and stones",
"text": "Empty hands are no use here. Look at a stick or a stone on the ground and press E. Three of each, mind.",
"marker": {"nearest": "pickup:stick"},
"goal": {"all": [{"gained": "stick", "count": 3}, {"gained": "stone", "count": 3}]}
},
{
"id": "flax",
"chapter": "tools",
"title": "Pick wild flax",
"text": "See the pale, tall plants? Wild flax. Pick some. The fibre makes torches, bows and a decent bed.",
"marker": {"nearest": "pickup:fiber"},
"goal": {"gained": "fiber", "count": 2}
},
{
"id": "axe",
"chapter": "tools",
"title": "Craft a stone axe",
"text": "Now an axe. Two sticks and two flint: flint lies about, more by the water. Tab opens your pack, and the recipe's in there.",
"marker": {"nearest": "pickup:flint", "unless_have": {"flint": 2}},
"goal": {"crafted": "stone_axe"}
},
{
"id": "tree",
"chapter": "tools",
"title": "Chop down a tree",
"text": "Axe in hand (the number keys), hold the left button at a trunk and keep at it. A tree gives wood, and sticks when it falls.",
"marker": {"nearest": "tree"},
"goal": {"felled": "tree"}
},
{
"id": "pickaxe",
"chapter": "tools",
"title": "Craft a pickaxe and break a boulder",
"text": "Rocks are next. A pickaxe takes two sticks, three stone and a flint. Then go and break a boulder for stone and flint of your own.",
"marker": {"nearest": "rock"},
"goal": {"all": [{"crafted": "stone_pickaxe"}, {"felled": "rock"}]}
}
]
}

View File

@@ -88,6 +88,36 @@ phases M2.0-M2.7).
- Better UI, settings, controls - Better UI, settings, controls
- Audio, music, weather - Audio, music, weather
- Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation) - Packaged builds for Win/Mac/Linux (+ Mac signing/notarisation)
- **Updates**: the game (and a dedicated server) needs to notice when a new
version is out, download what's needed and install it. See below.
### Updates (to design with the packaged builds)
Needed because every network change bumps the protocol (12 as of P5), and
an out-of-date game can't join an up-to-date server: today that means
`git pull` and a restart on every machine.
- **Knowing there's an update:** the game checks a small version file
(version number, protocol, per-platform download URLs and checksums) at
start-up and from the title screen. The server checks too. When joining
a server with a newer protocol, the "different game version" refusal
should offer to update instead of just saying so.
- **Getting it:** download only what changed where possible (the game's
`.pck` data separately from the engine binary, which rarely changes), to
a staging folder, verified by checksum (and signature) before anything
is replaced.
- **Installing it:** swap in the new files on the next start (a tiny
launcher or a restart-and-replace step), keep the previous version to
roll back to if the new one fails to start. Mac: signed and notarised so
Gatekeeper accepts it; Windows: signed. Worlds, profiles and server
config live in user data, so they're never touched; saves stay
readable by newer versions (they already load older saves).
- **Servers:** a headless server can update itself at a quiet moment
(nobody on, or after warning players), or an admin runs an update
command; the launchd/systemd service files restart it.
- **Where updates come from:** GitHub Releases is the simple start (the
version file and builds attached to a release); itch.io's butler or
Steam would handle it for us if the game ships there.
- **Addons (M3)** will want the same: a version per addon and the server
telling players which addons (and versions) it needs.
## Honest overall estimate ## Honest overall estimate
A genuinely playable **self-hosted survival game with a working sandboxed addon A genuinely playable **self-hosted survival game with a working sandboxed addon

View File

@@ -1,6 +1,28 @@
# Tutorial world design # Tutorial world design
Status: **proposal**. Nothing here is built yet. Status: **T1 built** (the Guide, Actions' events, chapter 1 in
data/tutorial.json, the guide panel and marker); T2-T4 are proposals.
*As built in T1:*
- Actions has signals for what players do: `crafted`, `harvested` (with
whether it fell), `placed`, `ate`, `killed`, `butchered`, `caught`,
`slept` (plus the old `item_gained`).
- The `Guide` autoload (scripts/core/guide.gd) runs data/tutorial.json:
goals `walk`, `gained`, `crafted`, `felled`, `placed`, `ate`, `killed`,
`butchered`, `caught`, `slept`, `continue`, and `all` of several. It
counts from the tutorial's start, so a step done early ticks the moment
it comes up. Markers: the nearest pickup of a kind, tree or boulder,
hidden once you have what it's for (`unless_have`).
- The guide panel (scripts/ui/guide.gd) under the clock: chapter, step n of
m, title, how, and a count ("Sticks 2/3 · Stone 0/3"); a tick when a
step's done; H hides it. The marker is a pale glowing post and ring, with
an arrow and distance at the screen edge when it's off-screen.
- A world with `"tutorial": true` in its meta.json runs it (the title
screen entry comes in T2); `-- --tutorial` runs it on any world for now.
Progress is saved with the world.
- Chapter 1 (First tools) is in the data; chapters 2-5 come with T2. The
guide is **Old Tam**, the island's hermit (decided): the steps are in his
voice, with his name on the panel.
A short, guided first world that teaches the survival loop by having you A short, guided first world that teaches the survival loop by having you
do it: gather, craft, chop, eat, hunt, cook, fish, keep a mixed diet, do it: gather, craft, chop, eat, hunt, cook, fish, keep a mixed diet,

View File

@@ -25,6 +25,7 @@ config/icon="res://icon.svg"
Boot="*res://scripts/core/boot.gd" Boot="*res://scripts/core/boot.gd"
ItemDB="*res://scripts/core/item_db.gd" ItemDB="*res://scripts/core/item_db.gd"
Actions="*res://scripts/core/actions.gd" Actions="*res://scripts/core/actions.gd"
Guide="*res://scripts/core/guide.gd"
Saves="*res://scripts/core/saves.gd" Saves="*res://scripts/core/saves.gd"
Net="*res://scripts/net/net.gd" Net="*res://scripts/net/net.gd"
WorldNet="*res://scripts/net/world_net.gd" WorldNet="*res://scripts/net/world_net.gd"

View File

@@ -10,6 +10,17 @@ extends Node
signal notify(text: String) ## short HUD toast ("+4 Wood", "Need an axe") signal notify(text: String) ## short HUD toast ("+4 Wood", "Need an axe")
signal item_gained(id: String, n: int) signal item_gained(id: String, n: int)
## What players did (docs/TUTORIAL_DESIGN.md §3): the tutorial's Guide (and
## later hints and addons) listen to these. Emitted where the game decides
## (single-player, or on a server for each player's character).
signal crafted(player: Node, recipe_id: String, output: String, count: int)
signal harvested(player: Node, node: Node, felled: bool)
signal placed(player: Node, item_id: String, piece: Node)
signal ate(player: Node, item_id: String)
signal killed(player: Node, kind: String)
signal butchered(player: Node, kind: String)
signal caught(player: Node, fish: String)
signal slept(player: Node)
const STATION_RANGE := 6.0 const STATION_RANGE := 6.0
const REACH := 3.2 const REACH := 3.2
@@ -207,6 +218,7 @@ func craft(player: Node, recipe_id: String) -> bool:
for id in r.inputs: for id in r.inputs:
inv.remove(id, int(r.inputs[id])) inv.remove(id, int(r.inputs[id]))
_give(player, r.output, r.count) _give(player, r.output, r.count)
crafted.emit(player, recipe_id, String(r.output), int(r.count))
return true return true
func pickup(player: Node3D, pickup_node: Node3D) -> bool: func pickup(player: Node3D, pickup_node: Node3D) -> bool:
@@ -250,6 +262,7 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
for id in drops: for id in drops:
_give(player, id, int(drops[id])) _give(player, id, int(drops[id]))
use_held(player) use_held(player)
harvested.emit(player, node, bool(node.depleted))
return true return true
func can_place(player: Node3D, slot: int) -> bool: func can_place(player: Node3D, slot: int) -> bool:
@@ -271,7 +284,8 @@ func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
notify.emit("Can't place that here") notify.emit("Can't place that here")
return false return false
player.inventory.take_from(slot, 1) player.inventory.take_from(slot, 1)
world.spawn_piece(def, xf) var piece: Node3D = world.spawn_piece(def, xf)
placed.emit(player, id, piece)
return true return true
## Takes a placed piece back into your inventory. Building pieces that lose ## Takes a placed piece back into your inventory. Building pieces that lose
@@ -369,6 +383,7 @@ func use_bed(player: Node3D, bed: Node3D) -> bool:
notify.emit(why) notify.emit(why)
return false return false
world.sleep(player) world.sleep(player)
slept.emit(player)
return true return true
# --- hunting and combat --------------------------------------------------------- # --- hunting and combat ---------------------------------------------------------
@@ -420,6 +435,7 @@ func melee(player: Node3D, target: Node3D) -> bool:
use_held(player) use_held(player)
if target.is_dead(): if target.is_dead():
notify.emit("Killed a %s" % target.display_name().to_lower()) notify.emit("Killed a %s" % target.display_name().to_lower())
killed.emit(player, String(target.kind))
return true return true
## A melee blow at another player (online, with PvP on). Online only. ## A melee blow at another player (online, with PvP on). Online only.
@@ -465,6 +481,7 @@ func projectile_hit(shooter: Node3D, target: Node3D, damage: float, at: Vector3,
target.take_hit(damage, shooter.global_position if shooter != null else at, embed_id) target.take_hit(damage, shooter.global_position if shooter != null else at, embed_id)
if was_alive and target.is_dead(): if was_alive and target.is_dead():
tell(shooter, "Killed a %s" % target.display_name().to_lower()) tell(shooter, "Killed a %s" % target.display_name().to_lower())
killed.emit(shooter, String(target.kind))
## Throws the spear in `slot` from `origin` along `dir`. ## Throws the spear in `slot` from `origin` along `dir`.
func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world: Node3D) -> bool: func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
@@ -540,6 +557,7 @@ func butcher(player: Node3D, carcass: Node3D) -> bool:
return false return false
var drops: Dictionary = carcass.butcher_drops() var drops: Dictionary = carcass.butcher_drops()
carcass.remove_from_group("carcass") carcass.remove_from_group("carcass")
butchered.emit(player, String(carcass.kind))
for id in drops: for id in drops:
var got := _give(player, id, int(drops[id])) var got := _give(player, id, int(drops[id]))
if got < int(drops[id]): if got < int(drops[id]):
@@ -584,6 +602,7 @@ func reel(player: Node3D, world: Node3D) -> bool:
if _give(player, caught, 1) == 0: if _give(player, caught, 1) == 0:
world.drop_item(caught, 1, Transform3D(Basis(), player.global_position + Vector3(0, 0.1, 0))) world.drop_item(caught, 1, Transform3D(Basis(), player.global_position + Vector3(0, 0.1, 0)))
notify.emit("Caught a %s" % ItemDB.item_name(caught).to_lower()) notify.emit("Caught a %s" % ItemDB.item_name(caught).to_lower())
emit_signal("caught", player, caught) # (the local `caught` hides the signal's name)
return true return true
## Puts on the cloak in `slot` (swapping out any cloak you were wearing). ## Puts on the cloak in `slot` (swapping out any cloak you were wearing).
@@ -642,8 +661,10 @@ func eat(player: Node3D, slot: int) -> bool:
notify.emit("You're full") notify.emit("You're full")
return false return false
player.inventory.take_from(slot, 1) player.inventory.take_from(slot, 1)
var eaten := String(s.id)
player.survival.eat(food) player.survival.eat(food)
notify.emit("Ate %s" % ItemDB.item_name(s.id).to_lower()) notify.emit("Ate %s" % ItemDB.item_name(eaten).to_lower())
ate.emit(player, eaten)
# Raw meat and fish can make you ill (P4). Cooked, smoked or salted can't. # Raw meat and fish can make you ill (P4). Cooked, smoked or salted can't.
if food_rng.randf() < float(food.get("risk", 0.0)): if food_rng.randf() < float(food.get("risk", 0.0)):
player.survival.poison() player.survival.poison()

283
scripts/core/guide.gd Normal file
View File

@@ -0,0 +1,283 @@
extends Node
## Autoload "Guide": the tutorial (docs/TUTORIAL_DESIGN.md §3).
##
## Runs the steps in data/tutorial.json in order. Each step has a goal made
## of real game events (Actions' signals: items gained, things crafted,
## trees felled...) plus walking; the Guide counts them from the moment the
## tutorial starts, so a step you've already done ticks as soon as it comes
## up. Nothing is forced and nothing is on a timer.
##
## Goals:
## {"walk": metres} walked that far in all
## {"gained": id, "count": n} picked up / given that many
## {"crafted": recipe_id} (and "count")
## {"felled": "tree" | "rock"} chopped down / broken
## {"placed": item_id}, {"ate": item_id or "any"}, {"killed": kind},
## {"butchered": kind}, {"caught": "any"}, {"slept": true}
## {"continue": true} the player pressed Continue
## {"all": [goal, goal, ...]} every one of them
## Markers: {"nearest": "pickup:<id>" | "tree" | "rock"}, optionally
## {"unless_have": {id: n}} to hide it once you've got enough.
##
## Single-player only (the tutorial is your own world). The panel and the
## in-world marker are ui/guide.gd. Progress is saved with the world.
signal started
signal step_started(index: int, step: Dictionary)
signal step_done(index: int, step: Dictionary)
signal progressed ## a count went up (the panel redraws)
signal finished
const DATA := "res://data/tutorial.json"
var active := false
var steps: Array = []
var chapters: Array = []
var index := 0
var done: Array = [] ## step ids, in the order they ticked
var counters: Dictionary = {} ## "gained:stick" -> 3, "walk" -> 12.5, ...
var world: Node3D
var _last_pos := Vector3.INF
var _marker_t := 0.0
var _marker := Vector3.INF
func _ready() -> void:
_load_data()
var A: Node = get_node("/root/Actions")
A.item_gained.connect(_on_gained)
A.crafted.connect(_on_crafted)
A.harvested.connect(_on_harvested)
A.placed.connect(_on_placed)
A.ate.connect(_on_ate)
A.killed.connect(_on_killed)
A.butchered.connect(_on_butchered)
A.caught.connect(_on_caught)
A.slept.connect(_on_slept)
func _on_gained(id: String, n: int) -> void:
_count("gained:" + id, n)
func _on_crafted(_p: Node, rid: String, _out: String, _n: int) -> void:
_count("crafted:" + rid, 1)
func _on_harvested(_p: Node, node: Node, felled: bool) -> void:
if felled:
_count("felled:" + String(node.kind), 1)
func _on_placed(_p: Node, id: String, _piece: Node) -> void:
_count("placed:" + id, 1)
func _on_ate(_p: Node, id: String) -> void:
_count("ate:" + id, 1)
_count("ate:any", 1)
func _on_killed(_p: Node, kind: String) -> void:
_count("killed:" + kind, 1)
func _on_butchered(_p: Node, kind: String) -> void:
_count("butchered:" + kind, 1)
func _on_caught(_p: Node, fish: String) -> void:
_count("caught:" + fish, 1)
_count("caught:any", 1)
func _on_slept(_p: Node) -> void:
_count("slept:true", 1)
func _load_data() -> void:
var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(DATA)) if FileAccess.file_exists(DATA) else null
if d is Dictionary:
steps = d.get("steps", [])
chapters = d.get("chapters", [])
guide_name = String(d.get("guide", {}).get("name", ""))
## Who's talking you through it (data/tutorial.json "guide": Old Tam, the
## island's hermit).
var guide_name := ""
# --- running it -----------------------------------------------------------------------
func start(w: Node3D, from_saved: Dictionary = {}) -> void:
world = w
active = true
index = 0
done = []
counters = {}
_last_pos = Vector3.INF
if not from_saved.is_empty():
load_data(from_saved)
started.emit()
_enter()
func stop() -> void:
active = false
world = null
func current() -> Dictionary:
return steps[index] if active and index < steps.size() else {}
func is_finished() -> bool:
return active and index >= steps.size()
func chapter_title(step: Dictionary) -> String:
for c in chapters:
if c.id == step.get("chapter", ""):
return String(c.title)
return ""
func _enter() -> void:
if index >= steps.size():
finished.emit()
return
step_started.emit(index, steps[index])
_marker_t = 0.0
_check() # (done early? it ticks straight away)
## The player read a "Continue" step.
func continue_step() -> void:
_count("continue:true", 1)
## Skips the current step (pause menu, T2).
func skip() -> void:
if not current().is_empty():
_advance()
func _count(key: String, n: float) -> void:
counters[key] = float(counters.get(key, 0.0)) + n
if active:
progressed.emit()
_check()
func _check() -> void:
var s := current()
if s.is_empty():
return
if _met(s.goal):
_advance()
func _advance() -> void:
var s := current()
done.append(String(s.id))
step_done.emit(index, s)
index += 1
# A "continue" only counts for the step it was pressed on.
counters.erase("continue:true")
_enter()
# --- goals -------------------------------------------------------------------------------
## [[label, have, need], ...] for each part of `goal`.
func parts(goal: Dictionary) -> Array:
if goal.has("all"):
var out := []
for g in goal.all:
out.append_array(parts(g))
return out
var need := float(goal.get("count", 1))
for k in ["gained", "crafted", "felled", "placed", "ate", "killed", "butchered", "caught", "slept", "continue"]:
if goal.has(k):
var key := "%s:%s" % [k, String(goal[k]).to_lower() if goal[k] is bool else String(goal[k])]
return [[_label(k, goal), float(counters.get(key, 0.0)), need]]
if goal.has("walk"):
return [["Walk", floorf(float(counters.get("walk", 0.0))), float(goal.walk)]]
return []
func _label(kind: String, goal: Dictionary) -> String:
if goal.has("label"):
return String(goal.label)
match kind:
"gained": return _plural(ItemDB.item_name(String(goal.gained)), int(goal.get("count", 1)))
"crafted":
var r: Dictionary = ItemDB.recipes.get(String(goal.crafted), {})
return ItemDB.item_name(String(r.get("output", goal.crafted)))
"felled": return "Tree" if goal.felled == "tree" else "Boulder"
"continue": return ""
return kind.capitalize()
static func _plural(name: String, n: int) -> String:
if n <= 1 or name.ends_with("s") or name.to_lower() in ["fiber", "fibre", "wood", "stone", "flint", "clay", "salt"]:
return name
return name + "s"
func _met(goal: Dictionary) -> bool:
for p in parts(goal):
if float(p[1]) < float(p[2]):
return false
return true
## "Sticks 2/3 · Stone 1/3" for the current step (empty for one-off goals).
func progress_text() -> String:
var s := current()
if s.is_empty():
return ""
var bits := []
for p in parts(s.goal):
if float(p[2]) > 1.0:
bits.append("%s %d/%d" % [p[0], mini(int(p[1]), int(p[2])), int(p[2])])
elif not String(p[0]).is_empty():
bits.append(("✓ " if float(p[1]) >= 1.0 else "") + String(p[0]))
return " · ".join(PackedStringArray(bits))
# --- walking and the marker ------------------------------------------------------------
func _process(delta: float) -> void:
if not active or world == null or not is_instance_valid(world) or world.player == null:
return
var p: Vector3 = world.player.global_position
if _last_pos != Vector3.INF:
var d := Vector2(p.x - _last_pos.x, p.z - _last_pos.z).length()
if d > 0.01 and d < 5.0: # (not a teleport or a respawn)
_count("walk", d)
_last_pos = p
_marker_t -= delta
if _marker_t <= 0.0:
_marker_t = 0.5
_marker = find_marker()
## Called by tests (no frames): moves the walk counter on by `metres`.
func walked(metres: float) -> void:
_count("walk", metres)
func marker_position() -> Vector3:
return _marker
## Where the current step's marker goes: the nearest thing it asks for, or
## INF (no marker, or you've got what it was for).
func find_marker() -> Vector3:
var s := current()
if s.is_empty() or not s.has("marker") or world == null:
return Vector3.INF
var m: Dictionary = s.marker
for id in m.get("unless_have", {}):
if world.player.inventory.count(id) >= int(m.unless_have[id]):
return Vector3.INF
var what := String(m.get("nearest", ""))
var from: Vector3 = world.player.global_position
var best := Vector3.INF
var best_d := INF
var cands: Array = []
if what.begins_with("pickup:"):
var id := what.substr(7)
for pk in world.props.pickups.values():
if is_instance_valid(pk) and not pk.taken and pk.item_id == id:
cands.append(pk)
elif what in ["tree", "rock"]:
for n in world.props.resource_nodes.values():
if is_instance_valid(n) and n.kind == what and not n.depleted:
cands.append(n)
for c in cands:
var d: float = (c as Node3D).global_position.distance_to(from)
if d < best_d:
best_d = d
best = (c as Node3D).global_position
return best
# --- saving --------------------------------------------------------------------------------
func save_data() -> Dictionary:
return {"index": index, "done": done.duplicate(), "counters": counters.duplicate()} if active else {}
func load_data(d: Dictionary) -> void:
index = clampi(int(d.get("index", 0)), 0, steps.size())
done = (d.get("done", []) as Array).duplicate()
counters = (d.get("counters", {}) as Dictionary).duplicate()

177
scripts/ui/guide.gd Normal file
View File

@@ -0,0 +1,177 @@
extends Control
## The tutorial's guide panel and marker (docs/TUTORIAL_DESIGN.md §1): what to
## do now, top right under the clock, with a progress count; a tick when a
## step's done; a pale glowing post where to go, and an arrow with the
## distance when it's off-screen. H hides the panel. Drawn from the Guide
## autoload; hidden when no tutorial is running.
const UITheme = preload("res://scripts/ui/theme.gd")
var player: Node3D
var _box: PanelContainer
var _chapter: Label
var _title: Label
var _text: Label
var _progress: Label
var _tick: Label
var _arrow: Label
var _marker: Node3D
var _hidden := false
func setup(p: Node3D) -> void:
player = p
set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_IGNORE
_box = UITheme.panel()
_box.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
_box.grow_horizontal = Control.GROW_DIRECTION_BEGIN
_box.offset_right = -22
_box.offset_top = 48
_box.custom_minimum_size = Vector2(340, 0)
_box.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(_box)
var v := VBoxContainer.new()
v.add_theme_constant_override("separation", 4)
v.custom_minimum_size = Vector2(320, 0)
_box.add_child(v)
_chapter = UITheme.label("", 13, UITheme.TEXT_DIM)
v.add_child(_chapter)
_title = UITheme.label("", 19)
v.add_child(_title)
_text = UITheme.label("", 15, UITheme.TEXT_DIM)
_text.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_text.custom_minimum_size = Vector2(320, 0)
v.add_child(_text)
_progress = UITheme.label("", 15, Color(0.95, 0.82, 0.5))
v.add_child(_progress)
_tick = UITheme.label("", 22, Color(0.55, 0.9, 0.45))
_tick.set_anchors_and_offsets_preset(Control.PRESET_CENTER_TOP)
_tick.offset_top = 90
_tick.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_tick.modulate.a = 0.0
add_child(_tick)
_arrow = UITheme.label("", 20, Color(0.75, 0.95, 1.0))
_arrow.visible = false
add_child(_arrow)
Guide.step_started.connect(func(_i, _s): _redraw())
Guide.progressed.connect(_redraw)
Guide.step_done.connect(_on_done)
Guide.started.connect(_redraw)
Guide.finished.connect(_on_finished)
_redraw()
func _unhandled_input(event: InputEvent) -> void:
if Guide.active and event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_H:
_hidden = not _hidden
_redraw()
func _redraw() -> void:
var s: Dictionary = Guide.current()
visible = Guide.active
_box.visible = Guide.active and not _hidden and not s.is_empty()
if s.is_empty():
return
_chapter.text = "%s · step %d of %d (H hides)" % [Guide.chapter_title(s), Guide.index + 1, Guide.steps.size()]
_title.text = String(s.title)
# The hermit's words, in quotes, with his name.
_text.text = ("%s: \"%s\"" % [Guide.guide_name, String(s.text)]) if not Guide.guide_name.is_empty() else String(s.text)
_progress.text = Guide.progress_text()
func _on_done(_i: int, s: Dictionary) -> void:
_tick.text = "✓ " + String(s.title)
var tw := create_tween()
_tick.modulate.a = 1.0
tw.tween_interval(1.4)
tw.tween_property(_tick, "modulate:a", 0.0, 0.6)
func _on_finished() -> void:
_box.visible = false
_tick.text = "✓ Chapter done. More of the tutorial is on its way."
_tick.modulate.a = 1.0
var tw := create_tween()
tw.tween_interval(3.0)
tw.tween_property(_tick, "modulate:a", 0.0, 1.0)
func _process(_delta: float) -> void:
_update_marker()
## The glowing post at the target, and the arrow at the screen edge.
func _update_marker() -> void:
var at: Vector3 = Guide.marker_position() if Guide.active else Vector3.INF
if _marker != null and (not is_instance_valid(_marker) or _marker.get_parent() != Guide.world):
if is_instance_valid(_marker):
_marker.queue_free()
_marker = null # (its world went: a reload, or back to the title)
if _marker == null and Guide.active and Guide.world != null:
_marker = make_marker()
Guide.world.add_child(_marker)
if _marker == null:
_arrow.visible = false
return
_marker.visible = at != Vector3.INF
if at == Vector3.INF:
_arrow.visible = false
return
_marker.global_position = at
var cam := get_viewport().get_camera_3d()
if cam == null or _hidden:
_arrow.visible = false
return
var vis := not cam.is_position_behind(at)
var sp := cam.unproject_position(at + Vector3(0, 1.0, 0))
var r := get_viewport_rect()
if vis and r.grow(-40).has_point(sp):
_arrow.visible = false
return
# Off-screen: an arrow at the edge, pointing the way, with the distance.
var c := r.size * 0.5
var dir := (sp - c) * (-1.0 if not vis else 1.0)
if dir.length() < 1.0:
dir = Vector2(0, -1)
dir = dir.normalized()
var edge := c + dir * (minf(c.x, c.y) - 70.0)
edge = edge.clamp(Vector2(40, 40), r.size - Vector2(140, 60))
var arrows := ["→", "↘", "↓", "↙", "←", "↖", "↑", "↗"]
var k := wrapi(roundi(atan2(dir.y, dir.x) / (PI / 4.0)), 0, 8)
var who: Node3D = Guide.world.player if Guide.world != null else player
_arrow.text = "%s %d m" % [arrows[k], roundi(who.global_position.distance_to(at))]
_arrow.position = edge
_arrow.visible = true
## A pale, glowing post with a ring at its foot.
static func make_marker() -> Node3D:
var root := Node3D.new()
root.name = "GuideMarker"
var m := StandardMaterial3D.new()
m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
m.blend_mode = BaseMaterial3D.BLEND_MODE_ADD
m.albedo_color = Color(0.55, 0.85, 1.0, 0.35)
m.cull_mode = BaseMaterial3D.CULL_DISABLED
var beam := MeshInstance3D.new()
var cyl := CylinderMesh.new()
cyl.top_radius = 0.06
cyl.bottom_radius = 0.14
cyl.height = 5.0
cyl.material = m
beam.mesh = cyl
beam.position = Vector3(0, 2.6, 0)
beam.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
root.add_child(beam)
var ring := MeshInstance3D.new()
var torus := TorusMesh.new()
torus.inner_radius = 0.55
torus.outer_radius = 0.7
torus.material = m
ring.mesh = torus
ring.position = Vector3(0, 0.05, 0)
ring.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
root.add_child(ring)
if DisplayServer.get_name() != "headless":
var l := OmniLight3D.new()
l.light_color = Color(0.55, 0.85, 1.0)
l.light_energy = 0.6
l.omni_range = 4.0
l.position = Vector3(0, 1.0, 0)
root.add_child(l)
return root

View File

@@ -174,6 +174,11 @@ func _build_stats(root: Control) -> void:
_clock.offset_right = -22 _clock.offset_right = -22
_clock.offset_top = 14 _clock.offset_top = 14
root.add_child(_clock) root.add_child(_clock)
# The tutorial's guide panel, under the clock (hidden unless one's running).
var guide := preload("res://scripts/ui/guide.gd").new()
guide.name = "Guide"
root.add_child(guide)
guide.setup(player)
func _process(_d: float) -> void: func _process(_d: float) -> void:
_fade_chat() _fade_chat()

View File

@@ -69,7 +69,8 @@ var thieves: Node3D ## thieves.gd: crows and foxes after food left o
var hazards: Node3D ## hazards.gd: lightning on trees, hard-winter ice (P4) var hazards: Node3D ## hazards.gd: lightning on trees, hard-winter ice (P4)
var stones: Node3D ## standing_stones.gd: the altar and the Old Stag (P5) var stones: Node3D ## standing_stones.gd: the altar and the Old Stag (P5)
var barrow: Node3D ## barrow.gd: the burial mound and its guards (scenery; guards where creatures run) var barrow: Node3D ## barrow.gd: the burial mound and its guards (scenery; guards where creatures run)
var _saved_bear: Dictionary = {} ## its saved state, kept until bears exists (and re-saved if it never does) var _saved_bear: Dictionary = {}
var _saved_tutorial: Dictionary = {} ## the tutorial's progress (Guide), from the save ## its saved state, kept until bears exists (and re-saved if it never does)
var net_sync: Node ## net_sync.gd when playing on a server, else null var net_sync: Node ## net_sync.gd when playing on a server, else null
var has_bed_spawn := false var has_bed_spawn := false
var bed_spawn := Vector3.ZERO ## position of the bed you respawn at var bed_spawn := Vector3.ZERO ## position of the bed you respawn at
@@ -417,6 +418,10 @@ func _on_terrain_ready() -> void:
wolves.setup(self, den) wolves.setup(self, den)
if not "--no-creatures" in OS.get_cmdline_user_args(): if not "--no-creatures" in OS.get_cmdline_user_args():
_setup_bear() _setup_bear()
# The tutorial (docs/TUTORIAL_DESIGN.md): a world made for it (meta.json
# "tutorial"), or any world with `-- --tutorial` (for now, T1).
if bool(Saves.read_meta(Saves.current_id).get("tutorial", false)) or "--tutorial" in OS.get_cmdline_user_args():
Guide.start(self, _saved_tutorial)
_maybe_capture() _maybe_capture()
## The island's bear and its patch (bear_range.gd), and the crows and foxes ## The island's bear and its patch (bear_range.gd), and the crows and foxes
@@ -542,6 +547,8 @@ func save_now() -> bool:
func _exit_tree() -> void: func _exit_tree() -> void:
if server_mode and Saves.has_world() and _session_time > 0.0: if server_mode and Saves.has_world() and _session_time > 0.0:
save_now() save_now()
if Guide.world == self:
Guide.stop()
func _notification(what: int) -> void: func _notification(what: int) -> void:
if what != NOTIFICATION_WM_CLOSE_REQUEST or menu_mode: if what != NOTIFICATION_WM_CLOSE_REQUEST or menu_mode:
@@ -601,6 +608,7 @@ func collect_save() -> Dictionary:
}, },
"dropped": dropped, "dropped": dropped,
"time": {"day": day_night.day, "time": day_night.time}, "time": {"day": day_night.day, "time": day_night.time},
"tutorial": Guide.save_data() if Guide.world == self else _saved_tutorial,
"spawn": {"bed": has_bed_spawn, "pos": [bed_spawn.x, bed_spawn.y, bed_spawn.z]}, "spawn": {"bed": has_bed_spawn, "pos": [bed_spawn.x, bed_spawn.y, bed_spawn.z]},
"forage_regrow": regrow, "forage_regrow": regrow,
"regrow": props.regrow.duplicate(), "regrow": props.regrow.duplicate(),
@@ -750,6 +758,7 @@ func _apply_save(s: Dictionary, with_player: bool) -> void:
props.pickups[uid].collected() props.pickups[uid].collected()
# Regrowth timers (older saves have none: everything gone starts a fresh timer). # Regrowth timers (older saves have none: everything gone starts a fresh timer).
props.restore_regrow(s.get("regrow", {})) props.restore_regrow(s.get("regrow", {}))
_saved_tutorial = s.get("tutorial", {}) if with_player else {}
if barrow != null: if barrow != null:
barrow.load_data(s.get("barrow", {})) barrow.load_data(s.get("barrow", {}))
if stones != null: if stones != null:

View File

@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
echo "Importing the project first (fresh copy)..." echo "Importing the project first (fresh copy)..."
godot --headless --path . --import >/dev/null 2>&1 godot --headless --path . --import >/dev/null 2>&1
fi fi
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_terrain_edges test_boundary; do for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_bear test_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_tutorial test_terrain_edges test_boundary; do
extra="" extra=""
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30" [ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
# A suite that waits on a world that failed to load would hang forever, # A suite that waits on a world that failed to load would hang forever,

223
tests/test_tutorial.gd Normal file
View File

@@ -0,0 +1,223 @@
extends SceneTree
## T1 (docs/TUTORIAL_DESIGN.md §7): the Guide, data/tutorial.json, Actions'
## events, the guide panel and the marker. Plays the first chapter by
## calling Actions, the way a player would, and checks every step ticks in
## order; a step done early ticks as soon as it comes up; progress is saved.
## Run: godot --headless --path . --script res://tests/test_tutorial.gd
var _fails := 0
var _finished := false
var A: Node
var S: Node
var DB: Node
var G: Node
var world: Node3D
var player: CharacterBody3D
var ticked: Array = []
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
A = root.get_node("Actions")
S = root.get_node("Saves")
DB = root.get_node("ItemDB")
G = root.get_node("Guide")
G.step_done.connect(func(_i, s): ticked.append(String(s.id)))
S.root_dir = "user://test_worlds"
for w in S.list_worlds():
S.delete_world(w.id)
S.current_id = S.create_world("Tutorial", 1337, {"tutorial": true})
await _load()
await _body()
check(_finished, "test ran to the end (no script errors)")
for w in S.list_worlds():
S.delete_world(w.id)
DirAccess.remove_absolute(S.root_dir)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
func _load() -> void:
world = load("res://scenes/world.tscn").instantiate()
root.add_child(world)
for _i in range(5):
await physics_frame
world.creatures.enabled = false
for c in world.creatures.alive():
c.queue_free()
if world.wolves != null:
world.wolves.enabled = false
player = world.player
player.set_physics_process(false)
player.survival.set_process(false)
func _reload() -> void:
check(world.save_now(), "saved")
world.queue_free()
await process_frame
await _load()
## The guide panel. (Headless runs have no HUD, so the test makes one, as
## the HUD does.)
var _pn: Control = null
func _panel() -> Control:
if _pn == null or not is_instance_valid(_pn):
_pn = load("res://scripts/ui/guide.gd").new()
root.add_child(_pn)
_pn.setup(player)
return _pn
## Stands next to the nearest `id` pickup and picks it up. Returns false if
## there's none.
func _take(id: String) -> bool:
var best: Node3D = null
var best_d := INF
for pk in world.props.pickups.values():
if is_instance_valid(pk) and not pk.taken and pk.item_id == id:
var d: float = pk.global_position.distance_to(player.global_position)
if d < best_d:
best_d = d
best = pk
if best == null:
return false
player.global_position = best.global_position + Vector3(0.8, 0.0, 0)
return A.pickup(player, best)
func _nearest_node(kind: String) -> Node3D:
var best: Node3D = null
var best_d := INF
for n in world.props.resource_nodes.values():
if is_instance_valid(n) and n.kind == kind and not n.depleted:
var d: float = n.global_position.distance_to(player.global_position)
if d < best_d:
best_d = d
best = n
return best
func _hold(id: String) -> void:
for i in range(player.inventory.size()):
var s = player.inventory.get_slot(i)
if s != null and s.id == id:
player.select(i)
return
## Hits `n` until it's down (chopped or broken).
func _fell(n: Node3D) -> int:
var to: Vector3 = player.global_position - n.global_position
to.y = 0.0
player.global_position = n.global_position + (to.normalized() if to.length() > 0.1 else Vector3(1, 0, 0)) * 1.4
var hits := 0
while not n.depleted and hits < 40:
player.survival.stamina = 100.0
if A.harvest_hit(player, n, n.global_position + Vector3(0, 0.6, 0)):
hits += 1
return hits
func _body() -> void:
await _starts()
await _chapter_one()
await _saving()
_finished = true
func _starts() -> void:
print("the tutorial starts")
check(G.active and G.world == world, "a tutorial world starts the guide")
check(G.steps.size() == 6 and G.index == 0 and String(G.current().id) == "look", "chapter 1: six steps, starting with Look around")
var pn := _panel()
check(pn != null and pn.visible and pn._box.visible, "the guide panel is up")
check(pn._title.text == "Look around" and pn._chapter.text.contains("First tools") and pn._chapter.text.contains("step 1 of 6"),
"\"%s\" / \"%s\"" % [pn._chapter.text, pn._title.text])
check(G.guide_name == "Old Tam" and pn._text.text.begins_with("Old Tam: \""), "Old Tam the hermit talks you through it: %s" % pn._text.text)
check(G.find_marker() == Vector3.INF, "(no marker for that one)")
func _chapter_one() -> void:
print("1. look around")
var start: Vector3 = player.global_position
for i in range(14):
player.global_position = start + Vector3(1.0 * (i + 1), 0, 0)
await process_frame
await process_frame
check(ticked == ["look"], "walk 10 m and it ticks (%s; walked %.0f m)" % [ticked, float(G.counters.get("walk", 0.0))])
player.global_position = start + Vector3(0, 0, 50)
await process_frame
check(float(G.counters.get("walk", 0.0)) < 15.0, "(a jump isn't counted as walking)")
player.global_position = start
await process_frame
print("2. sticks and stones")
check(String(G.current().id) == "sticks", "next: %s" % G.current().get("title", "?"))
await process_frame
G._marker = G.find_marker()
var m: Vector3 = G.marker_position()
var near_stick := false
for pk in world.props.pickups.values():
if pk.item_id == "stick" and not pk.taken and pk.global_position.distance_to(m) < 0.01:
near_stick = true
check(m != Vector3.INF and near_stick, "the marker stands on the nearest stick")
# Flax first, out of order: step 3 will tick the moment it comes up.
check(_take("fiber"), "(pick some flax early)")
check(_take("stick") and _take("stick"), "two sticks")
check(G.progress_text().contains("Sticks 2/3") and G.progress_text().contains("Stone 0/3"), "the panel counts them: \"%s\"" % G.progress_text())
check(_panel()._progress.text == G.progress_text(), "(shown on the panel)")
check(_take("stick") and _take("stone") and _take("stone"), "a third, and two stones")
check(String(G.current().id) == "sticks", "not done yet (2 of 3 stones)")
check(_take("stone"), "the third stone")
check(ticked == ["look", "sticks", "flax"], "sticks and stones tick, and so does the flax picked earlier (%s)" % [ticked])
print("4. the axe")
check(String(G.current().id) == "axe" and _panel()._title.text == "Craft a stone axe", "next: craft a stone axe")
G._marker = G.find_marker()
check(G.marker_position() != Vector3.INF, "the marker shows where flint is")
check(_take("flint") and _take("flint"), "two flint")
check(G.find_marker() == Vector3.INF, "with two in your bag, the marker goes")
check(A.craft(player, "stone_axe"), "craft it")
check(ticked.back() == "axe", "it ticks")
print("5. a tree")
G._marker = G.find_marker()
var tree := _nearest_node("tree")
check(G.marker_position().distance_to(tree.global_position) < 0.01, "the marker's on the nearest tree")
_hold("stone_axe")
var hits := _fell(tree)
check(tree.depleted and ticked.back() == "tree", "it ticks when the tree comes down (%d hits)" % hits)
print("6. pickaxe and boulder")
check(String(G.current().id) == "pickaxe", "next: the pickaxe")
while player.inventory.count("stick") < 2:
_take("stick")
if player.inventory.count("flint") < 1:
_take("flint")
check(A.craft(player, "stone_pickaxe"), "craft it")
check(String(G.current().id) == "pickaxe" and G.progress_text().contains("✓ Stone Pickaxe"), "half done: \"%s\"" % G.progress_text())
var rock := _nearest_node("rock")
_hold("stone_pickaxe")
_fell(rock)
check(rock.depleted and ticked.back() == "pickaxe", "break a boulder and it ticks")
check(ticked == ["look", "sticks", "flax", "axe", "tree", "pickaxe"], "every step ticked, in order")
check(G.is_finished() and not _panel()._box.visible, "the chapter's done (and the panel steps aside)")
func _saving() -> void:
print("saving")
var id: String = S.create_world("Tutorial 2", 1337, {"tutorial": true})
world.queue_free()
await process_frame
S.current_id = id
ticked.clear()
await _load()
check(G.active and G.index == 0, "a fresh tutorial world starts at the beginning")
G.walked(12.0)
check(_take("stick") and _take("stone"), "a step and a bit in")
check(G.index == 1 and int(G.counters.get("gained:stick", 0)) == 1, "(on step 2, one stick so far)")
await _reload()
check(G.active and G.index == 1 and String(G.current().id) == "sticks", "after a reload it's still on step 2")
check(int(G.counters.get("gained:stick", 0)) == 1 and int(G.counters.get("gained:stone", 0)) == 1, "with what you'd gathered")
print("other worlds")
var plain: String = S.create_world("Ordinary", 1337)
world.queue_free()
await process_frame
S.current_id = plain
await _load()
_pn.queue_free()
_pn = null
check(not G.active and not _panel().visible, "an ordinary world has no tutorial")