- Rabbits, deer and boars with procedural meshes and animated legs, a state machine (idle/wander/flee/charge/dead) and heightmap steering that avoids water, cliffs, the world edge, trees and buildings - Spawner keeps a habitat-based budget around the player (6/4/3) - Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits - Wooden spear (thrust or throw) and crude bow with draw-scaled arrows; projectiles stick in the world as saved pickups - Carcasses: E to butcher for meat, hide and embedded arrows - Boars charge and gore when hit; hurt flash and a brief healing pause - Cooked meat gives Well fed (faster stamina and healing); buffs saved - Hide cloak: wear for warmth, saved, goes in the grave on death - Feathers as meadow pickups (appended, existing save ids unchanged) - New test_creatures_combat suite; run_all.sh gets a per-suite time limit
88 lines
3.0 KiB
GDScript
88 lines
3.0 KiB
GDScript
extends Node3D
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## A flying arrow or thrown spear.
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##
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## Each physics step it moves along its velocity (with gravity) and ray-casts
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## the segment it covered, so fast arrows can't skip through a thin target.
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## - Hits an animal: damage scaled by speed. An arrow sticks in the animal and
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## comes back when you butcher it. A spear drops at the animal's feet.
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## - Hits anything else: it sticks there and becomes a pickup.
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## - After 8 s in the air (or below the world) it drops where it is.
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var item_id := "arrow"
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var damage := 10.0
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var velocity := Vector3.ZERO
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var gravity := 9.8
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var shooter: Node3D
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var world: Node3D
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var _life := 8.0
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var _start_speed := 1.0
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func setup(id: String, w: Node3D, from: Vector3, vel: Vector3, dmg: float, who: Node3D) -> void:
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item_id = id
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world = w
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velocity = vel
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damage = dmg
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shooter = who
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_start_speed = maxf(vel.length(), 0.1)
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gravity = 9.8 if id == "arrow" else 12.0
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var mi := MeshInstance3D.new()
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mi.mesh = ItemDB.mesh_for(id)
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mi.material_override = ItemDB.item_material()
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if id == "spear":
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# The spear mesh runs along +Y; turn it to fly point-first along -Z.
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mi.transform = Transform3D(Basis(Vector3.RIGHT, -PI * 0.5), Vector3(0, 0, 0.35))
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add_child(mi)
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position = from
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_orient()
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func _orient() -> void:
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if velocity.length() > 0.01 and is_inside_tree():
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look_at(global_position + velocity, Vector3.UP if absf(velocity.normalized().y) < 0.99 else Vector3.RIGHT)
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func _ready() -> void:
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_orient()
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func _physics_process(delta: float) -> void:
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step(delta)
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func step(dt: float) -> void:
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_life -= dt
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var from := global_position
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velocity.y -= gravity * dt
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var to := from + velocity * dt
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var ex: Array[RID] = []
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if shooter != null:
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ex.append(shooter.get_rid())
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var q := PhysicsRayQueryParameters3D.create(from, to, 1 | 8, ex)
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var hit := get_world_3d().direct_space_state.intersect_ray(q)
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if not hit.is_empty():
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_on_hit(hit)
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return
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global_position = to
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_orient()
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if _life <= 0.0 or to.y < world.terrain.min_height - 20.0:
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_drop(Transform3D(Basis(), Vector3(to.x, world.terrain.sample_height(to.x, to.z), to.z)))
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func _on_hit(hit: Dictionary) -> void:
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var c: Object = hit.collider
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var dir := velocity.normalized()
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if c != null and (c as Node).is_in_group("creature"):
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var k := clampf(velocity.length() / _start_speed, 0.4, 1.0)
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Actions.projectile_hit(shooter, c, damage * k, global_position, item_id if item_id == "arrow" else "")
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if item_id == "spear":
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var at: Vector3 = (c as Node3D).global_position + Vector3(0, 0.05, 0)
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_drop(Transform3D(Basis(Vector3.UP, randf() * TAU) * Basis(Vector3.FORWARD, PI * 0.5), at))
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else:
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queue_free()
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return
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# Stick into whatever it hit, point first, slightly buried.
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var at: Vector3 = hit.position - dir * (0.12 if item_id == "arrow" else 0.25)
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var b := Basis.looking_at(dir, Vector3.UP if absf(dir.y) < 0.99 else Vector3.RIGHT)
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if item_id == "spear":
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b = b * Basis(Vector3.RIGHT, -PI * 0.5) # mesh +Y along the flight
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_drop(Transform3D(b, at))
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func _drop(xf: Transform3D) -> void:
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world.drop_item(item_id, 1, xf)
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queue_free()
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