M1d: creatures, hunting, weapons, food buffs and the hide cloak
- Rabbits, deer and boars with procedural meshes and animated legs, a state machine (idle/wander/flee/charge/dead) and heightmap steering that avoids water, cliffs, the world edge, trees and buildings - Spawner keeps a habitat-based budget around the player (6/4/3) - Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits - Wooden spear (thrust or throw) and crude bow with draw-scaled arrows; projectiles stick in the world as saved pickups - Carcasses: E to butcher for meat, hide and embedded arrows - Boars charge and gore when hit; hurt flash and a brief healing pause - Cooked meat gives Well fed (faster stamina and healing); buffs saved - Hide cloak: wear for warmth, saved, goes in the grave on death - Feathers as meadow pickups (appended, existing save ids unchanged) - New test_creatures_combat suite; run_all.sh gets a per-suite time limit
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@@ -581,8 +581,8 @@ func _scatter_pickups() -> void:
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var rng := RandomNumberGenerator.new()
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rng.seed = world_seed + 6
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# Order matters: new kinds go at the END so existing saves keep their ids.
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var want := {"stick": 260, "stone": 170, "flint": 80, "mushroom": 110}
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var radius: Dictionary = {"stick": 0.35, "stone": 0.25, "flint": 0.25, "mushroom": 0.25}
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var want := {"stick": 260, "stone": 170, "flint": 80, "mushroom": 110, "feather": 70}
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var radius: Dictionary = {"stick": 0.35, "stone": 0.25, "flint": 0.25, "mushroom": 0.25, "feather": 0.25}
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for id: String in want:
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var mesh := ItemDB.mesh_for(id)
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var placed := 0
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@@ -608,6 +608,8 @@ func _scatter_pickups() -> void:
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chance = 0.06 + shore * 0.9 + (1.0 - n.y) * 2.0
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"mushroom":
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chance = _forest(x, z) * 0.7 # deep forest only
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"feather":
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chance = 0.1 + (1.0 - _forest(x, z)) * 0.5 # open meadows
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# A few right by the spawn so the first craft is quick.
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if Vector2(x - _spawn.x, z - _spawn.z).length() < 18.0:
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chance += 0.5
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