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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@@ -42,6 +42,35 @@ var _hurt_cd := 0.0 ## no natural healing for a few seconds after a hit
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signal hurt(amount: float, from: Vector3)
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const HURT_NO_REGEN := 6.0
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## Mixed diet: each food group (meat, fish, greens) has a level that runs
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## down over about a day and a half. Food from a group tops it up.
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## - One group low: you don't heal naturally ("Poor diet").
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## - Two or more low: Malnourished. Health slowly drains, stamina recovers
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## slower. Living on berries alone will kill you.
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## - All three kept up: Balanced diet, healing x1.5.
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const DIET_GROUPS := ["meat", "fish", "plants"]
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const DIET_NAMES := {"meat": "meat", "fish": "fish", "plants": "greens"}
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const DIET_DRAIN := 100.0 / 1800.0
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const DIET_LOW := 15.0
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const DIET_GOOD := 40.0
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const DIET_START := 60.0
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const MALNOURISHED_DRAIN := 0.12
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var diet := {"meat": DIET_START, "fish": DIET_START, "plants": DIET_START}
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## The groups that are running low right now.
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func diet_lacking() -> Array:
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var out := []
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for g in DIET_GROUPS:
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if float(diet[g]) < DIET_LOW:
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out.append(g)
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return out
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func balanced_diet() -> bool:
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for g in DIET_GROUPS:
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if float(diet[g]) < DIET_GOOD:
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return false
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return true
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var player: CharacterBody3D
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var world: Node3D
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var _stamina_wait := 0.0
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@@ -85,7 +114,13 @@ func step(dt: float) -> void:
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if _stamina_wait > 0.0:
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_stamina_wait -= dt
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else:
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stamina = minf(stamina + STAMINA_REGEN * (1.5 if rested > 0.0 else 1.0) * buff_mult("stamina_regen") * dt, MAX)
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var malnourished := diet_lacking().size() >= 2
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stamina = minf(stamina + STAMINA_REGEN * (1.5 if rested > 0.0 else 1.0) * buff_mult("stamina_regen")
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* (0.7 if malnourished else 1.0) * dt, MAX)
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for g in DIET_GROUPS:
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diet[g] = maxf(float(diet[g]) - DIET_DRAIN * dt, 0.0)
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var lacking := diet_lacking()
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for id in buffs.keys():
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buffs[id].left -= dt
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@@ -98,10 +133,13 @@ func step(dt: float) -> void:
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dmg += 0.6
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if warmth < 12.0:
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dmg += 0.5
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if lacking.size() >= 2:
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dmg += MALNOURISHED_DRAIN
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if dmg > 0.0:
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health = maxf(health - dmg * dt, 0.0)
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elif hunger > 40.0 and warmth > 35.0 and _hurt_cd <= 0.0:
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health = minf(health + 0.5 * buff_mult("health_regen") * dt, MAX)
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elif hunger > 40.0 and warmth > 35.0 and _hurt_cd <= 0.0 and lacking.is_empty():
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var diet_mult := 1.5 if balanced_diet() else 1.0
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health = minf(health + 0.5 * buff_mult("health_regen") * diet_mult * dt, MAX)
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_update_statuses()
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changed.emit()
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@@ -123,6 +161,14 @@ func _update_statuses() -> void:
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statuses.append("Hungry")
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if wet > 0.0:
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statuses.append("Wet")
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var lacking := diet_lacking()
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if not lacking.is_empty():
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var need: Array[String] = []
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for g in lacking:
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need.append(DIET_NAMES[g])
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statuses.append("%s (need %s)" % ["Malnourished" if lacking.size() >= 2 else "Poor diet", ", ".join(need)])
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elif balanced_diet():
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statuses.append("Balanced diet")
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if sheltered:
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statuses.append("Sheltered")
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if rested > 0.0:
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@@ -145,6 +191,11 @@ func eat(food: Dictionary) -> void:
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health = clampf(health + float(food.get("health", 0)), minf(health, 1.0), MAX)
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if food.has("buff"):
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add_buff(food.buff)
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var d: Dictionary = food.get("diet", {})
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for g in d:
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if diet.has(g):
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diet[g] = minf(float(diet[g]) + float(d[g]), MAX)
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_update_statuses()
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changed.emit()
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func soak() -> void:
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@@ -168,6 +219,9 @@ func reset_after_death() -> void:
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warmth = 60.0
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wet = 0.0
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buffs.clear()
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# Don't respawn straight back into malnutrition.
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for g in DIET_GROUPS:
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diet[g] = maxf(float(diet[g]), 30.0)
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changed.emit()
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## Takes a hit (a boar, later wolves). Pauses natural healing briefly.
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@@ -198,7 +252,7 @@ func add_buff(b: Dictionary) -> void:
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func to_data() -> Dictionary:
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return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet, "rested": rested,
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"buffs": buffs.duplicate(true)}
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"buffs": buffs.duplicate(true), "diet": diet.duplicate()}
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func load_data(d: Dictionary) -> void:
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health = float(d.get("health", health))
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@@ -208,5 +262,9 @@ func load_data(d: Dictionary) -> void:
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wet = float(d.get("wet", 0.0))
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rested = float(d.get("rested", 0.0))
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buffs = (d.get("buffs", {}) as Dictionary).duplicate(true)
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# Older saves have no diet: start it where a new world does.
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var sd: Dictionary = d.get("diet", {})
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for g in DIET_GROUPS:
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diet[g] = float(sd.get(g, DIET_START))
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dead = false
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changed.emit()
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