P3 bear: one bear per island raids unattended food, palisades and closed huts keep it out, warns then charges, hide/fat/meat, fur rug (Cozy), death saved (protocol 8)
This commit is contained in:
@@ -937,6 +937,38 @@
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"warmth": 35,
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"wet_chill": 0.25
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}
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},
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{
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"id": "bear_hide",
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"name": "Bear Hide",
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"category": "resource",
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"stack": 5,
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"description": "A huge brown hide. Makes a fur rug.",
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"mesh": "bear_hide"
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},
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{
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"id": "bear_fat",
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"name": "Bear Fat",
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"category": "resource",
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"stack": 20,
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"description": "Rendered fat. Burns three times as long as wood in a fire.",
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"mesh": "bear_fat",
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"fuel": 180
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},
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{
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"id": "fur_rug",
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"name": "Fur Rug",
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"category": "placeable",
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"stack": 1,
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"description": "A bearskin for the floor. In a sheltered room: a little warmer, and you get Rested twice as fast.",
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"mesh": "fur_rug",
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"place": {
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"piece": "rug",
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"footprint": [
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1.6,
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2.2
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]
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}
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}
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]
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}
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@@ -521,6 +521,17 @@
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"wolf_fang": 1,
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"fiber": 4
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}
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},
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{
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"id": "fur_rug",
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"output": "fur_rug",
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"count": 1,
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"station": "workbench",
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"category": "furniture",
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"inputs": {
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"bear_hide": 1,
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"fiber": 2
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}
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}
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]
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}
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@@ -49,7 +49,24 @@ rest of P3, and P4-P5, are proposals.
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- Iron-banded door (forge: 2 iron, 4 wood, 4 nails) can't be broken.
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- Drops: alpha pelt, 1-2 fangs, meat. Alpha cloak (+35 warmth) at the
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workbench. Network protocol 7.
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- Not yet: the bear, crows and foxes, the barrow and its guards.
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*As built in P3 so far (the bear):*
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- One bear per island (220 HP, hits for 24, runs at 7 m/s: slower than you
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sprinting). Home is the densest forest near the rim, at least 60 m from
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the spawn and the den, picked from the seed. It sleeps there at night.
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- From day 3, by day, it sniffs out food within 60 m: a chest with food in
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it or food left on the ground, with nobody within 12 m. It walks over,
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eats all the food (nothing else) and wanders off. Food it can't walk to
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is safe: fenced in = all 32 level rays from it hit building pieces (a
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palisade ring, a closed hut; an open door lets it in). It breaks nothing.
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- Closer than 8 m it rears up and warns you; stay within 6 m and it
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charges. Hit it and it charges; under a quarter health it runs.
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- Killed, it comes back 3 days later at dawn, when nobody's near its home.
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Its death (and a wounded bear's health) is saved with the world.
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- Drops: bear hide, 2-3 fat (fire fuel, three times wood), 5-7 meat. Fur
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rug (bear hide, 2 fibre): in a sheltered room, Cozy: +4 warmth and
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Rested twice as fast. Network protocol 8.
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- Not yet: crows and foxes, the barrow and its guards.
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Today the island runs out of goals after a few days: once you have stone
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tools, a hut, a bow and a fire, the only threats are wolves at night, the
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@@ -40,6 +40,7 @@ Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
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- [x] Iron: nuggets, ore, clay, kiln, smelter, forge, iron tools and arrows, lantern, tool wear and repair *(P1)*
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- [x] Stone building: stonecutter, cut stone, stone floors, walls, pillars, stairs, windows, doorways, hearth; wooden stairs, windows, posts, palisade and gate *(P2)*
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- [x] The wolf moon and the alpha: breaks wooden doors, iron-banded doors hold, alpha pelt and cloak *(P3, part 1)*
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- [x] The bear: raids unattended food, palisades and closed huts keep it out, bear hide rug, bear fat *(P3, part 2)*
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- [ ] **Iron, stone building and new adversaries**: iron nuggets and ore,
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smelting and a forge, iron tools and durability, cut-stone building,
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an alpha wolf, a bear, a barrow with guards, spoilage and blizzards
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@@ -63,7 +63,7 @@ func add_fuel(seconds: float) -> void:
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_set_lit(true)
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func interact_prompt(player: Node) -> String:
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var has_fuel: bool = player.inventory.count("wood") + player.inventory.count("stick") > 0
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var has_fuel: bool = player.inventory.count("wood") + player.inventory.count("stick") + player.inventory.count("bear_fat") > 0
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if _lit:
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var left := "%d:%02d" % [int(fuel) / 60, int(fuel) % 60]
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var hiss := ", hissing in the rain" if burn_rate() > 1.2 else ""
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22
scripts/building/rug.gd
Normal file
22
scripts/building/rug.gd
Normal file
@@ -0,0 +1,22 @@
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extends "res://scripts/building/piece.gd"
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## Fur rug: a bearskin on the floor. In a sheltered room it makes you Cozy
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## (survival.gd): a little warmer, and Rested twice as fast. Flat, so you
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## walk over it (it's only on the interactables layer, for X to take it up).
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const COZY_RADIUS := 4.0
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func _make_collision(mi: MeshInstance3D) -> void:
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var aabb := mi.mesh.get_aabb()
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var cs := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = Vector3(aabb.size.x, 0.06, aabb.size.z)
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cs.shape = box
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cs.position = Vector3(aabb.get_center().x, 0.03, aabb.get_center().z)
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add_child(cs)
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collision_layer = 2
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func _build() -> void:
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add_to_group("rug")
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func interact_prompt(_player: Node) -> String:
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return "Fur rug (cozy in a sheltered room)"
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@@ -619,7 +619,7 @@ func add_fuel(player: Node3D, fire: Node3D) -> bool:
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if fire.fuel >= fire.MAX_FUEL - 1.0:
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notify.emit("The fire is fully stoked")
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return false
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for id in ["wood", "stick", "fiber"]:
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for id in ["wood", "bear_fat", "stick", "fiber"]:
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if player.inventory.count(id) > 0:
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player.inventory.remove(id, 1)
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fire.add_fuel(float(ItemDB.get_item(id).get("fuel", 10)))
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216
scripts/creatures/bear.gd
Normal file
216
scripts/creatures/bear.gd
Normal file
@@ -0,0 +1,216 @@
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extends "res://scripts/creatures/creature.gd"
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## The bear (docs/PROGRESSION_DESIGN.md §4): one per island, living in the
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## deep forest by the rim (bear_range.gd finds the spot and brings it back
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## after it's killed).
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##
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## By day it ambles round its patch. From day 3 it sniffs out food left
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## unattended: food in a chest, or lying on the ground, with nobody about.
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## It walks over, eats every bit of food (nothing else) and wanders off. A
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## palisade ring or a closed hut keeps it out: it can't get at food it can't
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## walk to, and it doesn't break things.
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##
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## It won't start a fight, but it won't be crowded: closer than 8 m it rears
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## up and warns you, closer than 6 m after that and it charges. Hit it and it
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## charges too. Badly hurt, it runs home. At night it sleeps at its home.
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const WARN_DIST := 8.0
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const CHARGE_DIST := 6.0
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const EAT_SECONDS := 8.0
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const RAID_COOLDOWN := 40.0 ## after a meal, before it goes looking again
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const SNIFF_EVERY := 2.0
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const STUCK_GIVE_UP := 15.0 ## no closer for this long: forget that food for a while
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var range_: Node ## bear_range.gd
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var food: Node3D = null ## what it's going for
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var _raid_cd := 0.0
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var _sniff := 0.0
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var _eat_t := 0.0
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var _stuck_t := 0.0
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var _last_d := INF
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var _skip := {} ## food instance id -> seconds to ignore it
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var _goal_d := 0.0
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func display_name() -> String:
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return def.name
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func interact_prompt(p: Node) -> String:
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if is_dead():
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return "Bear carcass [E] Butcher"
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var s := "Bear"
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match state:
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"rest": s = "Bear (asleep)"
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"raid": s = "Bear (following its nose)"
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"eat": s = "Bear (eating)"
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"warn": s = "Bear (warning you off!)"
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"charge": s = "Bear (angry!)"
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"flee": s = "Bear (running off)"
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if not Actions.melee_stats(p).armed and not ItemDB.get_item(p.held_item_id()).has("bow"):
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s += " (you need a weapon)"
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return s
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func _think(dt: float) -> void:
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var pp: Vector3 = player.global_position
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var d := global_position.distance_to(pp)
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_state_t -= dt
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_raid_cd = maxf(_raid_cd - dt, 0.0)
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for k in _skip.keys():
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_skip[k] = float(_skip[k]) - dt
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if float(_skip[k]) <= 0.0:
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_skip.erase(k)
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if state == "flee":
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var away := global_position - _threat
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steer(atan2(-away.x, -away.z))
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if _state_t <= 0.0:
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state = "wander"
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return
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if _aggro > 0.0:
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if player.survival.dead or d > 40.0:
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_aggro = 0.0
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state = "wander"
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else:
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state = "charge"
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var to := pp - global_position
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steer(atan2(-to.x, -to.z))
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if d < def.attack_range and _attack_cd <= 0.0 and _can_reach(player):
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_attack_cd = def.attack_cd
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player.survival.damage(def.damage * world.difficulty_mult("damage"), global_position, "a bear")
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return
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if not range_.awake():
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_go_home_to_sleep()
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return
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# Too close: rear up, then charge if you don't back off.
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if d < WARN_DIST and not player.survival.dead and _can_reach(player):
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var to := pp - global_position
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steer(atan2(-to.x, -to.z))
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if state != "warn":
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state = "warn"
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_state_t = 2.5
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elif _state_t <= 0.0 and d < CHARGE_DIST:
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_aggro = 12.0
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_attack_cd = 0.3
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state = "charge"
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return
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if state == "warn":
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state = "wander"
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match state:
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"eat":
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_eat_t -= dt
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if _eat_t <= 0.0:
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state = "wander"
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_raid_cd = RAID_COOLDOWN
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"raid":
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_raid_step(dt)
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_:
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_sniff -= dt
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if _sniff <= 0.0 and _raid_cd <= 0.0 and range_.raids_now():
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_sniff = SNIFF_EVERY
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var f: Node3D = range_.find_food(self, _skip)
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if f != null:
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food = f
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state = "raid"
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_last_d = INF
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_stuck_t = 0.0
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return
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_amble(dt)
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func _raid_step(dt: float) -> void:
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if food == null or not is_instance_valid(food) or not range_.raidable(food):
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food = null
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state = "wander"
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return
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var fp: Vector3 = food.global_position
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var fd := Vector2(fp.x - global_position.x, fp.z - global_position.z).length()
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if fd < 1.9:
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range_.raid(self, food)
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food = null
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state = "eat"
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_eat_t = EAT_SECONDS
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_goal_d = 0.0
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return
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_go_to(fp)
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if fd > _last_d - 0.05 * dt * 10.0:
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_stuck_t += dt
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else:
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_stuck_t = 0.0
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_last_d = minf(_last_d, fd)
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if _stuck_t > STUCK_GIVE_UP:
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_skip[food.get_instance_id()] = 120.0
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food = null
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state = "wander"
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## Idles and wanders like any animal, but never far from home.
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func _amble(dt: float) -> void:
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var home: Vector3 = range_.home
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if Vector2(home.x - global_position.x, home.z - global_position.z).length() > range_.HOME_RADIUS:
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state = "home"
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_go_to(home)
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return
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if state == "home":
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state = "wander"
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_state_t = rng.randf_range(3.0, 8.0)
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if _state_t <= 0.0:
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if state == "idle":
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state = "wander"
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target_yaw = yaw + rng.randf_range(-1.6, 1.6)
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_state_t = rng.randf_range(4.0, 9.0)
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else:
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state = "idle"
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_state_t = rng.randf_range(3.0, 7.0)
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func _go_home_to_sleep() -> void:
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var home: Vector3 = range_.home
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if Vector2(home.x - global_position.x, home.z - global_position.z).length() > 2.0:
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state = "home"
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_go_to(home)
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else:
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state = "rest"
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func _go_to(p: Vector3) -> void:
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var to := p - global_position
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to.y = 0.0
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if to.length() > 0.3:
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steer(atan2(-to.x, -to.z))
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_goal_d = to.length()
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func _desired_speed() -> float:
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match state:
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"wander": return def.walk
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"raid": return 0.0 if _goal_d < 1.0 else 3.2
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"home": return 0.0 if _goal_d < 1.0 else 3.0
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"charge", "flee": return def.run
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return 0.0
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## (The chest it's going for isn't in its way: it walks right up to it.)
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func _blocked(dir: Vector3) -> bool:
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if state == "raid" and food != null and is_instance_valid(food) and global_position.distance_to(food.global_position) < 3.5:
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var probe := global_position + dir * 1.4
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var h: float = terrain.sample_height(probe.x, probe.z)
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return h < terrain.water_level + 0.2 or absf(h - global_position.y) > 1.1
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return super._blocked(dir)
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## Rearing up on its hind legs when it warns you (also on puppets online).
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func _animate(dt: float) -> void:
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if state == "warn":
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_visual.rotation.x = lerpf(_visual.rotation.x, 0.6, minf(dt * 4.0, 1.0))
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_visual.position.y = lerpf(_visual.position.y, 0.25, minf(dt * 4.0, 1.0))
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return
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super._animate(dt)
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## No wall, door or rock between the bear and `p`.
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func _can_reach(p: Node3D) -> bool:
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var from := global_position + Vector3(0, 0.9, 0)
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var to: Vector3 = p.global_position + Vector3(0, 1.0, 0)
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var q := PhysicsRayQueryParameters3D.create(from, to, 1)
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q.exclude = [get_rid(), p.get_rid(), terrain.get_node("TerrainBody").get_rid()]
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return get_world_3d().direct_space_state.intersect_ray(q).is_empty()
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func _react(from: Vector3) -> void:
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if hp < def.hp * 0.25:
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_aggro = 0.0
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_threat = from
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state = "flee"
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_state_t = 10.0
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return
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_aggro = 25.0
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_attack_cd = maxf(_attack_cd, 0.4)
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state = "charge"
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211
scripts/creatures/bear_range.gd
Normal file
211
scripts/creatures/bear_range.gd
Normal file
@@ -0,0 +1,211 @@
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extends Node3D
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## The bear's patch (docs/PROGRESSION_DESIGN.md §4): where the island's one
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## bear lives, bringing it back after it's killed, and the food it can get at.
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##
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## Home is the densest forest near the rim, away from the spawn and the wolf
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## den, picked from the seed (the same on every machine). The bear is there
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## from day 1; raids start on day 3. Killed, it's back RESPAWN_DAYS later,
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## at dawn, when nobody's near its home.
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##
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## Food it can raid: a chest with food in it, or food left on the ground,
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## within SMELL of the bear, with nobody within GUARD of it, and not fenced
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## in. Fenced in = every one of 32 level rays from it hits a building piece
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## (a palisade ring, the walls of a closed hut; an open door lets it in).
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const BearScript = preload("res://scripts/creatures/bear.gd")
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const RAID_DAY := 3
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const RESPAWN_DAYS := 3
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const SMELL := 60.0
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const GUARD := 12.0
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const HOME_RADIUS := 35.0
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const FENCE_RAY := 25.0
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const FENCE_RAYS := 32 ## fine enough that an open doorway lets one through
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signal raided(target: Node3D, eaten: int)
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var world: Node3D
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var home := Vector3.ZERO
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var found := false
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var bear: Node3D = null
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var enabled := true
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var dead_day := -1 ## the day it was killed (-1: alive or never)
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var _rng := RandomNumberGenerator.new()
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func setup(w: Node3D) -> void:
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world = w
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_rng.seed = w.terrain.noise_seed + 881
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found = _find_home()
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if found:
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spawn_bear()
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## The densest stand of trees near the rim, at least 60 m from the spawn
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## and the den.
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func _find_home() -> bool:
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var terrain: Node3D = world.terrain
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var trees: Array = []
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for n in world.props.resource_nodes.values():
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if n.kind == "tree":
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trees.append((n as Node3D).global_position)
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if trees.is_empty():
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return false
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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)
|
||||
var best := -1.0
|
||||
var r := RandomNumberGenerator.new()
|
||||
r.seed = _rng.seed
|
||||
for _i in range(120):
|
||||
var c: Vector3 = trees[r.randi() % trees.size()]
|
||||
var rim: float = world.props._near_rim(c.x, c.z)
|
||||
if rim < 0.1 or rim > 0.9 or not terrain.inside_boundary(c.x, c.z, 10.0):
|
||||
continue
|
||||
if Vector2(c.x - spawn.x, c.z - spawn.z).length() < 60.0 or Vector2(c.x - den_at.x, c.z - den_at.z).length() < 60.0:
|
||||
continue
|
||||
if terrain.sample_height(c.x, c.z) < terrain.water_level + 1.0:
|
||||
continue
|
||||
var near := 0
|
||||
for t: Vector3 in trees:
|
||||
if absf(t.x - c.x) < 18.0 and absf(t.z - c.z) < 18.0:
|
||||
near += 1
|
||||
var score := near + rim * 6.0
|
||||
if score > best:
|
||||
best = score
|
||||
# Stand just beside the tree, not in its trunk.
|
||||
home = c + Vector3(1.6, 0, 0)
|
||||
home.y = terrain.sample_height(home.x, home.z)
|
||||
return best > 0.0
|
||||
|
||||
func spawn_bear() -> Node3D:
|
||||
var b: AnimatableBody3D = BearScript.new()
|
||||
b.setup("bear", world, home, _rng.randi())
|
||||
b.range_ = self
|
||||
b.state = "rest" if not awake() else "idle"
|
||||
add_child(b)
|
||||
b.died.connect(func(_c): dead_day = world.day_night.day)
|
||||
bear = b
|
||||
dead_day = -1
|
||||
return b
|
||||
|
||||
func alive() -> bool:
|
||||
return bear != null and is_instance_valid(bear) and not bear.is_dead()
|
||||
|
||||
## Saved with the world: whether it's dead (and since when), and how hurt
|
||||
## it is. Where it is isn't kept: it goes home over a reload.
|
||||
func save_data() -> Dictionary:
|
||||
if not found:
|
||||
return {}
|
||||
return {"dead_day": dead_day, "hp": float(bear.hp) if alive() else 0.0}
|
||||
|
||||
func load_data(d: Dictionary) -> void:
|
||||
if not found or d.is_empty():
|
||||
return
|
||||
var dd := int(d.get("dead_day", -1))
|
||||
if dd >= 0:
|
||||
if bear != null and is_instance_valid(bear):
|
||||
bear.queue_free()
|
||||
bear = null
|
||||
dead_day = dd
|
||||
return
|
||||
if not alive():
|
||||
spawn_bear()
|
||||
var hp := float(d.get("hp", 0.0))
|
||||
if hp > 0.0:
|
||||
bear.hp = minf(hp, float(bear.def.hp))
|
||||
|
||||
func awake() -> bool:
|
||||
var h: float = world.day_night.hours()
|
||||
return h >= 6.0 and h < 19.5
|
||||
|
||||
func raids_now() -> bool:
|
||||
return world.day_night.day >= RAID_DAY and awake()
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
if enabled:
|
||||
step()
|
||||
|
||||
## Brings the bear back a few days after it was killed (at dawn, unseen).
|
||||
func step() -> void:
|
||||
if not found or alive() or dead_day < 0:
|
||||
return
|
||||
var h: float = world.day_night.hours()
|
||||
if world.day_night.day >= dead_day + RESPAWN_DAYS and h >= 6.0 and h < 9.0:
|
||||
for p in world.players():
|
||||
if p.global_position.distance_to(home) < 40.0:
|
||||
return
|
||||
spawn_bear()
|
||||
|
||||
# --- food --------------------------------------------------------------------------
|
||||
|
||||
static func is_food(id: String) -> bool:
|
||||
return ItemDB.get_item(id).has("food")
|
||||
|
||||
## Food that's worth the bear's while: `target` still has food in it.
|
||||
func has_food(target: Node3D) -> bool:
|
||||
if target.get("inventory") != null:
|
||||
for s in target.inventory.slots:
|
||||
if s != null and is_food(s.id):
|
||||
return true
|
||||
return false
|
||||
return target.get("item_id") != null and is_food(target.item_id) and not target.taken
|
||||
|
||||
## Food the bear could go for now: has food, nobody guarding it, not fenced in.
|
||||
func raidable(target: Node3D) -> bool:
|
||||
if not is_instance_valid(target) or target.is_queued_for_deletion() or not has_food(target):
|
||||
return false
|
||||
for p in world.players():
|
||||
if p.global_position.distance_to(target.global_position) < GUARD and not p.survival.dead:
|
||||
return false
|
||||
return not fenced(target.global_position)
|
||||
|
||||
## Walled in on every side (a palisade ring, a closed hut).
|
||||
func fenced(pos: Vector3) -> bool:
|
||||
var from := pos + Vector3(0, 0.6, 0)
|
||||
var space := world.get_world_3d().direct_space_state
|
||||
for i in range(FENCE_RAYS):
|
||||
var a := TAU * i / FENCE_RAYS
|
||||
var q := PhysicsRayQueryParameters3D.create(from, from + Vector3(cos(a), 0, sin(a)) * FENCE_RAY, world.BuildPiece.BUILD_LAYER)
|
||||
if space.intersect_ray(q).is_empty():
|
||||
return false
|
||||
return true
|
||||
|
||||
## The nearest food `b` can smell and get at (null: none).
|
||||
func find_food(b: Node3D, skip: Dictionary = {}) -> Node3D:
|
||||
var best: Node3D = null
|
||||
var best_d := SMELL
|
||||
var cands: Array = []
|
||||
for p in world.all_pieces():
|
||||
if p.item_id == "chest":
|
||||
cands.append(p)
|
||||
for d in world.all_dropped():
|
||||
if is_food(d.item_id):
|
||||
cands.append(d)
|
||||
for c in cands:
|
||||
if skip.has(c.get_instance_id()):
|
||||
continue
|
||||
var dist: float = c.global_position.distance_to(b.global_position)
|
||||
if dist < best_d and raidable(c):
|
||||
best_d = dist
|
||||
best = c
|
||||
return best
|
||||
|
||||
## The bear eats every bit of food in `target`. Tells anyone nearby.
|
||||
func raid(b: Node3D, target: Node3D) -> int:
|
||||
var eaten := 0
|
||||
var what := ""
|
||||
if target.get("inventory") != null:
|
||||
var inv: Inventory = target.inventory
|
||||
for i in range(inv.size()):
|
||||
var s = inv.get_slot(i)
|
||||
if s != null and is_food(s.id):
|
||||
eaten += int(s.count)
|
||||
inv.set_slot(i, null)
|
||||
what = "A bear has broken into your chest and eaten the food!"
|
||||
else:
|
||||
eaten = int(target.amount)
|
||||
target.collected()
|
||||
what = "A bear is eating the food you left out!"
|
||||
for p in world.players():
|
||||
if p.global_position.distance_to(target.global_position) < 80.0:
|
||||
Actions.tell(p, what)
|
||||
raided.emit(target, eaten)
|
||||
return eaten
|
||||
@@ -46,6 +46,12 @@ const KINDS := {
|
||||
"notice": 0.0, "notice_loud": 0.0, "calm": 40.0,
|
||||
"damage": 16.0, "attack_range": 2.1, "attack_cd": 1.4, "door_damage": 22.0,
|
||||
"drops": {"raw_meat": [2, 3], "alpha_pelt": [1, 1], "wolf_fang": [1, 2]}},
|
||||
# One bear per island, in the deep forest by the rim (bear.gd, bear_range.gd).
|
||||
# Slower than you sprinting, but it hits like a falling tree.
|
||||
"bear": {"name": "Bear", "hp": 220.0, "walk": 1.3, "run": 7.0, "turn": 3.5,
|
||||
"notice": 0.0, "notice_loud": 0.0, "calm": 40.0,
|
||||
"damage": 24.0, "attack_range": 2.3, "attack_cd": 1.8,
|
||||
"drops": {"raw_meat": [5, 7], "bear_hide": [1, 1], "bear_fat": [2, 3]}},
|
||||
}
|
||||
const CARCASS_SECONDS := 300.0
|
||||
|
||||
@@ -137,7 +143,7 @@ func setup(k: String, w: Node3D, pos: Vector3, seed: int) -> void:
|
||||
cs.position = Vector3(0, parts.height * 0.5, 0)
|
||||
if k != "rabbit":
|
||||
# Long bodies: lay the capsule along the spine.
|
||||
cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65}.get(k, 1.4)
|
||||
cap.height = {"deer": 1.5, "boar": 1.4, "wolf": 1.25, "alpha": 1.65, "bear": 2.0}.get(k, 1.4)
|
||||
cs.rotation.x = PI * 0.5
|
||||
cs.position = Vector3(0, parts.height * 0.55, 0)
|
||||
add_child(cs)
|
||||
|
||||
@@ -19,6 +19,7 @@ static func build(kind: String) -> Dictionary:
|
||||
"deer": d = _deer()
|
||||
"wolf": d = _wolf()
|
||||
"alpha": d = _wolf(true)
|
||||
"bear": d = _bear()
|
||||
_: d = _boar()
|
||||
_cache[kind] = d
|
||||
return d
|
||||
@@ -153,3 +154,27 @@ static func _wolf_parts(coat: Color, pale: Color, seed: int) -> Dictionary:
|
||||
return {"body": P._commit(st), "eyes": P._commit(est), "leg": _leg(0.52, 0.045, 0.03, coat, dark, seed + 1),
|
||||
"hips": [Vector3(-0.11, 0.52, -0.38), Vector3(0.11, 0.52, -0.38), Vector3(-0.11, 0.54, 0.38), Vector3(0.11, 0.54, 0.38)],
|
||||
"radius": 0.32, "height": 1.0}
|
||||
|
||||
## Brown bear: a heavy humped body, a broad head with a pale muzzle and
|
||||
## round ears, thick short legs.
|
||||
static func _bear() -> Dictionary:
|
||||
var coat := Color(0.36, 0.24, 0.15)
|
||||
var hump := Color(0.42, 0.29, 0.18)
|
||||
var muzzle := Color(0.58, 0.45, 0.32)
|
||||
var dark := Color(0.1, 0.08, 0.07)
|
||||
var st := P._begin()
|
||||
var r := _rng(261)
|
||||
var n := _noise(261, 1.3)
|
||||
P._blob(st, Vector3(0, 0.95, 0.15), Vector3(0.5, 0.5, 0.85), n, 0.14, coat, r, 1) # body
|
||||
P._blob(st, Vector3(0, 1.22, -0.35), Vector3(0.44, 0.38, 0.42), n, 0.18, hump, r, 1) # shoulder hump
|
||||
P._blob(st, Vector3(0, 1.05, -0.95), Vector3(0.3, 0.27, 0.3), n, 0.12, coat, r, 1) # head
|
||||
P._cylinder(st, Vector3(0, 0.98, -1.12), Vector3(0, 0.92, -1.36), 0.15, 0.1, 6, muzzle, r, -1.0, dark)
|
||||
for s in [-1.0, 1.0]:
|
||||
P._blob(st, Vector3(s * 0.2, 1.3, -0.9), Vector3(0.08, 0.08, 0.05), n, 0.1, P._mul(coat, 0.85), r, 0) # ears
|
||||
P._blob(st, Vector3(0, 0.98, 0.98), Vector3(0.08, 0.08, 0.07), n, 0.2, coat, r, 0) # stub tail
|
||||
var est := P._begin()
|
||||
for s in [-1.0, 1.0]:
|
||||
P._blob(est, Vector3(s * 0.13, 1.12, -1.18), Vector3.ONE * 0.025, n, 0.0, Color(0.9, 0.6, 0.25), r, 0)
|
||||
return {"body": P._commit(st), "eyes": P._commit(est), "leg": _leg(0.72, 0.13, 0.11, coat, dark, 262),
|
||||
"hips": [Vector3(-0.28, 0.72, -0.5), Vector3(0.28, 0.72, -0.5), Vector3(-0.28, 0.74, 0.6), Vector3(0.28, 0.74, 0.6)],
|
||||
"radius": 0.62, "height": 1.6}
|
||||
|
||||
@@ -112,6 +112,9 @@ static func build(key: String) -> ArrayMesh:
|
||||
"alpha_pelt": m = _pelt(ALPHA_FUR)
|
||||
"alpha_cloak": m = _cloak(ALPHA_FUR)
|
||||
"wolf_fang": m = _fang()
|
||||
"bear_hide": m = _pelt(BEAR_FUR)
|
||||
"bear_fat": m = _pebble(271, Color(0.92, 0.86, 0.68), Vector3(0.1, 0.06, 0.08), 0.1)
|
||||
"fur_rug": m = _rug()
|
||||
"berry_bush": m = _berry_bush(true)
|
||||
"berry_bush_bare": m = _berry_bush(false)
|
||||
_:
|
||||
@@ -979,3 +982,23 @@ static func _fang() -> ArrayMesh:
|
||||
var r := _rng(253)
|
||||
P._cylinder(st, Vector3(0, 0.02, 0), Vector3(0.02, 0.02, -0.12), 0.022, 0.003, 6, Color(0.88, 0.82, 0.62), r, -1.0, Color(0.6, 0.45, 0.35))
|
||||
return P._commit(st)
|
||||
|
||||
# --- P3 the bear ---------------------------------------------------------------------
|
||||
|
||||
const BEAR_FUR := Color(0.36, 0.24, 0.15)
|
||||
|
||||
## A bearskin laid flat: body, four splayed legs and the head toward -Z.
|
||||
static func _rug() -> ArrayMesh:
|
||||
var st := P._begin()
|
||||
var r := _rng(273)
|
||||
_box(st, Vector3(0, 0.015, 0.1), Vector3(1.0, 0.03, 1.5), BEAR_FUR)
|
||||
_box(st, Vector3(0, 0.02, 0.1), Vector3(0.8, 0.03, 1.3), P._mul(BEAR_FUR, 1.12))
|
||||
for sx in [-1.0, 1.0]:
|
||||
for sz in [-0.45, 0.6]:
|
||||
_box(st, Vector3(sx * 0.62, 0.012, sz), Vector3(0.42, 0.024, 0.24), _board(r, BEAR_FUR), Basis(Vector3.UP, sx * (0.5 if sz < 0 else -0.5)))
|
||||
_box(st, Vector3(0, 0.05, -0.85), Vector3(0.38, 0.1, 0.34), P._mul(BEAR_FUR, 0.95))
|
||||
_box(st, Vector3(0, 0.045, -1.06), Vector3(0.18, 0.08, 0.14), Color(0.58, 0.45, 0.32))
|
||||
for sx in [-0.14, 0.14]:
|
||||
_box(st, Vector3(sx, 0.11, -0.8), Vector3(0.08, 0.05, 0.05), P._mul(BEAR_FUR, 0.8))
|
||||
_box(st, Vector3(0, 0.02, 0.92), Vector3(0.12, 0.03, 0.12), BEAR_FUR)
|
||||
return P._commit(st)
|
||||
|
||||
@@ -18,6 +18,7 @@ extends Node
|
||||
## missing from the snapshots for a second (despawned, butchered) goes.
|
||||
|
||||
const Creature = preload("res://scripts/creatures/creature.gd")
|
||||
const BearScript = preload("res://scripts/creatures/bear.gd")
|
||||
const Bobber = preload("res://scripts/fishing/bobber.gd")
|
||||
const Projectile = preload("res://scripts/creatures/projectile.gd")
|
||||
const WolfPack = preload("res://scripts/creatures/wolf_pack.gd")
|
||||
@@ -95,8 +96,9 @@ func _server_tick(w: Node3D, delta: float) -> void:
|
||||
|
||||
const PER_PACKET := 40
|
||||
const ENTRY := 23
|
||||
const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha"]
|
||||
const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend", "bash"]
|
||||
const KIND_IDS := ["rabbit", "deer", "boar", "wolf", "alpha", "bear"]
|
||||
const STATE_IDS := ["idle", "wander", "flee", "charge", "dead", "rest", "alert", "stalk", "lunge", "retreat", "home", "defend", "bash",
|
||||
"warn", "raid", "eat"]
|
||||
|
||||
## One creature in 23 bytes: id, kind, state, position, facing, speed, health.
|
||||
static func _encode(buf: PackedByteArray, o: int, c: Node3D) -> void:
|
||||
@@ -192,7 +194,7 @@ func _s2c_life(packed: PackedByteArray, fl: Array) -> void:
|
||||
var got: Variant = puppets.get(cid)
|
||||
var c: Node3D = got if is_instance_valid(got) else null
|
||||
if c == null:
|
||||
c = Creature.new()
|
||||
c = BearScript.new() if kind == "bear" else Creature.new() # (the bear rears up when it warns you)
|
||||
c.puppet = true
|
||||
c.setup(kind, world, e[2], cid)
|
||||
c.set_meta("cid", cid)
|
||||
|
||||
@@ -32,7 +32,7 @@ signal clock(day: int, time: float) ## the server's time of day
|
||||
const Identity = preload("res://scripts/net/identity.gd")
|
||||
const ServerConfig = preload("res://scripts/net/server_config.gd")
|
||||
|
||||
const PROTOCOL := 7 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors (P3)
|
||||
const PROTOCOL := 8 ## 3: shared world; 4: the server decides; 5: wildlife; 6: rules and chat (M2.6); 7: the alpha, broken doors; 8: the bear (P3)
|
||||
const DEFAULT_PORT := 24242
|
||||
const HANDSHAKE_TIMEOUT := 10.0
|
||||
const JOIN_TIMEOUT := 20.0 ## includes the server building its terrain on first join
|
||||
|
||||
@@ -426,7 +426,7 @@ func _run(p: Node3D, what: String, a: Array) -> void:
|
||||
for m in w.get_tree().get_nodes_in_group("processor"):
|
||||
m.step(float(a[0]) if a.size() > 0 and (a[0] is float or a[0] is int) else 60.0)
|
||||
"debug_spawn":
|
||||
if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha"]) and _v(a, 1).is_finite():
|
||||
if cheats and Creature.KINDS.has(_s(a, 0)) and not (_s(a, 0) in ["wolf", "alpha", "bear"]) and _v(a, 1).is_finite():
|
||||
w.creatures.spawn(_s(a, 0), _v(a, 1))
|
||||
"debug_time":
|
||||
if cheats:
|
||||
|
||||
@@ -75,6 +75,14 @@ func balanced_diet() -> bool:
|
||||
|
||||
var stone_room := false ## sheltered by mostly stone walls (P2): a little warmer
|
||||
const STONE_ROOM_WARMTH := 6.0
|
||||
var cozy := false ## sheltered with a fur rug near (P3, the bear)
|
||||
const COZY_WARMTH := 4.0
|
||||
|
||||
func _rug_near(p: Vector3) -> bool:
|
||||
for r in world.get_tree().get_nodes_in_group("rug"):
|
||||
if (r as Node3D).global_position.distance_to(p) < r.COZY_RADIUS:
|
||||
return true
|
||||
return false
|
||||
|
||||
var player: Node3D ## the local player, or a server_player.gd on a server
|
||||
var world: Node3D
|
||||
@@ -96,12 +104,14 @@ func step(dt: float) -> void:
|
||||
roofed = world.build.roofed_at(p)
|
||||
sheltered = roofed and world.build.enclosure_at(p) >= 0.74
|
||||
stone_room = sheltered and world.build.stone_walls_at(p) >= 0.5
|
||||
cozy = sheltered and _rug_near(p)
|
||||
# Rain soaks you unless there's a roof over your head.
|
||||
if not roofed and world.weather.rain_at(p) > 0.25:
|
||||
wet = WET_SECONDS
|
||||
# Resting: a while by a fire with a roof and walls around you.
|
||||
# Resting: a while by a fire with a roof and walls around you (half the
|
||||
# time on a fur rug).
|
||||
if sheltered and heat > 0.25:
|
||||
_rest_build += dt
|
||||
_rest_build += dt * (2.0 if cozy else 1.0)
|
||||
if _rest_build >= REST_AFTER:
|
||||
rested = maxf(rested, REST_SECONDS)
|
||||
else:
|
||||
@@ -111,6 +121,8 @@ func step(dt: float) -> void:
|
||||
var target: float = world.air_warmth(p, sheltered) + heat * 70.0 + float(wear.get("warmth", 0.0))
|
||||
if stone_room:
|
||||
target += STONE_ROOM_WARMTH
|
||||
if cozy:
|
||||
target += COZY_WARMTH
|
||||
if wet > 0.0:
|
||||
target -= 22.0 * float(wear.get("wet_chill", 1.0))
|
||||
wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
|
||||
@@ -186,6 +198,8 @@ func _update_statuses() -> void:
|
||||
statuses.append("Balanced diet")
|
||||
if sheltered:
|
||||
statuses.append("Sheltered")
|
||||
if cozy:
|
||||
statuses.append("Cozy")
|
||||
if rested > 0.0:
|
||||
statuses.append("Rested")
|
||||
for id in buffs:
|
||||
|
||||
@@ -28,6 +28,7 @@ const PIECES := {
|
||||
"smelter": preload("res://scripts/building/processor.gd"),
|
||||
"forge": preload("res://scripts/building/forge.gd"),
|
||||
"hearth": preload("res://scripts/building/hearth.gd"),
|
||||
"rug": preload("res://scripts/building/rug.gd"),
|
||||
"stonecutter": preload("res://scripts/building/stonecutter.gd"),
|
||||
}
|
||||
const BuildPiece = preload("res://scripts/building/build_piece.gd")
|
||||
@@ -62,6 +63,8 @@ var _dropped: Node3D ## arrows, spears and other dropped items
|
||||
var den: Node3D ## den.gd: the wolves' cave at the foot of the rim
|
||||
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 _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
|
||||
var bed_spawn := Vector3.ZERO ## position of the bed you respawn at
|
||||
@@ -361,6 +364,7 @@ func _on_terrain_ready() -> void:
|
||||
wolves.name = "Wolves"
|
||||
add_child(wolves)
|
||||
wolves.setup(self, den)
|
||||
_setup_bear()
|
||||
apply_rules()
|
||||
return
|
||||
_respawn()
|
||||
@@ -384,8 +388,22 @@ func _on_terrain_ready() -> void:
|
||||
wolves.name = "Wolves"
|
||||
add_child(wolves)
|
||||
wolves.setup(self, den)
|
||||
if not "--no-creatures" in OS.get_cmdline_user_args():
|
||||
_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.
|
||||
func _setup_bear() -> void:
|
||||
bears = preload("res://scripts/creatures/bear_range.gd").new()
|
||||
bears.name = "Bear"
|
||||
add_child(bears)
|
||||
bears.setup(self)
|
||||
bears.load_data(_saved_bear)
|
||||
bears.enabled = not "--no-creatures" in OS.get_cmdline_user_args()
|
||||
if not bears.enabled and bears.bear != null:
|
||||
bears.bear.queue_free() # (a server started without wildlife)
|
||||
|
||||
## A server's rules for the island (at start-up, and after an admin's /set).
|
||||
func apply_rules() -> void:
|
||||
var R = preload("res://scripts/net/rules.gd")
|
||||
@@ -507,6 +525,7 @@ func collect_save() -> Dictionary:
|
||||
"harvested": harvested,
|
||||
"pickups_taken": taken,
|
||||
"pieces": pieces,
|
||||
"bear": bears.save_data() if bears != null else _saved_bear,
|
||||
}
|
||||
|
||||
func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, dropped: Array, pieces: Array) -> Dictionary:
|
||||
@@ -518,6 +537,7 @@ func _shared_state(harvested: Dictionary, regrow: Dictionary, taken: Array, drop
|
||||
"harvested": harvested,
|
||||
"pickups_taken": taken,
|
||||
"pieces": pieces,
|
||||
"bear": bears.save_data() if bears != null else _saved_bear,
|
||||
}
|
||||
|
||||
## The live pieces (placed and not being removed).
|
||||
@@ -644,6 +664,10 @@ 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", {}))
|
||||
# The bear (bear_range.gd): applied when it's set up, after loading.
|
||||
_saved_bear = s.get("bear", {})
|
||||
if bears != null:
|
||||
bears.load_data(_saved_bear)
|
||||
var sp: Dictionary = s.get("spawn", {})
|
||||
has_bed_spawn = bool(sp.get("bed", false))
|
||||
if sp.has("pos"):
|
||||
|
||||
@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
|
||||
echo "Importing the project first (fresh copy)..."
|
||||
godot --headless --path . --import >/dev/null 2>&1
|
||||
fi
|
||||
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_alpha test_den_sites test_fishing_diet test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life 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_den_sites test_fishing_diet test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_rules test_host test_terrain_edges test_boundary; do
|
||||
extra=""
|
||||
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
|
||||
# A suite that waits on a world that failed to load would hang forever,
|
||||
|
||||
386
tests/test_bear.gd
Normal file
386
tests/test_bear.gd
Normal file
@@ -0,0 +1,386 @@
|
||||
extends SceneTree
|
||||
## P3 the bear (docs/PROGRESSION_DESIGN.md §4): its home in the forest by the
|
||||
## rim, raiding unattended food (chests and food left out) but not food
|
||||
## behind a palisade or in a closed hut, warning you off and charging, its
|
||||
## drops (hide, fat, meat), the fur rug and coming back after it's killed.
|
||||
## Run: godot --headless --path . --script res://tests/test_bear.gd
|
||||
|
||||
var _fails := 0
|
||||
var _finished := false
|
||||
var A: Node
|
||||
var S: Node
|
||||
var DB: Node
|
||||
var _toasts: Array[String] = []
|
||||
var world: Node3D
|
||||
var player: CharacterBody3D
|
||||
var bears: Node
|
||||
var bear: Node3D
|
||||
var bs: Node
|
||||
var real_home: Vector3
|
||||
|
||||
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")
|
||||
A.notify.connect(func(t): _toasts.append(t))
|
||||
S.root_dir = "user://test_worlds"
|
||||
for w in S.list_worlds():
|
||||
S.delete_world(w.id)
|
||||
S.current_id = S.create_world("Bear", 1337)
|
||||
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)
|
||||
world.day_night.frozen = true
|
||||
world.weather.set_process(false)
|
||||
world.weather.force("clear")
|
||||
bs = world.build
|
||||
bears = world.bears
|
||||
bear = bears.bear
|
||||
|
||||
func _reload() -> void:
|
||||
check(world.save_now(), "saved")
|
||||
world.queue_free()
|
||||
await process_frame
|
||||
await _load()
|
||||
|
||||
func _settle() -> void:
|
||||
for _i in range(3):
|
||||
await physics_frame
|
||||
|
||||
func _set_time(day: int, hours: float) -> void:
|
||||
world.day_night.day = day
|
||||
world.day_night.time = hours / 24.0
|
||||
world.day_night.apply(true)
|
||||
|
||||
## Runs the bear for up to `secs` (stopping early once `until` is true).
|
||||
func _sim(secs: float, until: Callable = Callable()) -> float:
|
||||
var t := 0.0
|
||||
while t < secs:
|
||||
bears.step()
|
||||
if is_instance_valid(bear):
|
||||
bear.set_physics_process(false)
|
||||
bear.step(0.1)
|
||||
t += 0.1
|
||||
if until.is_valid() and until.call():
|
||||
break
|
||||
if int(t * 10) % 10 == 0:
|
||||
await physics_frame
|
||||
return t
|
||||
|
||||
func _toast_has(s: String) -> bool:
|
||||
for t in _toasts:
|
||||
if t.contains(s):
|
||||
return true
|
||||
return false
|
||||
|
||||
func _ground(p: Vector3) -> Vector3:
|
||||
return Vector3(p.x, world.terrain.sample_height(p.x, p.z), p.z)
|
||||
|
||||
func _body() -> void:
|
||||
_home()
|
||||
await _day_and_night()
|
||||
await _raids()
|
||||
await _fenced()
|
||||
await _crowded()
|
||||
await _drops_and_rug()
|
||||
await _comes_back()
|
||||
_net()
|
||||
await _saving()
|
||||
_finished = true
|
||||
|
||||
func _saving() -> void:
|
||||
print("saving")
|
||||
_set_time(8, 12.0)
|
||||
bear.hp = 150.0
|
||||
await _reload()
|
||||
check(bears.alive() and absf(bear.hp - 150.0) < 0.01, "a hurt bear is still hurt after a reload (%.0f)" % bear.hp)
|
||||
bear.take_hit(500.0, bear.global_position + Vector3(2, 0, 0))
|
||||
check(bears.dead_day == 8, "killed on day 8")
|
||||
await _reload()
|
||||
check(not bears.alive() and bears.dead_day == 8, "reloaded the same day: still no bear")
|
||||
_set_time(11, 7.0)
|
||||
player.global_position = world._spawn
|
||||
bears.step()
|
||||
check(bears.alive(), "and it's back three days on, at dawn")
|
||||
await _reload()
|
||||
check(bears.alive() and bears.dead_day == -1, "which is saved too")
|
||||
|
||||
# --- home ----------------------------------------------------------------------------
|
||||
|
||||
func _home() -> void:
|
||||
print("the bear's home")
|
||||
check(bears != null and bears.found, "this island has a bear")
|
||||
bear = bears.bear
|
||||
check(bear != null and bear.kind == "bear" and bear.hp == 220.0, "one bear, 220 health")
|
||||
var h: Vector3 = bears.home
|
||||
real_home = h
|
||||
var trees := 0
|
||||
for n in world.props.resource_nodes.values():
|
||||
if n.kind == "tree" and (n as Node3D).global_position.distance_to(h) < 18.0:
|
||||
trees += 1
|
||||
var rim: float = world.props._near_rim(h.x, h.z)
|
||||
check(trees >= 8 and rim > 0.1, "it lives in thick forest (%d trees within 18 m) near the rim (%.2f)" % [trees, rim])
|
||||
var spawn: Vector3 = world._spawn
|
||||
check(Vector2(h.x - spawn.x, h.z - spawn.z).length() > 60.0 and h.distance_to(world.den.position) > 60.0,
|
||||
"away from the spawn (%.0f m) and the wolf den (%.0f m)" % [Vector2(h.x - spawn.x, h.z - spawn.z).length(), h.distance_to(world.den.position)])
|
||||
var again: Node = load("res://scripts/creatures/bear_range.gd").new()
|
||||
again.world = world
|
||||
again._rng.seed = world.terrain.noise_seed + 881
|
||||
check(again._find_home() and again.home.distance_to(h) < 0.01, "the same spot every time for this seed")
|
||||
again.free()
|
||||
|
||||
func _day_and_night() -> void:
|
||||
print("its day")
|
||||
bears.enabled = false
|
||||
player.global_position = world._spawn # (well away, on the island)
|
||||
_set_time(2, 22.0)
|
||||
await _sim(30.0, func(): return bear.state == "rest")
|
||||
check(bear.state == "rest" and bear.global_position.distance_to(bears.home) < 3.0, "at night it sleeps at home")
|
||||
_set_time(2, 12.0)
|
||||
var far := 0.0
|
||||
var t := 0.0
|
||||
while t < 120.0:
|
||||
await _sim(5.0)
|
||||
far = maxf(far, bear.global_position.distance_to(bears.home))
|
||||
t += 5.0
|
||||
check(bear.state != "rest" and far > 3.0 and far < bears.HOME_RADIUS + 6.0, "by day it ambles round its patch (up to %.0f m out)" % far)
|
||||
check(not bears.raids_now(), "day 2: no raids yet")
|
||||
|
||||
# --- raids ----------------------------------------------------------------------------
|
||||
|
||||
var site: Vector3
|
||||
var yaw := 0.0
|
||||
|
||||
## Moves the bear's patch (and the bear) next to the test site, a short
|
||||
## walk from the food.
|
||||
func _bear_near(p: Vector3, d: float) -> void:
|
||||
bears.home = _ground(p + Vector3(-d, 0, 0))
|
||||
bear.global_position = bears.home
|
||||
bear.state = "idle"
|
||||
bear._raid_cd = 0.0
|
||||
bear._sniff = 0.0
|
||||
bear._aggro = 0.0
|
||||
bear.food = null
|
||||
|
||||
func _chest(at: Vector3) -> Node3D:
|
||||
var c: Node3D = world.spawn_piece(DB.get_item("chest"), Transform3D(Basis(Vector3.UP, yaw), _ground(at)))
|
||||
c.inventory.add("berries", 5)
|
||||
c.inventory.add("raw_meat", 2)
|
||||
c.inventory.add("wood", 3)
|
||||
return c
|
||||
|
||||
func _raids() -> void:
|
||||
print("raids")
|
||||
# Inland, away from the lake the spawn faces (dry, fairly flat ground).
|
||||
site = bs.debug_find_site(world._spawn + player.global_basis.z * 30.0, 6.0)
|
||||
yaw = player.rotation.y
|
||||
check(site.y > world.terrain.water_level + 0.5, "(test site on dry ground, %.1f m up)" % (site.y - world.terrain.water_level))
|
||||
_set_time(4, 11.0)
|
||||
check(bears.raids_now(), "from day 3 it goes after food")
|
||||
var chest := _chest(site)
|
||||
await _settle()
|
||||
_bear_near(site, 22.0)
|
||||
player.global_position = _ground(site + Vector3(30, 0, 0))
|
||||
_toasts.clear()
|
||||
var took: float = await _sim(60.0, func(): return chest.inventory.count("berries") == 0)
|
||||
check(chest.inventory.count("berries") == 0 and chest.inventory.count("raw_meat") == 0, "it smells an unattended chest 22 m off and eats the food (%.0f s)" % took)
|
||||
check(chest.inventory.count("wood") == 3, "but leaves the wood")
|
||||
check(_toast_has("bear"), "you hear about it (%s)" % [_toasts])
|
||||
check(bear.state == "eat", "and sits there eating")
|
||||
await _sim(10.0)
|
||||
check(bear.state != "eat", "then wanders off")
|
||||
print("food left out")
|
||||
_bear_near(site, 18.0)
|
||||
var meat: Node3D = world.drop_item("raw_meat", 3, Transform3D(Basis(), _ground(site + Vector3(0, 0, 4)) + Vector3(0, 0.2, 0)))
|
||||
chest.queue_free()
|
||||
await _settle()
|
||||
await _sim(60.0, func(): return not is_instance_valid(meat) or meat.taken)
|
||||
check(not is_instance_valid(meat) or meat.taken, "meat left on the ground is eaten too")
|
||||
print("with you there")
|
||||
_bear_near(site, 20.0)
|
||||
var guarded := _chest(site + Vector3(0, 0, -3))
|
||||
player.global_position = _ground(site + Vector3(6, 0, -3))
|
||||
await _settle()
|
||||
await _sim(25.0)
|
||||
check(guarded.inventory.count("berries") == 5, "it leaves a chest alone while you're beside it")
|
||||
world.remove_piece(guarded)
|
||||
await _settle()
|
||||
|
||||
func _fenced() -> void:
|
||||
print("a palisade")
|
||||
var c := site + Vector3(0, 0, 0)
|
||||
var pdef: Dictionary = DB.get_item("palisade")
|
||||
for i in [-1, 0, 1]:
|
||||
for side in [[Vector3(2 * i, 0, -3), 0.0], [Vector3(2 * i, 0, 3), 0.0], [Vector3(3, 0, 2 * i), PI * 0.5], [Vector3(-3, 0, 2 * i), PI * 0.5]]:
|
||||
var at: Vector3 = c + (side[0] as Vector3)
|
||||
world.spawn_piece(pdef, bs._free_xf("palisade", at, float(side[1]), true))
|
||||
var inside := _chest(c)
|
||||
await _settle()
|
||||
check(bears.fenced(inside.global_position), "a chest inside a palisade ring is fenced in")
|
||||
_bear_near(site, 20.0)
|
||||
player.global_position = _ground(site + Vector3(40, 0, 0))
|
||||
await _sim(45.0)
|
||||
check(inside.inventory.count("berries") == 5 and inside.inventory.count("raw_meat") == 2, "the bear can't get at it: the food is all there")
|
||||
check(bear.food == null, "and it isn't even trying")
|
||||
for p in world.all_pieces():
|
||||
if p.global_position.distance_to(c) < 5.0:
|
||||
world.remove_piece(p)
|
||||
await _settle()
|
||||
print("a closed hut")
|
||||
var hut: Dictionary = await bs.debug_build_hut(site, 0.0)
|
||||
await _settle()
|
||||
var center: Vector3 = hut.pieces[0].global_transform * Vector3(1, 0, 1)
|
||||
var in_hut: Node3D = world.spawn_piece(DB.get_item("chest"), Transform3D(Basis(), center + Vector3(-0.8, 0, -0.8)))
|
||||
in_hut.inventory.add("cooked_meat", 4)
|
||||
await _settle()
|
||||
check(bears.fenced(in_hut.global_position) and not bears.raidable(in_hut), "food in a closed hut is safe too")
|
||||
var door: Node3D = null
|
||||
for p in hut.pieces:
|
||||
if p.item_id == "wood_door":
|
||||
door = p
|
||||
door.set_open(true, false)
|
||||
await _settle()
|
||||
check(bears.raidable(in_hut), "...unless you leave the door open")
|
||||
door.set_open(false, false)
|
||||
for p in world.all_pieces():
|
||||
if p.global_position.distance_to(center) < 6.0:
|
||||
p.queue_free()
|
||||
await _settle()
|
||||
|
||||
func _crowded() -> void:
|
||||
print("too close")
|
||||
_set_time(4, 12.0)
|
||||
_bear_near(site, 0.0)
|
||||
player.survival.health = 100.0
|
||||
var to: Vector3 = bear.global_position
|
||||
player.global_position = _ground(to + Vector3(7.0, 0, 0))
|
||||
await _sim(1.0)
|
||||
check(bear.state == "warn", "at 7 m it rears up and warns you off (%s)" % bear.state)
|
||||
check(bear.interact_prompt(player).contains("warning"), "\"%s\"" % bear.interact_prompt(player))
|
||||
player.global_position = _ground(bear.global_position + Vector3(12.0, 0, 0))
|
||||
await _sim(1.0)
|
||||
check(bear.state != "warn" and bear.state != "charge" and player.survival.health == 100.0, "back off and it leaves you be")
|
||||
player.global_position = _ground(bear.global_position + Vector3(4.5, 0, 0))
|
||||
await _sim(8.0, func(): return player.survival.health < 100.0)
|
||||
check(player.survival.health < 100.0 and player.survival.health <= 100.0 - 20.0, "stay close and it charges: one blow takes %.0f health" % (100.0 - player.survival.health))
|
||||
player.survival.health = 100.0
|
||||
print("a fight")
|
||||
player.global_position = _ground(bear.global_position + Vector3(25.0, 0, 0))
|
||||
await _sim(20.0, func(): return bear._aggro <= 0.0)
|
||||
bear._aggro = 0.0
|
||||
bear.state = "idle"
|
||||
bear.take_hit(30.0, player.global_position)
|
||||
check(bear.state == "charge" and bear._aggro > 0.0, "shoot it and it comes for you")
|
||||
bear.take_hit(150.0, player.global_position)
|
||||
check(bear.state == "flee", "badly hurt (%.0f left), it runs" % bear.hp)
|
||||
|
||||
func _drops_and_rug() -> void:
|
||||
print("its hide")
|
||||
bear.take_hit(500.0, player.global_position)
|
||||
check(bear.is_dead() and bears.dead_day == 4, "it can be killed")
|
||||
var got: Dictionary = bear.butcher_drops()
|
||||
check(int(got.get("bear_hide", 0)) == 1 and int(got.get("bear_fat", 0)) >= 2 and int(got.get("raw_meat", 0)) >= 5,
|
||||
"butchered: a hide, fat and plenty of meat (%s)" % [got])
|
||||
check(int(DB.get_item("bear_fat").fuel) == 3 * int(DB.get_item("wood").fuel), "fat burns three times as long as wood")
|
||||
player.inventory.load_data(Inventory.new(40).to_data())
|
||||
player.inventory.add("bear_fat", 1)
|
||||
var fire: Node3D = world.spawn_piece(DB.get_item("campfire"), Transform3D(Basis(), _ground(site + Vector3(10, 0, 10))))
|
||||
fire.fuel = 10.0
|
||||
player.global_position = fire.global_position + Vector3(1.2, 0, 0)
|
||||
check(A.add_fuel(player, fire) and absf(fire.fuel - 190.0) < 0.1, "and goes on a fire (%.0f s of fuel)" % fire.fuel)
|
||||
world.remove_piece(fire)
|
||||
print("a fur rug")
|
||||
var hut: Dictionary = await bs.debug_build_hut(site, 0.0)
|
||||
await _settle()
|
||||
var center: Vector3 = hut.pieces[0].global_transform * Vector3(1, 0, 1)
|
||||
player.inventory.add("bear_hide", 1)
|
||||
player.inventory.add("fiber", 2)
|
||||
var wb: Node3D = world.spawn_piece(DB.get_item("workbench"), Transform3D(Basis(), _ground(site + Vector3(8, 0, 0))))
|
||||
player.global_position = wb.global_position + Vector3(0, 0, 1.4)
|
||||
check(A.craft(player, "fur_rug"), "a fur rug at the workbench (a bear hide, 2 fibre)")
|
||||
world.remove_piece(wb)
|
||||
var rdef: Dictionary = DB.get_item("fur_rug")
|
||||
var rxf := Transform3D(Basis(), center + Vector3(0.0, 0.0, 0.3))
|
||||
check(world.placement_valid(rdef, rxf), "it goes on the hut floor")
|
||||
var rug: Node3D = world.spawn_piece(rdef, rxf)
|
||||
var hearth_fire: Node3D = world.spawn_piece(DB.get_item("campfire"), Transform3D(Basis(), center + Vector3(0.9, 0, -0.9)))
|
||||
var sv: Node = player.survival
|
||||
var spot := center + Vector3(-0.5, 0.05, 0.5)
|
||||
player.global_position = spot
|
||||
await _settle()
|
||||
sv._shelter_left = 0.0
|
||||
sv.step(0.5)
|
||||
check(sv.cozy and "Cozy" in sv.statuses, "standing by it in the hut: Cozy (%s)" % [sv.statuses])
|
||||
sv.rested = 0.0
|
||||
sv._rest_build = 0.0
|
||||
var secs := 0
|
||||
while sv.rested <= 0.0 and secs < 40:
|
||||
sv.step(1.0)
|
||||
secs += 1
|
||||
check(secs <= int(sv.REST_AFTER / 2.0) + 1, "Rested in %d s by the fire (half the usual %d)" % [secs, int(sv.REST_AFTER)])
|
||||
var q := PhysicsRayQueryParameters3D.create(spot + Vector3(0, 1.0, 0), rug.global_position + Vector3(0, 0.02, 0), 1)
|
||||
check(world.get_world_3d().direct_space_state.intersect_ray(q).is_empty(), "and it's flat: you walk over it")
|
||||
rug.queue_free()
|
||||
hearth_fire.queue_free()
|
||||
await _settle()
|
||||
sv._shelter_left = 0.0
|
||||
sv.step(0.5)
|
||||
check(not sv.cozy, "no rug, not cozy")
|
||||
for p in hut.pieces:
|
||||
if is_instance_valid(p):
|
||||
p.queue_free()
|
||||
await _settle()
|
||||
|
||||
func _comes_back() -> void:
|
||||
print("another bear")
|
||||
bears.home = real_home # (the raids moved it next to the test site)
|
||||
bear = bears.bear
|
||||
_set_time(5, 7.0)
|
||||
bears.step()
|
||||
check(not bears.alive(), "the next morning: no bear")
|
||||
_set_time(7, 7.0)
|
||||
player.global_position = _ground(bears.home + Vector3(15, 0, 0))
|
||||
bears.step()
|
||||
check(not bears.alive(), "three days on, not while you're standing at its home")
|
||||
player.global_position = world._spawn
|
||||
bears.step()
|
||||
check(bears.alive() and bears.bear != bear, "but once you've gone, there's a bear again")
|
||||
bear = bears.bear
|
||||
|
||||
func _net() -> void:
|
||||
print("online")
|
||||
var CN: Node = root.get_node("CreatureNet")
|
||||
bear.set_meta("cid", 91)
|
||||
bear.state = "raid"
|
||||
var buf := PackedByteArray()
|
||||
buf.resize(CN.ENTRY)
|
||||
CN._encode(buf, 0, bear)
|
||||
var e: Array = CN._decode(buf, 0)
|
||||
check(e[1] == "bear" and e[4] == "raid", "the bear goes over the network (%s, %s)" % [e[1], e[4]])
|
||||
Reference in New Issue
Block a user