The pirate treasure: each player's own mound at their X, dug with a pickaxe; the drowned crew rise at night or when the chest comes up; the ship's compass, a spyglass, a cutlass and pirate gold; online too

This commit is contained in:
Paul Bailey
2026-11-07 09:54:51 +00:00
parent 74bd8f5898
commit 5bcfa23710
18 changed files with 594 additions and 11 deletions

View File

@@ -0,0 +1,47 @@
extends Node3D
## Where a band of the drowned crew rose (treasure.gd): what their guard
## brains (guard.gd) ask of their "barrow". They're up and angry from the
## start, chase whoever's nearest within LEASH of the dig, and go back to
## stand round it when nobody is. By day, once nobody's been near for a
## while, they sink back into the ground.
const LEASH := 20.0
const SINK_AFTER := 30.0 ## seconds with nobody near, by day
var world: Node3D
var spot := Vector3.ZERO
var alarmed := true
var crew: Array = []
var _alone := 0.0
func center() -> Vector3:
return spot
func wakes_for(p: Node3D) -> bool:
return alarmed and not p.survival.dead
func alarm() -> void:
alarmed = true
## (Out in the open: they walk on the ground.)
func floor_y_at(_p: Vector3) -> float:
return -INF
func is_night() -> bool:
var h: float = world.day_night.hours()
return h >= 19.5 or h < 5.5
func alive() -> Array:
return crew.filter(func(g): return is_instance_valid(g) and not g.is_dead())
func _physics_process(delta: float) -> void:
var anyone := false
for p in world.players():
if not p.survival.dead and p.global_position.distance_to(spot) < LEASH:
anyone = true
_alone = 0.0 if anyone or is_night() else _alone + delta
if alive().is_empty() or _alone > SINK_AFTER:
for g in crew:
if is_instance_valid(g) and not g.is_dead():
g.queue_free()
queue_free()

View File

@@ -0,0 +1 @@
uid://dn5ytepdehl8k

209
scripts/world/treasure.gd Normal file
View File

@@ -0,0 +1,209 @@
extends Node3D
## The pirate treasure (0.6.0, docs/WORLDLETS_DESIGN.md §5). Each player's
## treasure map (the wreck's sea chest) has its own X (world.treasure_spot).
## While you carry your map, a mound of loose earth by a marker stone shows
## at your X (only to you); a pickaxe digs it, and the pirate chest comes up:
## a ship's compass, a spyglass, a cutlass and pirate gold. The map's used up.
## Once for each player.
##
## The drowned crew guard it: digging at night brings them up round you on
## the first blow; by day they rise as the chest comes up. They're the Cove's
## barrow guards (guard.gd, kind "drowned", at a crew_site.gd).
##
## Single-player, all here. Online, the server keeps whose treasure's been
## dug and how far, gives the loot and runs the crew; your game only shows
## your own mound and asks the server to dig it.
const MoundScript = preload("res://scripts/world/treasure_mound.gd")
const CrewSite = preload("res://scripts/world/crew_site.gd")
const GuardScript = preload("res://scripts/creatures/guard.gd")
const RockPile = preload("res://scripts/world/rock_pile.gd")
const ProcMesh = preload("res://scripts/world/proc_mesh.gd")
const LOOT := {"ship_compass": 1, "spyglass": 1, "cutlass": 1, "pirate_gold": 3}
const CREW := 3
const DIG_HP := 18.0
var world: Node3D
var dug: Array = [] ## the player ids whose treasure's been dug up
var left: Dictionary = {} ## player id -> what's left of their mound (dug a bit)
var mounds: Dictionary = {} ## player id -> treasure_mound.gd
var crews: Dictionary = {} ## player id -> crew_site.gd, while they're up
var force_crew := false ## (tests) raise the crew even with creatures off
var _look_left := 0.0
func setup(w: Node3D) -> bool:
world = w
if w.wreck == null:
return false
Actions.harvested.connect(_on_harvested)
add_to_group("treasure")
return true
# --- the mounds ---------------------------------------------------------------------
## Player `id`'s mound (made if need be), or null if theirs is dug or they
## have no X here.
func mound_for(id: String) -> StaticBody3D:
if id in dug:
return null
if mounds.has(id) and is_instance_valid(mounds[id]):
return mounds[id]
var at: Vector3 = world.treasure_spot(id)
if at == Vector3.INF:
return null
var m: StaticBody3D = MoundScript.new()
m.name = "Mound_%s" % id.substr(0, 8)
m.treasure = self
m.owner_id = id
m.uid = "treasure:" + id
m.max_hp = DIG_HP
m.hp = clampf(float(left.get(id, DIG_HP)), 0.5, DIG_HP)
m.collision_layer = 1
m.add_to_group("harvestable")
var cs := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = Vector3(1.6, 0.6, 1.6)
cs.shape = box
cs.position = Vector3(0, 0.2, 0)
m.add_child(cs)
if not world.server_mode:
_dress(m, id)
add_child(m)
m.global_position = at
mounds[id] = m
return m
## How a mound looks: loose earth, a marker stone, two sticks crossed in it.
func _dress(m: Node3D, id: String) -> void:
var st := ProcMesh._begin()
var r := RandomNumberGenerator.new()
r.seed = hash(id)
var n := FastNoiseLite.new()
n.seed = hash(id) % 1000
n.frequency = 1.5
ProcMesh._blob(st, Vector3(0, 0.05, 0), Vector3(0.9, 0.28, 0.8), n, 0.3, Color(0.34, 0.25, 0.16), r, 0)
ProcMesh._cylinder(st, Vector3(-0.25, 0.1, -0.25), Vector3(0.25, 0.7, 0.25), 0.03, 0.025, 4, Color(0.4, 0.3, 0.18), r)
ProcMesh._cylinder(st, Vector3(0.25, 0.1, -0.25), Vector3(-0.25, 0.7, 0.25), 0.03, 0.025, 4, Color(0.4, 0.3, 0.18), r)
var mi := MeshInstance3D.new()
mi.mesh = ProcMesh._commit(st)
var mat := StandardMaterial3D.new()
mat.vertex_color_use_as_albedo = true
mat.vertex_color_is_srgb = true
mat.roughness = 1.0
mi.material_override = mat
m.add_child(mi)
RockPile.add(m, null, hash(id) % 997, Vector3(1.3, 0.35, 0.2), Vector3(0.35, 0.8, 0.3), 0.6, RockPile.material(world.terrain), true)
## (Your game) your mound shows while you carry your map and it's not dug.
func _process(delta: float) -> void:
if world.server_mode:
return
_look_left -= delta
if _look_left > 0.0:
return
_look_left = 0.5
var me: String = world.my_id()
var want: bool = not me in dug and world.player.inventory.count("treasure_map") > 0
if want:
mound_for(me)
elif mounds.has(me) and is_instance_valid(mounds[me]):
mounds[me].queue_free()
mounds.erase(me)
# --- digging ------------------------------------------------------------------------
## A blow on a mound (treasure_mound.gd): remembered, and at night the first
## one brings the crew up.
func mound_hit(m: Node) -> void:
left[m.owner_id] = m.hp
if Net.is_server():
WorldNet.treasure_state(to_data())
if _night() and not crews.has(m.owner_id):
_raise_crew(m.owner_id, m.global_position)
func _on_harvested(p: Node, node: Node, felled: bool) -> void:
if not felled or node == null or node.get_script() != MoundScript or node.treasure != self:
return
_dug_up(p, String(node.owner_id), node.global_position)
## The chest comes up: the loot for the player who dug it, the map used up.
func _dug_up(p: Node, id: String, at: Vector3) -> void:
if id in dug:
return
dug.append(id)
left.erase(id)
if mounds.has(id) and is_instance_valid(mounds[id]):
mounds[id].queue_free()
mounds.erase(id)
p.inventory.remove("treasure_map", 1)
var spilled := false
for item in LOOT:
var rest: int = p.inventory.add(item, int(LOOT[item]))
if rest > 0:
spilled = true
world.drop_item(item, rest, Transform3D(Basis(), at + Vector3(0, 0.3, 0)))
Actions.tell(p, "The pirate chest! A ship's compass, a spyglass, a cutlass and %d pirate gold%s" % [
int(LOOT.pirate_gold), " (some at your feet: your bag's full)" if spilled else ""])
Sfx.at("door_open", at)
if not crews.has(id):
_raise_crew(id, at)
if crews.has(id):
Actions.tell(p, "Something's clawing its way up out of the ground...")
if Net.is_server():
WorldNet.treasure_state(to_data())
func _night() -> bool:
var h: float = world.day_night.hours()
return h >= 19.5 or h < 5.5
## The drowned crew rise round `at` (where creatures run: here alone, or the
## server; not with --no-creatures, unless a test asks).
func _raise_crew(id: String, at: Vector3) -> void:
if world.is_online():
return
var running: bool = force_crew or (not "--no-creatures" in OS.get_cmdline_user_args() \
and (world.server_mode or world.creatures.enabled))
if not running:
return
var site: Node3D = CrewSite.new()
site.name = "Crew_%s" % id.substr(0, 8)
site.world = world
site.spot = at
add_child(site)
var t: Node3D = world.terrain
for i in range(CREW):
var a := TAU * i / CREW + float(hash(id) % 100) * 0.06
var post := at + Vector3(cos(a), 0, sin(a)) * 5.0
post.y = t.sample_height(post.x, post.z)
var g: AnimatableBody3D = GuardScript.new()
g.setup("drowned", world, post, hash(id) % 10000 + i)
g.barrow = site
g.post = post
g.post_yaw = atan2(-(at - post).x, -(at - post).z)
g.state = "charge"
g.yaw = g.post_yaw
g.rotation.y = g.yaw
g.top_level = true
site.add_child(g)
g.global_position = post
site.crew.append(g)
crews[id] = site
site.tree_exited.connect(func(): crews.erase(id))
# --- saving ------------------------------------------------------------------------
func to_data() -> Dictionary:
return {"dug": dug.duplicate(), "left": left.duplicate()}
func load_data(d: Dictionary) -> void:
dug = (d.get("dug", []) as Array).duplicate()
left = (d.get("left", {}) as Dictionary).duplicate()
for id in mounds.keys():
var m: Node = mounds[id]
if not is_instance_valid(m):
mounds.erase(id)
elif id in dug:
m.queue_free()
mounds.erase(id)
else:
m.hp = clampf(float(left.get(id, DIG_HP)), 0.5, DIG_HP)

View File

@@ -0,0 +1 @@
uid://dscr3836h55qo

View File

@@ -0,0 +1,35 @@
extends StaticBody3D
## Your X, on the ground (treasure.gd): a mound of loose earth by a marker
## stone, with two sticks crossed in it. It answers like a boulder does
## (Actions.harvest_hit), so a pickaxe digs it; the treasure decides the rest.
var treasure: Node3D
var owner_id := ""
var uid := ""
var tool_kind := "pickaxe"
var min_tier := 1
var max_hp := 18.0
var hp := 18.0
var depleted := false
var kind := "rock"
var chip_color := Color(0.36, 0.27, 0.18)
func display_name() -> String:
return "Loose earth"
func refusal() -> String:
return ""
func interact_prompt(_player: Node) -> String:
return "Loose earth by a marker stone: X marks the spot. [LMB] Dig with a pickaxe (about %d blows left)" % ceili(hp)
func interact(player: Node) -> void:
Actions.tell(player, interact_prompt(player))
## One blow (from Actions.harvest_hit).
func hit(damage: float, _at: Vector3, _from: Vector3) -> Dictionary:
hp = maxf(hp - damage, 0.0)
treasure.mound_hit(self)
if hp <= 0.0 and not depleted:
depleted = true
return {}

View File

@@ -0,0 +1 @@
uid://dc0iu7ixkjwkv

View File

@@ -56,6 +56,7 @@ var hud: CanvasLayer
var pier: Node3D ## the Cove's pier (scripts/world/pier.gd), or null
var tunnel: Node3D ## the cliff tunnel (scripts/world/tunnel.gd, J1), or null
var wreck: Node3D ## the Cove's wreck (scripts/world/wreck.gd, 0.6.0), or null
var treasure: Node3D ## the pirate treasure (scripts/world/treasure.gd), or null
var sea_cave: Node3D ## the Cove's end of it (scripts/world/sea_cave.gd), or null
var traveling := false ## on the way to another worldlet (the scene is about to change)
var _session_time := 0.0 ## seconds played since the last save
@@ -373,6 +374,13 @@ func _on_terrain_ready() -> void:
if not menu_mode and wk.place(self):
wreck = wk
props.keep_clear.append([wk.global_position, 9.0])
var tr := preload("res://scripts/world/treasure.gd").new()
tr.name = "Treasure"
add_child(tr)
if tr.setup(self):
treasure = tr
else:
tr.free()
else:
wk.free()
# The journey's ways on (J1): the Valley's cliff tunnel and the Cove's sea
@@ -701,6 +709,7 @@ func collect_save() -> Dictionary:
"stones": stones.save_data() if stones != null else {},
"tunnel": tunnel.to_data() if tunnel != null else {},
"wreck": wreck.to_data() if wreck != null else {},
"treasure": treasure.to_data() if treasure != null else {},
"map": map_data(),
}
@@ -718,6 +727,7 @@ func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, drop
"stones": stones.save_data() if stones != null else {},
"tunnel": tunnel.to_data() if tunnel != null else {},
"wreck": wreck.to_data() if wreck != null else {},
"treasure": treasure.to_data() if treasure != null else {},
}
## The live pieces (placed and not being removed).
@@ -853,6 +863,8 @@ func _apply_save(s: Dictionary, with_player: bool) -> void:
tunnel.load_data(s.get("tunnel", {}))
if wreck != null:
wreck.load_data(s.get("wreck", {}))
if treasure != null:
treasure.load_data(s.get("treasure", {}))
if with_player:
load_map_data(String(s.get("map", "")))
# The bear (bear_range.gd): applied when it's set up, after loading.