Files
Emberwild/scripts/core/actions.gd
Paul Bailey f174221268 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
2026-11-04 11:32:16 +00:00

400 lines
15 KiB
GDScript

extends Node
## Autoload "Actions": the intent layer.
##
## UI and input never change game state directly. They call these functions,
## which validate and then apply. In M2 (multiplayer) these become the RPCs a
## client sends to the authoritative server, so every rule lives here and
## nothing is trusted from the caller. See docs/SURVIVAL_DESIGN.md §3.
##
## Also registers the input actions (so project.godot stays readable).
signal notify(text: String) ## short HUD toast ("+4 Wood", "Need an axe")
signal item_gained(id: String, n: int)
const STATION_RANGE := 6.0
const REACH := 3.2
const FULL_HUNGER := 98.0 ## can't eat above this
func _ready() -> void:
_bind("interact", [KEY_E])
_bind("inventory", [KEY_TAB, KEY_I])
_bind("rotate_piece", [KEY_R])
_bind("dismantle", [KEY_X])
for i in range(8):
_bind("hotbar_%d" % (i + 1), [KEY_1 + i])
_bind_mouse("attack", MOUSE_BUTTON_LEFT)
_bind_mouse("use_item", MOUSE_BUTTON_RIGHT)
func _bind(action: String, keys: Array) -> void:
if not InputMap.has_action(action):
InputMap.add_action(action)
for k in keys:
var ev := InputEventKey.new()
ev.physical_keycode = k
InputMap.action_add_event(action, ev)
func _bind_mouse(action: String, button: MouseButton) -> void:
if not InputMap.has_action(action):
InputMap.add_action(action)
var ev := InputEventMouseButton.new()
ev.button_index = button
InputMap.action_add_event(action, ev)
# --- helpers ----------------------------------------------------------------
func _give(player: Node, id: String, n: int) -> int:
var inv: Inventory = player.inventory
var left := inv.add(id, n)
var got := n - left
if got > 0:
item_gained.emit(id, got)
notify.emit("+%d %s" % [got, ItemDB.item_name(id)])
if left > 0:
notify.emit("Inventory full")
return got
func _in_reach(player: Node3D, target: Node3D, extra: float = 0.0) -> bool:
return player.global_position.distance_to(target.global_position) <= REACH + 2.5 + extra
## Station nodes register themselves in group "station:<name>".
func station_near(player: Node3D, station: String) -> bool:
if station.is_empty():
return true
for s in player.get_tree().get_nodes_in_group("station:" + station):
if s.has_method("station_active") and not s.station_active():
continue # e.g. a campfire that has gone out
if (s as Node3D).global_position.distance_to(player.global_position) <= STATION_RANGE:
return true
return false
# --- intents ----------------------------------------------------------------
func can_craft(player: Node, recipe_id: String) -> bool:
var r: Dictionary = ItemDB.recipes.get(recipe_id, {})
if r.is_empty():
return false
var inv: Inventory = player.inventory
return inv.has_all(r.inputs) and station_near(player, r.station)
func craft(player: Node, recipe_id: String) -> bool:
var r: Dictionary = ItemDB.recipes.get(recipe_id, {})
if r.is_empty():
return false
var inv: Inventory = player.inventory
if not station_near(player, r.station):
notify.emit("Needs a %s nearby" % r.station)
return false
if not inv.has_all(r.inputs):
notify.emit("Missing materials")
return false
# Check the output fits *after* the inputs are consumed.
var trial := Inventory.new(inv.size())
trial.load_data(inv.to_data())
for id in r.inputs:
trial.remove(id, int(r.inputs[id]))
if trial.space_for(r.output) < r.count:
notify.emit("Inventory full")
return false
for id in r.inputs:
inv.remove(id, int(r.inputs[id]))
_give(player, r.output, r.count)
return true
func pickup(player: Node3D, pickup_node: Node3D) -> bool:
if not is_instance_valid(pickup_node) or not _in_reach(player, pickup_node):
return false
var id: String = pickup_node.item_id
if _give(player, id, pickup_node.amount) <= 0:
return false
pickup_node.collected()
return true
## One swing at a resource node with whatever the player is holding.
func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
if not is_instance_valid(node) or node.depleted:
return false
if player.global_position.distance_to(hit_point) > REACH + 1.0:
return false
var held: Dictionary = ItemDB.get_item(player.held_item_id())
var tool: Dictionary = held.get("tool", {})
if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind))
return false
if not player.survival.use_stamina(6.0):
notify.emit("Too tired")
return false
var drops: Dictionary = node.hit(float(tool.get("damage", 1.0)), hit_point, player.global_position)
for id in drops:
_give(player, id, int(drops[id]))
return true
func can_place(player: Node3D, slot: int) -> bool:
var s = player.inventory.get_slot(slot)
return s != null and ItemDB.get_item(s.id).has("place")
## Places the item in `slot` at `xf`. `xf` comes from the client's ghost
## preview, so it's re-validated here.
func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
if not can_place(player, slot):
return false
if player.global_position.distance_to(xf.origin) > 8.0:
return false
var id: String = player.inventory.get_slot(slot).id
var def: Dictionary = ItemDB.get_item(id)
if not world.placement_valid(def, xf):
notify.emit("Can't place that here")
return false
player.inventory.take_from(slot, 1)
world.spawn_piece(def, xf)
return true
## Takes a placed piece back into your inventory. Building pieces that lose
## their support collapse, and come back to you too.
func dismantle(player: Node3D, piece: Node3D) -> bool:
if not is_instance_valid(piece) or not piece.is_in_group("piece") or piece.is_queued_for_deletion():
return false
if player.global_position.distance_to(piece.global_position) > 8.0:
return false
if piece.item_id == "grave":
notify.emit("Take your things out and it will crumble")
return false
var why: String = piece.dismantle_block_reason()
if not why.is_empty():
notify.emit(why)
return false
if player.inventory.space_for(piece.item_id) < 1:
notify.emit("Inventory full")
return false
_give(player, piece.item_id, 1)
piece.get_parent().get_parent().remove_piece(piece, player)
return true
func toggle_door(player: Node3D, door: Node3D) -> bool:
if not is_instance_valid(door) or not _in_reach(player, door, 1.0):
return false
door.set_open(not door.open)
return true
## E on a bed: claim it as your spawn point, or (if it's already yours) sleep.
func use_bed(player: Node3D, bed: Node3D) -> bool:
if not is_instance_valid(bed) or not _in_reach(player, bed, 1.0):
return false
var world: Node = bed.get_parent().get_parent()
if not bed.is_spawn():
world.set_bed_spawn(bed)
notify.emit("Spawn point set")
return true
var why: String = world.sleep_block_reason(bed)
if not why.is_empty():
notify.emit(why)
return false
world.sleep(player)
return true
# --- hunting and combat ---------------------------------------------------------
## Bare hands (or berries, a torch, a stone...) can't hurt an animal: you
## need a weapon, or at least an axe or pickaxe.
const NO_WEAPON := {"damage": 0.0, "reach": 2.0, "stamina": 0.0, "cooldown": 0.45, "armed": false}
const TOOL_AS_WEAPON := 6.0 ## axes and pickaxes are poor weapons
const NEED_WEAPON := "You need a weapon: a club, spear, bow or axe (Tab to craft)"
## Melee stats for what's in the player's hand. "armed" is false when it
## can't hurt an animal.
func melee_stats(player: Node) -> Dictionary:
var held: Dictionary = ItemDB.get_item(player.held_item_id())
var w: Dictionary = held.get("weapon", {})
if float(w.get("damage", 0)) > 0.0:
return {"damage": float(w.damage), "reach": float(w.get("reach", 2.2)),
"stamina": float(w.get("stamina", 8)), "cooldown": float(w.get("cooldown", 0.5)), "armed": true}
if held.has("tool"):
return {"damage": TOOL_AS_WEAPON, "reach": 2.3, "stamina": 6.0, "cooldown": 0.5, "armed": true}
return NO_WEAPON
## One melee blow at an animal.
func melee(player: Node3D, target: Node3D) -> bool:
if not is_instance_valid(target) or not target.is_in_group("creature"):
return false
var m := melee_stats(player)
if not m.armed:
notify.emit(NEED_WEAPON)
return false
if player.global_position.distance_to(target.global_position) > m.reach + 1.8:
return false
if not player.survival.use_stamina(m.stamina):
notify.emit("Too tired")
return false
target.take_hit(m.damage, player.global_position)
if target.is_dead():
notify.emit("Killed a %s" % target.display_name().to_lower())
return true
## An arrow or thrown spear reaching an animal (projectile.gd).
func projectile_hit(shooter: Node3D, target: Node3D, damage: float, at: Vector3, embed_id: String) -> void:
if not is_instance_valid(target) or not target.is_in_group("creature"):
return
var was_alive: bool = not target.is_dead()
target.take_hit(damage, shooter.global_position if shooter != null else at, embed_id)
if was_alive and target.is_dead():
notify.emit("Killed a %s" % target.display_name().to_lower())
## Throws the spear in `slot` from `origin` along `dir`.
func throw_spear(player: Node3D, slot: int, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
var s = player.inventory.get_slot(slot)
if s == null:
return false
var w: Dictionary = ItemDB.get_item(s.id).get("weapon", {})
if not w.has("throw") or player.global_position.distance_to(origin) > 2.5:
return false
if not player.survival.use_stamina(float(w.throw.get("stamina", 12))):
notify.emit("Too tired")
return false
var id: String = s.id
player.inventory.take_from(slot, 1)
world.launch(id, origin, dir.normalized() * float(w.throw.speed) + player.velocity * 0.5,
float(w.throw.damage), player)
return true
## Starts drawing the held bow: needs arrows and a little stamina.
func can_draw(player: Node3D) -> bool:
var bow: Dictionary = ItemDB.get_item(player.held_item_id()).get("bow", {})
if bow.is_empty():
return false
if player.inventory.count(bow.ammo) <= 0:
notify.emit("No arrows (craft them at a workbench: sticks, flint, feathers)")
return false
if not player.survival.use_stamina(float(bow.stamina)):
notify.emit("Too tired")
return false
return true
## Looses an arrow. `power` 0..1 is how far the bow was drawn.
func shoot(player: Node3D, origin: Vector3, dir: Vector3, power: float, world: Node3D) -> bool:
var bow: Dictionary = ItemDB.get_item(player.held_item_id()).get("bow", {})
if bow.is_empty() or player.global_position.distance_to(origin) > 2.5:
return false
if not player.inventory.remove(bow.ammo, 1):
return false
power = clampf(power, 0.0, 1.0)
var spd: float = lerpf(float(bow.speed[0]), float(bow.speed[1]), power)
var dmg: float = lerpf(float(bow.damage[0]), float(bow.damage[1]), power)
world.launch(bow.ammo, origin, dir.normalized() * spd, dmg, player)
return true
func butcher(player: Node3D, carcass: Node3D) -> bool:
if not is_instance_valid(carcass) or not carcass.is_in_group("carcass") or not _in_reach(player, carcass, 1.0):
return false
var drops: Dictionary = carcass.butcher_drops()
carcass.remove_from_group("carcass")
for id in drops:
var got := _give(player, id, int(drops[id]))
if got < int(drops[id]):
# Inventory full: the rest drops on the ground.
carcass.world.drop_item(id, int(drops[id]) - got, Transform3D(Basis(), carcass.global_position + Vector3(0, 0.1, 0)))
carcass.queue_free()
return true
# --- fishing ----------------------------------------------------------------------
## Casts the held rod from `origin` along `dir`.
func cast_line(player: Node3D, origin: Vector3, dir: Vector3, world: Node3D) -> bool:
var rod: Dictionary = ItemDB.get_item(player.held_item_id()).get("fishing", {})
if rod.is_empty() or player.global_position.distance_to(origin) > 2.5:
return false
if not player.survival.use_stamina(float(rod.get("stamina", 4))):
notify.emit("Too tired")
return false
var d := dir.normalized()
d.y = maxf(d.y, -0.2) + 0.35 # a lobbed cast, even when looking level
world.start_fishing(player, origin, d.normalized() * float(rod.get("cast_speed", 12.0)))
return true
## Reels in. With a fish biting you land it; otherwise the line just comes in.
func reel(player: Node3D, world: Node3D) -> bool:
var b: Node3D = world.bobber
if b == null or not is_instance_valid(b):
return false
var caught := ""
if b.state == "biting":
caught = b.fish
world.end_fishing()
if caught.is_empty():
return false
if _give(player, caught, 1) == 0:
world.drop_item(caught, 1, Transform3D(Basis(), player.global_position + Vector3(0, 0.1, 0)))
notify.emit("Caught a %s" % ItemDB.item_name(caught).to_lower())
return true
## Puts on the cloak in `slot` (swapping out any cloak you were wearing).
func wear(player: Node3D, slot: int) -> bool:
var s = player.inventory.get_slot(slot)
if s == null or not ItemDB.get_item(s.id).has("wear"):
return false
var id: String = s.id
player.inventory.take_from(slot, 1)
if not player.worn.is_empty():
_give(player, player.worn, 1)
player.worn = id
player.worn_changed.emit()
notify.emit("Wearing %s" % ItemDB.item_name(id).to_lower())
return true
func take_off(player: Node3D) -> bool:
if player.worn.is_empty():
return false
if player.inventory.space_for(player.worn) < 1:
notify.emit("Inventory full")
return false
_give(player, player.worn, 1)
player.worn = ""
player.worn_changed.emit()
return true
func forage(player: Node3D, bush: Node3D) -> bool:
if not is_instance_valid(bush) or not _in_reach(player, bush) or not bush.ripe():
return false
var got: Dictionary = bush.harvest()
for id in got:
_give(player, id, int(got[id]))
return not got.is_empty()
## Eats one of the food in `slot`.
func eat(player: Node3D, slot: int) -> bool:
var s = player.inventory.get_slot(slot)
if s == null:
return false
var food: Dictionary = ItemDB.get_item(s.id).get("food", {})
if food.is_empty():
return false
if player.survival.hunger >= FULL_HUNGER:
notify.emit("You're full")
return false
player.inventory.take_from(slot, 1)
player.survival.eat(food)
notify.emit("Ate %s" % ItemDB.item_name(s.id).to_lower())
return true
## Feeds a campfire from the player's inventory: wood first, then sticks.
func add_fuel(player: Node3D, fire: Node3D) -> bool:
if not is_instance_valid(fire) or not _in_reach(player, fire):
return false
if fire.fuel >= fire.MAX_FUEL - 1.0:
notify.emit("The fire is fully stoked")
return false
for id in ["wood", "stick", "fiber"]:
if player.inventory.count(id) > 0:
player.inventory.remove(id, 1)
fire.add_fuel(float(ItemDB.get_item(id).get("fuel", 10)))
notify.emit("Added %s to the fire" % ItemDB.item_name(id).to_lower())
return true
notify.emit("Nothing to burn (wood or sticks)")
return false
## Moves between two inventories (quick-move / shift-click). The player must
## be next to the container.
func transfer(player: Node3D, from: Inventory, slot: int, to: Inventory, container: Node3D = null) -> void:
if container != null and not _in_reach(player, container, 1.0):
return
from.quick_move(slot, to)