Wolves with a den, fishing, and a mixed diet
Wolves - Den: a boulder cave at the foot of the rim, sited from the seed (away from the sea and spawn, mouth toward the valley, clearing in front) - Grace period: no wolves days 1-2; they move in on day 3 and howl; hunting from night 4; pack of 2, 3 from day 6, 4 from day 9; replaced by day - Wary pack hunters: circle and dart in one at a time; a lit campfire is a safe zone, a torch makes them hesitate, walls block bites (line of sight); hit one and the pack turns; hurt wolves flee; a lone wolf is timid; by day they defend the den; home at dawn - Glowing eyes, synthesised howls, can't sleep with wolves prowling - Wolf pelt and Wolf Cloak (+25 warmth) - Animals take a committed detour around obstacles Fishing - Fishing rod (workbench); cast a float onto the lake, 1.5 s to land a bite - Perch and rarer trout; faster bites at dawn/dusk and in rain; grill them - Visible fish near the shore that jump with splash rings Mixed diet - Foods belong to meat, fish or greens; each level runs down over ~1.5 days - One group low: no healing; two low: Malnourished (health drains); all three good: Balanced diet (heal x1.5); HUD diet bars; saved Tests: test_wolves and test_fishing_diet; run_all.sh covers 9 suites
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@@ -12,6 +12,7 @@ signal prompt_changed(text: String)
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const Campfire = preload("res://scripts/building/campfire.gd")
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const BuildPiece = preload("res://scripts/building/build_piece.gd")
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const ItemMeshesScript = preload("res://scripts/items/item_meshes.gd")
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const REACH := 3.2
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const PLACE_REACH := 6.0
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const SWING_TIME := 0.5
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@@ -173,8 +174,24 @@ func _physics_process(delta: float) -> void:
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_set_prompt("Drawing %d%%" % roundi(draw_power() * 100.0) if _drawing else "[hold LMB] Draw (%d arrows)" % n)
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elif def.get("weapon", {}).has("throw"):
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_set_prompt("[LMB] Thrust [RMB] Throw")
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elif def.has("fishing"):
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var b: Node3D = player.get_parent().bobber
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if b == null or not is_instance_valid(b):
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_set_prompt("[LMB] Cast into the lake")
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else:
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match b.state:
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"biting": _set_prompt("Bite! [LMB] Reel in now")
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"floating": _set_prompt("Waiting for a bite... [LMB] Reel in")
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_: _set_prompt("[LMB] Reel in")
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else:
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_set_prompt("")
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# The line runs from the rod tip; switching away from the rod reels in.
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var bob: Node3D = player.get_parent().bobber
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if bob != null and is_instance_valid(bob):
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if def.has("fishing"):
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bob.tip = rod_tip()
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else:
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player.get_parent().end_fishing()
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if _drawing:
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if not def.has("bow"):
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_drawing = false # switched away mid-draw
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@@ -252,9 +269,32 @@ func _unhandled_input(event: InputEvent) -> void:
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Actions.notify.emit("Can't place that here")
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elif _held_def().has("bow"):
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_start_draw()
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elif _held_def().has("fishing"):
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_fish_click()
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else:
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swing()
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# --- fishing ----------------------------------------------------------------------
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func _fish_click() -> void:
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var w: Node3D = player.get_parent()
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if w.bobber != null and is_instance_valid(w.bobber):
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Actions.reel(player, w)
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return
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if _swing_cd > 0.0:
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return
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var a := _aim()
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if Actions.cast_line(player, rod_tip(), a[1], w):
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_swing_cd = 0.6
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var tw := create_tween()
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var back := Transform3D(_view_rest.basis.rotated(Vector3.RIGHT, deg_to_rad(40)), _view_rest.origin)
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tw.tween_property(_view, "transform", back, 0.12)
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tw.tween_property(_view, "transform", _view_rest, 0.25).set_trans(Tween.TRANS_SINE)
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## World position of the held rod's tip (where the line starts).
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func rod_tip() -> Vector3:
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return _view.global_transform * Vector3(0, ItemMeshesScript.ROD_TIP, 0)
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# --- bow and spear --------------------------------------------------------------
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func _aim() -> Array:
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