P3 thieves and barrow: crows and foxes steal food left out; the barrow with its guards, coffin loot and key pieces; blunt club vs bone (protocol 10)
This commit is contained in:
449
scripts/world/barrow.gd
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449
scripts/world/barrow.gd
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extends Node3D
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## The barrow (docs/PROGRESSION_DESIGN.md §4): an ancient burial mound in a
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## ring of standing stones, out on open ground. Scenery, like the wolf den:
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## built from the seed on every machine, so it's the same for everyone.
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##
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## A stone-lined passage leads under the mound into a chamber with a stone
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## coffin at the back. Three skeletal guards (guard.gd) stand inside. They
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## wake when someone's inside the stone ring at night (or at any time after
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## day WAKE_DAY), when the coffin is opened, or when one of them is hit.
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## The coffin holds iron and a barrow key piece (three open the standing
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## stones on the rim, P5). It fills again RESTOCK_DAYS after it was emptied,
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## and fallen guards are back at their posts then too.
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##
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## Guards and loot run on the server (or in single-player): start().
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## Saved with the world: when the coffin was emptied and which guards fell.
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##
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## Local space: +Z is the passage's mouth (facing the centre of the valley),
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## the origin is the chamber floor.
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const IM = preload("res://scripts/items/item_meshes.gd")
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const P = preload("res://scripts/world/proc_mesh.gd")
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const GuardScript = preload("res://scripts/creatures/guard.gd")
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const MOUND_R := 6.5
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const MOUND_H := 3.6
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const RING_R := 10.0 ## the standing stones
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const CLEAR_R := 11.5
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const LEASH := 22.0 ## guards don't follow you further than this from the centre
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const WAKE_DAY := 10 ## after this, they wake by day too
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const RESTOCK_DAYS := 5
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const PASSAGE_END := 6.4 ## the mouth, local z
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const POSTS := [[Vector3(-1.4, 0, -0.4), 0.0], [Vector3(1.4, 0, -0.4), 0.0], [Vector3(0.0, 0, 1.2), 0.0]]
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const LOOT := {"iron_bar": [1, 3], "iron_nugget": [3, 6], "barrow_key": [1, 1]}
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const STONE := Color(0.5, 0.5, 0.47)
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const MOSS := Color(0.32, 0.38, 0.22)
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const TURF := Color(0.3, 0.4, 0.18)
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const EARTH := Color(0.36, 0.3, 0.2)
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var world: Node3D
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var terrain: Node3D
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var found := false
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var yaw := 0.0
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var alarmed := false ## guards stirred (the coffin was opened, one was hit)
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var loot_day := -1 ## the day it was emptied (-1: never)
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var fallen: Array = [] ## post indices whose guard is dead
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var guards: Array = []
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var running := false ## this machine runs the guards (server / single-player)
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var _rng := RandomNumberGenerator.new()
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var _mouth_drop := 0.0 ## how far the ground at the mouth is below the floor
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# --- placing it -----------------------------------------------------------------------
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func place(w: Node3D) -> bool:
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world = w
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terrain = w.terrain
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var site := _find_site()
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if site == Vector3.INF:
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push_warning("[barrow] no site for the barrow on this seed")
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return false
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found = true
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position = site
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yaw = atan2(-site.x, -site.z) # mouth toward the middle of the valley
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rotation.y = yaw
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var mouth: Vector3 = position + Basis(Vector3.UP, yaw) * Vector3(0, 0, PASSAGE_END)
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_mouth_drop = maxf(position.y - terrain.sample_height(mouth.x, mouth.z), 0.0)
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_clear_area(w.props)
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_build(w.props._rock_mat)
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w.props.static_cuts.append([Transform3D(Basis(Vector3.UP, yaw), position), MOUND_R + 0.5, MOUND_R + 1.5])
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return true
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## Open, fairly flat ground away from the spawn, the den and the sea. Where
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## nothing qualifies (a lumpy island), later passes accept rougher ground
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## nearer the spawn and the den; the first pass is the original search, so
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## islands that had a site keep it.
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func _find_site() -> Vector3:
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for pass_ in [[1.2, 55.0, 70.0], [2.0, 45.0, 50.0], [3.0, 40.0, 40.0]]:
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var c: Vector3 = _search(float(pass_[0]), float(pass_[1]), float(pass_[2]))
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if c != Vector3.INF:
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return c
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return Vector3.INF
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func _search(max_spread: float, from_spawn: float, from_den: float) -> Vector3:
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_rng.seed = terrain.noise_seed + 555
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var spawn: Vector3 = world._spawn
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var den_at: Vector3 = world.den.position if world.den != null and world.den.found else Vector3(1e9, 0, 1e9)
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var best := Vector3.INF
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var best_score := INF
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for _i in range(600):
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var a := _rng.randf() * TAU
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var rr := _rng.randf_range(40.0, terrain.play_radius - 20.0)
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var c := Vector2(cos(a), sin(a)) * rr
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if not terrain.inside_boundary(c.x, c.y, CLEAR_R + 4.0) or terrain.sea_weight(c.x, c.y) > 0.02:
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continue
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if c.distance_to(Vector2(spawn.x, spawn.z)) < from_spawn or c.distance_to(Vector2(den_at.x, den_at.z)) < from_den:
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continue
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var hs: Array[float] = []
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for k in range(8):
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var b := TAU * k / 8.0
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for rad in [MOUND_R * 0.5, PASSAGE_END + 0.5]:
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hs.append(terrain.sample_height(c.x + cos(b) * rad, c.y + sin(b) * rad))
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var h0: float = terrain.sample_height(c.x, c.y)
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hs.append(h0)
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if hs.min() < terrain.water_level + 1.0:
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continue
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var spread: float = hs.max() - hs.min()
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if spread > max_spread:
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continue
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var trees := 0
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for n in world.props.resource_nodes.values():
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if Vector2(n.global_position.x - c.x, n.global_position.z - c.y).length() < CLEAR_R:
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trees += 1
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var score: float = spread * 4.0 + trees
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if score < best_score:
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best_score = score
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# Floor level: the highest ground inside the chamber, so the
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# terrain doesn't come up through the floor.
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var top := h0
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for d in [Vector2(-2, -2), Vector2(2, -2), Vector2(-2, 2), Vector2(2, 2)]:
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top = maxf(top, terrain.sample_height(c.x + d.x, c.y + d.y))
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best = Vector3(c.x, top + 0.03, c.y)
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return best
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func _clear_area(props: Node3D) -> void:
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for dict in [props.resource_nodes, props.pickups, props.forage]:
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for uid in dict.keys():
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var n: Node3D = dict[uid]
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if not is_instance_valid(n):
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continue
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if Vector2(n.global_position.x - position.x, n.global_position.z - position.z).length() < CLEAR_R:
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if n.has_method("_set_instance"):
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n._set_instance(Transform3D(Basis(), n.global_position + Vector3(0, -1000, 0)))
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dict.erase(uid)
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n.queue_free()
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# --- building it -----------------------------------------------------------------------
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var _body: StaticBody3D
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var _st: SurfaceTool
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var _stone_rng := RandomNumberGenerator.new()
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## A dressed stone block: drawn and solid.
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func _block(c: Vector3, s: Vector3, basis: Basis = Basis()) -> void:
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var col := P._mul(STONE, _stone_rng.randf_range(0.8, 1.05)).lerp(MOSS, _stone_rng.randf() * 0.35)
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IM._box(_st, c, s, col, basis)
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var cs := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = s
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cs.shape = box
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cs.transform = Transform3D(basis, c)
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_body.add_child(cs)
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func _build(rock_mat: Material) -> void:
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_stone_rng.seed = terrain.noise_seed + 556
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_body = StaticBody3D.new()
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_body.name = "Stones"
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_body.collision_layer = 1 | 4 # solid, and a roof for shelter checks
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add_child(_body)
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_st = P._begin()
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# Chamber: 4 x 4 m inside, 2.4 m high, a slab roof.
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_block(Vector3(0, -0.15, 0), Vector3(4.8, 0.36, 4.8)) # floor (top at 0.03)
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_block(Vector3(0, 1.2, -2.2), Vector3(4.8, 2.4, 0.4)) # back
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for s in [-1.0, 1.0]:
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_block(Vector3(s * 2.2, 1.2, 0), Vector3(0.4, 2.4, 4.0)) # sides
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_block(Vector3(s * 1.4, 1.2, 2.2), Vector3(1.6, 2.4, 0.4)) # front, either side of the passage
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_block(Vector3(0, 2.6, 0), Vector3(4.8, 0.4, 4.8)) # roof
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_block(Vector3(0, 2.15, 2.2), Vector3(1.2, 0.5, 0.4)) # over the passage's inner end
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# Passage: 1.2 m wide, 1.95 m high, from the chamber to the mouth. Its
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# floor slopes down to the ground at the mouth.
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var plen := PASSAGE_END - 2.4
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var mid := 2.4 + plen * 0.5
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var tilt := atan2(_mouth_drop, plen)
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_block(Vector3(0, -0.15 - _mouth_drop * 0.5, mid), Vector3(1.6, 0.36, sqrt(plen * plen + _mouth_drop * _mouth_drop)), Basis(Vector3.RIGHT, tilt))
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for s in [-1.0, 1.0]:
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_block(Vector3(s * 0.8, 1.0 - _mouth_drop * 0.5, mid), Vector3(0.4, 2.0 + _mouth_drop, plen))
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_block(Vector3(0, 2.1, mid), Vector3(2.0, 0.3, plen))
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# The mouth: two tall jambs and a lintel.
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for s in [-1.0, 1.0]:
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_block(Vector3(s * 0.95, 1.1 - _mouth_drop * 0.5, PASSAGE_END + 0.1), Vector3(0.5, 2.6 + _mouth_drop, 0.5))
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_block(Vector3(0, 2.45, PASSAGE_END + 0.1), Vector3(2.6, 0.45, 0.6))
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# The coffin at the back: a stone chest with a lid.
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_coffin = Coffin.new()
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_coffin.barrow = self
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_coffin.collision_layer = 1
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_coffin.position = Vector3(0, 0, -1.45) # (its origin is what reach is measured to)
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add_child(_coffin)
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var ccs := CollisionShape3D.new()
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var cbox := BoxShape3D.new()
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cbox.size = Vector3(1.9, 0.85, 0.8)
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ccs.shape = cbox
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ccs.position = Vector3(0, 0.45, 0)
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_coffin.add_child(ccs)
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IM._box(_st, Vector3(0, 0.4, -1.45), Vector3(1.8, 0.75, 0.75), P._mul(STONE, 0.85))
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IM._box(_st, Vector3(0, 0.82, -1.45), Vector3(1.95, 0.12, 0.85), STONE)
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IM._box(_st, Vector3(0, 0.9, -1.45), Vector3(0.9, 0.05, 0.3), MOSS)
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var mi := MeshInstance3D.new()
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mi.mesh = P._commit(_st)
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mi.material_override = ItemDB.item_material()
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add_child(mi)
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_build_mound()
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_build_ring(rock_mat)
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## The grass mound over the chamber: a dome that meets the ground at its
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## edge, open where the passage goes in. Its surface is solid (you can climb
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## onto it); inside it you see the stone.
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func _build_mound() -> void:
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var st := P._begin()
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var faces := PackedVector3Array()
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var rings := 9
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var segs := 36
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var nz := FastNoiseLite.new()
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nz.seed = terrain.noise_seed + 557
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var b := Basis(Vector3.UP, yaw)
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var pt := func(i: int, j: int) -> Vector3:
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var rr: float = MOUND_R * float(i) / rings
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var a: float = TAU * float(j) / segs
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var x: float = sin(a) * rr
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var z: float = cos(a) * rr
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var w: Vector3 = position + b * Vector3(x, 0, z)
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var ground: float = terrain.sample_height(w.x, w.z) - position.y
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var k: float = rr / MOUND_R
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return Vector3(x, lerpf(MOUND_H, ground - 0.3, k * k) + nz.get_noise_2d(x * 3.0, z * 3.0) * 0.12 * (1.0 - k), z)
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for i in range(rings):
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for j in range(segs):
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var q := [pt.call(i, j), pt.call(i + 1, j), pt.call(i + 1, j + 1), pt.call(i, j + 1)]
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for tri in [[q[0], q[1], q[2]], [q[0], q[2], q[3]]]:
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var c: Vector3 = (tri[0] + tri[1] + tri[2]) / 3.0
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if absf(c.x) < 1.05 and c.z > 2.0:
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continue # the passage
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if (tri[0] as Vector3).distance_to(tri[1]) < 0.001 or (tri[1] as Vector3).distance_to(tri[2]) < 0.001:
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continue # (degenerate, at the top)
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var col := TURF.lerp(EARTH, clampf(0.4 - c.y * 0.12, 0.0, 0.5))
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P._tri(st, tri[0], tri[1], tri[2], c - Vector3(0, -3, 0), P._mul(col, 0.9 + 0.2 * nz.get_noise_2d(c.x * 7.0, c.z * 7.0)))
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var nrm: Vector3 = ((tri[1] as Vector3) - tri[0]).cross((tri[2] as Vector3) - tri[0])
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if nrm.dot(c - Vector3(0, -3, 0)) < 0.0:
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faces.append_array(PackedVector3Array([tri[0], tri[2], tri[1]]))
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else:
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faces.append_array(PackedVector3Array([tri[0], tri[1], tri[2]]))
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var mi := MeshInstance3D.new()
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mi.name = "Mound"
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mi.mesh = P._commit(st)
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mi.material_override = ItemDB.item_material()
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add_child(mi)
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var shape := ConcavePolygonShape3D.new()
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shape.set_faces(faces)
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shape.backface_collision = true
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var cs := CollisionShape3D.new()
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cs.shape = shape
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var body := StaticBody3D.new()
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body.name = "MoundBody"
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body.collision_layer = 1 | 4
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body.add_child(cs)
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add_child(body)
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## Standing stones round the mound, with a gap in front of the mouth.
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func _build_ring(rock_mat: Material) -> void:
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var body := StaticBody3D.new()
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body.name = "Ring"
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body.collision_layer = 1
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add_child(body)
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var n := 11
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for i in range(n):
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var a := TAU * (i + 0.5) / n
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if absf(wrapf(a, -PI, PI)) < 0.3:
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continue # (the mouth faces +Z: a = 0)
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var lp := Vector3(sin(a) * RING_R, 0, cos(a) * RING_R)
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var w: Vector3 = position + Basis(Vector3.UP, yaw) * lp
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var radii := Vector3(0.55, 1.5 + 0.35 * sin(i * 2.3), 0.4)
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var y: float = terrain.sample_height(w.x, w.z) - position.y + radii.y * 0.8 - 0.3
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var mesh := P.rock(terrain.noise_seed + 5200 + i, false)
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var turn := Basis(Vector3.UP, a + 0.2 * sin(i * 1.7)) * Basis(Vector3.RIGHT, 0.05 * sin(i * 3.1))
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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mi.material_override = rock_mat
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mi.transform = Transform3D(turn.scaled(radii), Vector3(lp.x, y, lp.z))
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add_child(mi)
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var hull := mesh.create_convex_shape(true, true) as ConvexPolygonShape3D
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var pts := PackedVector3Array()
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for p: Vector3 in hull.points:
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pts.append(turn * (p * radii))
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hull.points = pts
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var cs := CollisionShape3D.new()
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cs.shape = hull
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cs.position = Vector3(lp.x, y, lp.z)
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body.add_child(cs)
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# --- where things are --------------------------------------------------------------------
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func center() -> Vector3:
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return position
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func to_world(lp: Vector3) -> Vector3:
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return position + Basis(Vector3.UP, yaw) * lp
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func to_local_pos(p: Vector3) -> Vector3:
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return Basis(Vector3.UP, yaw).inverse() * (p - position)
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## Inside the chamber or passage.
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func inside(p: Vector3) -> bool:
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var l := to_local_pos(p)
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return (absf(l.x) < 2.0 and absf(l.z) < 2.0 or absf(l.x) < 0.6 and l.z > 1.9 and l.z < PASSAGE_END + 0.3) and l.y > -1.0 and l.y < 2.6
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## The stone floor's height at `p` (world), or -INF outside.
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func floor_y_at(p: Vector3) -> float:
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var l := to_local_pos(p)
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if absf(l.x) < 2.0 and absf(l.z) < 2.0:
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return position.y + 0.03
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if absf(l.x) < 0.6 and l.z >= 2.0 and l.z < PASSAGE_END:
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return position.y + 0.03 - _mouth_drop * (l.z - 2.4) / (PASSAGE_END - 2.4) * float(l.z > 2.4)
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return -INF
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func mouth() -> Vector3:
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var m := to_world(Vector3(0, 0, PASSAGE_END + 1.2))
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m.y = terrain.sample_height(m.x, m.z)
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return m
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# --- guards ---------------------------------------------------------------------------
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func is_night() -> bool:
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var h: float = world.day_night.hours()
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return h >= 19.5 or h < 5.5
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## Whether being where `p` is wakes the guards right now.
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func wakes_for(p: Node3D) -> bool:
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if alarmed:
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return true
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if p.survival.dead:
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return false
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var near := Vector2(p.global_position.x - position.x, p.global_position.z - position.z).length() < RING_R
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if near and (is_night() or world.day_night.day > WAKE_DAY):
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alarmed = true
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return alarmed
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func alarm() -> void:
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alarmed = true
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func guards_alive() -> Array:
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return guards.filter(func(g): return is_instance_valid(g) and not g.is_dead())
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## Starts the guards (on the machine that runs creatures).
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func start() -> void:
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if not found:
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return
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running = true
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_spawn_guards()
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func _spawn_guards() -> void:
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for g in guards:
|
||||
if is_instance_valid(g) and not g.is_dead():
|
||||
g.queue_free()
|
||||
guards.clear()
|
||||
for i in range(POSTS.size()):
|
||||
if fallen.has(i):
|
||||
continue
|
||||
var g: AnimatableBody3D = GuardScript.new()
|
||||
var post: Vector3 = to_world(POSTS[i][0])
|
||||
g.setup("guard", world, post, terrain.noise_seed + 600 + i)
|
||||
g.barrow = self
|
||||
g.post = Vector3(post.x, position.y + 0.03, post.z)
|
||||
# Facing the mouth (+Z local); a creature's forward is -Z, so turn by PI.
|
||||
g.post_yaw = yaw + PI + float(POSTS[i][1])
|
||||
g.state = "rest"
|
||||
g.yaw = g.post_yaw
|
||||
g.rotation.y = g.yaw
|
||||
g.set_meta("post", i)
|
||||
g.died.connect(_on_guard_died)
|
||||
add_child(g)
|
||||
g.global_position = g.post
|
||||
guards.append(g)
|
||||
|
||||
func _on_guard_died(g: Node) -> void:
|
||||
var i := int(g.get_meta("post", -1))
|
||||
if i >= 0 and not fallen.has(i):
|
||||
fallen.append(i)
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
if running:
|
||||
step()
|
||||
|
||||
func step() -> void:
|
||||
# Everyone's gone: the guards settle (they walk back to their posts).
|
||||
if alarmed:
|
||||
var anyone := false
|
||||
for p in world.players():
|
||||
if not p.survival.dead and p.global_position.distance_to(position) < LEASH:
|
||||
anyone = true
|
||||
if not anyone:
|
||||
alarmed = false
|
||||
# The coffin fills again (and the fallen are back) a few days after it
|
||||
# was emptied, at dawn, with nobody about.
|
||||
if loot_day >= 0 and world.day_night.day >= loot_day + RESTOCK_DAYS:
|
||||
var h: float = world.day_night.hours()
|
||||
if h >= 6.0 and h < 10.0:
|
||||
for p in world.players():
|
||||
if p.global_position.distance_to(position) < 30.0:
|
||||
return
|
||||
loot_day = -1
|
||||
fallen.clear()
|
||||
alarmed = false
|
||||
_spawn_guards()
|
||||
|
||||
# --- the coffin ---------------------------------------------------------------------------
|
||||
|
||||
var _coffin: StaticBody3D
|
||||
|
||||
func stocked() -> bool:
|
||||
return loot_day < 0
|
||||
|
||||
func days_to_restock() -> int:
|
||||
return maxi(loot_day + RESTOCK_DAYS - int(world.day_night.day), 1)
|
||||
|
||||
## Opens the coffin for `player` (Actions.loot_barrow). Wakes the guards.
|
||||
## Returns what was taken ({} if it was empty).
|
||||
func loot(player: Node3D) -> Dictionary:
|
||||
alarm()
|
||||
if not stocked():
|
||||
Actions.tell(player, "The coffin is empty. Come back in %d days." % days_to_restock())
|
||||
return {}
|
||||
var r := RandomNumberGenerator.new()
|
||||
r.seed = terrain.noise_seed * 31 + int(world.day_night.day)
|
||||
var got := {}
|
||||
for id in LOOT:
|
||||
got[id] = r.randi_range(int(LOOT[id][0]), int(LOOT[id][1]))
|
||||
loot_day = int(world.day_night.day)
|
||||
Actions.tell(player, "You lift the coffin lid... and something stirs behind you!")
|
||||
return got
|
||||
|
||||
func coffin_prompt() -> String:
|
||||
return "Stone coffin [E] Open"
|
||||
|
||||
func save_data() -> Dictionary:
|
||||
return {"loot_day": loot_day, "fallen": fallen.duplicate()} if found else {}
|
||||
|
||||
func load_data(d: Dictionary) -> void:
|
||||
if not found or d.is_empty():
|
||||
return
|
||||
loot_day = int(d.get("loot_day", -1))
|
||||
fallen = []
|
||||
for i in d.get("fallen", []):
|
||||
fallen.append(int(i))
|
||||
if running:
|
||||
_spawn_guards()
|
||||
|
||||
class Coffin extends StaticBody3D:
|
||||
var barrow: Node
|
||||
func interact_prompt(_p: Node) -> String:
|
||||
return barrow.coffin_prompt()
|
||||
func interact(p: Node) -> void:
|
||||
Actions.loot_barrow(p, barrow)
|
||||
@@ -64,6 +64,8 @@ var den: Node3D ## den.gd: the wolves' cave at the foot of the r
|
||||
var bobber: Node3D ## bobber.gd: the cast fishing float, if any
|
||||
var wolves: Node3D ## wolf_pack.gd (null if this seed has no den site)
|
||||
var bears: Node3D ## bear_range.gd: the island's bear (null online as a client)
|
||||
var thieves: Node3D ## thieves.gd: crows and foxes after food left out
|
||||
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 net_sync: Node ## net_sync.gd when playing on a server, else null
|
||||
var has_bed_spawn := false
|
||||
@@ -340,6 +342,13 @@ func _on_terrain_ready() -> void:
|
||||
if den.place(self, props._rock_mat):
|
||||
props.static_cuts.append([den.global_transform, 2.2, 3.4])
|
||||
_update_grass_cuts()
|
||||
# The barrow: scenery too (P3), out on open ground. Its guards only run
|
||||
# where creatures do (_setup_bear).
|
||||
barrow = preload("res://scripts/world/barrow.gd").new()
|
||||
barrow.name = "Barrow"
|
||||
add_child(barrow)
|
||||
if barrow.place(self):
|
||||
_update_grass_cuts()
|
||||
if DisplayServer.get_name() != "headless":
|
||||
var fish := preload("res://scripts/fishing/lake_fish.gd").new()
|
||||
fish.name = "LakeFish"
|
||||
@@ -392,9 +401,17 @@ func _on_terrain_ready() -> void:
|
||||
_setup_bear()
|
||||
_maybe_capture()
|
||||
|
||||
## The island's bear and its patch (bear_range.gd). The server runs it for
|
||||
## everyone; players' games see it through creature_net.gd.
|
||||
## The island's bear and its patch (bear_range.gd), and the crows and foxes
|
||||
## after food left out (thieves.gd). The server runs them for everyone;
|
||||
## players' games see them through creature_net.gd.
|
||||
func _setup_bear() -> void:
|
||||
thieves = preload("res://scripts/creatures/thieves.gd").new()
|
||||
thieves.name = "Thieves"
|
||||
add_child(thieves)
|
||||
thieves.setup(self)
|
||||
thieves.enabled = not "--no-creatures" in OS.get_cmdline_user_args()
|
||||
if barrow != null and barrow.found and thieves.enabled:
|
||||
barrow.start()
|
||||
bears = preload("res://scripts/creatures/bear_range.gd").new()
|
||||
bears.name = "Bear"
|
||||
add_child(bears)
|
||||
@@ -526,6 +543,7 @@ func collect_save() -> Dictionary:
|
||||
"pickups_taken": taken,
|
||||
"pieces": pieces,
|
||||
"bear": bears.save_data() if bears != null else _saved_bear,
|
||||
"barrow": barrow.save_data() if barrow != null else {},
|
||||
}
|
||||
|
||||
func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, dropped: Array, pieces: Array) -> Dictionary:
|
||||
@@ -538,6 +556,7 @@ func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, drop
|
||||
"pickups_taken": taken,
|
||||
"pieces": pieces,
|
||||
"bear": bears.save_data() if bears != null else _saved_bear,
|
||||
"barrow": barrow.save_data() if barrow != null else {},
|
||||
}
|
||||
|
||||
## The live pieces (placed and not being removed).
|
||||
@@ -664,6 +683,8 @@ func _apply_save(s: Dictionary, with_player: bool) -> void:
|
||||
props.pickups[uid].collected()
|
||||
# Regrowth timers (older saves have none: everything gone starts a fresh timer).
|
||||
props.restore_regrow(s.get("regrow", {}))
|
||||
if barrow != null:
|
||||
barrow.load_data(s.get("barrow", {}))
|
||||
# The bear (bear_range.gd): applied when it's set up, after loading.
|
||||
_saved_bear = s.get("bear", {})
|
||||
if bears != null:
|
||||
@@ -816,6 +837,13 @@ func drop_item(id: String, count: int, xf: Transform3D, extra: Dictionary = {})
|
||||
return null
|
||||
return _make_dropped(id, count, xf, extra)
|
||||
|
||||
## Something other than a player took a dropped item (the bear ate it, a fox
|
||||
## ran off with it). On a server, everyone's game is told it's gone.
|
||||
func take_dropped(pk: Node3D) -> void:
|
||||
if server_mode and pk.has_meta("nid"):
|
||||
WorldNet.taken("#%d" % int(pk.get_meta("nid")))
|
||||
pk.collected()
|
||||
|
||||
func _make_dropped(id: String, count: int, xf: Transform3D, extra: Dictionary = {}) -> Node3D:
|
||||
var pk: Area3D = preload("res://scripts/world/pickup.gd").new()
|
||||
pk.setup(id, ItemDB.mesh_for(id), ItemDB.item_material(), 0.3)
|
||||
|
||||
Reference in New Issue
Block a user