Files
dauphincraft/scripts/world/PearlSpawner.gd
Poulpe (Silver Surfer deploy) 982a4ec23d feat(gameplay): perles collectibles + recette amulette de soin
Area3D Pearl flottant/tournant qui émet une couleur nacrée, spawned
périodiquement près du joueur (PearlSpawner, 3 max, intervalle 9s,
zone haute du seafloor). Collecte automatique au contact, ajout à
l'inventaire (item 105 Perle). Nouvelle recette : 2 perles + 1 corail
rouge → Amulette de soin (item 106, consommable). Spawner désactivé
sur serveur dédié headless.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-20 18:01:57 +00:00

117 lines
3.0 KiB
GDScript

extends Node3D
@export var player: NodePath = NodePath("")
@export var spawn_radius: float = 28.0
@export var despawn_radius: float = 55.0
@export var max_pearls: int = 3
const PEARL_SCENE: String = "res://scenes/world/Pearl.tscn"
const SPAWN_INTERVAL: float = 9.0
var _player_node: CharacterBody3D = null
var _chunk_manager: Node = null
var _pearls: Array[Area3D] = []
var _timer: float = 0.0
func _ready() -> void:
_resolve_player()
_find_chunk_manager()
func _resolve_player() -> void:
if not player.is_empty():
var n: Node = get_node_or_null(player)
if n is CharacterBody3D:
_player_node = n
if _player_node == null:
var players := get_tree().get_nodes_in_group("player")
if players.size() > 0:
_player_node = players[0] as CharacterBody3D
func _find_chunk_manager() -> void:
var cm: Node = get_node_or_null("/root/Main/World/ChunkManager")
if cm != null:
_chunk_manager = cm
func _physics_process(delta: float) -> void:
_timer += delta
if _timer < SPAWN_INTERVAL:
return
_timer = 0.0
_resolve_player()
_tick()
func _tick() -> void:
if not is_instance_valid(_player_node):
return
_cull()
if _pearls.size() >= max_pearls:
return
var pos: Vector3 = _random_spawn_pos()
if not _is_valid_spawn(pos):
return
var packed: PackedScene = load(PEARL_SCENE)
if packed == null:
return
var pearl: Area3D = packed.instantiate() as Area3D
if pearl == null:
return
get_tree().current_scene.add_child(pearl)
pearl.global_position = pos
if pearl.has_signal("collected"):
pearl.collected.connect(_on_pearl_collected)
_pearls.append(pearl)
func _random_spawn_pos() -> Vector3:
var player_pos: Vector3 = _player_node.global_position
var angle: float = randf_range(0.0, TAU)
var dist: float = randf_range(12.0, spawn_radius)
# Pearls float just above the seabed in the shallow-to-mid zone.
var depth: float = randf_range(-22.0, 0.0)
return Vector3(
player_pos.x + cos(angle) * dist,
depth,
player_pos.z + sin(angle) * dist
)
func _is_valid_spawn(pos: Vector3) -> bool:
if _chunk_manager == null:
return true
if not _chunk_manager.has_method("get_block"):
return true
var block_id: int = _chunk_manager.call("get_block", pos)
# Avoid spawning inside solid blocks (ids 2..9)
if block_id >= 2 and block_id <= 9:
return false
return true
func _cull() -> void:
if not is_instance_valid(_player_node):
return
var ppos: Vector3 = _player_node.global_position
var i: int = _pearls.size() - 1
while i >= 0:
if not is_instance_valid(_pearls[i]):
_pearls.remove_at(i)
elif _pearls[i].global_position.distance_to(ppos) > despawn_radius:
_pearls[i].queue_free()
_pearls.remove_at(i)
i -= 1
func _on_pearl_collected(item_id: int) -> void:
var main: Node = get_tree().get_first_node_in_group("main")
if main == null or not ("inventory" in main):
return
main.inventory.add_item(item_id, 1)
var am: Node = get_node_or_null("/root/AudioManager")
if am != null and am.has_method("play_bubble_sfx") and is_instance_valid(_player_node):
am.call("play_bubble_sfx", _player_node.global_position)