Files
Emberwild/scripts/fishing/bobber.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

128 lines
4.0 KiB
GDScript

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 MIN_DEPTH := 0.5 ## water this deep under the float, or no fish
const LINE_LENGTH := 26.0
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)
func _physics_process(delta: float) -> void:
step(delta)
func _process(_delta: float) -> void:
_draw_line()
## How long until the next bite (seconds).
func _next_wait() -> float:
var h: float = world.day_night.hours()
var k := 1.0
if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5):
k *= 0.6 # fish feed at dawn and dusk
if world.weather.precip > 0.3:
k *= 0.8
return rng.randf_range(5.0, 14.0) * k
func _pick_fish() -> String:
var h: float = world.day_night.hours()
var trout := 0.4 if (h > 5.0 and h < 8.5) or (h > 17.0 and h < 20.5) else 0.22
return "trout" if rng.randf() < trout else "perch"
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.notify.emit("The line snapped")
world.end_fishing()
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)
if p.y <= terrain.water_level and ground < terrain.water_level - MIN_DEPTH:
p.y = terrain.water_level
state = "floating"
wait_left = _next_wait()
elif p.y <= ground + 0.03:
p.y = ground + 0.03
state = "landed"
Actions.notify.emit("Cast into the water (deeper than this)" if ground < terrain.water_level else "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.notify.emit("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() * 1.3
_mesh.position.y = 0.0
Actions.notify.emit("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()