Структура проекта: папки по назначению, карты самодостаточны, инструменты, README

- Перенос: Net→net, Player→player, World/*→maps/{hub,sandbox,backrooms}, core, objects,
  models/*→chasers/{rock,verity} и maps/*/models. Имена внутри папок с .glb не менялись
  (рядом лежат извлечённые текстуры). Все пути, пресеты экспорта и автолоады обновлены.
- Преследователи: rock-follow.gd → chasers/chaser.gd; камень в песочнице теперь инстанс
  chasers/rock/rock.tscn (как Верити).
- Удалён мусор: неиспользуемое небо sunflowers, Tree_01.glb, rock-path.gd, старая
  модель Верити, unwrap_cache (теперь в .gitignore).
- Основной пакет игры 70 КБ (камень и Верити уехали в пакеты карт).
- tools/: export_all.sh, serve_web.py (nginx-подобный dev-сервер), deploy_server.sh,
  test/ (боты, временный проект и сервер). Net: флаг --client для headless-клиента.
- deploy/: боевые nginx.conf и my-world.service, project.godot выделенного сервера.
- README переписан: что есть и чего нет, структура, карты, преследователи, сеть, пакеты,
  деплой, грабли, дорожная карта (телефон).

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-27 17:47:47 +05:00
co-authored by Claude Sonnet 5.5
parent 5ba6466113
commit fc0139dc05
158 changed files with 724 additions and 565 deletions
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@tool
extends Node3D
# Киберпанк-птицы кружат вокруг цели. Один MultiMesh, взмахи крыльев считает шейдер.
@export var target_path: NodePath
var target: Node3D
@export var count := 12
@export var min_radius := 55.0
@export var max_radius := 100.0
@export var min_height := 15.0
@export var max_height := 150.0
@export var speed_range := Vector2(0.15, 0.35) # рад/с вокруг цели
@export var bird_scale := 1.6
@export var seed_value := 7
const SHADER := """
shader_type spatial;
render_mode cull_disabled, unshaded, fog_disabled;
uniform float flap_speed = 9.0;
uniform float flap_amp = 0.9;
varying vec3 col;
void vertex() {
float ph = INSTANCE_CUSTOM.x;
// COLOR.r — вес крыла (0 у тела, 1 на кончике)
VERTEX.y += sin(TIME * flap_speed * (0.8 + INSTANCE_CUSTOM.y * 0.4) + ph) * flap_amp * COLOR.r;
VERTEX.z += COLOR.r * 0.25 * cos(TIME * flap_speed + ph);
col = INSTANCE_CUSTOM.z > 0.5 ? vec3(1.0, 0.1, 0.8) : vec3(0.0, 0.95, 1.0);
}
void fragment() {
// Светлее к кончикам крыльев — HDR для свечения
ALBEDO = col * (5.0 + 3.0 * COLOR.r);
}
"""
var _mm: MultiMesh
var _orbit: Array[Dictionary] = []
func _ready() -> void:
target = get_node_or_null(target_path) as Node3D
_build()
func _build() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = seed_value
var mat := ShaderMaterial.new()
var sh := Shader.new()
sh.code = SHADER
mat.shader = sh
_mm = MultiMesh.new()
_mm.transform_format = MultiMesh.TRANSFORM_3D
_mm.use_custom_data = true
_mm.mesh = _make_mesh()
_mm.mesh.surface_set_material(0, mat)
_mm.instance_count = count
for i in count:
_orbit.append({
"r": rng.randf_range(min_radius, max_radius),
"h": rng.randf_range(min_height, max_height),
"w": rng.randf_range(speed_range.x, speed_range.y) * (1.0 if rng.randf() > 0.3 else -1.0),
"a": rng.randf() * TAU,
"bob": rng.randf() * TAU,
})
_mm.set_instance_custom_data(i, Color(rng.randf() * TAU, rng.randf(), 1.0 if rng.randf() < 0.3 else 0.0, 0.0))
var mmi := MultiMeshInstance3D.new()
mmi.name = "Flock"
mmi.multimesh = _mm
mmi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
mmi.custom_aabb = AABB(Vector3(-400, -50, -400), Vector3(800, 400, 800))
mmi.top_level = true # координаты глобальные
add_child(mmi)
_update(0.0)
# Угловатая птица: тело-ромб, хвост и два крыла-«клинка» (вес крыла в цвете вершины)
func _make_mesh() -> ArrayMesh:
var st := SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
var tris := [
# [вершина, вес крыла]
# тело (носом в -Z)
[Vector3(0, 0, -1.2), 0.0], [Vector3(-0.25, 0, 0.3), 0.0], [Vector3(0.25, 0, 0.3), 0.0],
[Vector3(0, 0.2, 0.0), 0.0], [Vector3(-0.25, 0, 0.3), 0.0], [Vector3(0, 0, -1.2), 0.0],
[Vector3(0, 0.2, 0.0), 0.0], [Vector3(0, 0, -1.2), 0.0], [Vector3(0.25, 0, 0.3), 0.0],
# хвост
[Vector3(-0.2, 0, 0.3), 0.0], [Vector3(0, 0, 1.4), 0.0], [Vector3(0.2, 0, 0.3), 0.0],
# левое крыло
[Vector3(-0.2, 0, -0.5), 0.0], [Vector3(-2.6, 0, 0.5), 1.0], [Vector3(-0.2, 0, 0.4), 0.0],
# правое крыло
[Vector3(0.2, 0, -0.5), 0.0], [Vector3(0.2, 0, 0.4), 0.0], [Vector3(2.6, 0, 0.5), 1.0],
]
for t in tris:
st.set_color(Color(t[1], 0, 0))
st.add_vertex(t[0])
return st.commit()
func _process(delta: float) -> void:
_update(delta)
func _update(delta: float) -> void:
if _mm == null or target == null:
return
var c := target.global_position
var t := Time.get_ticks_msec() * 0.001
for i in _orbit.size():
var o: Dictionary = _orbit[i]
o["a"] += o["w"] * delta
var a: float = o["a"]
var pos := c + Vector3(cos(a) * o["r"], o["h"] + sin(t * 0.7 + o["bob"]) * 3.0, sin(a) * o["r"])
# Летим по касательной, лёгкий крен в сторону поворота
var dir := Vector3(-sin(a), 0, cos(a)) * signf(o["w"])
var b := Basis.looking_at(dir, Vector3.UP)
b = b.rotated(dir, -0.35 * signf(o["w"])).scaled(Vector3.ONE * bird_scale)
_mm.set_instance_transform(i, Transform3D(b, pos))
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@tool
extends Node3D
# Лес одним MultiMesh: одна отрисовка на все деревья, удобно для веба.
@export var tree_scene: PackedScene:
set(v):
tree_scene = v
_queue_rebuild()
@export var count := 60:
set(v):
count = v
_queue_rebuild()
@export var area_radius := 220.0 # Радиус леса вокруг центра
@export var spawn_clear_radius := 12.0 # Свободная зона вокруг старта
@export var building_clear_radius := 14.0 # Свободная зона вокруг построек
@export var path_clear_radius := 7.0 # Свободная зона вокруг пути камня
@export var scale_range := Vector2(1.3, 2.0)
@export var seed_value := 1:
set(v):
seed_value = v
_queue_rebuild()
@export var visible_distance := 160.0 # Дальше — деревья не рисуются
@export var trunk_radius := 1.4 # Коллизия ствола (до масштабирования)
@export var trunk_height := 9.0
@export var cast_shadows := false # Тени от 150 деревьев тяжелы для веба
func _ready() -> void:
_rebuild()
func _queue_rebuild() -> void:
if is_node_ready():
_rebuild.call_deferred()
func _rebuild() -> void:
if tree_scene == null:
return
for n in ["Trees", "TrunkColliders"]:
var old := get_node_or_null(n)
if old:
remove_child(old)
old.queue_free()
var inst := tree_scene.instantiate()
var mi := _find_mesh(inst)
if mi == null:
push_error("forest: в tree_scene нет MeshInstance3D")
return
var mesh := mi.mesh
var base := mi.transform # смещение меша внутри glb
var keep_out := _collect_keep_out()
var rng := RandomNumberGenerator.new()
rng.seed = seed_value
var xforms: Array[Transform3D] = []
var tries := 0
while xforms.size() < count and tries < count * 30:
tries += 1
var p := Vector2.from_angle(rng.randf() * TAU) * sqrt(rng.randf()) * area_radius
if p.length() < spawn_clear_radius or _blocked(p, keep_out):
continue
var s := rng.randf_range(scale_range.x, scale_range.y)
var b := Basis(Vector3.UP, rng.randf() * TAU).scaled(Vector3(s, s * rng.randf_range(0.9, 1.15), s))
xforms.append(Transform3D(b, Vector3(p.x, 0.0, p.y)) * base)
var mm := MultiMesh.new()
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.mesh = mesh
mm.instance_count = xforms.size()
for i in xforms.size():
mm.set_instance_transform(i, xforms[i])
var mmi := MultiMeshInstance3D.new()
mmi.name = "Trees"
mmi.multimesh = mm
mmi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON if cast_shadows else GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
mmi.visibility_range_end = visible_distance
mmi.visibility_range_end_margin = 20.0
mmi.visibility_range_fade_mode = GeometryInstance3D.VISIBILITY_RANGE_FADE_DISABLED
mmi.custom_aabb = AABB(Vector3(-area_radius - 20, -5, -area_radius - 20), Vector3(area_radius * 2 + 40, 60, area_radius * 2 + 40))
add_child(mmi)
inst.free()
if not Engine.is_editor_hint():
_add_colliders(xforms)
# Мультимеш коллизий не даёт — ставим по цилиндру на ствол каждого дерева
func _add_colliders(xforms: Array[Transform3D]) -> void:
var body := StaticBody3D.new()
body.name = "TrunkColliders"
add_child(body)
for t in xforms:
var s := t.basis.get_scale()
var shape := CylinderShape3D.new()
shape.radius = trunk_radius * s.x
shape.height = trunk_height * s.y
var cs := CollisionShape3D.new()
cs.shape = shape
cs.position = Vector3(t.origin.x, t.origin.y + shape.height * 0.5, t.origin.z)
body.add_child(cs)
func _find_mesh(n: Node) -> MeshInstance3D:
if n is MeshInstance3D:
return n
for c in n.get_children():
var r := _find_mesh(c)
if r:
return r
return null
# Круги (x, z, радиус), куда деревья ставить нельзя
func _collect_keep_out() -> Array[Vector3]:
var out: Array[Vector3] = []
var arch := get_node_or_null("../Architecture")
if arch:
for c in arch.get_children():
if c is Path3D:
for pt in c.curve.get_baked_points():
var g: Vector3 = c.to_global(pt)
out.append(Vector3(g.x, g.z, path_clear_radius))
elif c is Node3D:
out.append(Vector3(c.global_position.x, c.global_position.z, building_clear_radius))
return out
func _blocked(p: Vector2, keep_out: Array[Vector3]) -> bool:
for k in keep_out:
if p.distance_squared_to(Vector2(k.x, k.y)) < k.z * k.z:
return true
return false
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@tool
extends Node3D
# Плавное парение вверх-вниз вокруг стартовой высоты.
@export var amplitude := 4.0
@export var period := 7.0
var _base_y: float
var _t := 0.0
func _ready() -> void:
_base_y = position.y
func _process(delta: float) -> void:
_t += delta
if Engine.is_editor_hint():
position.y = _base_y # в редакторе не двигаем, чтобы не сохранить смещение
return
position.y = _base_y + sin(_t * TAU / period) * amplitude
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extends NavigationRegion3D
# Запекает навмеш при старте игры по статическим коллизиям уровня (пол, здания, деревья).
const SOURCE_GROUP := "nav_source"
@export var exclude: Array[NodePath] = [] # Узлы, которые не должны попасть в навмеш (например, сам камень)
@export var bake_half_size := 300.0 # Половина стороны квадрата запекания вокруг центра мира
@export var cell_size := 1.0 # Крупная ячейка — быстрое запекание (в вебе нет потоков)
@export var agent_radius := 2.0
@export var agent_height := 5.0
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var nm := NavigationMesh.new()
nm.cell_size = cell_size
nm.cell_height = 0.25
nm.agent_radius = agent_radius
nm.agent_height = agent_height
nm.agent_max_climb = 0.5
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navigation_mesh = nm
var map := get_world_3d().navigation_map
NavigationServer3D.map_set_cell_size(map, nm.cell_size)
NavigationServer3D.map_set_cell_height(map, nm.cell_height)
# Ждём кадр, чтобы процедурные узлы (лес) успели создать коллизии
await get_tree().process_frame
var excluded: Array[Node] = []
for p in exclude:
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if n:
excluded.append(n)
_mark_sources(get_parent(), excluded)
bake_navigation_mesh(true)
# Помечает всё дерево сцены как источник геометрии, обходя исключённые узлы
func _mark_sources(node: Node, excluded: Array[Node]) -> void:
for c in node.get_children():
if c == self or c in excluded:
continue
if excluded.any(func(e): return c.is_ancestor_of(e)):
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shadow_blur = 7.0
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