J1: the cliff tunnel (seam, six propped stretches, dark, lights), travel Valley <-> Cove through the sea cave, a save file per worldlet; New World has no Where (--dev-worldlets to try others)

This commit is contained in:
Paul Bailey
2026-11-06 17:51:58 +00:00
parent 793b214786
commit 980ee53579
22 changed files with 1181 additions and 33 deletions

View File

@@ -0,0 +1,44 @@
extends StaticBody3D
## A rock face to dig through (J1): the seam on the clifftop, or the end of
## the tunnel dug so far. It answers the same questions a boulder does
## (Actions.harvest_hit), so a swing of the pick works on it, but the tunnel
## (tunnel.gd) owns the rules: which pick, whether it's propped, and what
## happens when it gives.
var tunnel: Node3D
var stage := 0 ## 0 = the seam; k = the face at the start of stretch k
var uid := ""
var tool_kind := "pickaxe"
var min_tier := 3 ## the antler pickaxe
var max_hp := 45.0
var hp := 45.0
var depleted := false
var kind := "rock"
var chip_color := Color(0.42, 0.40, 0.38)
func display_name() -> String:
return "Cracked seam" if stage == 0 else "Rock face"
## Why the next blow won't land ("" = it will), before the tool check.
func refusal() -> String:
return tunnel.dig_refusal(stage)
func interact_prompt(_player: Node) -> String:
var why := refusal()
var left := ceili(hp / 3.0)
if not why.is_empty():
return "%s: %s" % [display_name(), why]
return "%s: [LMB] dig with the antler pickaxe (about %d blows left)" % [display_name(), left]
func interact(player: Node) -> void:
Actions.tell(player, interact_prompt(player))
## One blow (from Actions.harvest_hit). Returns what it knocks loose.
func hit(damage: float, _at: Vector3, _from: Vector3) -> Dictionary:
hp = maxf(hp - damage, 0.0)
tunnel.face_hit(self)
if hp <= 0.0 and not depleted:
depleted = true
tunnel.face_broken(self)
return {"stone": 3}
return {"stone": 1} if randf() < 0.4 else {}