Add synchronized time and weather systems

This commit is contained in:
Alexander Sellite 2026-08-02 12:48:33 -04:00
parent 30ad9215ca
commit 58fb3d6605
37 changed files with 1900 additions and 17 deletions

View file

@ -0,0 +1,10 @@
[gd_resource type="Resource" load_steps=2 format=3]
[ext_resource type="Script" path="res://fish/fish_availability.gd" id="1_availability"]
[resource]
script = ExtResource("1_availability")
allow_day = true
allow_night = false
preferred_bait_tags = Array[StringName]([&"worm"])
preferred_bait_weight_multiplier = 1.35

View file

@ -10,22 +10,35 @@ const FishingContextType = preload("res://fishing/fishing_context.gd")
@export var allow_night: bool = true
@export var require_rain: bool = false
@export var forbid_rain: bool = false
@export var require_fog: bool = false
@export var forbid_fog: bool = false
@export var required_bait_tags: Array[StringName] = []
@export var preferred_bait_tags: Array[StringName] = []
@export_range(0.01, 10.0, 0.01) var preferred_bait_weight_multiplier: float = 1.25
func is_available(context: FishingContextType) -> bool:
if context == null or (require_rain and forbid_rain):
if (
context == null
or (require_rain and forbid_rain)
or (require_fog and forbid_fog)
):
return false
if context.is_night and not allow_night:
if context.is_day_night_transition:
if not allow_day and not allow_night:
return false
if not context.is_night and not allow_day:
elif context.is_night and not allow_night:
return false
elif not context.is_night and not allow_day:
return false
if require_rain and not context.is_raining:
return false
if forbid_rain and context.is_raining:
return false
if require_fog and not context.is_foggy:
return false
if forbid_fog and context.is_foggy:
return false
if (
not allowed_location_tags.is_empty()
and not _has_any_match(allowed_location_tags, context.location_tags)

View file

@ -2,7 +2,7 @@
[ext_resource type="Script" path="res://fish/fish_data.gd" id="1_fish_data"]
[ext_resource type="Resource" path="res://fishing/common_catch_profile.tres" id="2_profile"]
[ext_resource type="Resource" path="res://fish/default_availability.tres" id="3_availability"]
[ext_resource type="Resource" path="res://fish/day_availability.tres" id="3_availability"]
[ext_resource type="Texture2D" path="res://fish/species/bluegill/fish_bluegill.png" id="4_texture"]
[resource]

View file

@ -8,6 +8,8 @@
[sub_resource type="Resource" id="BlueCatfishAvailability"]
script = ExtResource("3_availability_script")
allowed_location_tags = Array[StringName]([&"starter_pond"])
allow_day = false
allow_night = true
preferred_bait_tags = Array[StringName]([&"worm", &"minnow"])
preferred_bait_weight_multiplier = 1.35

View file

@ -8,6 +8,8 @@
[sub_resource type="Resource" id="ChannelCatfishAvailability"]
script = ExtResource("3_availability_script")
allowed_location_tags = Array[StringName]([&"starter_pond"])
allow_day = false
allow_night = true
preferred_bait_tags = Array[StringName]([&"worm"])
preferred_bait_weight_multiplier = 1.35

View file

@ -8,6 +8,8 @@
[sub_resource type="Resource" id="FlatheadCatfishAvailability"]
script = ExtResource("3_availability_script")
allowed_location_tags = Array[StringName]([&"starter_pond"])
allow_day = false
allow_night = true
preferred_bait_tags = Array[StringName]([&"worm", &"minnow"])
preferred_bait_weight_multiplier = 1.35

View file

@ -8,6 +8,8 @@
[sub_resource type="Resource" id="WhiteCatfishAvailability"]
script = ExtResource("3_availability_script")
allowed_location_tags = Array[StringName]([&"starter_pond"])
allow_day = false
allow_night = true
preferred_bait_tags = Array[StringName]([&"worm"])
preferred_bait_weight_multiplier = 1.35

View file

@ -2,7 +2,7 @@
[ext_resource type="Script" path="res://fish/fish_data.gd" id="1_fish_data"]
[ext_resource type="Resource" path="res://fishing/common_catch_profile.tres" id="2_profile"]
[ext_resource type="Resource" path="res://fish/default_availability.tres" id="3_availability"]
[ext_resource type="Resource" path="res://fish/day_availability.tres" id="3_availability"]
[ext_resource type="Texture2D" path="res://fish/species/sunfish/fish_sunfish.png" id="4_texture"]
[resource]

View file

@ -6,4 +6,6 @@ var water_type: WaterType.Type = WaterType.Type.FRESH_WATER
var active_event_tags: Array[StringName] = []
var active_bait_tags: Array[StringName] = []
var is_night: bool = false
var is_day_night_transition: bool = false
var is_raining: bool = false
var is_foggy: bool = false

View file

@ -37,6 +37,10 @@ const FishingSurfaceResolverType = preload(
"res://fishing/fishing_surface_resolver.gd"
)
const ArtShopStockType = preload("res://economy/art_shop_stock.gd")
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldWeatherServiceType = preload(
"res://world/world_weather_service.gd"
)
signal status_changed(status: String)
signal catch_display_changed(
@ -108,8 +112,6 @@ const NETWORK_INPUT_RESEND_INTERVAL_SECONDS: float = 0.1
@export var deterministic_selection_seed: int = 24680
@export_category("Context Testing")
@export var context_is_night: bool = false
@export var context_is_raining: bool = false
@export var context_event_tags: Array[StringName] = []
@export var context_bait_tags: Array[StringName] = []
@ -132,6 +134,8 @@ var _network_item_use: NetworkItemUseService
var _cooler_capacity: PlayerCoolerCapacityType
var _network_session: NetworkSessionType
var _network_fishing: NetworkFishingServiceType
var _world_time: WorldTimeServiceType
var _world_weather: WorldWeatherServiceType
var _active_player: PlayerType
var _state_time_remaining: float = 0.0
var _cast_charge: float = 0.0
@ -190,6 +194,8 @@ func setup(
cooler_capacity: PlayerCoolerCapacityType,
network_session: NetworkSessionType = null,
network_fishing: NetworkFishingServiceType = null,
world_time: WorldTimeServiceType = null,
world_weather: WorldWeatherServiceType = null,
) -> void:
_local_player = local_player
_local_inventory = local_inventory
@ -207,6 +213,8 @@ func setup(
_cooler_capacity = cooler_capacity
_network_session = network_session
_network_fishing = network_fishing
_world_time = world_time
_world_weather = world_weather
if _network_fishing != null:
_network_fishing.local_cast_accepted.connect(
_on_network_cast_accepted
@ -1296,8 +1304,12 @@ func _build_fishing_context(
context.water_type = region.water_type
context.active_event_tags = context_event_tags.duplicate()
context.active_bait_tags = context_bait_tags.duplicate()
context.is_night = context_is_night
context.is_raining = context_is_raining
if _world_time != null:
context.is_night = _world_time.is_night_period()
context.is_day_night_transition = _world_time.is_transition()
if _world_weather != null:
context.is_raining = _world_weather.is_raining()
context.is_foggy = _world_weather.is_foggy()
return context

View file

@ -77,6 +77,17 @@ const PlayerAppearanceStoreType = preload(
const NetworkProfileServiceType = preload(
"res://network/network_profile_service.gd"
)
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldTimeVisualControllerType = preload(
"res://world/world_time_visual_controller.gd"
)
const NetworkWorldTimeServiceType = preload(
"res://network/network_world_time_service.gd"
)
const WorldWeatherServiceType = preload("res://world/world_weather_service.gd")
const NetworkWorldWeatherServiceType = preload(
"res://network/network_world_weather_service.gd"
)
const TITLE_MUSIC_SILENCE_DB: float = -80.0
const PLAYER_MENU_PATTERN_SCALE: float = 0.85
@ -108,6 +119,17 @@ const SHOP_PATTERN_SCALE: float = 1.75
%WorldPixelationPostprocess
)
@onready var _network_session: NetworkSessionType = %NetworkSession
@onready var _world_time: WorldTimeServiceType = %WorldTimeService
@onready var _world_time_visuals: WorldTimeVisualControllerType = (
%WorldTimeVisualController
)
@onready var _network_world_time: NetworkWorldTimeServiceType = (
%NetworkWorldTimeService
)
@onready var _world_weather: WorldWeatherServiceType = %WorldWeatherService
@onready var _network_world_weather: NetworkWorldWeatherServiceType = (
%NetworkWorldWeatherService
)
@onready var _data_root: PlayerDataRoot = %PlayerDataRoot
@onready var _identity_backups: IdentityBackupService = %IdentityBackupService
@onready var _network_profile: NetworkProfilePreferencesType = (
@ -263,6 +285,15 @@ func _initialize_after_data_root() -> void:
_server_trust,
_host_bans,
)
_world_time_visuals.setup(
_world_time,
_test_world.get_world_environment(),
_test_world.get_sun(),
_world_weather,
_player,
)
_network_world_time.setup(_network_session, _world_time)
_network_world_weather.setup(_network_session, _world_weather)
_identity_backups.setup(_data_root, _player_identity, _host_identity)
_network_profile_service.setup(
_network_session,
@ -428,7 +459,9 @@ func _initialize_after_data_root() -> void:
_network_item_use,
_player.cooler_capacity,
_network_session,
_network_fishing
_network_fishing,
_world_time,
_world_weather,
)
_game_ui.setup(
_player,
@ -460,6 +493,8 @@ func _initialize_after_data_root() -> void:
_settings_manager,
_network_surface_drawing,
_player.art_unlocks,
_world_time,
_world_weather,
)
_game_ui.setup_data_and_identity(
_data_root,

View file

@ -46,6 +46,11 @@
[ext_resource type="PackedScene" uid="uid://w7n4gjqq1juc" path="res://art/exported/characters/base/netfishing_base_character.glb" id="44_4pcu1"]
[ext_resource type="Script" path="res://network/network_fish_showcase_service.gd" id="45_fish_showcase"]
[ext_resource type="Script" path="res://network/network_surface_drawing_service.gd" id="46_surface_drawing"]
[ext_resource type="Script" path="res://world/world_time_service.gd" id="47_world_time"]
[ext_resource type="Script" path="res://world/world_time_visual_controller.gd" id="48_world_time_visuals"]
[ext_resource type="Script" path="res://network/network_world_time_service.gd" id="49_network_world_time"]
[ext_resource type="Script" path="res://world/world_weather_service.gd" id="50_world_weather"]
[ext_resource type="Script" path="res://network/network_world_weather_service.gd" id="51_network_world_weather"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_title_water_native"]
shader = ExtResource("40_title_water")
@ -113,6 +118,26 @@ mouse_filter = 2
unique_name_in_owner = true
script = ExtResource("39_fonts")
[node name="WorldTimeService" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("47_world_time")
[node name="WorldTimeVisualController" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("48_world_time_visuals")
[node name="NetworkWorldTimeService" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("49_network_world_time")
[node name="WorldWeatherService" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("50_world_weather")
[node name="NetworkWorldWeatherService" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("51_network_world_weather")
[node name="PlayerDataRoot" type="Node" parent="." unique_id=281868360]
unique_name_in_owner = true
script = ExtResource("37_data_root")

View file

@ -20,6 +20,8 @@ const MAIL_RELIABLE_CHANNEL: int = 9
const ENET_CHANNEL_COUNT: int = 10
const SURFACE_DRAWING_CAPABILITY: String = "surface_drawing_v2"
const ART_SHOP_CAPABILITY: String = "art_shop_v1"
const WORLD_TIME_CAPABILITY: String = "world_time_v1"
const WORLD_WEATHER_CAPABILITY: String = "world_weather_v1"
enum RejectionCode {
NONE,
@ -87,6 +89,8 @@ static func make_client_hello(
"client_nonce": client_nonce,
"capability_flags": PackedStringArray([
SURFACE_DRAWING_CAPABILITY,
WORLD_TIME_CAPABILITY,
WORLD_WEATHER_CAPABILITY,
]),
"cosmetic_snapshot": cosmetic_snapshot,
"identity_fingerprint": identity_fingerprint,
@ -204,6 +208,8 @@ static func make_server_hello(
"equipment_v1",
"fish_showcase_v1",
SURFACE_DRAWING_CAPABILITY,
WORLD_TIME_CAPABILITY,
WORLD_WEATHER_CAPABILITY,
"chat_v1",
"mail_v1",
"profile_v1",

View file

@ -168,7 +168,11 @@ func start_private_host(port: int = DEFAULT_PORT) -> bool:
NetworkProtocol.PROTOCOL_VERSION,
_player_identity.fingerprint,
_player_identity.public_pem,
PackedStringArray([NetworkProtocol.SURFACE_DRAWING_CAPABILITY]),
PackedStringArray([
NetworkProtocol.SURFACE_DRAWING_CAPABILITY,
NetworkProtocol.WORLD_TIME_CAPABILITY,
NetworkProtocol.WORLD_WEATHER_CAPABILITY,
]),
)
_registry.update_appearance(1, _local_appearance_snapshot)
var host_profile_hello := NetworkProtocol.make_client_hello(
@ -364,6 +368,8 @@ func supports_server_capability(capability: StringName) -> bool:
NetworkProtocol.ART_SHOP_CAPABILITY,
"item_use_v1", "equipment_v1", "fish_showcase_v1",
NetworkProtocol.SURFACE_DRAWING_CAPABILITY,
NetworkProtocol.WORLD_TIME_CAPABILITY,
NetworkProtocol.WORLD_WEATHER_CAPABILITY,
"chat_v1",
"mail_v1",
"profile_v1",
@ -1074,7 +1080,11 @@ func receive_server_hello(data: Dictionary) -> void:
NetworkProtocol.PROTOCOL_VERSION,
_player_identity.fingerprint,
_player_identity.public_pem,
PackedStringArray([NetworkProtocol.SURFACE_DRAWING_CAPABILITY]),
PackedStringArray([
NetworkProtocol.SURFACE_DRAWING_CAPABILITY,
NetworkProtocol.WORLD_TIME_CAPABILITY,
NetworkProtocol.WORLD_WEATHER_CAPABILITY,
]),
)
_registry.update_appearance(local_peer_id, _local_appearance_snapshot)
var local_record := _registry.get_peer(local_peer_id)

View file

@ -0,0 +1,135 @@
class_name NetworkWorldTimeService
extends Node
const SYNC_INTERVAL_SECONDS: float = 5.0
const MAX_SESSION_ID_LENGTH: int = 96
var _session: NetworkSession
var _world_time: WorldTimeService
var _sync_elapsed: float = 0.0
var _sequence: int = 0
var _last_received_sequence: int = -1
var _active_session_id: String = ""
func setup(session: NetworkSession, world_time: WorldTimeService) -> void:
_session = session
_world_time = world_time
_session.state_changed.connect(_on_session_state_changed)
_session.peer_authenticated.connect(_on_peer_authenticated)
set_process(true)
func _process(delta: float) -> void:
if _session == null or _world_time == null or not _session.is_host():
return
_sync_elapsed += delta
if _sync_elapsed < SYNC_INTERVAL_SECONDS:
return
_sync_elapsed = 0.0
_broadcast_snapshot()
func _on_session_state_changed(state: NetworkSession.State) -> void:
if _world_time == null or _session == null:
return
if state in [NetworkSession.State.PRIVATE_HOST, NetworkSession.State.OPEN_HOST]:
if _active_session_id != _session.get_session_id():
_active_session_id = _session.get_session_id()
_sequence = 0
_last_received_sequence = -1
_sync_elapsed = 0.0
_world_time.begin_session()
return
if state == NetworkSession.State.JOINED_CLIENT:
_active_session_id = _session.get_session_id()
_last_received_sequence = -1
_sync_elapsed = 0.0
if _session.supports_server_capability(
NetworkProtocol.WORLD_TIME_CAPABILITY
):
_world_time.begin_session()
else:
_world_time.end_session()
return
if state in [
NetworkSession.State.INACTIVE,
NetworkSession.State.DISCONNECTING,
NetworkSession.State.CONNECTION_FAILED,
NetworkSession.State.SERVER_LOST,
]:
_active_session_id = ""
_sequence = 0
_last_received_sequence = -1
_sync_elapsed = 0.0
_world_time.end_session()
func _on_peer_authenticated(peer_id: int, _display_name: String) -> void:
if (
_session == null
or not _session.is_host()
or not _session.peer_supports_capability(
peer_id, NetworkProtocol.WORLD_TIME_CAPABILITY
)
):
return
_send_snapshot(peer_id)
func _broadcast_snapshot() -> void:
if _session == null or not _session.is_host():
return
for peer_id: int in _session.get_authenticated_peer_ids():
if peer_id == _session.get_local_peer_id():
continue
if _session.peer_supports_capability(
peer_id, NetworkProtocol.WORLD_TIME_CAPABILITY
):
_send_snapshot(peer_id)
func _send_snapshot(peer_id: int) -> void:
_sequence += 1
receive_world_time_snapshot.rpc_id(peer_id, {
"session_id": _session.get_session_id(),
"time_hours": _world_time.get_time_hours(),
"sequence": _sequence,
})
@rpc("authority", "call_remote", "reliable", 0)
func receive_world_time_snapshot(data: Dictionary) -> void:
if (
_session == null
or _world_time == null
or not _session.is_joined_client()
or not _session.supports_server_capability(
NetworkProtocol.WORLD_TIME_CAPABILITY
)
or not validate_snapshot(data)
or str(data["session_id"]) != _session.get_session_id()
):
return
var sequence: int = int(data["sequence"])
if sequence <= _last_received_sequence:
return
_last_received_sequence = sequence
_world_time.synchronize_time(float(data["time_hours"]))
static func validate_snapshot(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
return (
typeof(value.get("session_id")) == TYPE_STRING
and not str(value["session_id"]).is_empty()
and str(value["session_id"]).length() <= MAX_SESSION_ID_LENGTH
and typeof(value.get("time_hours")) in [TYPE_FLOAT, TYPE_INT]
and is_finite(float(value["time_hours"]))
and float(value["time_hours"]) >= 0.0
and float(value["time_hours"]) < WorldTimeService.HOURS_PER_DAY
and typeof(value.get("sequence")) == TYPE_INT
and int(value["sequence"]) >= 0
)

View file

@ -0,0 +1 @@
uid://blig76aes25j

View file

@ -0,0 +1,156 @@
class_name NetworkWorldWeatherService
extends Node
const SYNC_INTERVAL_SECONDS: float = 15.0
const MAX_SESSION_ID_LENGTH: int = 96
const MAX_REMAINING_SECONDS: float = 1800.0
var _session: NetworkSession
var _world_weather: WorldWeatherService
var _sync_elapsed: float = 0.0
var _sequence: int = 0
var _last_received_sequence: int = -1
var _active_session_id: String = ""
func setup(
session: NetworkSession,
world_weather: WorldWeatherService,
) -> void:
_session = session
_world_weather = world_weather
_session.state_changed.connect(_on_session_state_changed)
_session.peer_authenticated.connect(_on_peer_authenticated)
_world_weather.weather_changed.connect(_on_weather_changed)
set_process(true)
func _process(delta: float) -> void:
if _session == null or _world_weather == null or not _session.is_host():
return
_sync_elapsed += delta
if _sync_elapsed < SYNC_INTERVAL_SECONDS:
return
_sync_elapsed = 0.0
_broadcast_snapshot()
func _on_session_state_changed(state: NetworkSession.State) -> void:
if _world_weather == null or _session == null:
return
if state in [NetworkSession.State.PRIVATE_HOST, NetworkSession.State.OPEN_HOST]:
if _active_session_id != _session.get_session_id():
_active_session_id = _session.get_session_id()
_sequence = 0
_last_received_sequence = -1
_sync_elapsed = 0.0
_world_weather.begin_authoritative_session(
_active_session_id.hash()
)
return
if state == NetworkSession.State.JOINED_CLIENT:
_active_session_id = _session.get_session_id()
_last_received_sequence = -1
_sync_elapsed = 0.0
if _session.supports_server_capability(
NetworkProtocol.WORLD_WEATHER_CAPABILITY
):
_world_weather.begin_remote_session()
else:
_world_weather.end_session()
return
if state in [
NetworkSession.State.INACTIVE,
NetworkSession.State.DISCONNECTING,
NetworkSession.State.CONNECTION_FAILED,
NetworkSession.State.SERVER_LOST,
]:
_active_session_id = ""
_sequence = 0
_last_received_sequence = -1
_sync_elapsed = 0.0
_world_weather.end_session()
func _on_peer_authenticated(peer_id: int, _display_name: String) -> void:
if (
_session == null
or not _session.is_host()
or not _session.peer_supports_capability(
peer_id, NetworkProtocol.WORLD_WEATHER_CAPABILITY
)
):
return
_send_snapshot(peer_id)
func _on_weather_changed(
_weather: WorldWeatherService.Weather,
_seconds_remaining: float,
) -> void:
if _session != null and _session.is_host():
_broadcast_snapshot()
func _broadcast_snapshot() -> void:
if _session == null or not _session.is_host():
return
for peer_id: int in _session.get_authenticated_peer_ids():
if peer_id == _session.get_local_peer_id():
continue
if _session.peer_supports_capability(
peer_id, NetworkProtocol.WORLD_WEATHER_CAPABILITY
):
_send_snapshot(peer_id)
func _send_snapshot(peer_id: int) -> void:
_sequence += 1
receive_world_weather_snapshot.rpc_id(peer_id, {
"session_id": _session.get_session_id(),
"weather": int(_world_weather.get_weather()),
"seconds_remaining": _world_weather.get_seconds_remaining(),
"sequence": _sequence,
})
@rpc("authority", "call_remote", "reliable", 0)
func receive_world_weather_snapshot(data: Dictionary) -> void:
if (
_session == null
or _world_weather == null
or not _session.is_joined_client()
or not _session.supports_server_capability(
NetworkProtocol.WORLD_WEATHER_CAPABILITY
)
or not validate_snapshot(data)
or str(data["session_id"]) != _session.get_session_id()
):
return
var sequence: int = int(data["sequence"])
if sequence <= _last_received_sequence:
return
_last_received_sequence = sequence
_world_weather.apply_authoritative_snapshot(
int(data["weather"]) as WorldWeatherService.Weather,
float(data["seconds_remaining"]),
)
static func validate_snapshot(data: Variant) -> bool:
if typeof(data) != TYPE_DICTIONARY:
return false
var value: Dictionary = data
return (
typeof(value.get("session_id")) == TYPE_STRING
and not str(value["session_id"]).is_empty()
and str(value["session_id"]).length() <= MAX_SESSION_ID_LENGTH
and typeof(value.get("weather")) == TYPE_INT
and WorldWeatherService.is_valid_weather(int(value["weather"]))
and typeof(value.get("seconds_remaining")) in [TYPE_FLOAT, TYPE_INT]
and is_finite(float(value["seconds_remaining"]))
and float(value["seconds_remaining"]) >= 0.0
and float(value["seconds_remaining"]) <= MAX_REMAINING_SECONDS
and typeof(value.get("sequence")) == TYPE_INT
and int(value["sequence"]) >= 0
)

View file

@ -0,0 +1 @@
uid://llj46fx0oco7

View file

@ -107,12 +107,17 @@ func _validate_catalog_and_pools() -> void:
var pond_context := FishingContextType.new()
pond_context.location_tags = [&"starter_pond"]
pond_context.water_type = WaterType.Type.FRESH_WATER
var night_pond_context := FishingContextType.new()
night_pond_context.location_tags = [&"starter_pond"]
night_pond_context.water_type = WaterType.Type.FRESH_WATER
night_pond_context.is_night = true
var ocean_context := FishingContextType.new()
ocean_context.location_tags = [&"coast", &"ocean"]
ocean_context.water_type = WaterType.Type.SALT_WATER
for fish_id: StringName in CATFISH_IDS:
var fish: FishDataType = Catalog.get_fish_by_id(fish_id)
assert(fish.availability.is_available(pond_context))
assert(not fish.availability.is_available(pond_context))
assert(fish.availability.is_available(night_pond_context))
assert(not fish.availability.is_available(ocean_context))
var single_species_pool := FishPoolType.new()
single_species_pool.candidates = [fish]
@ -122,7 +127,7 @@ func _validate_catalog_and_pools() -> void:
selector.begin_roll()
assert(
selector.select_fish(
single_species_pool, pond_context, collection
single_species_pool, night_pond_context, collection
) == fish
)
collection.free()

View file

@ -11,7 +11,11 @@ func _initialize() -> void:
func _run() -> void:
var main := MainScene.instantiate()
root.add_child(main)
for _frame: int in 6:
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")))
var save_manager := main.get("_save_manager") as PlayerSaveManager
@ -45,7 +49,7 @@ func _run() -> void:
assert(not hotbar.visible)
var entry_buttons: Dictionary = logbook.get("_entry_buttons")
assert(entry_buttons.size() == 0)
assert(entry_buttons.size() == 6)
await _capture_if_requested("-unknown")
logbook.call(
"_select_category", WaterType.Type.FRESH_WATER

View file

@ -0,0 +1,186 @@
extends SceneTree
const MainScene = preload("res://main/main.tscn")
const TEST_PORT: int = 17983
const INITIAL_HOST_TIME: float = 19.75
const UPDATED_HOST_TIME: float = 20.75
const TIME_TOLERANCE_HOURS: float = 0.05
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("World time multiplayer validation needs host or client mode.")
quit(1)
func _run_host() -> void:
var main: Node = await _create_initialized_main()
var session := main.get_node("%NetworkSession") as NetworkSession
var world_time := main.get_node("%WorldTimeService") as WorldTimeService
var world_weather := (
main.get_node("%WorldWeatherService") as WorldWeatherService
)
assert(session.start_private_host(TEST_PORT))
world_time.synchronize_time(INITIAL_HOST_TIME)
world_weather.apply_authoritative_snapshot(
WorldWeatherService.Weather.RAINY, 300.0
)
assert(session.set_host_open(true))
var remote_peer_id: int = 0
var join_deadline: int = Time.get_ticks_msec() + 20000
while Time.get_ticks_msec() < join_deadline and remote_peer_id == 0:
await process_frame
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)
assert(session.peer_supports_capability(
remote_peer_id, NetworkProtocol.WORLD_TIME_CAPABILITY
))
assert(session.peer_supports_capability(
remote_peer_id, NetworkProtocol.WORLD_WEATHER_CAPABILITY
))
assert(world_time.get_phase() == WorldTimeService.Phase.DUSK)
await create_timer(1.0).timeout
world_time.synchronize_time(UPDATED_HOST_TIME)
world_weather.apply_authoritative_snapshot(
WorldWeatherService.Weather.FOGGY, 300.0
)
var disconnect_deadline: int = Time.get_ticks_msec() + 12000
while (
Time.get_ticks_msec() < disconnect_deadline
and session.is_authenticated_peer(remote_peer_id)
):
await process_frame
assert(not session.is_authenticated_peer(remote_peer_id))
print("World time 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:%d" % TEST_PORT,
)
var session := main.get_node("%NetworkSession") as NetworkSession
var world_time := main.get_node("%WorldTimeService") as WorldTimeService
var world_weather := (
main.get_node("%WorldWeatherService") as WorldWeatherService
)
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")):
break
assert(session.is_joined_client())
assert(session.supports_server_capability(
NetworkProtocol.WORLD_TIME_CAPABILITY
))
assert(session.supports_server_capability(
NetworkProtocol.WORLD_WEATHER_CAPABILITY
))
var initial_deadline: int = Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < initial_deadline
and _wrapped_time_difference(
world_time.get_time_hours(), INITIAL_HOST_TIME
) > TIME_TOLERANCE_HOURS
):
await process_frame
assert(_wrapped_time_difference(
world_time.get_time_hours(), INITIAL_HOST_TIME
) <= TIME_TOLERANCE_HOURS)
assert(world_time.get_phase() == WorldTimeService.Phase.DUSK)
var weather_deadline: int = Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < weather_deadline
and not world_weather.is_raining()
):
await process_frame
assert(world_weather.is_raining())
var game_ui := main.get_node("%GameUI") as CanvasLayer
var chat_ui := game_ui.get_node("%ChatUI") as Control
var clock_panel := chat_ui.get_node("WorldClockPanel") as PanelContainer
var clock_label := clock_panel.get_node("WorldClockLabel") as Label
var weather_icon := chat_ui.get_node("WorldWeatherIcon") as WeatherIcon
var chat_panel := chat_ui.get_node("ChatPanel") as PanelContainer
assert(clock_panel.visible)
assert(clock_label.text == world_time.get_clock_text())
assert(clock_label.text.ends_with(" pm"))
assert(weather_icon.visible)
assert(weather_icon.get_weather() == WorldWeatherService.Weather.RAINY)
assert(clock_panel.position.y + clock_panel.size.y < chat_panel.position.y)
var update_deadline: int = Time.get_ticks_msec() + 10000
while (
Time.get_ticks_msec() < update_deadline
and _wrapped_time_difference(
world_time.get_time_hours(), UPDATED_HOST_TIME
) > TIME_TOLERANCE_HOURS
):
await process_frame
assert(_wrapped_time_difference(
world_time.get_time_hours(), UPDATED_HOST_TIME
) <= TIME_TOLERANCE_HOURS)
assert(world_time.get_phase() == WorldTimeService.Phase.NIGHT)
assert(clock_label.text == world_time.get_clock_text())
var fog_deadline: int = Time.get_ticks_msec() + 8000
while (
Time.get_ticks_msec() < fog_deadline
and not world_weather.is_foggy()
):
await process_frame
assert(world_weather.is_foggy())
assert(weather_icon.get_weather() == WorldWeatherService.Weather.FOGGY)
chat_ui.call("set_dock_right", true)
await process_frame
assert(clock_panel.position.x > 1000.0)
assert(weather_icon.position.x < clock_panel.position.x)
chat_ui.call("set_dock_right", false)
await process_frame
assert(clock_panel.position.x < 20.0)
assert(weather_icon.position.x > clock_panel.position.x)
print("World time 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
func _wrapped_time_difference(left: float, right: float) -> float:
var direct: float = absf(left - right)
return minf(direct, WorldTimeService.HOURS_PER_DAY - direct)

View file

@ -0,0 +1 @@
uid://6fal0btp6sgr

View file

@ -0,0 +1,182 @@
extends SceneTree
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldTimeVisualControllerType = preload(
"res://world/world_time_visual_controller.gd"
)
const NetworkWorldTimeServiceType = preload(
"res://network/network_world_time_service.gd"
)
const FishingContextType = preload("res://fishing/fishing_context.gd")
const FishDataType = preload("res://fish/fish_data.gd")
const FishPoolType = preload("res://fish/fish_pool.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const FishableWaterRegionType = preload(
"res://world/fishable_water_region.gd"
)
const Catalog: FishPoolType = preload("res://fish/pools/fish_catalog.tres")
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_validate_clock_boundaries_and_duration()
_validate_fishing_availability()
_validate_fishing_spot_context()
_validate_network_snapshot_bounds()
_validate_environment_presentation()
print("World time validation: PASS")
quit()
func _validate_clock_boundaries_and_duration() -> void:
assert(WorldTimeServiceType.REAL_SECONDS_PER_CYCLE == 3600.0)
assert(
WorldTimeServiceType.phase_for_hour(7.49)
== WorldTimeServiceType.Phase.NIGHT
)
assert(
WorldTimeServiceType.phase_for_hour(7.5)
== WorldTimeServiceType.Phase.DAWN
)
assert(
WorldTimeServiceType.phase_for_hour(8.49)
== WorldTimeServiceType.Phase.DAWN
)
assert(
WorldTimeServiceType.phase_for_hour(8.5)
== WorldTimeServiceType.Phase.DAY
)
assert(
WorldTimeServiceType.phase_for_hour(19.5)
== WorldTimeServiceType.Phase.DUSK
)
assert(
WorldTimeServiceType.phase_for_hour(20.5)
== WorldTimeServiceType.Phase.NIGHT
)
assert(WorldTimeServiceType.format_clock_time(0.0) == "12:00 am")
assert(WorldTimeServiceType.format_clock_time(8.0) == "8:00 am")
assert(WorldTimeServiceType.format_clock_time(20.5) == "8:30 pm")
var clock := WorldTimeServiceType.new()
root.add_child(clock)
clock.begin_session(8.0)
clock.advance_time(1800.0)
assert(is_equal_approx(clock.get_time_hours(), 20.0))
assert(clock.is_night_period())
assert(clock.is_transition())
clock.advance_time(1800.0)
assert(is_equal_approx(clock.get_time_hours(), 8.0))
assert(not clock.is_night_period())
assert(clock.is_transition())
clock.queue_free()
func _validate_fishing_availability() -> void:
var day_context := FishingContextType.new()
day_context.location_tags = [&"starter_pond"]
day_context.is_night = false
var night_context := FishingContextType.new()
night_context.location_tags = [&"starter_pond"]
night_context.is_night = true
var transition_context := FishingContextType.new()
transition_context.location_tags = [&"starter_pond"]
transition_context.is_night = true
transition_context.is_day_night_transition = true
for fish_id: StringName in [&"bluegill", &"sunfish"]:
var day_fish: FishDataType = Catalog.get_fish_by_id(fish_id)
assert(day_fish.availability.is_available(day_context))
assert(not day_fish.availability.is_available(night_context))
assert(day_fish.availability.is_available(transition_context))
for fish_id: StringName in [
&"catfish_blue",
&"catfish_channel",
&"catfish_flathead",
&"catfish_white",
]:
var night_fish: FishDataType = Catalog.get_fish_by_id(fish_id)
assert(not night_fish.availability.is_available(day_context))
assert(night_fish.availability.is_available(night_context))
assert(night_fish.availability.is_available(transition_context))
for fish_id: StringName in [&"bass", &"carp"]:
var all_time_fish: FishDataType = Catalog.get_fish_by_id(fish_id)
assert(all_time_fish.availability.is_available(day_context))
assert(all_time_fish.availability.is_available(night_context))
assert(all_time_fish.availability.is_available(transition_context))
func _validate_fishing_spot_context() -> void:
var clock := WorldTimeServiceType.new()
clock.begin_session(20.25)
var fishing_spot := FishingSpotType.new()
fishing_spot.set("_world_time", clock)
var region := FishableWaterRegionType.new()
region.location_tags = [&"starter_pond"]
region.water_type = WaterType.Type.FRESH_WATER
var dusk_context: FishingContext = fishing_spot.build_network_context(region)
assert(dusk_context.is_night)
assert(dusk_context.is_day_night_transition)
clock.synchronize_time(14.0)
var day_context: FishingContext = fishing_spot.build_network_context(region)
assert(not day_context.is_night)
assert(not day_context.is_day_night_transition)
region.free()
fishing_spot.free()
clock.free()
func _validate_network_snapshot_bounds() -> void:
assert(NetworkWorldTimeServiceType.validate_snapshot({
"session_id": "session",
"time_hours": 8.25,
"sequence": 1,
}))
assert(not NetworkWorldTimeServiceType.validate_snapshot({
"session_id": "session",
"time_hours": 24.0,
"sequence": 1,
}))
assert(not NetworkWorldTimeServiceType.validate_snapshot({
"session_id": "",
"time_hours": 8.0,
"sequence": 1,
}))
func _validate_environment_presentation() -> void:
var world_root := Node3D.new()
root.add_child(world_root)
var world_environment := WorldEnvironment.new()
var environment := Environment.new()
var sky := Sky.new()
sky.sky_material = ProceduralSkyMaterial.new()
environment.sky = sky
environment.adjustment_enabled = true
environment.fog_enabled = true
world_environment.environment = environment
world_root.add_child(world_environment)
var sun := DirectionalLight3D.new()
world_root.add_child(sun)
var clock := WorldTimeServiceType.new()
world_root.add_child(clock)
var visuals := WorldTimeVisualControllerType.new()
world_root.add_child(visuals)
visuals.setup(clock, world_environment, sun)
visuals.apply_time_immediately(12.0)
var runtime_environment: Environment = world_environment.environment
var runtime_sky_material := (
runtime_environment.sky.sky_material as ProceduralSkyMaterial
)
var day_horizon: Color = runtime_sky_material.sky_horizon_color
var day_ambient_energy: float = runtime_environment.ambient_light_energy
visuals.apply_time_immediately(0.0)
assert(runtime_sky_material.sky_horizon_color != day_horizon)
assert(runtime_environment.ambient_light_energy < day_ambient_energy)
visuals.apply_time_immediately(20.0)
assert(runtime_sky_material.sky_horizon_color.r > day_horizon.r)
world_root.queue_free()

View file

@ -0,0 +1 @@
uid://buiitafgrgm4b

View file

@ -0,0 +1,190 @@
extends SceneTree
const WorldWeatherServiceType = preload(
"res://world/world_weather_service.gd"
)
const NetworkWorldWeatherServiceType = preload(
"res://network/network_world_weather_service.gd"
)
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldTimeVisualControllerType = preload(
"res://world/world_time_visual_controller.gd"
)
const FishingContextType = preload("res://fishing/fishing_context.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
const FishAvailabilityType = preload("res://fish/fish_availability.gd")
const FishableWaterRegionType = preload(
"res://world/fishable_water_region.gd"
)
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
_validate_weather_scheduler()
_validate_snapshot_bounds()
_validate_fishing_weather_seams()
_validate_fishing_spot_context()
_validate_weather_presentation()
print("World weather validation: PASS")
quit()
func _validate_weather_scheduler() -> void:
var weather := WorldWeatherServiceType.new()
root.add_child(weather)
weather.begin_authoritative_session(20260802)
assert(weather.get_weather() == WorldWeatherServiceType.Weather.SUNNY)
assert(_duration_is_valid(weather))
weather.advance_weather(weather.get_seconds_remaining() + 0.01)
assert(weather.get_weather() == WorldWeatherServiceType.Weather.CLOUDY)
assert(_duration_is_valid(weather))
weather.advance_weather(weather.get_seconds_remaining() + 0.01)
assert(weather.get_weather() in [
WorldWeatherServiceType.Weather.SUNNY,
WorldWeatherServiceType.Weather.RAINY,
WorldWeatherServiceType.Weather.FOGGY,
])
assert(_duration_is_valid(weather))
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.RAINY, 120.0
)
assert(weather.is_raining())
assert(not weather.is_foggy())
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.FOGGY, 120.0
)
assert(weather.is_foggy())
assert(not weather.is_raining())
weather.queue_free()
func _duration_is_valid(weather: WorldWeatherServiceType) -> bool:
var seconds: float = weather.get_seconds_remaining()
match weather.get_weather():
WorldWeatherServiceType.Weather.SUNNY:
return seconds >= 480.0 and seconds <= 900.0
WorldWeatherServiceType.Weather.CLOUDY:
return seconds >= 300.0 and seconds <= 720.0
WorldWeatherServiceType.Weather.RAINY, WorldWeatherServiceType.Weather.FOGGY:
return seconds >= 300.0 and seconds <= 600.0
return false
func _validate_snapshot_bounds() -> void:
assert(NetworkWorldWeatherServiceType.validate_snapshot({
"session_id": "session",
"weather": int(WorldWeatherServiceType.Weather.FOGGY),
"seconds_remaining": 300.0,
"sequence": 2,
}))
assert(not NetworkWorldWeatherServiceType.validate_snapshot({
"session_id": "session",
"weather": 99,
"seconds_remaining": 300.0,
"sequence": 2,
}))
assert(not NetworkWorldWeatherServiceType.validate_snapshot({
"session_id": "session",
"weather": int(WorldWeatherServiceType.Weather.RAINY),
"seconds_remaining": 1801.0,
"sequence": 2,
}))
func _validate_fishing_weather_seams() -> void:
var clear_context := FishingContextType.new()
var rain_context := FishingContextType.new()
rain_context.is_raining = true
var fog_context := FishingContextType.new()
fog_context.is_foggy = true
fog_context.is_night = true
var rain_only := FishAvailabilityType.new()
rain_only.require_rain = true
assert(not rain_only.is_available(clear_context))
assert(rain_only.is_available(rain_context))
var fog_only := FishAvailabilityType.new()
fog_only.allow_day = false
fog_only.require_fog = true
assert(not fog_only.is_available(clear_context))
assert(fog_only.is_available(fog_context))
var no_fog := FishAvailabilityType.new()
no_fog.forbid_fog = true
assert(no_fog.is_available(clear_context))
assert(not no_fog.is_available(fog_context))
func _validate_fishing_spot_context() -> void:
var weather := WorldWeatherServiceType.new()
weather.begin_remote_session()
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.FOGGY, 200.0
)
var fishing_spot := FishingSpotType.new()
fishing_spot.set("_world_weather", weather)
var region := FishableWaterRegionType.new()
region.location_tags = [&"starter_pond"]
var context: FishingContext = fishing_spot.build_network_context(region)
assert(context.is_foggy)
assert(not context.is_raining)
weather.apply_authoritative_snapshot(
WorldWeatherServiceType.Weather.RAINY, 200.0
)
context = fishing_spot.build_network_context(region)
assert(context.is_raining)
assert(not context.is_foggy)
region.free()
fishing_spot.free()
weather.free()
func _validate_weather_presentation() -> void:
var world_root := Node3D.new()
root.add_child(world_root)
var world_environment := WorldEnvironment.new()
var environment := Environment.new()
var sky := Sky.new()
sky.sky_material = ProceduralSkyMaterial.new()
environment.sky = sky
environment.adjustment_enabled = true
environment.fog_enabled = true
world_environment.environment = environment
world_root.add_child(world_environment)
var sun := DirectionalLight3D.new()
world_root.add_child(sun)
var clock := WorldTimeServiceType.new()
world_root.add_child(clock)
clock.begin_session(14.0)
var weather := WorldWeatherServiceType.new()
world_root.add_child(weather)
weather.begin_remote_session()
var rain_target := Node3D.new()
world_root.add_child(rain_target)
var visuals := WorldTimeVisualControllerType.new()
world_root.add_child(visuals)
visuals.setup(
clock, world_environment, sun, weather, rain_target
)
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.FOGGY
)
var runtime_environment: Environment = world_environment.environment
assert(runtime_environment.fog_depth_begin <= 4.01)
assert(runtime_environment.fog_depth_end <= 42.01)
assert(runtime_environment.fog_sky_affect >= 0.93)
assert(runtime_environment.fog_aerial_perspective >= 0.91)
assert(runtime_environment.adjustment_saturation < 0.70)
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.RAINY
)
var rain := visuals.get_node("LocalRain") as GPUParticles3D
assert(rain != null)
assert(rain.emitting)
assert(rain.amount_ratio > 0.99)
visuals.apply_weather_immediately(
WorldWeatherServiceType.Weather.SUNNY
)
assert(not rain.emitting)
world_root.queue_free()

View file

@ -0,0 +1 @@
uid://cdbmbag58okjb

View file

@ -20,6 +20,16 @@ const HANDLE_SIZE := Vector2(34, 42)
const HANDLE_GAP: float = 6.0
const COLLAPSED_REVEAL_WIDTH: float = 8.0
const HINT_EDGE_MARGIN: float = 4.0
const CLOCK_SIZE := Vector2(116.0, 34.0)
const CLOCK_EDGE_MARGIN: float = 10.0
const CLOCK_PANEL_GAP: float = 8.0
const WEATHER_ICON_SIZE := Vector2(34.0, 34.0)
const WEATHER_ICON_GAP: float = 6.0
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldWeatherServiceType = preload(
"res://world/world_weather_service.gd"
)
const WeatherIconType = preload("res://ui/weather_icon.gd")
enum PresentationState {
COLLAPSED,
@ -44,6 +54,9 @@ var _height_button: Button
var _unread_indicator: Label
var _hint: Label
var _speech_layer: Control
var _clock_panel: PanelContainer
var _clock_label: Label
var _weather_icon: WeatherIconType
var _speech: Dictionary[int, Dictionary] = {}
var _draft_save_timer: Timer
var _opacity_tween: Tween
@ -62,6 +75,8 @@ var _prior_movement: bool = true
var _prior_camera: bool = true
var _output_scale: float = 1.0
var _dock_right: bool = false
var _world_time: WorldTimeServiceType
var _world_weather: WorldWeatherServiceType
func _ready() -> void:
@ -79,6 +94,8 @@ func setup(
player: Player,
fishing_spot: FishingSpot,
settings: PlayerSettingsManager,
world_time: WorldTimeServiceType,
world_weather: WorldWeatherServiceType,
) -> void:
_service = service
_session = session
@ -86,6 +103,29 @@ func setup(
_player = player
_fishing_spot = fishing_spot
_settings = settings
_world_time = world_time
_world_weather = world_weather
if (
_world_time != null
and not _world_time.time_changed.is_connected(
_on_world_time_changed
)
):
_world_time.time_changed.connect(_on_world_time_changed)
_on_world_time_changed(
_world_time.get_time_hours(), _world_time.get_phase()
)
if (
_world_weather != null
and not _world_weather.weather_changed.is_connected(
_on_world_weather_changed
)
):
_world_weather.weather_changed.connect(_on_world_weather_changed)
_on_world_weather_changed(
_world_weather.get_weather(),
_world_weather.get_seconds_remaining(),
)
set_dock_right(_settings.current_settings.chat_dock_right)
_service.message_received.connect(_on_message)
_service.local_message_confirmed.connect(_on_local_message_confirmed)
@ -184,6 +224,31 @@ func _exit_tree() -> void:
func _build_ui() -> void:
_clock_panel = PanelContainer.new()
_clock_panel.name = "WorldClockPanel"
_clock_panel.size = CLOCK_SIZE
_clock_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
_clock_panel.add_theme_stylebox_override(
"panel", _clock_panel_style()
)
add_child(_clock_panel)
_clock_label = Label.new()
_clock_label.name = "WorldClockLabel"
_clock_label.text = "8:00 am"
_clock_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_clock_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
_clock_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
_clock_label.add_theme_font_override("font", UtilityPageStyle.TuffyFont)
_clock_label.add_theme_font_size_override("font_size", 18)
_clock_label.add_theme_color_override(
"font_color", UtilityPageStyle.OCEAN_TEXT_PRIMARY
)
_clock_panel.add_child(_clock_label)
_weather_icon = WeatherIconType.new()
_weather_icon.name = "WorldWeatherIcon"
_weather_icon.size = WEATHER_ICON_SIZE
_weather_icon.mouse_filter = Control.MOUSE_FILTER_STOP
add_child(_weather_icon)
_panel = PanelContainer.new()
_panel.name = "ChatPanel"
_panel.mouse_filter = Control.MOUSE_FILTER_STOP
@ -326,6 +391,8 @@ func _build_ui() -> void:
_draft_save_timer.timeout.connect(_flush_draft)
add_child(_draft_save_timer)
_panel.hide()
_clock_panel.hide()
_weather_icon.hide()
_collapse_button.hide()
_height_button.hide()
_unread_indicator.hide()
@ -346,6 +413,16 @@ func _chat_panel_style() -> StyleBoxFlat:
return style
func _clock_panel_style() -> StyleBoxFlat:
var style := _borderless_style(Color(0.025, 0.13, 0.19, 0.94))
style.set_corner_radius_all(12)
style.content_margin_left = 10
style.content_margin_right = 10
style.content_margin_top = 4
style.content_margin_bottom = 4
return style
func _borderless_style(color: Color) -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = color
@ -525,11 +602,15 @@ func _refresh_history() -> void:
func _refresh_visibility() -> void:
if not _available:
_panel.hide()
_clock_panel.hide()
_weather_icon.hide()
_collapse_button.hide()
_height_button.hide()
_unread_indicator.hide()
_hint.hide()
return
_clock_panel.show()
_weather_icon.show()
_collapse_button.show()
var collapsed := _presentation_state == PresentationState.COLLAPSED
_panel.show()
@ -737,6 +818,25 @@ func _layout_presentation(animate: bool) -> void:
panel_x = -(PANEL_WIDTH - COLLAPSED_REVEAL_WIDTH) if collapsed else 0.0
var target_position := Vector2(panel_x, bottom - height)
var target_size := Vector2(PANEL_WIDTH, height)
var clock_x: float = (
viewport_width - CLOCK_SIZE.x - CLOCK_EDGE_MARGIN
if _dock_right else CLOCK_EDGE_MARGIN
)
var clock_position := Vector2(
clock_x,
maxf(
CLOCK_EDGE_MARGIN,
target_position.y - CLOCK_SIZE.y - CLOCK_PANEL_GAP,
),
)
var weather_icon_x: float = (
clock_position.x - WEATHER_ICON_GAP - WEATHER_ICON_SIZE.x
if _dock_right
else clock_position.x + CLOCK_SIZE.x + WEATHER_ICON_GAP
)
var weather_icon_position := Vector2(
weather_icon_x, clock_position.y
)
var handle_stack_height := HANDLE_SIZE.y * 2.0 + HANDLE_GAP
var handle_stack_top := (
bottom - COMPACT_HEIGHT * 0.5 - handle_stack_height * 0.5
@ -766,6 +866,10 @@ func _layout_presentation(animate: bool) -> void:
if not animate:
_panel.position = target_position
_panel.size = target_size
_clock_panel.position = clock_position
_clock_panel.size = CLOCK_SIZE
_weather_icon.position = weather_icon_position
_weather_icon.size = WEATHER_ICON_SIZE
_collapse_button.position = collapse_position
_height_button.position = height_position
_unread_indicator.position = unread_position
@ -779,6 +883,18 @@ func _layout_presentation(animate: bool) -> void:
_height_tween.tween_property(
_panel, "size", target_size, UIMotion.CHAT_RESIZE_DURATION
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
_height_tween.tween_property(
_clock_panel,
"position",
clock_position,
UIMotion.CHAT_RESIZE_DURATION,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
_height_tween.tween_property(
_weather_icon,
"position",
weather_icon_position,
UIMotion.CHAT_RESIZE_DURATION,
).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
_height_tween.tween_property(
_collapse_button,
"position",
@ -836,6 +952,22 @@ func _on_viewport_resized() -> void:
_layout_presentation(false)
func _on_world_time_changed(
_time_hours: float,
_phase: WorldTimeService.Phase,
) -> void:
if _clock_label != null and _world_time != null:
_clock_label.text = _world_time.get_clock_text()
func _on_world_weather_changed(
weather: WorldWeatherService.Weather,
_seconds_remaining: float,
) -> void:
if _weather_icon != null:
_weather_icon.set_weather(weather)
func _on_exterior_handle_entered() -> void:
_panel_hovered = true
_update_panel_opacity(true)

View file

@ -39,6 +39,10 @@ const SurfaceDrawingToolbarType = preload(
const PlayerSettingsManagerType = preload(
"res://settings/player_settings_manager.gd"
)
const WorldTimeServiceType = preload("res://world/world_time_service.gd")
const WorldWeatherServiceType = preload(
"res://world/world_weather_service.gd"
)
signal pixelation_settings_visibility_changed(is_visible: bool)
signal crisp_reset_focus_requested
@ -145,13 +149,15 @@ func setup(
settings_manager: PlayerSettingsManagerType,
surface_drawing: NetworkSurfaceDrawingService,
art_unlocks: PlayerArtUnlocks,
world_time: WorldTimeServiceType,
world_weather: WorldWeatherServiceType,
) -> void:
_player = player
_fishing_spot = fishing_spot
_item_effects = item_effects
_chat_ui.setup(
network_chat_service, network_session, spawn_service, player,
fishing_spot, settings_manager
fishing_spot, settings_manager, world_time, world_weather
)
_title_settings_panel.setup_network_profile(
network_profile, network_session

80
ui/weather_icon.gd Normal file
View file

@ -0,0 +1,80 @@
class_name WeatherIcon
extends Control
const BUBBLE_COLOR := Color(0.025, 0.13, 0.19, 0.94)
const ICON_COLOR := Color(0.78, 0.91, 0.95)
const SUN_COLOR := Color(0.98, 0.82, 0.34)
const RAIN_COLOR := Color(0.28, 0.73, 0.82)
var _weather: WorldWeatherService.Weather = WorldWeatherService.Weather.SUNNY
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_PASS
focus_mode = Control.FOCUS_NONE
custom_minimum_size = Vector2(34.0, 34.0)
tooltip_text = "sunny"
queue_redraw()
func set_weather(weather: WorldWeatherService.Weather) -> void:
if _weather == weather:
return
_weather = weather
tooltip_text = WorldWeatherService.weather_name(_weather)
queue_redraw()
func get_weather() -> WorldWeatherService.Weather:
return _weather
func _draw() -> void:
var center: Vector2 = size * 0.5
var radius: float = minf(size.x, size.y) * 0.5
draw_circle(center, radius, BUBBLE_COLOR)
match _weather:
WorldWeatherService.Weather.SUNNY:
_draw_sun(center)
WorldWeatherService.Weather.CLOUDY:
_draw_cloud(center + Vector2(0.0, 1.0))
WorldWeatherService.Weather.RAINY:
_draw_cloud(center + Vector2(0.0, -2.0))
for x_offset: float in PackedFloat32Array([-6.0, 0.0, 6.0]):
draw_line(
center + Vector2(x_offset + 1.0, 5.0),
center + Vector2(x_offset - 1.0, 9.0),
RAIN_COLOR,
2.0,
true,
)
WorldWeatherService.Weather.FOGGY:
for y_offset: float in PackedFloat32Array([-6.0, 0.0, 6.0]):
draw_line(
center + Vector2(-9.0, y_offset),
center + Vector2(9.0, y_offset),
ICON_COLOR,
2.0,
true,
)
func _draw_sun(center: Vector2) -> void:
draw_circle(center, 5.0, SUN_COLOR)
for index: int in 8:
var angle: float = TAU * float(index) / 8.0
var direction := Vector2(cos(angle), sin(angle))
draw_line(
center + direction * 8.0,
center + direction * 11.0,
SUN_COLOR,
2.0,
true,
)
func _draw_cloud(center: Vector2) -> void:
draw_circle(center + Vector2(-5.0, 0.0), 5.0, ICON_COLOR)
draw_circle(center + Vector2(0.0, -3.0), 6.0, ICON_COLOR)
draw_circle(center + Vector2(6.0, 0.0), 5.0, ICON_COLOR)
draw_rect(Rect2(center + Vector2(-9.0, 0.0), Vector2(18.0, 5.0)), ICON_COLOR)

1
ui/weather_icon.gd.uid Normal file
View file

@ -0,0 +1 @@
uid://crcognj0s8ntq

View file

@ -15,6 +15,8 @@ const FishingShopInteractionType = preload(
@onready var _fishing_shop: FishingShopInteractionType = (
_starter_island.get_fishing_shop()
)
@onready var _world_environment: WorldEnvironment = $Environment/WorldEnvironment
@onready var _sun: DirectionalLight3D = $Environment/Sun
func get_player_water_triggers() -> Array[PlayerWaterTrigger]:
@ -40,6 +42,14 @@ func get_player_spawn_transform() -> Transform3D:
return _starter_island.get_player_spawn_transform()
func get_world_environment() -> WorldEnvironment:
return _world_environment
func get_sun() -> DirectionalLight3D:
return _sun
func get_fishable_water_regions() -> Array[FishableWaterRegion]:
var waters: Array[FishableWaterRegion] = []
for region: WorldRegion in _get_regions():

126
world/world_time_service.gd Normal file
View file

@ -0,0 +1,126 @@
class_name WorldTimeService
extends Node
signal time_changed(time_hours: float, phase: Phase)
signal phase_changed(phase: Phase)
enum Phase {
DAWN,
DAY,
DUSK,
NIGHT,
}
const HOURS_PER_DAY: float = 24.0
const REAL_SECONDS_PER_CYCLE: float = 60.0 * 60.0
const HOURS_PER_REAL_SECOND: float = HOURS_PER_DAY / REAL_SECONDS_PER_CYCLE
const DAY_START_HOUR: float = 8.0
const NIGHT_START_HOUR: float = 20.0
const TRANSITION_HALF_HOURS: float = 0.5
const DAWN_START_HOUR: float = DAY_START_HOUR - TRANSITION_HALF_HOURS
const DAWN_END_HOUR: float = DAY_START_HOUR + TRANSITION_HALF_HOURS
const DUSK_START_HOUR: float = NIGHT_START_HOUR - TRANSITION_HALF_HOURS
const DUSK_END_HOUR: float = NIGHT_START_HOUR + TRANSITION_HALF_HOURS
const DEFAULT_START_HOUR: float = DAY_START_HOUR
var _time_hours: float = DEFAULT_START_HOUR
var _running: bool = false
var _phase: Phase = Phase.DAWN
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
advance_time(delta)
func begin_session(start_hour: float = DEFAULT_START_HOUR) -> void:
_running = true
set_process(true)
_set_time_hours(start_hour, true)
func end_session() -> void:
_running = false
set_process(false)
_set_time_hours(DEFAULT_START_HOUR, true)
func advance_time(real_seconds: float) -> void:
if not _running or real_seconds <= 0.0:
return
_set_time_hours(
_time_hours + real_seconds * HOURS_PER_REAL_SECOND,
false,
)
func synchronize_time(authoritative_time_hours: float) -> void:
if not is_finite(authoritative_time_hours):
return
_set_time_hours(authoritative_time_hours, true)
func get_time_hours() -> float:
return _time_hours
func get_phase() -> Phase:
return _phase
func is_night_period() -> bool:
return _time_hours < DAY_START_HOUR or _time_hours >= NIGHT_START_HOUR
func is_transition() -> bool:
return _phase in [Phase.DAWN, Phase.DUSK]
func get_clock_text() -> String:
return format_clock_time(_time_hours)
static func phase_for_hour(time_hours: float) -> Phase:
var hour: float = _normalized_hour(time_hours)
if hour >= DAWN_START_HOUR and hour < DAWN_END_HOUR:
return Phase.DAWN
if hour >= DAWN_END_HOUR and hour < DUSK_START_HOUR:
return Phase.DAY
if hour >= DUSK_START_HOUR and hour < DUSK_END_HOUR:
return Phase.DUSK
return Phase.NIGHT
static func format_clock_time(time_hours: float) -> String:
var hour: float = _normalized_hour(time_hours)
var total_minutes: int = floori(hour * 60.0)
var hour_24: int = floori(float(total_minutes) / 60.0)
var minute: int = total_minutes % 60
var hour_12: int = hour_24 % 12
if hour_12 == 0:
hour_12 = 12
return "%d:%02d %s" % [
hour_12,
minute,
"am" if hour_24 < 12 else "pm",
]
func _set_time_hours(time_hours: float, force_emit: bool) -> void:
var normalized: float = _normalized_hour(time_hours)
var next_phase: Phase = phase_for_hour(normalized)
var phase_was_changed: bool = next_phase != _phase
var time_was_changed: bool = not is_equal_approx(normalized, _time_hours)
_time_hours = normalized
_phase = next_phase
if phase_was_changed:
phase_changed.emit(_phase)
if force_emit or time_was_changed or phase_was_changed:
time_changed.emit(_time_hours, _phase)
static func _normalized_hour(time_hours: float) -> float:
return fposmod(time_hours, HOURS_PER_DAY)

View file

@ -0,0 +1 @@
uid://5lceyulaglpf

View file

@ -0,0 +1,389 @@
class_name WorldTimeVisualController
extends Node
const UPDATE_INTERVAL_SECONDS: float = 0.1
const SUN_YAW_DEGREES: float = -32.0
const WEATHER_TRANSITION_SECONDS: float = 10.0
const RAIN_EMITTER_OFFSET := Vector3(0.0, 7.0, 0.0)
const DAY_SKY_TOP := Color(0.204, 0.498, 0.643)
const DAY_SKY_HORIZON := Color(0.663, 0.843, 0.847)
const DAY_GROUND_BOTTOM := Color(0.157, 0.361, 0.439)
const DAY_GROUND_HORIZON := Color(0.549, 0.749, 0.765)
const DAY_AMBIENT := Color(0.82, 0.90, 0.92)
const DAY_FOG := Color(0.549, 0.749, 0.765)
const DAY_SUN := Color(0.88, 0.94, 0.96)
const NIGHT_SKY_TOP := Color(0.026, 0.050, 0.105)
const NIGHT_SKY_HORIZON := Color(0.10, 0.17, 0.28)
const NIGHT_GROUND_BOTTOM := Color(0.020, 0.040, 0.080)
const NIGHT_GROUND_HORIZON := Color(0.075, 0.135, 0.22)
const NIGHT_AMBIENT := Color(0.28, 0.35, 0.48)
const NIGHT_FOG := Color(0.13, 0.21, 0.32)
const NIGHT_SUN := Color(0.35, 0.44, 0.62)
const WARM_SKY_TOP := Color(0.31, 0.30, 0.42)
const WARM_SKY_HORIZON := Color(0.96, 0.48, 0.22)
const WARM_GROUND_BOTTOM := Color(0.20, 0.14, 0.16)
const WARM_GROUND_HORIZON := Color(0.82, 0.34, 0.18)
const WARM_AMBIENT := Color(0.92, 0.58, 0.40)
const WARM_FOG := Color(0.74, 0.39, 0.27)
const WARM_SUN := Color(1.0, 0.58, 0.30)
const CLOUDY_TINT := Color(0.53, 0.61, 0.66)
const RAINY_TINT := Color(0.31, 0.42, 0.50)
const FOGGY_TINT := Color(0.62, 0.70, 0.72)
var _time_service: WorldTimeService
var _weather_service: WorldWeatherService
var _world_environment: WorldEnvironment
var _sun: DirectionalLight3D
var _rain_target: Node3D
var _environment: Environment
var _sky_material: ProceduralSkyMaterial
var _rain: GPUParticles3D
var _elapsed: float = 0.0
var _weather_from: WorldWeatherService.Weather = (
WorldWeatherService.Weather.SUNNY
)
var _weather_to: WorldWeatherService.Weather = (
WorldWeatherService.Weather.SUNNY
)
var _weather_transition: float = 1.0
func setup(
time_service: WorldTimeService,
world_environment: WorldEnvironment,
sun: DirectionalLight3D,
weather_service: WorldWeatherService = null,
rain_target: Node3D = null,
) -> void:
_time_service = time_service
_weather_service = weather_service
_world_environment = world_environment
_sun = sun
_rain_target = rain_target
if not _prepare_runtime_environment():
set_process(false)
return
_prepare_rain()
if _weather_service != null:
_weather_from = _weather_service.get_weather()
_weather_to = _weather_from
_weather_transition = 1.0
if not _weather_service.weather_changed.is_connected(
_on_weather_changed
):
_weather_service.weather_changed.connect(_on_weather_changed)
set_process(true)
_apply_time(_time_service.get_time_hours())
func _process(delta: float) -> void:
if _time_service == null:
return
_update_rain_position()
if _weather_transition < 1.0:
_weather_transition = minf(
_weather_transition + delta / WEATHER_TRANSITION_SECONDS,
1.0,
)
_elapsed += delta
if _elapsed < UPDATE_INTERVAL_SECONDS:
return
_elapsed = 0.0
_apply_time(_time_service.get_time_hours())
func apply_time_immediately(time_hours: float) -> void:
_apply_time(time_hours)
func apply_weather_immediately(
weather: WorldWeatherService.Weather,
) -> void:
_weather_from = weather
_weather_to = weather
_weather_transition = 1.0
if _time_service != null:
_apply_time(_time_service.get_time_hours())
func _prepare_runtime_environment() -> bool:
if (
_time_service == null
or _world_environment == null
or _world_environment.environment == null
or _sun == null
):
push_error("World time visuals require an environment and sun.")
return false
_environment = _world_environment.environment.duplicate(true) as Environment
if _environment == null or _environment.sky == null:
push_error("World time visuals could not duplicate the world environment.")
return false
var runtime_sky: Sky = _environment.sky.duplicate(true) as Sky
if runtime_sky == null or runtime_sky.sky_material == null:
push_error("World time visuals require a procedural sky material.")
return false
_sky_material = (
runtime_sky.sky_material.duplicate(true) as ProceduralSkyMaterial
)
if _sky_material == null:
push_error("World time visuals require a ProceduralSkyMaterial.")
return false
runtime_sky.sky_material = _sky_material
_environment.sky = runtime_sky
_world_environment.environment = _environment
return true
func _prepare_rain() -> void:
_rain = GPUParticles3D.new()
_rain.name = "LocalRain"
_rain.amount = 480
_rain.amount_ratio = 0.0
_rain.lifetime = 1.25
_rain.fixed_fps = 30
_rain.local_coords = false
_rain.visibility_aabb = AABB(
Vector3(-7.0, -9.0, -7.0), Vector3(14.0, 12.0, 14.0)
)
var process_material := ParticleProcessMaterial.new()
process_material.emission_shape = (
ParticleProcessMaterial.EMISSION_SHAPE_BOX
)
process_material.emission_box_extents = Vector3(6.5, 1.0, 6.5)
process_material.direction = Vector3.DOWN
process_material.spread = 5.0
process_material.initial_velocity_min = 11.0
process_material.initial_velocity_max = 15.0
process_material.gravity = Vector3(0.0, -2.0, 0.0)
_rain.process_material = process_material
var drop_mesh := BoxMesh.new()
drop_mesh.size = Vector3(0.018, 0.42, 0.018)
var drop_material := StandardMaterial3D.new()
drop_material.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
drop_material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
drop_material.albedo_color = Color(0.48, 0.78, 0.90, 0.72)
drop_mesh.material = drop_material
_rain.draw_pass_1 = drop_mesh
add_child(_rain)
_update_rain_position()
func _apply_time(time_hours: float) -> void:
if _environment == null or _sky_material == null or _sun == null:
return
var hour: float = fposmod(time_hours, WorldTimeService.HOURS_PER_DAY)
var daylight: float = _daylight_amount(hour)
var warmth: float = _transition_warmth(hour)
var sky_top: Color = _blended_color(
NIGHT_SKY_TOP, DAY_SKY_TOP, WARM_SKY_TOP, daylight, warmth
)
var sky_horizon: Color = _blended_color(
NIGHT_SKY_HORIZON,
DAY_SKY_HORIZON,
WARM_SKY_HORIZON,
daylight,
warmth,
)
var ground_bottom: Color = _blended_color(
NIGHT_GROUND_BOTTOM,
DAY_GROUND_BOTTOM,
WARM_GROUND_BOTTOM,
daylight,
warmth,
)
var ground_horizon: Color = _blended_color(
NIGHT_GROUND_HORIZON,
DAY_GROUND_HORIZON,
WARM_GROUND_HORIZON,
daylight,
warmth,
)
var ambient: Color = _blended_color(
NIGHT_AMBIENT, DAY_AMBIENT, WARM_AMBIENT, daylight, warmth
)
var fog_color: Color = _blended_color(
NIGHT_FOG, DAY_FOG, WARM_FOG, daylight, warmth
)
var weather_tint: Color = _weather_color()
var tint_strength: float = _weather_value(
0.0, 0.30, 0.48, 0.62
)
_sky_material.sky_top_color = sky_top.lerp(weather_tint, tint_strength)
_sky_material.sky_horizon_color = sky_horizon.lerp(
weather_tint, tint_strength
)
_sky_material.ground_bottom_color = ground_bottom.lerp(
weather_tint, tint_strength * 0.62
)
_sky_material.ground_horizon_color = ground_horizon.lerp(
weather_tint, tint_strength * 0.76
)
_environment.background_energy_multiplier = (
lerpf(0.52, 0.85, daylight)
* _weather_value(1.0, 0.82, 0.66, 0.74)
)
_environment.ambient_light_color = ambient.lerp(
weather_tint, tint_strength * 0.45
)
_environment.ambient_light_energy = (
lerpf(0.66, 1.08, daylight)
* _weather_value(1.0, 0.88, 0.76, 0.82)
)
_environment.fog_light_color = fog_color.lerp(
weather_tint, tint_strength * 0.82
)
_environment.fog_light_energy = (
lerpf(0.56, 0.82, daylight)
* _weather_value(1.0, 0.92, 0.82, 1.05)
)
_environment.fog_aerial_perspective = _weather_value(
0.35, 0.48, 0.62, 0.92
)
_environment.fog_sky_affect = _weather_value(
0.35, 0.48, 0.68, 0.94
)
_environment.fog_depth_curve = _weather_value(
1.6, 1.5, 1.4, 1.18
)
_environment.fog_depth_begin = _weather_value(
42.0, 32.0, 20.0, 4.0
)
_environment.fog_depth_end = _weather_value(
170.0, 140.0, 95.0, 42.0
)
_environment.adjustment_brightness = (
lerpf(0.93, 0.98, daylight)
* _weather_value(1.0, 0.97, 0.92, 0.96)
)
_environment.adjustment_saturation = (
lerpf(0.82, 0.91, daylight)
* _weather_value(1.0, 0.88, 0.78, 0.70)
)
_sun.rotation_degrees = Vector3(
-360.0 * fposmod(hour - WorldTimeService.DAY_START_HOUR, 24.0) / 24.0,
SUN_YAW_DEGREES,
0.0,
)
_sun.light_color = _blended_color(
NIGHT_SUN, DAY_SUN, WARM_SUN, daylight, warmth
)
_sun.light_energy = (
lerpf(0.0, 0.10, daylight)
* _weather_value(1.0, 0.55, 0.25, 0.35)
)
_update_rain_amount()
func _on_weather_changed(
weather: WorldWeatherService.Weather,
_seconds_remaining: float,
) -> void:
if weather == _weather_to:
return
_weather_from = _weather_to
_weather_to = weather
_weather_transition = 0.0
func _weather_value(
sunny: float,
cloudy: float,
rainy: float,
foggy: float,
) -> float:
return lerpf(
_weather_state_value(_weather_from, sunny, cloudy, rainy, foggy),
_weather_state_value(_weather_to, sunny, cloudy, rainy, foggy),
_weather_transition,
)
func _weather_state_value(
weather: WorldWeatherService.Weather,
sunny: float,
cloudy: float,
rainy: float,
foggy: float,
) -> float:
match weather:
WorldWeatherService.Weather.CLOUDY:
return cloudy
WorldWeatherService.Weather.RAINY:
return rainy
WorldWeatherService.Weather.FOGGY:
return foggy
return sunny
func _weather_color() -> Color:
return _weather_state_color(_weather_from).lerp(
_weather_state_color(_weather_to), _weather_transition
)
func _weather_state_color(
weather: WorldWeatherService.Weather,
) -> Color:
match weather:
WorldWeatherService.Weather.CLOUDY:
return CLOUDY_TINT
WorldWeatherService.Weather.RAINY:
return RAINY_TINT
WorldWeatherService.Weather.FOGGY:
return FOGGY_TINT
return Color.WHITE
func _update_rain_amount() -> void:
if _rain == null:
return
var rain_amount: float = _weather_value(0.0, 0.0, 1.0, 0.0)
_rain.amount_ratio = rain_amount
_rain.emitting = rain_amount > 0.01
func _update_rain_position() -> void:
if _rain == null or _rain_target == null:
return
_rain.global_position = _rain_target.global_position + RAIN_EMITTER_OFFSET
func _daylight_amount(hour: float) -> float:
if hour >= WorldTimeService.DAWN_START_HOUR and hour < WorldTimeService.DAWN_END_HOUR:
return smoothstep(
WorldTimeService.DAWN_START_HOUR,
WorldTimeService.DAWN_END_HOUR,
hour,
)
if hour >= WorldTimeService.DAWN_END_HOUR and hour < WorldTimeService.DUSK_START_HOUR:
return 1.0
if hour >= WorldTimeService.DUSK_START_HOUR and hour < WorldTimeService.DUSK_END_HOUR:
return 1.0 - smoothstep(
WorldTimeService.DUSK_START_HOUR,
WorldTimeService.DUSK_END_HOUR,
hour,
)
return 0.0
func _transition_warmth(hour: float) -> float:
if hour >= WorldTimeService.DAWN_START_HOUR and hour < WorldTimeService.DAWN_END_HOUR:
return 1.0 - absf(hour - WorldTimeService.DAY_START_HOUR) / WorldTimeService.TRANSITION_HALF_HOURS
if hour >= WorldTimeService.DUSK_START_HOUR and hour < WorldTimeService.DUSK_END_HOUR:
return 1.0 - absf(hour - WorldTimeService.NIGHT_START_HOUR) / WorldTimeService.TRANSITION_HALF_HOURS
return 0.0
func _blended_color(
night_color: Color,
day_color: Color,
warm_color: Color,
daylight: float,
warmth: float,
) -> Color:
return night_color.lerp(day_color, daylight).lerp(warm_color, warmth)

View file

@ -0,0 +1 @@
uid://svirs8vbypad

View file

@ -0,0 +1,152 @@
class_name WorldWeatherService
extends Node
signal weather_changed(weather: Weather, seconds_remaining: float)
enum Weather {
SUNNY,
CLOUDY,
RAINY,
FOGGY,
}
const DEFAULT_WEATHER: Weather = Weather.SUNNY
const SUNNY_DURATION_RANGE := Vector2(480.0, 900.0)
const CLOUDY_DURATION_RANGE := Vector2(300.0, 720.0)
const RAINY_DURATION_RANGE := Vector2(300.0, 600.0)
const FOGGY_DURATION_RANGE := Vector2(300.0, 600.0)
var _weather: Weather = DEFAULT_WEATHER
var _seconds_remaining: float = SUNNY_DURATION_RANGE.x
var _running_authority: bool = false
var _rng := RandomNumberGenerator.new()
func _ready() -> void:
set_process(false)
func _process(delta: float) -> void:
advance_weather(delta)
func begin_authoritative_session(seed_value: int) -> void:
_rng.seed = seed_value
_running_authority = true
set_process(true)
_set_weather(DEFAULT_WEATHER, _roll_duration(DEFAULT_WEATHER), true)
func begin_remote_session() -> void:
_running_authority = false
set_process(false)
_set_weather(DEFAULT_WEATHER, SUNNY_DURATION_RANGE.x, true)
func end_session() -> void:
_running_authority = false
set_process(false)
_set_weather(DEFAULT_WEATHER, SUNNY_DURATION_RANGE.x, true)
func advance_weather(real_seconds: float) -> void:
if not _running_authority or real_seconds <= 0.0:
return
_seconds_remaining -= real_seconds
while _seconds_remaining <= 0.0:
var overrun: float = -_seconds_remaining
var next_weather: Weather = _choose_next_weather()
_set_weather(next_weather, _roll_duration(next_weather), true)
_seconds_remaining -= overrun
func apply_authoritative_snapshot(
weather: Weather,
seconds_remaining: float,
) -> void:
if not is_valid_weather(int(weather)) or not is_finite(seconds_remaining):
return
_set_weather(weather, maxf(seconds_remaining, 0.0), false)
func get_weather() -> Weather:
return _weather
func get_seconds_remaining() -> float:
return _seconds_remaining
func is_raining() -> bool:
return _weather == Weather.RAINY
func is_foggy() -> bool:
return _weather == Weather.FOGGY
func get_weather_name() -> String:
return weather_name(_weather)
static func is_valid_weather(value: int) -> bool:
return value >= Weather.SUNNY and value <= Weather.FOGGY
static func weather_name(weather: Weather) -> String:
match weather:
Weather.SUNNY:
return "sunny"
Weather.CLOUDY:
return "cloudy"
Weather.RAINY:
return "rainy"
Weather.FOGGY:
return "foggy"
return "unknown"
func _set_weather(
weather: Weather,
seconds_remaining: float,
force_emit: bool,
) -> void:
var changed: bool = weather != _weather
_weather = weather
_seconds_remaining = maxf(seconds_remaining, 0.0)
if force_emit or changed:
weather_changed.emit(_weather, _seconds_remaining)
func _choose_next_weather() -> Weather:
match _weather:
Weather.SUNNY:
return Weather.CLOUDY
Weather.RAINY, Weather.FOGGY:
return Weather.CLOUDY
Weather.CLOUDY:
var roll: float = _rng.randf()
if roll < 0.45:
return Weather.SUNNY
if roll < 0.80:
return Weather.RAINY
return Weather.FOGGY
return Weather.SUNNY
func _roll_duration(weather: Weather) -> float:
var duration_range: Vector2 = _duration_range(weather)
return _rng.randf_range(duration_range.x, duration_range.y)
func _duration_range(weather: Weather) -> Vector2:
match weather:
Weather.SUNNY:
return SUNNY_DURATION_RANGE
Weather.CLOUDY:
return CLOUDY_DURATION_RANGE
Weather.RAINY:
return RAINY_DURATION_RANGE
Weather.FOGGY:
return FOGGY_DURATION_RANGE
return SUNNY_DURATION_RANGE

View file

@ -0,0 +1 @@
uid://v4c54isq6w74