fix: improve crab spawning and net targeting
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parent
c59328b524
commit
34fcb957e9
8 changed files with 79 additions and 18 deletions
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@ -7,9 +7,11 @@ const FishCatalog: FishPool = preload("res://fish/pools/fish_catalog.tres")
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const GatheringControllerType = preload(
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"res://gathering/gathering_controller.gd"
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)
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const WorldGatherableType = preload("res://gathering/world_gatherable.gd")
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const REDUCED_CRAB_PIXEL_SIZE: float = 0.00025
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const CRAB_PIXEL_SIZE: float = 0.0005
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const REDUCED_CATCH_RING_RADIUS: float = 0.175
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const NET_STRIKE_MARKER_DISTANCE: float = 0.85
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func _initialize() -> void:
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@ -20,6 +22,7 @@ func _initialize() -> void:
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)
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assert(NetworkWorldSpawnProtocol.SNAPSHOT_ENTITIES_PER_ENVELOPE <= 4)
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_validate_catalog_statuses()
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_validate_billboard_presentation()
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_validate_envelopes()
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print("World spawn protocol validation: PASS")
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quit()
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@ -36,7 +39,7 @@ func _validate_catalog_statuses() -> void:
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assert(
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is_equal_approx(
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brown.sprite_pixel_size,
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REDUCED_CRAB_PIXEL_SIZE,
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CRAB_PIXEL_SIZE,
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)
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)
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_validate_quality_behavior(brown)
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@ -46,6 +49,7 @@ func _validate_catalog_statuses() -> void:
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assert(is_equal_approx(brown.scare_respawn_max_seconds, 90.0))
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assert(is_equal_approx(brown.minimum_respawn_spacing_seconds, 180.0))
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assert(brown.required_tool_id == &"crab_net")
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assert(is_equal_approx(brown.minimum_surface_y, -0.44))
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assert(FishCatalog.get_fish_by_id(&"crab_brown") == brown.catch_data)
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assert(not brown.catch_data.is_fishable())
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@ -62,7 +66,7 @@ func _validate_catalog_statuses() -> void:
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assert(
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is_equal_approx(
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entry.sprite_pixel_size,
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REDUCED_CRAB_PIXEL_SIZE,
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CRAB_PIXEL_SIZE,
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)
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)
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assert(entry.catch_data.collection_method == FishData.CollectionMethod.NET)
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@ -88,9 +92,26 @@ func _validate_catalog_statuses() -> void:
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REDUCED_CATCH_RING_RADIUS,
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)
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)
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assert(
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is_equal_approx(
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gathering_controller.marker_distance,
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NET_STRIKE_MARKER_DISTANCE,
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)
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)
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gathering_controller.free()
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func _validate_billboard_presentation() -> void:
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var gatherable := WorldGatherableType.new()
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gatherable.call("_ensure_visual")
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var sprite := gatherable.get_node("GatherableSprite") as Sprite3D
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assert(sprite != null)
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assert(sprite.billboard == BaseMaterial3D.BILLBOARD_ENABLED)
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assert(sprite.texture_filter == BaseMaterial3D.TEXTURE_FILTER_NEAREST)
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assert(not sprite.shaded)
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gatherable.free()
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func _validate_quality_behavior(entry: GatherableData) -> void:
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var prior_speed: float = -1.0
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var prior_scare_radius: float = -1.0
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