W2: several lakes per worldlet, a beach block shelving into the sea with a current that turns swimmers back; testbay test worldlet through the water, edge and boundary suites; the two ways to play (journey, one land) recorded
This commit is contained in:
@@ -1,7 +1,30 @@
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# Worldlets design
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Status: **W0 built**; the rest is planned. The journey between worldlets is
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§10.
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Status: **W0, W1 and W2 built**; the rest is planned. The journey between
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worldlets is §10, and the two ways to play (the journey, or one land) are in
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its decisions.
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*As built in W2:*
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- `lake` blocks can repeat: every lake and pond is its own body
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(`terrain.lakes`, `world.water_bodies()`), all at one surface
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(`water_level`, set by the first). The first is still "the lake" to the
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older code (ice, its fish, the tutorial).
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- A `beach` block (angle, width, `shore_offset`, `slope`, `current_out`,
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`wall_out`): the land eases to a waterline and shelves gently into the
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sea, which is then the same surface as the ponds (one ocean sheet, no
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inland disc). The invisible wall stands well out in the water, and before
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it a current (`terrain.current_at()`, `world._current()`) carries
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swimmers back faster than they can swim, with a toast.
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- `water_at()` tells the sea off a beach from a pond.
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- Test-only worldlets live in `tests/worldlets/` (never listed or offered).
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`testbay.json` (two ponds and a beach) runs through
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`test_water_bodies`, `test_terrain_edges` (8 seeds) and `test_boundary`
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(swimming out across the beach).
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*As built in W1:* a "Where" picker on the New World and Host Game pages
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(worldlets with `"start": true`; only the Valley, so it's greyed out), the
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worldlet in the Load list, and a hosted island keeps its worldlet like its
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seed.
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*As built in W0:*
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- `data/worldlets/valley.json`: the Valley as data, its terrain as five
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@@ -336,6 +359,22 @@ A server today runs one island. Options:
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- **The other crossings are shared:** a dug tunnel, a fixed climbing rope
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and a dug burrow are changes to the world, there for everyone once one
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player has made them (like a door or a bridge).
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- **Two ways to play (Paul, Nov 2026).**
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- **The journey** (the standard game), single-player and multiplayer
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alike: every new world starts in the Valley and the worldlets come in
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their fixed order (Valley, Cove, Highlands, Marsh, Ember). Each
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worldlet's shape is set by its definition; the seed only changes the
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detail (hills, trees, where the den is), so the journey is the same
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adventure for everyone.
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- **One land** (a hosting choice): no journey, no crossings, the server
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is locked to one worldlet, and the host picks which, from all of them.
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Co-op or PvP as now (the rules preset). In code: a `mode` in
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`server.json` ("journey" / "one_land"); in one-land mode the Host
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page's "Where" lists every worldlet rather than only the starts, and
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the crossings (`world.crossings()`) answer none, so a tunnel seam
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can't be dug. Kept, like the seed and the worldlet, once the island
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exists. Worth building once the Cove exists (until then there's only
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the Valley to pick).
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### Server cost, measured (0.3.1)
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One worldlet, a dedicated server on the M5 Pro, never pausing: about
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@@ -41,6 +41,15 @@ signal ready_built ## emitted once the mesh + collision exist
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@export var cliff_offset: float = 4.0 ## cliff edge, in rim distance past play_radius
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@export var cliff_drop_width: float = 6.0 ## horizontal run of the drop (smaller = sheerer)
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@export_group("Beach") # (W2: a worldlet's "beach" block; the Valley has none)
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@export var beach_angle_deg: float = 90.0
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@export var beach_half_width_deg: float = 40.0
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@export var beach_fade_deg: float = 20.0
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@export var shore_offset: float = -10.0 ## waterline, in rim distance past play_radius
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@export var beach_slope: float = 0.08 ## metres deeper per metre out
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@export var current_out: float = 20.0 ## the current starts this far past the waterline
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@export var wall_out: float = 34.0 ## and the invisible wall stands here
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@export_group("Water & snow")
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@export var water_level: float = -2.6
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@export var lake_center: Vector2 = Vector2(14.0, -46.0)
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@@ -132,31 +141,54 @@ func _cliff_d() -> float:
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return play_radius + cliff_offset
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## 1 on the open-sea side of the rim, 0 where the mountains are, smooth between
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## (the headlands). Depends only on the angle from the centre.
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## (the headlands). Depends only on the angle from the centre. (0 everywhere
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## in a worldlet with no sea cliff.)
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func _sea_w(x: float, z: float) -> float:
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if not _has_sea:
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return 0.0
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var diff := absf(wrapf(atan2(z, x) - deg_to_rad(sea_angle_deg), -PI, PI))
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return 1.0 - smoothstep(deg_to_rad(sea_half_width_deg), deg_to_rad(sea_half_width_deg + sea_fade_deg), diff)
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## Boundary threshold in rim distance: partway up the mountains, or just
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## inside the cliff edge on the sea side.
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## The same for a beach (W2): 1 where the land runs down into the sea.
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func _beach_w(x: float, z: float) -> float:
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if not _has_beach:
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return 0.0
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var diff := absf(wrapf(atan2(z, x) - deg_to_rad(beach_angle_deg), -PI, PI))
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return 1.0 - smoothstep(deg_to_rad(beach_half_width_deg), deg_to_rad(beach_half_width_deg + beach_fade_deg), diff)
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## The waterline of the beach, in rim distance.
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func _shore_d() -> float:
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return play_radius + shore_offset
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## Boundary threshold in rim distance: partway up the mountains, just
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## inside the cliff edge on the sea side, or well out in the water off a
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## beach (where the current turns you back before you reach it).
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func _wall_threshold(x: float, z: float) -> float:
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return lerpf(_wall_d(), _cliff_d() - 1.0, _sea_w(x, z))
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var t := lerpf(_wall_d(), _cliff_d() - 1.0, _sea_w(x, z))
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if _has_beach:
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t = lerpf(t, _shore_d() + wall_out, _beach_w(x, z))
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return t
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# --- worldlets (docs/WORLDLETS_DESIGN.md, W0) ---------------------------------------
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# A worldlet's terrain is a list of building blocks applied in order
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# (data/worldlets/<id>.json "terrain"). Each block takes the ground so far and
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# returns it changed; "hills" starts it. A worldlet can only combine these.
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const BLOCKS := ["hills", "rim", "sea_cliff", "lake", "ocean_edge"]
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const BLOCKS := ["hills", "rim", "sea_cliff", "beach", "lake", "ocean_edge"]
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var worldlet_id := "valley"
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var worldlet: Dictionary = {} ## the definition, as loaded
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var _blocks: Array = [] ## its terrain blocks, in order
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var lakes: Array = [] ## every "lake" block's {center: Vector2, radius} (W2: several)
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var _has_sea := true ## a sea cliff (the Valley's)
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var _has_beach := false ## a beach (W2)
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var _valley := 0.0 ## the hills before anything else (the sea cliff eases from it)
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var _detail_k := 1.4
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## The definition of worldlet `id` (data/worldlets/<id>.json), or {} if none.
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static func load_worldlet(id: String) -> Dictionary:
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var p := "res://data/worldlets/%s.json" % id
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if not FileAccess.file_exists(p):
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p = "res://tests/worldlets/%s.json" % id # (test-only worldlets: never listed or offered)
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if not FileAccess.file_exists(p):
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return {}
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var d: Variant = JSON.parse_string(FileAccess.get_file_as_string(p))
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@@ -198,6 +230,9 @@ func use_worldlet(id: String) -> String:
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size = int(d.get("size", size))
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resolution = int(d.get("resolution", resolution))
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_blocks = d.get("terrain", [])
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lakes = []
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_has_sea = _has_block("sea_cliff")
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_has_beach = _has_block("beach")
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for b in _blocks:
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match String(b.type):
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"hills":
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@@ -217,11 +252,30 @@ func use_worldlet(id: String) -> String:
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cliff_top = float(b.get("cliff_top", cliff_top))
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cliff_offset = float(b.get("cliff_offset", cliff_offset))
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cliff_drop_width = float(b.get("drop_width", cliff_drop_width))
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"beach":
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beach_angle_deg = float(b.get("angle_deg", beach_angle_deg))
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beach_half_width_deg = float(b.get("half_width_deg", beach_half_width_deg))
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beach_fade_deg = float(b.get("fade_deg", beach_fade_deg))
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shore_offset = float(b.get("shore_offset", shore_offset))
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beach_slope = float(b.get("slope", beach_slope))
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current_out = float(b.get("current_out", current_out))
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wall_out = float(b.get("wall_out", wall_out))
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"lake":
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# Every lake and pond shares one surface (water_level): the
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# first lake sets it, and is "the lake" to the older code
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# (lake_center/lake_radius: ice, its fish, the tutorial).
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var c: Array = b.get("center", [lake_center.x, lake_center.y])
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lake_center = Vector2(float(c[0]), float(c[1]))
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lake_radius = float(b.get("radius", lake_radius))
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water_level = float(b.get("water_level", water_level))
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var at := Vector2(float(c[0]), float(c[1]))
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var r := float(b.get("radius", lake_radius))
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b["_c"] = at
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b["_r"] = r
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if lakes.is_empty():
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lake_center = at
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lake_radius = r
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water_level = float(b.get("water_level", water_level))
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lakes.append({"center": at, "radius": r})
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if _has_beach:
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sea_level = water_level # (a beach runs into the sea: one surface)
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snow_height = float(d.get("climate", {}).get("snowline", snow_height))
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return ""
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@@ -244,8 +298,10 @@ func _height_fn(x: float, z: float) -> float:
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land = _blk_rim(x, z, land)
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"sea_cliff":
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land = _blk_sea_cliff(x, z, land)
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"beach":
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land = _blk_beach(x, z, land)
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"lake":
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land = _blk_lake(x, z, land)
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land = _blk_lake(x, z, land, b._c, b._r)
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"ocean_edge":
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land = _blk_ocean_edge(x, z, land)
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return land
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@@ -293,10 +349,27 @@ func _blk_sea_cliff(x: float, z: float, land: float) -> float:
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return land
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## A lake basin: the ground blends down to a bed below the waterline.
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func _blk_lake(x: float, z: float, land: float) -> float:
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var ld := Vector2(x - lake_center.x, z - lake_center.y).length()
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func _blk_lake(x: float, z: float, land: float, at: Vector2, r: float) -> float:
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var ld := Vector2(x - at.x, z - at.y).length()
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ld += _detail.get_noise_2d(x * 0.5, z * 0.5) * 5.0
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return lerpf(land, water_level - 3.2, smoothstep(lake_radius, lake_radius * 0.35, ld))
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return lerpf(land, water_level - 3.2, smoothstep(r, r * 0.35, ld))
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## A beach (W2): on its side of the rim the land eases down to a sandy
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## waterline, then shelves gently into the sea (beach_slope deeper per
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## metre), so you can wade, then swim, until the current turns you back.
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func _blk_beach(x: float, z: float, land: float) -> float:
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var bw := _beach_w(x, z)
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if bw <= 0.0:
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return land
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var d := _rim_d(x, z)
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var shore := _shore_d()
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var profile: float
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if d < shore:
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profile = water_level + (shore - d) * 0.12 + _detail.get_noise_2d(x * 0.5, z * 0.5) * 0.3
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else:
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profile = maxf(water_level - (d - shore) * beach_slope, water_level - 14.0) + _detail.get_noise_2d(x, z) * 0.25
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var coast := lerpf(_valley, profile, smoothstep(shore - 50.0, shore - 8.0, d))
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return lerpf(land, coast, bw)
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## Ocean all round the chunk edge, so the world is an island and the edge of
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## the mesh is always hidden under deep water.
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@@ -496,7 +569,8 @@ func _build_water() -> void:
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arrays[Mesh.ARRAY_INDEX] = idx
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var disc := ArrayMesh.new()
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disc.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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_add_water("Water", disc, water_level, {})
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if absf(sea_level - water_level) > 0.05: # (by a beach the sea is the same surface: no second sheet)
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_add_water("Water", disc, water_level, {})
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var ocean := PlaneMesh.new()
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ocean.size = Vector2(8000.0, 8000.0)
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@@ -537,6 +611,26 @@ func sea_weight(x: float, z: float) -> float:
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_ensure_noise()
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return _sea_w(x, z)
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## How strongly (x, z) lies on the beach side of the rim (0..1; W2).
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func beach_weight(x: float, z: float) -> float:
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_ensure_noise()
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return _beach_w(x, z)
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## Off a beach, the current that turns swimmers back before the wall: 0
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## (none) to 1 (full strength, just inside the wall). Always 0 elsewhere.
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func current_at(x: float, z: float) -> float:
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_ensure_noise()
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if _beach_w(x, z) < 0.5:
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return 0.0
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var from := _shore_d() + current_out
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return smoothstep(from, maxf(_wall_threshold(x, z) - 3.0, from + 1.0), _rim_d(x, z))
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## A point out in the bay off the beach, `past_shore` metres beyond the waterline.
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func shore_point(past_shore: float) -> Vector2:
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_ensure_noise()
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var dir := Vector2(cos(deg_to_rad(beach_angle_deg)), sin(deg_to_rad(beach_angle_deg)))
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return dir * (_shore_d() + past_shore - _rim_offset(dir.x, dir.y))
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## Point on the coast along `angle_deg` (atan2(z, x) convention), at rim
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## distance `past_edge` beyond the cliff edge (negative = inland of it).
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func coast_point(angle_deg: float, past_edge: float) -> Vector2:
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@@ -811,7 +811,8 @@ func _respawn() -> void:
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player.rotation = Vector3(0.0, _spawn_yaw, 0.0)
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player.get_node("Camera3D").rotation.x = 0.0
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func _physics_process(_delta: float) -> void:
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func _physics_process(delta: float) -> void:
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_current(delta)
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var p := player.global_position
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var half: float = terrain.size * 0.5
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if p.y < terrain.min_height - 30.0 or absf(p.x) > half or absf(p.z) > half \
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@@ -819,6 +820,25 @@ func _physics_process(_delta: float) -> void:
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push_warning("[world] player left the map at %s; respawning" % p)
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_respawn()
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## Off a beach (W2), a current carries anyone swimming too far out back
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## towards the shore: the sea's version of the invisible wall. It's faster
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## than you can swim, so you can't push through it, and it says so once.
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const CURRENT_SPEED := 4.5
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var _in_current := false
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func _current(delta: float) -> void:
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var p := player.global_position
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var c: float = terrain.current_at(p.x, p.z) if p.y < terrain.sea_level else 0.0
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if c <= 0.0:
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_in_current = false
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return
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var back := -Vector3(p.x, 0.0, p.z).normalized()
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player.global_position += back * CURRENT_SPEED * c * delta
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if not _in_current and c > 0.2:
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_in_current = true
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if hud != null:
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hud.toast("A strong current pulls you back towards the shore")
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# --- building ---------------------------------------------------------------
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## Whether a piece can go at `xf`: inside the valley, on dry fairly flat
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@@ -887,11 +907,14 @@ func _update_grass_cuts() -> void:
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## fishing (and later swimming, boats) work on any world that answers it.
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func water_at(x: float, z: float) -> Dictionary:
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var ground: float = terrain.sample_height(x, z)
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var beach: bool = terrain.beach_weight(x, z) > 0.5
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if terrain.inside_boundary(x, z, -2.0) and ground < terrain.water_level:
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if beach and not _in_lake(x, z):
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return {"type": "sea", "surface": terrain.sea_level, "depth": terrain.sea_level - ground}
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if hazards != null and hazards.iced(x, z):
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return {} # (frozen over in a hard winter: cast further out)
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return {"type": "lake", "surface": terrain.water_level, "depth": terrain.water_level - ground}
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if terrain.sea_weight(x, z) > 0.5 and ground < terrain.sea_level:
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if (beach or terrain.sea_weight(x, z) > 0.5) and ground < terrain.sea_level:
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return {"type": "sea", "surface": terrain.sea_level, "depth": terrain.sea_level - ground}
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return {}
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@@ -916,12 +939,22 @@ func water_bodies() -> Array:
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match String(b.type):
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"lake":
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out.append({"type": "lake", "surface": terrain.water_level,
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"center": terrain.lake_center, "radius": terrain.lake_radius})
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"center": b._c, "radius": b._r})
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"sea_cliff":
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out.append({"type": "sea", "surface": terrain.sea_level,
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"center": terrain.coast_point(terrain.sea_angle_deg, 20.0), "radius": 0.0})
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"beach":
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out.append({"type": "sea", "surface": terrain.sea_level,
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"center": terrain.shore_point(12.0), "radius": 0.0})
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return out
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## Whether (x, z) is in one of the lakes or ponds (not the sea off a beach).
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func _in_lake(x: float, z: float) -> bool:
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for l in terrain.lakes:
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if Vector2(x - l.center.x, z - l.center.y).length() < float(l.radius) * 1.3:
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return true
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return false
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## Its climate: {"snowline": m, ...} (more as worldlets differ).
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func climate() -> Dictionary:
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var c: Dictionary = terrain.worldlet.get("climate", {}).duplicate()
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@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
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echo "Importing the project first (fresh copy)..."
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godot --headless --path . --import >/dev/null 2>&1
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fi
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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_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick 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_thieves test_barrow test_boss test_den_sites test_fishing_diet test_food test_hazards test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_boss test_net_rules test_host test_tutorial test_tutorial_full test_hints test_updates test_audio test_items_more test_worldlets test_worldlet_pick test_water_bodies 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,
|
||||
|
||||
@@ -4,34 +4,63 @@ extends SceneTree
|
||||
## the invisible wall, falls off the map, or ends up stuck below the waterline
|
||||
## (in a pit near the edge).
|
||||
##
|
||||
## Then the same on a worldlet with a beach (W2, tests/worldlets/testbay.json):
|
||||
## off the beach you swim out into the sea, and the current must turn you back
|
||||
## before the wall (being afloat in the open sea there is fine).
|
||||
##
|
||||
## Run: godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd
|
||||
|
||||
const DIRECTIONS := 24
|
||||
const BAY_DIRECTIONS := 8 # (spread over the beach and its headlands)
|
||||
const SECONDS_PER_TRY := 25.0
|
||||
|
||||
var _failures := 0
|
||||
var _tries := 0
|
||||
|
||||
func _initialize() -> void:
|
||||
_run.call_deferred()
|
||||
|
||||
func _run() -> void:
|
||||
var S: Node = root.get_node("Saves")
|
||||
S.root_dir = "user://test_boundary_worlds"
|
||||
for w in S.list_worlds():
|
||||
S.delete_world(w.id)
|
||||
print("the Valley")
|
||||
await _escape_all(DIRECTIONS, -1.0)
|
||||
print("a beach (testbay)")
|
||||
S.current_id = S.create_world("Bay", 1337, {"worldlet": "testbay"})
|
||||
await _escape_all(BAY_DIRECTIONS, 90.0)
|
||||
for w in S.list_worlds():
|
||||
S.delete_world(w.id)
|
||||
DirAccess.remove_absolute(S.root_dir)
|
||||
print("RESULT: %s (%d/%d directions held)" % ["PASS" if _failures == 0 else "FAIL", _tries - _failures, _tries])
|
||||
quit(1 if _failures > 0 else 0)
|
||||
|
||||
## Walks out in `count` directions: all round, or (beach_deg >= 0) across the
|
||||
## beach's arc and a little past it either side.
|
||||
func _escape_all(count: int, beach_deg: float) -> void:
|
||||
var world: Node3D = load("res://scenes/world.tscn").instantiate()
|
||||
root.add_child(world)
|
||||
_run.call_deferred(world)
|
||||
|
||||
func _run(world: Node3D) -> void:
|
||||
for _i in range(10):
|
||||
await physics_frame
|
||||
var terrain: Node3D = world.get_node("Terrain")
|
||||
var player: CharacterBody3D = world.get_node("Player")
|
||||
var failures := 0
|
||||
var tick := 1.0 / Engine.physics_ticks_per_second
|
||||
for i in range(DIRECTIONS):
|
||||
var ang := TAU * i / DIRECTIONS
|
||||
var pulled := 0
|
||||
for i in range(count):
|
||||
var ang := TAU * i / count
|
||||
if beach_deg >= 0.0:
|
||||
ang = deg_to_rad(beach_deg + lerpf(-65.0, 65.0, float(i) / (count - 1)))
|
||||
var out := Vector3(cos(ang), 0.0, sin(ang))
|
||||
var start: Vector3 = out * (terrain.play_radius - 12.0)
|
||||
start.y = terrain.sample_height(start.x, start.z) + 1.0
|
||||
start.y = maxf(terrain.sample_height(start.x, start.z), terrain.water_level) + 1.0
|
||||
player.global_position = start
|
||||
player.velocity = Vector3.ZERO
|
||||
player.rotation = Vector3(0.0, atan2(-out.x, -out.z), 0.0)
|
||||
Input.action_press("move_forward")
|
||||
var escaped := false
|
||||
var max_d := 0.0
|
||||
var in_current := false
|
||||
var frames := int(SECONDS_PER_TRY / tick)
|
||||
for f in range(frames):
|
||||
if f % 12 == 0:
|
||||
@@ -41,17 +70,28 @@ func _run(world: Node3D) -> void:
|
||||
await physics_frame
|
||||
var p := player.global_position
|
||||
max_d = maxf(max_d, Vector2(p.x, p.z).length())
|
||||
in_current = in_current or terrain.current_at(p.x, p.z) > 0.2
|
||||
if not terrain.inside_boundary(p.x, p.z, -1.5) or p.y < terrain.min_height - 5.0:
|
||||
escaped = true
|
||||
break
|
||||
Input.action_release("move_forward")
|
||||
Input.action_release("jump")
|
||||
var p := player.global_position
|
||||
if not escaped and p.y < terrain.water_level - 0.5:
|
||||
var at_sea: bool = world.water_at(p.x, p.z).get("type", "") == "sea"
|
||||
if not escaped and p.y < terrain.water_level - 0.5 and not at_sea:
|
||||
escaped = true # stuck in a pit below the waterline
|
||||
print("dir %2d (%3d deg): %s max radius %.1f final (%.1f, %.1f, %.1f)" % [
|
||||
i, int(rad_to_deg(ang)), "FAILED" if escaped else "held", max_d, p.x, p.y, p.z])
|
||||
if in_current:
|
||||
pulled += 1
|
||||
print("dir %2d (%3d deg): %s max radius %.1f final (%.1f, %.1f, %.1f)%s" % [
|
||||
i, int(rad_to_deg(ang)), "FAILED" if escaped else "held", max_d, p.x, p.y, p.z,
|
||||
" (the current turned them back)" if in_current else ""])
|
||||
_tries += 1
|
||||
if escaped:
|
||||
failures += 1
|
||||
print("RESULT: %s (%d/%d directions held)" % ["PASS" if failures == 0 else "FAIL", DIRECTIONS - failures, DIRECTIONS])
|
||||
quit(1 if failures > 0 else 0)
|
||||
_failures += 1
|
||||
if beach_deg >= 0.0 and pulled == 0:
|
||||
print("FAILED: nobody swam far enough out to meet the current")
|
||||
_failures += 1
|
||||
_tries += 1
|
||||
world.queue_free()
|
||||
for _i in range(3):
|
||||
await process_frame
|
||||
|
||||
@@ -19,18 +19,25 @@ const SEEDS := [1337, 1, 42, 777, 4242, 9001, 31337, 123456]
|
||||
func _initialize() -> void:
|
||||
_all.call_deferred()
|
||||
|
||||
## Each worldlet's edges (W2): the Valley, and a test worldlet with two
|
||||
## ponds and a beach (tests/worldlets/testbay.json).
|
||||
const WORLDLETS := ["valley", "testbay"]
|
||||
|
||||
func _all() -> void:
|
||||
var failed := 0
|
||||
for s in SEEDS:
|
||||
var terrain: Node3D = load("res://scripts/world/terrain.gd").new()
|
||||
terrain.noise_seed = s
|
||||
root.add_child(terrain) # builds in _ready
|
||||
var bad := _check(terrain)
|
||||
print("seed %6d: %s" % [s, "ok" if bad == 0 else "%d bad samples" % bad])
|
||||
if bad > 0:
|
||||
failed += 1
|
||||
terrain.free()
|
||||
print("RESULT: %s (%d/%d seeds clean)" % ["PASS" if failed == 0 else "FAIL", SEEDS.size() - failed, SEEDS.size()])
|
||||
for w in WORLDLETS:
|
||||
for s in SEEDS:
|
||||
var terrain: Node3D = load("res://scripts/world/terrain.gd").new()
|
||||
terrain.noise_seed = s
|
||||
terrain.worldlet_id = w
|
||||
root.add_child(terrain) # builds in _ready
|
||||
var bad := _check(terrain)
|
||||
print("%-8s seed %6d: %s" % [w, s, "ok" if bad == 0 and terrain.worldlet_id == w else "%d bad samples" % bad])
|
||||
if bad > 0 or terrain.worldlet_id != w:
|
||||
failed += 1
|
||||
terrain.free()
|
||||
var n := WORLDLETS.size() * SEEDS.size()
|
||||
print("RESULT: %s (%d/%d seeds clean)" % ["PASS" if failed == 0 else "FAIL", n - failed, n])
|
||||
quit(1 if failed > 0 else 0)
|
||||
|
||||
func _check(terrain: Node3D) -> int:
|
||||
@@ -42,7 +49,10 @@ func _check(terrain: Node3D) -> int:
|
||||
while x < half:
|
||||
var z := -half
|
||||
while z < half:
|
||||
if terrain.inside_boundary(x, z, 0.0) and not terrain.inside_boundary(x, z, BAND):
|
||||
# (Off a beach the edge is open sea, and the current keeps you
|
||||
# from the wall: tests/test_boundary.gd swims out there.)
|
||||
if terrain.inside_boundary(x, z, 0.0) and not terrain.inside_boundary(x, z, BAND) \
|
||||
and terrain.beach_weight(x, z) <= 0.5:
|
||||
var h: float = terrain.sample_height(x, z)
|
||||
# Hazard 1: a pit too deep to wade out of near the edge.
|
||||
var too_deep: bool = h < terrain.water_level - MAX_EDGE_DEPTH
|
||||
|
||||
123
tests/test_water_bodies.gd
Normal file
123
tests/test_water_bodies.gd
Normal file
@@ -0,0 +1,123 @@
|
||||
extends SceneTree
|
||||
## W2 (docs/WORLDLETS_DESIGN.md): several bodies of water in one world, and a
|
||||
## beach. On a test worldlet with two ponds and a beach
|
||||
## (tests/worldlets/testbay.json): the world lists both ponds and the sea,
|
||||
## water_at() knows which is which, the beach shelves gently into the sea,
|
||||
## the sea there is one surface (no second water sheet), and a swimmer out
|
||||
## past the shallows is carried back by the current. The Valley has no
|
||||
## current anywhere.
|
||||
## Run: godot --headless --path . --script res://tests/test_water_bodies.gd
|
||||
|
||||
var _fails := 0
|
||||
var _finished := false
|
||||
|
||||
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:
|
||||
var S: Node = root.get_node("Saves")
|
||||
S.root_dir = "user://test_water_worlds"
|
||||
for w in S.list_worlds():
|
||||
S.delete_world(w.id)
|
||||
await _body(S)
|
||||
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 _body(S: Node) -> void:
|
||||
var T: Script = load("res://scripts/world/terrain.gd")
|
||||
check(not T.worldlets().any(func(w): return w.id == "testbay"), "the test worldlet is never listed (nor offered)")
|
||||
print("the Valley: no current")
|
||||
var v: Node3D = T.new()
|
||||
root.add_child(v)
|
||||
await process_frame
|
||||
var any := false
|
||||
for i in range(72):
|
||||
var a := TAU * i / 72.0
|
||||
for r in [60.0, 100.0, 110.0, 120.0]:
|
||||
any = any or v.current_at(cos(a) * r, sin(a) * r) > 0.0
|
||||
check(not any, "nowhere in the Valley has a current")
|
||||
check(v.lakes.size() == 1 and v.lakes[0].center == Vector2(14, -46), "and its one lake is the old one")
|
||||
v.free()
|
||||
|
||||
print("two ponds and a beach")
|
||||
S.current_id = S.create_world("Bay", 1337, {"worldlet": "testbay"})
|
||||
var world: Node3D = load("res://scenes/world.tscn").instantiate()
|
||||
root.add_child(world)
|
||||
for _i in range(8):
|
||||
await physics_frame
|
||||
var t: Node3D = world.terrain
|
||||
check(world.worldlet_id() == "testbay", "the world is the test bay")
|
||||
var bodies: Array = world.water_bodies()
|
||||
var ponds: Array = bodies.filter(func(b): return b.type == "lake")
|
||||
var seas: Array = bodies.filter(func(b): return b.type == "sea")
|
||||
check(ponds.size() == 2 and seas.size() == 1, "its water: two ponds and the sea (%s)" % [bodies.map(func(b): return b.type)])
|
||||
for p in ponds:
|
||||
var c: Vector2 = p.center
|
||||
var w: Dictionary = world.water_at(c.x, c.y)
|
||||
check(w.get("type", "") == "lake" and float(w.get("depth", 0.0)) > 2.0,
|
||||
"the pond at (%.0f, %.0f) is water, %.1f m deep" % [c.x, c.y, float(w.get("depth", 0.0))])
|
||||
var bay: Vector2 = seas[0].center
|
||||
var sw: Dictionary = world.water_at(bay.x, bay.y)
|
||||
check(sw.get("type", "") == "sea", "out in the bay is the sea (%s)" % [sw])
|
||||
check(absf(t.sea_level - t.water_level) < 0.01, "the sea off a beach is at the ponds' level (%.1f)" % t.sea_level)
|
||||
check(t.get_node_or_null("Water") == null and t.get_node_or_null("Ocean") != null, "one water surface: the ocean, no second sheet")
|
||||
|
||||
print("the beach")
|
||||
# Walking straight out from the middle of the beach: dry land, the
|
||||
# waterline, then gently deeper (no cliff), then the current, then the wall.
|
||||
var dir := Vector2(cos(deg_to_rad(t.beach_angle_deg)), sin(deg_to_rad(t.beach_angle_deg)))
|
||||
var shore := -1.0
|
||||
var current := -1.0
|
||||
var wall := -1.0
|
||||
var steepest := 0.0
|
||||
var prev: float = t.sample_height(dir.x * 40.0, dir.y * 40.0)
|
||||
var r := 41.0
|
||||
while r < 150.0:
|
||||
var q := dir * r
|
||||
var h: float = t.sample_height(q.x, q.y)
|
||||
if r > 60.0:
|
||||
steepest = maxf(steepest, absf(h - prev))
|
||||
prev = h
|
||||
if shore < 0.0 and h < t.water_level:
|
||||
shore = r
|
||||
if current < 0.0 and t.current_at(q.x, q.y) > 0.0:
|
||||
current = r
|
||||
if wall < 0.0 and not t.inside_boundary(q.x, q.y):
|
||||
wall = r
|
||||
r += 1.0
|
||||
check(shore > 0.0 and current > shore and wall > current, "dry land, the waterline at %.0f m, the current from %.0f m, the wall at %.0f m" % [shore, current, wall])
|
||||
check(steepest < 0.5, "a gentle shelf, never a drop (steepest %.2f m per metre)" % steepest)
|
||||
var depth_at_current: float = t.water_level - t.sample_height(dir.x * current, dir.y * current)
|
||||
check(depth_at_current > 1.3, "the current starts where you're swimming, not wading (%.1f m deep)" % depth_at_current)
|
||||
|
||||
print("the current")
|
||||
var player: CharacterBody3D = world.player
|
||||
player.set_physics_process(false) # (no swimming: just drift)
|
||||
var start := dir * (wall - 4.0)
|
||||
player.global_position = Vector3(start.x, t.water_level - 1.3, start.y)
|
||||
var d0 := start.length()
|
||||
for _i in range(60):
|
||||
await physics_frame
|
||||
var p := player.global_position
|
||||
var d1 := Vector2(p.x, p.z).length()
|
||||
check(d1 < d0 - 1.5, "a swimmer by the wall is carried back towards the shore (%.1f m in a second)" % (d0 - d1))
|
||||
check(world._in_current, "(and told so)")
|
||||
var near := dir * (shore + 2.0)
|
||||
player.global_position = Vector3(near.x, t.water_level - 0.5, near.y)
|
||||
for _i in range(30):
|
||||
await physics_frame
|
||||
p = player.global_position
|
||||
check(absf(Vector2(p.x, p.z).length() - (shore + 2.0)) < 0.01, "but nothing pulls at you in the shallows")
|
||||
check(t.find_spawn(Vector2.ZERO).y > t.water_level + 1.0, "the start is on dry land")
|
||||
world.queue_free()
|
||||
await process_frame
|
||||
_finished = true
|
||||
1
tests/test_water_bodies.gd.uid
Normal file
1
tests/test_water_bodies.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://da1vwsptqh68b
|
||||
17
tests/worldlets/testbay.json
Normal file
17
tests/worldlets/testbay.json
Normal file
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"_doc": "Test-only worldlet (W2): the Valley's hills and rim, but a beach instead of the sea cliff and two ponds instead of the lake. Found by terrain.gd's load_worldlet() after data/worldlets/, never listed or offered. Used by tests/test_water_bodies.gd, test_terrain_edges.gd and test_boundary.gd.",
|
||||
"id": "testbay",
|
||||
"name": "Test Bay",
|
||||
"description": "Hills, two ponds and a beach (tests only).",
|
||||
"size": 320,
|
||||
"resolution": 256,
|
||||
"terrain": [
|
||||
{"type": "hills", "height_scale": 7.0, "detail": 1.4},
|
||||
{"type": "rim", "play_radius": 100.0, "rim_width": 30.0, "mountain_height": 58.0, "rim_warp": 16.0, "wall_frac": 0.45},
|
||||
{"type": "beach", "angle_deg": 90.0, "half_width_deg": 40.0, "fade_deg": 20.0, "shore_offset": -10.0, "slope": 0.08, "current_out": 20.0, "wall_out": 34.0},
|
||||
{"type": "lake", "center": [-40.0, -35.0], "radius": 14.0, "water_level": -2.6},
|
||||
{"type": "lake", "center": [35.0, -45.0], "radius": 11.0},
|
||||
{"type": "ocean_edge"}
|
||||
],
|
||||
"climate": {"snowline": 40.0}
|
||||
}
|
||||
Reference in New Issue
Block a user