extends Node3D ## A cast fishing float. ## ## flying -> it arcs out from the rod tip. ## floating -> it landed on deep enough water; a fish bites after a while ## (sooner at dawn and dusk, and in the rain). ## biting -> the float dips; you have BITE_WINDOW seconds to reel in ## (Actions.reel), or the fish gets away and you wait again. ## landed -> it fell on dry ground: nothing will bite. Reel in and try again. ## Walking too far away snaps the line. ## ## A line is drawn from the rod tip each frame (hands.gd gives the tip). const BITE_WINDOW := 1.5 const LINE_LENGTH := 26.0 var water_type := "" ## "lake", "sea"... (world.water_at) var table: Dictionary = {} ## that water's fishing table (ItemDB.water_fishing) var world: Node3D var player: Node3D var state := "flying" var velocity := Vector3.ZERO var fish := "" ## what's on the line while biting var wait_left := 0.0 var bite_left := 0.0 var rng := RandomNumberGenerator.new() var tip := Vector3.ZERO ## rod tip, world space (set by hands.gd) var _t := 0.0 var _mesh: MeshInstance3D var _line: MeshInstance3D var _imesh: ImmediateMesh func setup(w: Node3D, p: Node3D, from: Vector3, vel: Vector3, seed: int) -> void: world = w player = p velocity = vel position = from tip = from rng.seed = seed _mesh = MeshInstance3D.new() _mesh.mesh = ItemDB.mesh_for("bobber") _mesh.material_override = ItemDB.item_material() _mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF add_child(_mesh) _imesh = ImmediateMesh.new() _line = MeshInstance3D.new() _line.mesh = _imesh _line.top_level = true _line.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF var lm := StandardMaterial3D.new() lm.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED lm.albedo_color = Color(0.9, 0.9, 0.85, 0.7) lm.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA _line.material_override = lm add_child(_line) ## Online, our game shows the server's float (creature_net.gd): it doesn't ## run any fishing itself, it's just moved and shown. var puppet := false func _physics_process(delta: float) -> void: if puppet: _t += delta _mesh.position.y = (-0.06 + sin(_t * 18.0) * 0.03) if state == "biting" else (sin(_t * 2.2) * 0.012 if state == "floating" else 0.0) return step(delta) func _process(_delta: float) -> void: _draw_line() func _dawn_dusk() -> bool: var h: float = world.day_night.hours() return (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) ## How long until the next bite (seconds), from data/fish.json. func _next_wait() -> float: var mods: Dictionary = ItemDB.fishing.modifiers var w: Array = table.get("bite_wait", [5.0, 14.0]) var k := 1.0 if _dawn_dusk(): k *= float(mods.get("dawn_dusk_wait", 0.6)) # fish feed at dawn and dusk if world.weather.precip > 0.3: k *= float(mods.get("rain_wait", 0.8)) return rng.randf_range(w[0], w[1]) * k ## A weighted pick from this water's fish (dawn/dusk weights when they apply). func _pick_fish() -> String: var fish: Array = table.get("fish", []) var key := "dawn_dusk" if _dawn_dusk() else "weight" var total := 0.0 for f in fish: total += float(f[key]) var roll := rng.randf() * total for f in fish: roll -= float(f[key]) if roll <= 0.0: return f.id return fish[-1].id if not fish.is_empty() else "" func step(dt: float) -> void: _t += dt var terrain: Node3D = world.terrain if global_position.distance_to(player.global_position) > LINE_LENGTH + 4.0: Actions.tell(player, "The line snapped") world.end_fishing(player) return match state: "flying": velocity.y -= 9.8 * dt var p := global_position + velocity * dt var ground: float = terrain.sample_height(p.x, p.z) var water: Dictionary = world.water_at(p.x, p.z) if not water.is_empty() and p.y <= float(water.surface): p.y = water.surface water_type = water.type table = ItemDB.water_fishing(water_type) if table.is_empty() or table.fish.is_empty(): state = "landed" Actions.tell(player, "Nothing to catch here") elif float(water.depth) < float(table.min_depth): state = "landed" Actions.tell(player, "Too shallow here: cast further out") else: state = "floating" wait_left = _next_wait() elif p.y <= ground + 0.03: p.y = ground + 0.03 state = "landed" Actions.tell(player, "Cast into the water") global_position = p "floating": wait_left -= dt _mesh.position.y = sin(_t * 2.2) * 0.012 if wait_left <= 0.0: state = "biting" fish = _pick_fish() bite_left = BITE_WINDOW Actions.tell(player, "Bite! Click to reel in") "biting": bite_left -= dt # The float bobs hard and goes under. _mesh.position.y = -0.06 + sin(_t * 18.0) * 0.03 if bite_left <= 0.0: state = "floating" fish = "" wait_left = _next_wait() * float(ItemDB.fishing.modifiers.get("missed_wait", 1.3)) _mesh.position.y = 0.0 Actions.tell(player, "It got away") func _draw_line() -> void: _imesh.clear_surfaces() _imesh.surface_begin(Mesh.PRIMITIVE_LINE_STRIP) var a := tip var b := global_position + Vector3(0, 0.1, 0) for i in range(13): var k := i / 12.0 var p := a.lerp(b, k) p.y -= sin(k * PI) * 0.06 * a.distance_to(b) * (0.3 if state == "biting" else 1.0) # slack _imesh.surface_add_vertex(p) _imesh.surface_end()