Compare commits

...

2 Commits

Author SHA1 Message Date
admin 7aa5c1c979 feat: starvation balance rework and Ghibli wind-stroke visuals
- Reduce hunger rate to 0.125/tick (~25/day) for ~6-7 day death timeline
- Slow energy drain: idle 0.125, travel 0.5, work 0.5, complete 0.0625/tick
- Use exact binary fractions for all rates to preserve float precision in save/load
- Starving/critically-hungry NPCs always override sleep to seek food first
- Extend starvation death threshold from 20 to 600 ticks (~3 days of starvation)
- Add calligraphy-style wind stroke particles (WindStrokes scene + shader)
- Two wind stroke emitters in valley and ridge for Ghibli atmosphere
- Rework terrain macro-variation colors for vibrant warm-green palette
- Enhance environment: stronger glow/bloom, higher saturation, warmer sky/fog/ambient
2026-07-08 18:44:03 +02:00
admin 6008b1023e chore: update terrain assets with Godot UIDs and foliage mesh 2026-07-08 18:35:17 +02:00
8 changed files with 144 additions and 40 deletions
+1 -1
View File
@@ -20,7 +20,7 @@ var home_position: Vector3
var is_starving := false var is_starving := false
var starvation_ticks := 0 var starvation_ticks := 0
var starvation_death_threshold := 20 var starvation_death_threshold := 600
var is_dead := false var is_dead := false
var task_duration := 0.0 var task_duration := 0.0
+9 -7
View File
@@ -15,19 +15,21 @@ func advance_npc(npc: SimNPC, village: SimVillage) -> void:
func _update_needs(npc: SimNPC, village: SimVillage) -> void: func _update_needs(npc: SimNPC, village: SimVillage) -> void:
npc.hunger += 3.0 * village.food_modifier npc.hunger += 0.125 * village.food_modifier
match npc.task_state: match npc.task_state:
SimNPC.TASK_STATE_IDLE: SimNPC.TASK_STATE_IDLE:
npc.energy -= 0.5 npc.energy -= 0.125
SimNPC.TASK_STATE_TRAVELING: SimNPC.TASK_STATE_TRAVELING:
npc.energy -= 2.0 npc.energy -= 0.5
SimNPC.TASK_STATE_WORKING: SimNPC.TASK_STATE_WORKING:
if npc.current_task == SimulationIds.ACTION_SLEEP: if npc.current_task == SimulationIds.ACTION_SLEEP:
npc.energy = minf(npc.energy + 5.0, 100.0) npc.energy = minf(npc.energy + 1.0, 100.0)
elif npc.current_task != SimulationIds.ACTION_REST: elif npc.current_task == SimulationIds.ACTION_REST:
npc.energy -= 3.0 pass
else:
npc.energy -= 0.5
SimNPC.TASK_STATE_COMPLETE: SimNPC.TASK_STATE_COMPLETE:
npc.energy -= 0.25 npc.energy -= 0.0625
npc.hunger = clamp(npc.hunger, 0.0, 100.0) npc.hunger = clamp(npc.hunger, 0.0, 100.0)
npc.energy = clamp(npc.energy, 0.0, 100.0) npc.energy = clamp(npc.energy, 0.0, 100.0)
npc.is_starving = npc.hunger >= 90.0 npc.is_starving = npc.hunger >= 90.0
@@ -22,6 +22,31 @@ func select_action(npc: SimNPC, village: SimVillage, time_of_day: float = 0.5) -
if npc.is_dead: if npc.is_dead:
return null return null
if npc.is_starving:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, 1.0, "Starving and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, 1.0, "Starving; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Starving; must find food"
)
if npc.hunger > 80.0:
if npc.get_inventory_amount(SimulationIds.RESOURCE_FOOD) >= 1.0:
return ActionSelectionResult.new(
SimulationIds.ACTION_EAT, -1.0, "Critically hungry and carrying food"
)
if village.food > 0:
return ActionSelectionResult.new(
SimulationIds.ACTION_WITHDRAW_FOOD, -1.0, "Critically hungry; pantry has food"
)
return ActionSelectionResult.new(
SimulationIds.ACTION_GATHER_FOOD, -1.0, "Critically hungry; must find food"
)
var period := _get_period(time_of_day) var period := _get_period(time_of_day)
if period == SchedulePeriod.SLEEP: if period == SchedulePeriod.SLEEP:
+27 -9
View File
@@ -1,16 +1,33 @@
[gd_resource type="Terrain3DAssets" load_steps=14 format=3] [gd_resource type="Terrain3DAssets" format=3 uid="uid://bdv3tfrg08t8d"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/rock_albedo.png" id="1_rock"] [ext_resource type="Texture2D" uid="uid://cf16txygbbyqb" path="res://terrain/jajce/textures/rock_albedo.png" id="1_rock"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/grass_albedo.png" id="2_grass"] [ext_resource type="Texture2D" uid="uid://d0ihxulegsl2w" path="res://terrain/jajce/textures/grass_albedo.png" id="2_grass"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/soil_albedo.png" id="3_soil"] [ext_resource type="Texture2D" uid="uid://b75t0ego2sdja" path="res://terrain/jajce/textures/soil_albedo.png" id="3_soil"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/dirt_path_albedo.png" id="4_dirt"] [ext_resource type="Texture2D" uid="uid://ca7nmo3t6rhtj" path="res://terrain/jajce/textures/dirt_path_albedo.png" id="4_dirt"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/riverbank_stone_albedo.png" id="5_river"] [ext_resource type="Texture2D" uid="uid://bsl74sdmhj270" path="res://terrain/jajce/textures/riverbank_stone_albedo.png" id="5_river"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/compacted_ground_albedo.png" id="6_compact"] [ext_resource type="Texture2D" uid="uid://e0ahjmsbpagw" path="res://terrain/jajce/textures/compacted_ground_albedo.png" id="6_compact"]
[ext_resource type="Texture2D" path="res://terrain/jajce/textures/neutral_normal.png" id="7_normal"] [ext_resource type="Texture2D" uid="uid://bjcbxamqe7yji" path="res://terrain/jajce/textures/neutral_normal.png" id="7_normal"]
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_whuny"]
transparency = 4
cull_mode = 2
vertex_color_use_as_albedo = true
backlight_enabled = true
backlight = Color(0.5, 0.5, 0.5, 1)
distance_fade_mode = 1
distance_fade_min_distance = 128.0
distance_fade_max_distance = 96.0
[sub_resource type="Terrain3DMeshAsset" id="Terrain3DMeshAsset_2g08h"]
generated_type = 1
height_offset = 0.5
material_override = SubResource("StandardMaterial3D_whuny")
last_lod = 0
last_shadow_lod = 0
lod0_range = 128.0
[sub_resource type="Terrain3DTextureAsset" id="Texture_rock"] [sub_resource type="Terrain3DTextureAsset" id="Texture_rock"]
name = "Limestone" name = "Limestone"
id = 0
albedo_texture = ExtResource("1_rock") albedo_texture = ExtResource("1_rock")
normal_texture = ExtResource("7_normal") normal_texture = ExtResource("7_normal")
normal_depth = 0.0 normal_depth = 0.0
@@ -63,4 +80,5 @@ uv_scale = 0.2
detiling_rotation = 0.08 detiling_rotation = 0.08
[resource] [resource]
mesh_list = Array[Terrain3DMeshAsset]([SubResource("Terrain3DMeshAsset_2g08h")])
texture_list = Array[Terrain3DTextureAsset]([SubResource("Texture_rock"), SubResource("Texture_grass"), SubResource("Texture_soil"), SubResource("Texture_dirt"), SubResource("Texture_river"), SubResource("Texture_compact")]) texture_list = Array[Terrain3DTextureAsset]([SubResource("Texture_rock"), SubResource("Texture_grass"), SubResource("Texture_soil"), SubResource("Texture_dirt"), SubResource("Texture_river"), SubResource("Texture_compact")])
+1
View File
@@ -0,0 +1 @@
uid://bqv1xjvihivns
+28 -23
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=39 format=3] [gd_scene load_steps=40 format=3]
[ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"] [ext_resource type="Terrain3DAssets" path="res://terrain/jajce/assets.tres" id="1_assets"]
[ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"] [ext_resource type="PackedScene" path="res://world/resource_nodes/ResourceNode.tscn" id="2_resource"]
@@ -16,17 +16,18 @@
[ext_resource type="PackedScene" path="res://world/storage/StorageNode.tscn" id="14_storage"] [ext_resource type="PackedScene" path="res://world/storage/StorageNode.tscn" id="14_storage"]
[ext_resource type="Script" path="res://world/activity/ActivitySite.gd" id="15_activity"] [ext_resource type="Script" path="res://world/activity/ActivitySite.gd" id="15_activity"]
[ext_resource type="NavigationMesh" path="res://world/jajce/JajceNavigationMesh.tres" id="16_nav"] [ext_resource type="NavigationMesh" path="res://world/jajce/JajceNavigationMesh.tres" id="16_nav"]
[ext_resource type="PackedScene" path="res://world/jajce/WindStrokes.tscn" id="19_windstrokes"]
[sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"] [sub_resource type="Terrain3DMaterial" id="Terrain3DMaterial_jajce"]
_shader_parameters = { _shader_parameters = {
"auto_base_texture": 1, "auto_base_texture": 1,
"auto_overlay_texture": 0, "auto_overlay_texture": 0,
"auto_slope": 0.72, "auto_slope": 0.68,
"blend_sharpness": 0.82, "blend_sharpness": 0.78,
"enable_macro_variation": true, "enable_macro_variation": true,
"macro_variation1": Color(0.9, 0.94, 0.82, 1), "macro_variation1": Color(0.84, 0.92, 0.55, 1),
"macro_variation2": Color(0.76, 0.81, 0.7, 1), "macro_variation2": Color(0.62, 0.78, 0.48, 1),
"macro_variation_slope": 0.38 "macro_variation_slope": 0.42
} }
world_background = 0 world_background = 0
auto_shader = true auto_shader = true
@@ -96,10 +97,10 @@ material = SubResource("Material_site_canvas")
size = Vector3(2.9, 0.08, 1.4) size = Vector3(2.9, 0.08, 1.4)
[sub_resource type="ProceduralSkyMaterial" id="SkyMaterial_jajce"] [sub_resource type="ProceduralSkyMaterial" id="SkyMaterial_jajce"]
sky_top_color = Color(0.23, 0.43, 0.62, 1) sky_top_color = Color(0.28, 0.52, 0.72, 1)
sky_horizon_color = Color(0.82, 0.68, 0.5, 1) sky_horizon_color = Color(0.88, 0.74, 0.52, 1)
ground_bottom_color = Color(0.12, 0.17, 0.12, 1) ground_bottom_color = Color(0.18, 0.24, 0.14, 1)
ground_horizon_color = Color(0.62, 0.55, 0.42, 1) ground_horizon_color = Color(0.68, 0.6, 0.44, 1)
sun_angle_max = 18.0 sun_angle_max = 18.0
[sub_resource type="Sky" id="Sky_jajce"] [sub_resource type="Sky" id="Sky_jajce"]
@@ -110,18 +111,18 @@ background_mode = 2
sky = SubResource("Sky_jajce") sky = SubResource("Sky_jajce")
background_energy_multiplier = 0.9 background_energy_multiplier = 0.9
ambient_light_source = 3 ambient_light_source = 3
ambient_light_color = Color(0.91, 0.85, 0.72, 1) ambient_light_color = Color(0.95, 0.9, 0.76, 1)
ambient_light_energy = 0.7 ambient_light_energy = 0.75
reflected_light_source = 2 reflected_light_source = 2
tonemap_mode = 2 tonemap_mode = 2
glow_enabled = true glow_enabled = true
glow_normalized = true glow_normalized = true
glow_intensity = 0.34 glow_intensity = 0.5
glow_strength = 0.75 glow_strength = 0.9
glow_bloom = 0.08 glow_bloom = 0.12
fog_enabled = true fog_enabled = true
fog_light_color = Color(0.82, 0.78, 0.66, 1) fog_light_color = Color(0.88, 0.84, 0.7, 1)
fog_light_energy = 0.72 fog_light_energy = 0.78
fog_density = 0.002 fog_density = 0.002
fog_height = -2.0 fog_height = -2.0
fog_height_density = 0.08 fog_height_density = 0.08
@@ -129,15 +130,15 @@ fog_aerial_perspective = 0.35
fog_sky_affect = 0.28 fog_sky_affect = 0.28
volumetric_fog_enabled = true volumetric_fog_enabled = true
volumetric_fog_density = 0.006 volumetric_fog_density = 0.006
volumetric_fog_albedo = Color(0.9, 0.84, 0.72, 1) volumetric_fog_albedo = Color(0.94, 0.88, 0.75, 1)
volumetric_fog_emission = Color(0.08, 0.065, 0.04, 1) volumetric_fog_emission = Color(0.1, 0.07, 0.04, 1)
volumetric_fog_emission_energy = 0.18 volumetric_fog_emission_energy = 0.22
volumetric_fog_length = 96.0 volumetric_fog_length = 96.0
volumetric_fog_detail_spread = 1.6 volumetric_fog_detail_spread = 1.6
adjustment_enabled = true adjustment_enabled = true
adjustment_brightness = 1.04 adjustment_brightness = 1.08
adjustment_contrast = 1.03 adjustment_contrast = 1.04
adjustment_saturation = 1.1 adjustment_saturation = 1.25
[sub_resource type="StandardMaterial3D" id="Material_guard"] [sub_resource type="StandardMaterial3D" id="Material_guard"]
albedo_color = Color(0.55, 0.45, 0.35, 1) albedo_color = Color(0.55, 0.45, 0.35, 1)
@@ -601,6 +602,10 @@ light_energy = 1.45
shadow_enabled = true shadow_enabled = true
directional_shadow_max_distance = 180.0 directional_shadow_max_distance = 180.0
[node name="WindStrokes_Valley" parent="." instance=ExtResource("19_windstrokes")]
[node name="WindStrokes_Ridge" parent="." instance=ExtResource("19_windstrokes")]
[node name="WorldEnvironment" type="WorldEnvironment" parent="."] [node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_greybox") environment = SubResource("Environment_greybox")
+39
View File
@@ -0,0 +1,39 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="Shader" path="res://world/jajce/materials/wind_stroke.gdshader" id="1_shader"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_stroke"]
shader = ExtResource("1_shader")
[sub_resource type="QuadMesh" id="Mesh_stroke"]
material = SubResource("ShaderMaterial_stroke")
size = Vector2(1.8, 0.18)
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_wind"]
lifetime_randomness = 0.5
spread = 160.0
gravity = Vector3(0, 0.15, 0)
initial_velocity_min = 0.6
initial_velocity_max = 2.5
angular_velocity_min = -0.6
angular_velocity_max = 0.6
radial_accel_min = -0.2
radial_accel_max = 0.2
tangential_accel_min = -0.3
tangential_accel_max = 0.3
scale_min = 0.5
scale_max = 1.5
color = Color(1, 1, 1, 0.5)
emission_shape = 1
emission_box_extents = Vector3(35.0, 10.0, 35.0)
[node name="WindStrokes" type="GPUParticles3D"]
emitting = true
amount = 18
lifetime = 4.0
one_shot = false
preprocess = 2.0
speed_scale = 1.0
local_coords = false
process_material = SubResource("ParticleProcessMaterial_wind")
draw_pass_1 = SubResource("Mesh_stroke")
@@ -0,0 +1,14 @@
shader_type spatial;
render_mode blend_mix, depth_draw_opaque, cull_disabled, unshaded;
uniform float softness : hint_range(0.0, 1.0) = 0.45;
uniform vec3 tint : source_color = vec3(0.95, 0.93, 0.88);
void fragment() {
float edge_dist = abs(UV.y - 0.5) * 2.0;
float alpha = 1.0 - smoothstep(0.0, 1.0, edge_dist);
alpha *= smoothstep(0.0, 0.2, UV.x) * smoothstep(0.0, 0.2, 1.0 - UV.x);
alpha *= softness * 0.35;
ALBEDO = tint;
ALPHA = alpha;
}