Unify fishing surfaces and presentation

This commit is contained in:
Alexander Sellite 2026-08-01 15:39:25 -04:00
parent c596b2aee7
commit 070765741c
19 changed files with 1705 additions and 372 deletions

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extends SceneTree
const MainScene = preload("res://main/main.tscn")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
root.size = Vector2i(1280, 720)
var main := MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
assert(bool(main.call("_prepare_private_host")))
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
for _frame: int in 8:
await process_frame
var session := main.get_node("%NetworkSession") as NetworkSession
var service := main.get_node(
"%NetworkFishingService"
) as NetworkFishingService
var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
var player := main.get("_player") as Player
assert(session.is_host())
assert(not session.is_open_host())
assert(service != null and fishing_spot != null and player != null)
assert(player.hotbar.get_selected_item_id() == &"basic_fishing_rod")
player.global_position = Vector3(-0.5, 3.95, 2.1)
var visuals := player.get_node("Visuals") as Node3D
visuals.rotation.y = PI * 0.5
for _frame: int in 4:
await physics_frame
assert(player.get_facing_direction().dot(Vector3.LEFT) > 0.99)
fishing_spot.call("_begin_aiming", player)
assert(fishing_spot.state == FishingSpotType.FishingState.AIMING_CAST)
assert(player.is_movement_enabled())
fishing_spot.set("_cast_charge", 0.32)
fishing_spot.call("_update_cast_charge", 0.0)
var aimed_target: Vector3 = fishing_spot.get("_cast_target")
assert(aimed_target.x < -1.35)
assert(is_equal_approx(aimed_target.y, 2.51))
assert(fishing_spot.is_target_fishable(aimed_target))
fishing_spot.call("_confirm_cast")
assert(fishing_spot.state == FishingSpotType.FishingState.CASTING)
assert(not player.is_movement_enabled())
var wait_deadline: int = Time.get_ticks_msec() + 4000
while (
Time.get_ticks_msec() < wait_deadline
and fishing_spot.state != FishingSpotType.FishingState.WAITING_FOR_BITE
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.WAITING_FOR_BITE)
assert(service.has_local_attempt())
var attempts: Dictionary = service.get("_attempts")
var attempt: NetworkFishingAttempt = attempts.get(session.get_local_peer_id())
assert(attempt != null)
assert(is_equal_approx(attempt.target.y, 2.51))
assert(attempt.bobber_position.is_equal_approx(attempt.target))
fishing_spot.set("_withdrawal_input_held", true)
fishing_spot.set("_network_primary_input_held", true)
service.submit_local_input(true, true)
var return_deadline: int = Time.get_ticks_msec() + 4000
while (
Time.get_ticks_msec() < return_deadline
and fishing_spot.state != FishingSpotType.FishingState.RETURNING
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.RETURNING)
assert(not service.has_local_attempt())
var bobber := fishing_spot.get_node(
"FishingPresentation/Bobber"
) as MeshInstance3D
assert(bobber.visible)
var ready_deadline: int = Time.get_ticks_msec() + 3000
while (
Time.get_ticks_msec() < ready_deadline
and fishing_spot.state != FishingSpotType.FishingState.READY
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.READY)
assert(player.is_movement_enabled())
assert(not bobber.visible)
print("Fishing authority validation: PASS")
session.disconnect_session("")
main.queue_free()
await process_frame
quit()

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extends SceneTree
const MainScene = preload("res://main/main.tscn")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var arguments: PackedStringArray = OS.get_cmdline_user_args()
if arguments.has("host"):
await _run_host()
return
if arguments.has("client"):
await _run_client()
return
push_error("Fishing multiplayer validation requires host or client mode.")
quit(1)
func _run_host() -> void:
var main: Node = await _create_initialized_main()
assert(bool(main.call("_prepare_private_host")))
var save_manager := main.get("_save_manager") as PlayerSaveManager
assert(save_manager.initialize_new_game())
main.call("_enter_gameplay")
var session := main.get_node("%NetworkSession") as NetworkSession
assert(session.set_host_open(true))
var service := main.get_node(
"%NetworkFishingService"
) as NetworkFishingService
var join_deadline: int = Time.get_ticks_msec() + 20000
while (
Time.get_ticks_msec() < join_deadline
and session.get_authenticated_peer_ids().size() < 2
):
await process_frame
assert(session.get_authenticated_peer_ids().size() == 2)
var remote_peer_id: int = 0
for peer_id: int in session.get_authenticated_peer_ids():
if peer_id != session.get_local_peer_id():
remote_peer_id = peer_id
break
assert(remote_peer_id > 1)
var spawn_service := main.get_node(
"%PlayerSpawnService"
) as PlayerSpawnService
var remote_avatar: Player = spawn_service.get_avatar(remote_peer_id)
assert(remote_avatar != null)
remote_avatar.global_position = Vector3(-0.5, 3.95, 2.1)
var remote_visuals := remote_avatar.get_node("Visuals") as Node3D
remote_visuals.rotation.y = PI * 0.5
session.publish_authoritative_teleport(remote_peer_id)
var saw_remote_attempt: bool = false
var remote_presentation: RemoteFishingPresentation
var attempt_deadline: int = Time.get_ticks_msec() + 12000
while Time.get_ticks_msec() < attempt_deadline:
await process_frame
var attempts: Dictionary = service.get("_attempts")
for peer_id: int in attempts:
if peer_id == session.get_local_peer_id():
continue
var attempt: NetworkFishingAttempt = attempts[peer_id]
assert(is_equal_approx(attempt.target.y, 2.51))
assert(attempt.bobber_position.y <= 2.51 + 0.001)
var presentations: Dictionary = service.get("_remote_presentations")
remote_presentation = presentations.get(peer_id)
assert(remote_presentation != null)
var remote_bobber := remote_presentation.get(
"_bobber"
) as MeshInstance3D
assert(remote_bobber.visible)
saw_remote_attempt = true
if saw_remote_attempt:
break
assert(saw_remote_attempt)
var return_deadline: int = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < return_deadline
and service.has_peer_attempt(remote_peer_id)
):
await process_frame
assert(not service.has_peer_attempt(remote_peer_id))
assert(is_instance_valid(remote_presentation))
assert(remote_presentation.get("_return_tween") != null)
var completion_deadline: int = Time.get_ticks_msec() + 12000
while (
Time.get_ticks_msec() < completion_deadline
and session.get_authenticated_peer_ids().size() == 2
):
await process_frame
print("Fishing multiplayer host validation: PASS")
session.disconnect_session("")
main.queue_free()
await process_frame
quit()
func _run_client() -> void:
var main: Node = await _create_initialized_main()
main.call("_on_title_join_game_requested", "127.0.0.1:7777")
var session := main.get_node("%NetworkSession") as NetworkSession
var joined: bool = false
var join_deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_deadline:
await process_frame
if session.state == NetworkSession.State.VERIFYING_SERVER_IDENTITY:
main.call("_confirm_server_trust")
if session.is_joined_client() and bool(main.get("_gameplay_started")):
joined = true
break
assert(joined)
var service := main.get_node(
"%NetworkFishingService"
) as NetworkFishingService
var fishing_spot := main.get_node("%FishingSpot") as FishingSpotType
var player := main.get("_player") as Player
var placement_deadline: int = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < placement_deadline
and player.global_position.distance_to(Vector3(-0.5, 3.95, 2.1))
> 0.25
):
await physics_frame
assert(player.global_position.distance_to(Vector3(-0.5, 3.95, 2.1)) <= 0.25)
assert(player.get_facing_direction().dot(Vector3.LEFT) > 0.99)
fishing_spot.call("_begin_aiming", player)
assert(player.is_movement_enabled())
fishing_spot.set("_cast_charge", 0.32)
fishing_spot.call("_update_cast_charge", 0.0)
var target: Vector3 = fishing_spot.get("_cast_target")
assert(fishing_spot.is_target_fishable(target))
assert(is_equal_approx(target.y, 2.51))
fishing_spot.call("_confirm_cast")
var accepted_deadline: int = Time.get_ticks_msec() + 6000
while (
Time.get_ticks_msec() < accepted_deadline
and fishing_spot.state != FishingSpotType.FishingState.WAITING_FOR_BITE
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.WAITING_FOR_BITE)
assert(service.has_local_attempt())
fishing_spot.set("_withdrawal_input_held", true)
fishing_spot.set("_network_primary_input_held", true)
service.submit_local_input(true, true)
var return_deadline: int = Time.get_ticks_msec() + 5000
while (
Time.get_ticks_msec() < return_deadline
and fishing_spot.state != FishingSpotType.FishingState.RETURNING
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.RETURNING)
var bobber := fishing_spot.get_node(
"FishingPresentation/Bobber"
) as MeshInstance3D
assert(bobber.visible)
var ready_deadline: int = Time.get_ticks_msec() + 3000
while (
Time.get_ticks_msec() < ready_deadline
and fishing_spot.state != FishingSpotType.FishingState.READY
):
await process_frame
assert(fishing_spot.state == FishingSpotType.FishingState.READY)
assert(player.is_movement_enabled())
assert(not bobber.visible)
print("Fishing multiplayer client validation: PASS")
session.disconnect_session("")
main.queue_free()
await process_frame
quit()
func _create_initialized_main() -> Node:
root.size = Vector2i(1280, 720)
var main := MainScene.instantiate()
root.add_child(main)
for _frame: int in 4:
await process_frame
if not bool(main.get("_application_initialized")):
main.call("_activate_selected_data_path", "", true)
for _frame: int in 8:
await process_frame
assert(bool(main.get("_application_initialized")))
return main

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extends SceneTree
const FishingSpotScene = preload("res://fishing/fishing_spot.tscn")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const FishingPresentationType = preload(
"res://fishing/fishing_presentation.gd"
)
const RemoteFishingPresentationType = preload(
"res://fishing/remote_fishing_presentation.gd"
)
const PlayerScene = preload("res://player/player.tscn")
const FishCatchType = preload("res://fish/fish_catch.gd")
const FishingSurfaceResolverType = preload(
"res://fishing/fishing_surface_resolver.gd"
)
const FishingSurfaceSampleType = preload(
"res://fishing/fishing_surface_sample.gd"
)
const FishableWaterRegionType = preload(
"res://world/fishable_water_region.gd"
)
const FishPoolType = preload("res://fish/fish_pool.gd")
const WaterBodyScene = preload("res://world/water_body.tscn")
const StarterRegionScene = preload(
"res://world/regions/starter_island_region.tscn"
)
const PondPool: FishPoolType = preload(
"res://fish/pools/starter_pond_pool.tres"
)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
await _validate_resolver_layers()
await _validate_portable_water_body()
await _validate_starter_region_surfaces()
await _validate_presentation()
await _validate_remote_presentation()
await _validate_bite_wait_distribution()
print("Fishing surface validation: PASS")
quit()
func _validate_resolver_layers() -> void:
var world := Node3D.new()
root.add_child(world)
_add_solid_box(world, Vector3(40.0, 2.0, 12.0), Vector3(10.0, -1.0, 0.0))
_add_water_region(world, Vector3(0.0, 2.0, 0.0), Vector2(8.0, 8.0), PondPool)
_add_solid_box(world, Vector3(1.0, 1.0, 1.0), Vector3(2.0, 2.25, 0.0))
_add_water_region(world, Vector3(10.0, 5.0, 0.0), Vector2(6.0, 6.0), PondPool)
_add_water_region(world, Vector3(20.0, 3.0, 0.0), Vector2(6.0, 6.0), null)
await physics_frame
await physics_frame
var resolver := FishingSurfaceResolverType.new()
var space_state: PhysicsDirectSpaceState3D = world.get_world_3d().direct_space_state
var water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3.ZERO,
4.0,
)
assert(water.is_fishable())
assert(is_equal_approx(water.position.y, 2.0))
var covered_water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3(2.0, 2.0, 0.0),
4.0,
)
assert(covered_water.has_surface)
assert(not covered_water.is_water_surface)
assert(is_equal_approx(covered_water.position.y, 2.75))
var elevated_water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3(10.0, 0.0, 0.0),
8.0,
)
assert(elevated_water.is_fishable())
assert(is_equal_approx(elevated_water.position.y, 5.0))
var unstocked_water: FishingSurfaceSampleType = resolver.resolve_surface(
space_state,
Vector3(20.0, 0.0, 0.0),
6.0,
)
assert(unstocked_water.has_surface)
assert(unstocked_water.is_water_surface)
assert(not unstocked_water.is_fishable())
assert(is_equal_approx(unstocked_water.position.y, 3.0))
var safe_reel: FishingSurfaceSampleType = resolver.resolve_withdrawal_surface(
space_state,
Vector3(0.0, 2.0, 0.0),
Vector3(3.0, 2.0, 0.0),
Vector3.RIGHT,
4.0,
0.4,
)
assert(safe_reel.is_fishable())
assert(is_equal_approx(safe_reel.position.y, 2.0))
var shoreline_reel: FishingSurfaceSampleType = (
resolver.resolve_withdrawal_surface(
space_state,
Vector3(3.0, 2.0, 0.0),
Vector3(3.7, 2.0, 0.0),
Vector3.RIGHT,
4.0,
0.4,
)
)
assert(not shoreline_reel.is_fishable())
assert(shoreline_reel.position.is_equal_approx(Vector3(3.0, 2.0, 0.0)))
world.queue_free()
await process_frame
func _validate_portable_water_body() -> void:
var water_body := WaterBodyScene.instantiate() as Node3D
water_body.position = Vector3(3.0, 7.0, -2.0)
water_body.set("surface_size", Vector2(12.0, 8.0))
water_body.set("fishing_depth", 6.0)
water_body.set("recovery_depth", 7.0)
water_body.set("fish_pool", PondPool)
root.add_child(water_body)
await process_frame
var visual := water_body.get_node("VisualWater") as MeshInstance3D
var visual_mesh := visual.mesh as PlaneMesh
assert(visual_mesh.size.is_equal_approx(Vector2(12.0, 8.0)))
var fishing_region := water_body.get_node(
"FishingRegion"
) as FishableWaterRegionType
var fishing_shape_node := water_body.get_node(
"FishingRegion/Shape"
) as CollisionShape3D
var fishing_shape := fishing_shape_node.shape as BoxShape3D
assert(fishing_region.fish_pool == PondPool)
assert(is_equal_approx(fishing_region.get_surface_height(), 7.0))
assert(is_equal_approx(fishing_shape_node.position.y, -3.0))
assert(fishing_shape.size.is_equal_approx(Vector3(12.0, 6.0, 8.0)))
var recovery_region := water_body.get_node("RecoveryRegion") as Area3D
assert(is_equal_approx(recovery_region.position.y, -3.5))
water_body.queue_free()
await process_frame
func _validate_starter_region_surfaces() -> void:
var region := StarterRegionScene.instantiate() as Node3D
root.add_child(region)
var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
root.add_child(fishing_spot)
await physics_frame
await physics_frame
var pond: FishingSurfaceSampleType = fishing_spot.resolve_fishing_surface(
Vector3(-9.4, 2.51, 2.1),
4.0,
)
assert(pond.is_fishable())
assert(is_equal_approx(pond.position.y, 2.51))
var ocean: FishingSurfaceSampleType = fishing_spot.resolve_fishing_surface(
Vector3(50.0, -0.45, 0.0),
4.0,
)
assert(ocean.is_fishable())
assert(is_equal_approx(ocean.position.y, -0.45))
var covered_ocean: FishingSurfaceSampleType = (
fishing_spot.resolve_fishing_surface(
Vector3(20.0, -0.45, 0.0),
4.0,
)
)
assert(covered_ocean.has_surface)
assert(not covered_ocean.is_fishable())
assert(covered_ocean.position.y > -0.45)
fishing_spot.queue_free()
region.queue_free()
await process_frame
func _validate_presentation() -> void:
var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
root.add_child(fishing_spot)
var presentation := fishing_spot.get_node(
"FishingPresentation"
) as FishingPresentationType
var rod := Node3D.new()
var rod_tip := Marker3D.new()
rod.add_child(rod_tip)
root.add_child(rod)
rod_tip.position = Vector3(0.0, 1.0, 0.0)
await process_frame
var slope_normal := Vector3(0.0, 1.0, 1.0).normalized()
presentation.begin_aim(
rod_tip,
rod,
Vector3(0.0, 0.1, -1.0),
slope_normal,
false,
)
var marker := presentation.get_node("CastTargetMarker") as Node3D
var valid_marker := presentation.get_node(
"CastTargetMarker/ValidTargetMarker"
) as MeshInstance3D
var invalid_marker := presentation.get_node(
"CastTargetMarker/InvalidTargetMarker"
) as Node3D
assert(not valid_marker.visible)
assert(invalid_marker.visible)
assert(invalid_marker.get_child_count() == 2)
assert(marker.global_basis.y.normalized().dot(slope_normal) > 0.999)
var landing := Vector3(0.0, 0.13, -4.0)
presentation.begin_cast(landing, landing, true)
await presentation.cast_completed
var bobber := presentation.get_node("Bobber") as MeshInstance3D
assert(bobber.visible)
assert(bobber.global_position.is_equal_approx(landing))
presentation.play_outcome(&"invalid")
await process_frame
assert(bobber.visible)
await presentation.outcome_completed
assert(not bobber.visible)
rod.queue_free()
fishing_spot.queue_free()
await process_frame
func _validate_bite_wait_distribution() -> void:
var fishing_spot := FishingSpotScene.instantiate() as FishingSpotType
root.add_child(fishing_spot)
await process_frame
var quick_count: int = 0
var typical_or_long_count: int = 0
for _sample_index: int in 10000:
var wait_seconds: float = fishing_spot.roll_bite_wait_time()
assert(wait_seconds >= 10.0)
assert(wait_seconds <= 240.0)
if wait_seconds < 30.0:
quick_count += 1
else:
typical_or_long_count += 1
assert(quick_count > 0)
assert(typical_or_long_count > quick_count)
fishing_spot.queue_free()
await process_frame
func _validate_remote_presentation() -> void:
var player := PlayerScene.instantiate() as Player
root.add_child(player)
player.set_local_control(false)
var presentation := RemoteFishingPresentationType.new()
root.add_child(presentation)
presentation.setup(player)
await process_frame
var origin: Vector3 = player.get_fishing_rod_tip().global_position
var target: Vector3 = origin + Vector3(-4.0, -0.5, 0.0)
presentation.show_cast(origin, target)
var bobber := presentation.get("_bobber") as MeshInstance3D
assert(bobber.visible)
assert(presentation.get("_cast_tween") != null)
await create_timer(0.7).timeout
assert(bobber.global_position.distance_to(target) < 0.1)
var first_bob_y: float = bobber.global_position.y
await create_timer(0.2).timeout
assert(not is_equal_approx(bobber.global_position.y, first_bob_y))
var fish_catch := FishCatchType.new()
var fish: FishData = PondPool.candidates.front()
fish_catch.fish = fish
fish_catch.fish_id = fish.id
fish_catch.catch_id = &"remote-presentation-test"
fish_catch.weight_lb = 1.0
fish_catch.display_scale = 1.0
fish_catch.sale_value = 1
assert(fish_catch.is_valid())
presentation.play_return(fish_catch)
await create_timer(0.6).timeout
var catch_display := player.get_node("%CatchDisplay") as Node3D
assert(catch_display.visible)
await presentation.return_completed
assert(not catch_display.visible)
presentation.queue_free()
player.queue_free()
await process_frame
func _add_water_region(
parent: Node3D,
position: Vector3,
surface_size: Vector2,
fish_pool: FishPoolType,
) -> void:
var water_root := Node3D.new()
water_root.position = position
parent.add_child(water_root)
var region := FishableWaterRegionType.new()
region.collision_layer = 4
region.collision_mask = 0
region.monitoring = false
region.surface_height_mode = FishableWaterRegionType.SurfaceHeightMode.PARENT_GLOBAL_Y
region.fish_pool = fish_pool
water_root.add_child(region)
var shape_node := CollisionShape3D.new()
shape_node.position.y = -2.0
var shape := BoxShape3D.new()
shape.size = Vector3(surface_size.x, 4.0, surface_size.y)
shape_node.shape = shape
region.add_child(shape_node)
func _add_solid_box(
parent: Node3D,
size: Vector3,
position: Vector3,
) -> void:
var body := StaticBody3D.new()
body.position = position
body.collision_layer = 1
body.collision_mask = 0
parent.add_child(body)
var shape_node := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = size
shape_node.shape = shape
body.add_child(shape_node)

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