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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280
tests/test_wolves.gd
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280
tests/test_wolves.gd
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extends SceneTree
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## Wolves: the den, the grace period, hunting at night, fire and walls as
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## protection, pack tactics, timid lone wolves, the dawn retreat, den
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## defence, pelts and the wolf cloak.
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## Run: godot --headless --path . --script res://tests/test_wolves.gd
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var _fails := 0
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var _finished := false
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var A: Node
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var S: Node
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var DB: Node
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var _toasts: Array[String] = []
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func check(cond: bool, what: String) -> void:
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print((" ok " if cond else " FAIL ") + what)
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if not cond:
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_fails += 1
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func _initialize() -> void:
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_run.call_deferred()
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func _run() -> void:
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A = root.get_node("Actions")
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S = root.get_node("Saves")
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DB = root.get_node("ItemDB")
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A.notify.connect(func(t): _toasts.append(t))
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S.root_dir = "user://test_worlds"
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for w in S.list_worlds():
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S.delete_world(w.id)
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var id: String = S.create_world("Wolves", 1337)
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S.current_id = id
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var world: Node3D = load("res://scenes/world.tscn").instantiate()
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root.add_child(world)
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for _i in range(5):
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await physics_frame
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await _body(world)
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check(_finished, "test ran to the end (no script errors)")
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S.delete_world(id)
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DirAccess.remove_absolute(S.root_dir)
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print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
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quit(1 if _fails > 0 else 0)
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func _set_time(world: Node3D, day: int, hours: float) -> void:
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world.day_night.day = day
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world.day_night.time = hours / 24.0
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world.day_night.apply(true)
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## Runs the pack and every wolf for `secs`. Returns the most wolves that were
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## darting in at once.
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func _sim(pack: Node, secs: float) -> int:
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var most := 0
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var t := 0.0
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while t < secs:
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pack.step(0.1)
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var lunging := 0
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for w in pack.alive():
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w.set_physics_process(false)
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w.step(0.1)
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if w.state == "lunge":
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lunging += 1
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most = maxi(most, lunging)
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t += 0.1
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return most
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func _nearest(pack: Node, p: Vector3) -> float:
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var best := INF
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for w in pack.alive():
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best = minf(best, (w as Node3D).global_position.distance_to(p))
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return best
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func _hold(player: Node, id: String) -> void:
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var inv: Inventory = player.inventory
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for i in range(inv.size()):
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var s = inv.get_slot(i)
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if s != null and s.id == id:
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var tmp = inv.get_slot(0)
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inv.set_slot(0, s)
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inv.set_slot(i, tmp)
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break
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player.select(0)
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func _toast_has(s: String) -> bool:
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for t in _toasts:
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if t.contains(s):
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return true
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return false
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func _body(world: Node3D) -> void:
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var player: CharacterBody3D = world.get_node("Player")
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var sv: Node = player.survival
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var inv: Inventory = player.inventory
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var terrain: Node3D = world.get_node("Terrain")
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var den: Node3D = world.den
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var pack: Node = world.wolves
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player.set_physics_process(false)
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sv.set_process(false)
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world.day_night.frozen = true
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world.weather.force("clear")
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world.creatures.enabled = false
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for c in world.creatures.get_children():
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c.free()
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pack.enabled = false
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print("the den")
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check(den.found and pack != null, "this island has a wolf den")
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var dp: Vector3 = den.position
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check(terrain.sea_weight(dp.x, dp.z) < 0.05 and Vector2(dp.x, dp.z).length() > 50.0, "it's in the mountains, away from the sea and the spawn (%.0f m out)" % Vector2(dp.x, dp.z).length())
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var mouth: Vector3 = den.mouth_pos()
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check(terrain.inside_boundary(mouth.x, mouth.z, 6.0), "its mouth opens onto walkable ground")
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check(Vector2(mouth.x, mouth.z).length() < Vector2(dp.x, dp.z).length(), "and faces into the valley")
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var trees := 0
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for uid in world.props.resource_nodes:
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var n = world.props.resource_nodes[uid]
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if is_instance_valid(n) and not n.depleted and n.global_position.distance_to(dp) < 4.5:
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trees += 1
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check(trees == 0, "no trees or boulders grow inside it")
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check(world.build.roofed_at(den.slot_pos(2)), "the cave has a rock roof")
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print("grace period")
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for d in [1, 2]:
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for h in [12.0, 22.0]:
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_set_time(world, d, h)
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_sim(pack, 0.5)
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check(pack.mode == "none" and pack.alive_count() == 0, "day %d %02d:00: no wolves yet" % [d, int(h)])
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_set_time(world, 3, 12.0)
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_sim(pack, 3.0)
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check(pack.mode == "den" and pack.alive_count() == 2, "day 3: two wolves have moved into the den")
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var resting := 0
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for w in pack.alive():
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if w.state == "rest" and w.global_position.distance_to(den.slot_pos(w.slot)) < 1.5:
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resting += 1
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check(resting == 2, "lying in the cave by day")
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# Somewhere open, well away from the den, to be hunted in.
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var site: Vector3 = world.build.debug_find_site(Vector3(0, 0, 0), 5.0)
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site.y = terrain.sample_height(site.x, site.z)
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var stand := site + Vector3(0, 0.02, 0)
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player.global_position = stand
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check(stand.distance_to(dp) > 45.0, "(test spot is %.0f m from the den)" % stand.distance_to(dp))
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_set_time(world, 3, 21.0)
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_toasts.clear()
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_sim(pack, 20.0)
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check(_toast_has("howling"), "night 3: you hear them howl (%s)" % [_toasts])
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check(pack.mode == "den" and _nearest(pack, dp) < 6.0 and sv.health == 100.0, "but they stay home")
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print("the hunt")
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_toasts.clear()
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_set_time(world, 4, 20.0)
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var most := _sim(pack, 45.0)
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check(_toast_has("hunting tonight"), "night 4: a warning that they're hunting")
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check(pack.mode == "hunt", "the pack is out")
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check(_nearest(pack, stand) < 18.0, "and has found you (nearest %.0f m)" % _nearest(pack, stand))
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var waited := 0.0
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while sv.health == 100.0 and waited < 60.0:
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most = maxi(most, _sim(pack, 1.0))
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waited += 1.0
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most = maxi(most, _sim(pack, 8.0))
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check(sv.health < 100.0 and not sv.dead, "out in the open, they bite (health %.0f after %.0f s)" % [sv.health, waited])
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check(most == 1, "one wolf darts in at a time (most at once: %d)" % most)
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sv.health = 100.0
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player.global_position = stand
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print("fire")
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var fire: Node = world.spawn_piece(DB.get_item("campfire"), Transform3D(Basis(), site + Vector3(1.5, 0, 0)))
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fire.fuel = fire.MAX_FUEL
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_sim(pack, 5.0)
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var closest := INF
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var t := 0.0
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while t < 60.0:
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_sim(pack, 1.0)
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closest = minf(closest, _nearest(pack, stand))
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t += 1.0
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check(sv.health == 100.0, "beside a lit campfire they never close in")
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check(closest > 7.0, "they circle out beyond the firelight (closest %.0f m)" % closest)
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world.remove_piece(fire)
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print("torch")
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inv.add("torch", 1)
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_hold(player, "torch")
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pack.lunge_done(null)
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check(pack._gap >= pack.ATTACK_GAP * 2.0 * 0.8 - 0.01, "a torch makes them hesitate (%.1f s between darts)" % pack._gap)
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player.select(7)
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inv.set_slot(7, null)
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print("walls")
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var hut_site: Vector3 = world.build.debug_find_site(site + Vector3(14, 0, 0), 3.0)
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var hut: Dictionary = await world.build.debug_build_hut(hut_site, 0.0)
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check(hut.placed == 20, "(built a hut: %d pieces)" % hut.placed)
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var inside: Vector3 = hut.pieces[0].global_position + Vector3(1, 0.05, 1)
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player.global_position = inside
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sv.health = 100.0
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_sim(pack, 60.0)
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check(sv.health == 100.0, "behind closed walls they can't reach you")
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var bed: Node = world.spawn_piece(DB.get_item("bed"), Transform3D(Basis(), inside + Vector3(0.0, -0.05, -0.2)))
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var w0: Node = pack.alive()[0]
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w0.state = "stalk"
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w0.global_position = inside + Vector3(6, 0, 0)
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check(world.sleep_block_reason(bed).contains("wolves"), "and you can't sleep with them prowling outside")
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world.remove_piece(bed)
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player.global_position = stand
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print("fighting back")
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inv.add("club", 1)
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_hold(player, "club")
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var a: Node = pack.alive()[0]
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var b: Node = pack.alive()[1]
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for w in pack.alive():
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w._aggro = 0.0
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a.global_position = stand + Vector3(1.2, 0, 0)
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sv.stamina = 100.0
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A.melee(player, a)
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check(b._aggro > 0.0, "hit one and the whole pack turns on you")
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var hits := 1
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while not a.wounded and not a.is_dead() and hits < 10:
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sv.stamina = 100.0
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a.global_position = stand + Vector3(1.2, 0, 0)
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A.melee(player, a)
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hits += 1
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check(a.wounded and a.state == "flee", "a badly hurt wolf runs (after %d blows, hp %.0f)" % [hits, a.hp])
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while not a.is_dead() and hits < 20:
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sv.stamina = 100.0
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a.global_position = stand + Vector3(1.2, 0, 0)
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A.melee(player, a)
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hits += 1
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check(a.is_dead(), "but you can finish it")
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A.butcher(player, a)
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check(inv.count("wolf_pelt") == 1, "a wolf gives a pelt")
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print("a lone wolf")
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b._aggro = 0.0
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b.wounded = false
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b.state = "stalk"
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b.global_position = stand + Vector3(7, 0, 0)
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b.global_position.y = terrain.sample_height(b.global_position.x, b.global_position.z)
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sv.health = 100.0
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var lone_most := _sim(pack, 3.0)
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check(b.state == "flee" or b.global_position.distance_to(stand) > 9.0, "on its own it backs away (%s, %.0f m)" % [b.state, b.global_position.distance_to(stand)])
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lone_most = maxi(lone_most, _sim(pack, 30.0))
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check(lone_most == 0 and sv.health == 100.0, "and doesn't start a fight")
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print("dawn")
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player.global_position = stand
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_set_time(world, 5, 7.0)
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_sim(pack, 120.0)
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var home := 0
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for w in pack.alive():
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if w.global_position.distance_to(den.slot_pos(w.slot)) < 2.0:
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home += 1
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check(pack.mode == "den" and home == pack.alive_count() and home > 0, "at dawn they go home (%d of %d)" % [home, pack.alive_count()])
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check(pack.alive_count() == 2, "and the pack is back up to two")
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_set_time(world, 7, 12.0)
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_sim(pack, 1.0)
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check(pack.alive_count() == 3, "day 7: the pack has grown to three")
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check(pack.pack_size(10) == 4, "and it reaches four from day 9")
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print("the den by day")
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player.global_position = dp + (mouth - dp).normalized() * 12.0
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player.global_position.y = terrain.sample_height(player.global_position.x, player.global_position.z)
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_sim(pack, 2.0)
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var watching := 0
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for w in pack.alive():
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if w.state == "alert":
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watching += 1
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check(watching > 0 and sv.health == 100.0, "come near the den and they get up and watch you (%d)" % watching)
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player.global_position = mouth
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_sim(pack, 8.0)
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check(sv.health < 100.0, "come right up to it and they defend it (health %.0f)" % sv.health)
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sv.health = 100.0
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print("wolf cloak")
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var bench: Node = world.spawn_piece(DB.get_item("workbench"), Transform3D(Basis(), stand + Vector3(-2.5, -0.02, 0)))
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player.global_position = stand
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inv.add("wolf_pelt", 2)
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inv.add("hide", 2)
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inv.add("fiber", 4)
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check(A.craft(player, "wolf_cloak") and inv.count("wolf_cloak") == 1, "a wolf cloak from 3 pelts, 2 hide and 4 fiber")
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world.remove_piece(bench)
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check(float(DB.get_item("wolf_cloak").wear.warmth) > float(DB.get_item("hide_cloak").wear.warmth), "warmer than the hide cloak")
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world.queue_free()
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_finished = true
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