ShitboxInfinity/levels/the_shed/shed.gd
m3ultra 3e9a8616ab SHITBOX INFINITY + The Shed: a drivable home base
The game is now called Shitbox Infinity (project name, window title,
title screen, README). The Gitea repo keeps its name until John renames
it -- gitea redirects, and the remote gets a set-url then.

The Shed (levels/the_shed) is the payoff for the whole garage arc: a
drivable suburban block on a quiet cul-de-sac. Single-storey brick
house with a corrugated roof and a porch light that works at night;
paling fence (new FLUX texture) with a gate gap for the driveway; hills
hoist mid-spin with three towels on it; wheelie bins at the gate and a
spare fleet shitbox parked on the street; gums; neighbours across the
road so you feel watched.

The shed itself is a 10x12 corrugated double garage on a slab: FLUX
pegboard wall, workbench, fluoro batten (a real light at night), and a
painted bay. The tools you OWN (Garage.tools()) stand in it as the real
TRELLIS'd cashies models -- sockets and the code reader ON the bench,
the engine crane by the wall, ramps at the bay mouth -- while unowned
tools leave an oil-stained outline of where they'll go. The rest of the
tool library is permanent clutter via the new shared ToolProps helper
(dragway.gd refactored onto it too).

Roll into the bay in Cruise, hold still 1.4 s, and game.gd opens the
garage -- diegetic shopping. Headless suites have no current_scene to
swap, so the trigger sets garage_requested first and the smoke suite
asserts on that: owned-tool display (sockets present, ramps absent on
the test save), bay marker found, bay trigger fires. Suite covers 9
levels now.

Scale lessons baked in: facade_brick at 0.14 tiling reads as a
three-storey office (0.045 reads domestic), and corrugated iron at 0.35
has metre-wide ridges (1.4 reads like roofing).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 15:07:34 +10:00

283 lines
11 KiB
GDScript

extends Node3D
## THE SHED -- home base. A suburban backyard on a quiet cul-de-sac: brick
## house, paling fence, hills hoist mid-spin, and the corrugated double shed
## on its slab. The tools you actually OWN (Garage.tools()) stand in it as the
## real TRELLIS'd cashies models; unowned tools are an oil-stained outline of
## where they'll go. Roll into the marked bay and stop -- game.gd opens the
## garage. Cruise mode only ever spawns here quietly: no RacePath, no traffic,
## just you, the lawn, and the neighbours' opinion of your exhaust.
const TEX := "res://assets/textures/%s.jpg"
## shed-catalogue tool id -> {model, pos, yaw}. Bench-top items carry y.
const TOOL_SPOTS := {
"ramps": {"model": "car_ramps", "pos": Vector3(10.5, 0.07, -9.6), "yaw": 0.1},
"reader": {"model": "obd_reader", "pos": Vector3(9.0, 0.99, -19.8), "yaw": 0.4},
"sockets": {"model": "socket_set", "pos": Vector3(11.5, 0.99, -19.8), "yaw": -0.2},
"compressor": {"model": "compressor", "pos": Vector3(8.2, 0.07, -17.5), "yaw": 1.2},
"hoist": {"model": "engine_crane", "pos": Vector3(15.2, 0.07, -17.0), "yaw": -0.5},
"additives": {"model": "jerry_can", "pos": Vector3(8.0, 0.07, -13.5), "yaw": 2.1},
}
## always-there garnish: the rest of the library, scattered like a real shed
const CLUTTER := [
["toolbox", Vector3(16.1, 0.07, -11.5), 1.9],
["trolley_jack", Vector3(11.0, 0.07, -15.5), 0.3],
["jack_stands", Vector3(15.8, 0.07, -9.8), 2.6],
["welder", Vector3(7.8, 0.07, -15.8), 1.6],
["batt_charger", Vector3(14.0, 0.99, -19.8), -0.3],
["angle_grinder", Vector3(16.0, 0.99, -19.7), 0.9],
["grease_gun", Vector3(13.0, 0.07, -16.5), 4.1],
["chain_hoist", Vector3(7.4, 0.07, -19.3), 0.6],
["engine_stand", Vector3(19.8, 0.0, -12.0), 5.4],
]
var hoist: Node3D
func _ready() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = 4074 # the postcode of paradise
_slab(Vector3(-3, -0.5, 5), Vector3(120, 1, 120), _mat("grass", 10.0)) # world
_slab(Vector3(0, 0.015, 31), Vector3(88, 0.03, 14), _mat("asphalt", 8.0), false) # street
_slab(Vector3(0, 0.02, 22), Vector3(88, 0.04, 2.2), _mat("footpath", 2.0), false) # footpath
_slab(Vector3(12, 0.025, 8), Vector3(8, 0.05, 32), _mat("concrete_ground", 3.0), false) # driveway
_fence()
_house()
_shed()
_hills_hoist()
_tools()
_neighbours()
_gums(rng)
# wheelie bins by the gate, a spare shitbox on the driveway (game.gd fills)
for i in 2:
var m := Marker3D.new()
m.name = "WB_%d" % i
m.position = Vector3(18.8, 0, 17.0 - i * 1.4)
add_child(m)
var pp := Marker3D.new()
pp.name = "PP_drive"
pp.position = Vector3(12, 0, 3)
pp.rotate_y(0.06)
add_child(pp)
func _process(delta: float) -> void:
if hoist:
hoist.rotate_y(delta * 0.35) # there is always a bit of wind
## ---- the yard -------------------------------------------------------------
func _fence() -> void:
var pal := _mat("paling_fence", 0.55, 0.9)
for seg in [
[Vector3(-30, 0.85, -4), Vector3(0.08, 1.7, 48)], # west
[Vector3(24, 0.85, -4), Vector3(0.08, 1.7, 48)], # east
[Vector3(-3, 0.85, -28), Vector3(54, 1.7, 0.08)], # back
[Vector3(-11.5, 0.85, 20), Vector3(37, 1.7, 0.08)], # front west of gate
[Vector3(20.5, 0.85, 20), Vector3(7, 1.7, 0.08)], # front east of gate
]:
_slab(seg[0], seg[1], pal)
func _house() -> void:
# single-storey: brick tiled SPARSE (0.045) or the place reads as an office
var brick := _mat("facade_brick", 0.045, 0.85)
_slab(Vector3(-12, 1.9, 8), Vector3(24, 3.8, 20), brick)
_slab(Vector3(-12, 1.7, 18.1), Vector3(18, 1.2, 0.15), _mat("facade_glass", 0.25, 0.3), false)
# corrugated hip-ish roof: two tilted sheets meeting at a ridge
for s in [-1.0, 1.0]:
var roof := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(25.2, 0.14, 11.0)
bm.material = _mat("corrugated_iron", 1.3, 0.6)
roof.mesh = bm
roof.position = Vector3(-12, 4.9, 8 + s * 4.9)
roof.rotation_degrees = Vector3(-s * 14.0, 0, 0)
add_child(roof)
# porch: slab, posts, and a light for coming home at night
_slab(Vector3(-6, 0.1, 19.3), Vector3(8, 0.2, 2.6), _mat("concrete_ground", 2.0), false)
for px in [-9.5, -2.5]:
_slab(Vector3(px, 1.5, 20.2), Vector3(0.14, 3.0, 0.14), _flat(Color(0.85, 0.83, 0.78), 0.7), false)
_slab(Vector3(-6, 3.05, 19.9), Vector3(0.3, 0.14, 0.3), _flat(Color(0.9, 0.87, 0.6), 0.4, Color(0.9, 0.8, 0.4)), false)
if Game.time_of_day == "night":
var ol := OmniLight3D.new()
ol.light_color = Color(1.0, 0.85, 0.55)
ol.light_energy = 1.4
ol.omni_range = 10.0
ol.position = Vector3(-6, 2.8, 19.6)
add_child(ol)
func _shed() -> void:
## Double garage, not a warehouse: 10 x 12 m, open front, slab, pegboard.
var iron := _mat("corrugated_iron", 1.4, 0.6)
_slab(Vector3(12, 0.035, -15), Vector3(10.6, 0.07, 12.6), _mat("concrete_ground", 2.5))
_slab(Vector3(7, 1.7, -15), Vector3(0.1, 3.4, 12.6), iron) # west wall
_slab(Vector3(17, 1.7, -15), Vector3(0.1, 3.4, 12.6), iron) # east wall
_slab(Vector3(12, 1.85, -21.2), Vector3(10.2, 3.7, 0.1), iron) # back wall
_slab(Vector3(12, 2.55, -20.9), Vector3(9.6, 1.9, 0.06), _mat("pegboard", 0.4, 0.9), false)
# workbench along the back
_slab(Vector3(11.5, 0.45, -19.9), Vector3(8.8, 0.9, 1.2), _flat(Color(0.32, 0.26, 0.2), 0.8))
_slab(Vector3(11.5, 0.93, -19.9), Vector3(9.0, 0.08, 1.35), _flat(Color(0.55, 0.48, 0.38), 0.6), false)
# skillion roof, high at the front so the ute fits
var roof := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(11.4, 0.12, 13.6)
bm.material = iron
roof.mesh = bm
roof.position = Vector3(12, 3.9, -15)
roof.rotation_degrees = Vector3(-3.2, 0, 0)
add_child(roof)
# fluoro batten under the roof -- and a real light at night
_slab(Vector3(12, 3.35, -15), Vector3(0.2, 0.08, 4.2), _flat(Color(0.95, 0.96, 0.9), 0.3, Color(0.9, 0.93, 0.85)), false)
if Game.time_of_day == "night":
var ol := OmniLight3D.new()
ol.light_color = Color(0.92, 0.95, 0.88)
ol.light_energy = 2.2
ol.omni_range = 14.0
ol.position = Vector3(12, 3.1, -15)
add_child(ol)
# the bay: painted outline + the marker game.gd watches
var paint := _flat(Color(0.86, 0.86, 0.8), 0.7)
for sx in [9.5, 14.5]:
_slab(Vector3(sx, 0.075, -14.2), Vector3(0.12, 0.02, 6.4), paint, false)
_slab(Vector3(12, 0.075, -17.4), Vector3(5.1, 0.02, 0.12), paint, false)
var bay := Marker3D.new()
bay.name = "GarageBay"
bay.position = Vector3(12, 0, -14.2)
add_child(bay)
func _hills_hoist() -> void:
var steel := _flat(Color(0.6, 0.61, 0.63), 0.4)
steel.metallic = 0.6
_cyl(Vector3(-14, 1.3, -20), 0.05, 2.6, steel)
hoist = Node3D.new()
hoist.position = Vector3(-14, 2.55, -20)
add_child(hoist)
for i in 4:
var arm := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(3.4, 0.05, 0.05)
bm.material = steel
arm.mesh = bm
arm.rotation_degrees = Vector3(0, 45.0 + i * 90.0, 4.0)
hoist.add_child(arm)
for i in 2: # wire squares
var r := 1.0 + i * 0.55
for j in 4:
var wire := MeshInstance3D.new()
var wm := BoxMesh.new()
wm.size = Vector3(r * 1.41, 0.015, 0.015)
wm.material = steel
wire.mesh = wm
wire.position = Vector3(0, 0.06 + i * 0.02, 0).rotated(Vector3.UP, 0)
wire.rotation_degrees = Vector3(0, j * 90.0, 0)
wire.position = Vector3(cos(deg_to_rad(j * 90.0 + 90.0)), 0.08, sin(deg_to_rad(j * 90.0 + 90.0))) * r * 0.0
wire.position.y = 0.08
wire.transform.origin += wire.basis.z * r * 0.7
hoist.add_child(wire)
# the washing: towels that have seen some things
for c in [[Color(0.75, 0.5, 0.45), 0.0], [Color(0.5, 0.6, 0.75), 1.7], [Color(0.85, 0.82, 0.7), 3.6]]:
var tow := MeshInstance3D.new()
var tm := BoxMesh.new()
tm.size = Vector3(0.7, 0.55, 0.02)
tm.material = _flat(c[0], 0.9)
tow.mesh = tm
tow.rotation_degrees = Vector3(0, rad_to_deg(float(c[1])), 0)
tow.position = Vector3(cos(float(c[1])), -0.35, sin(float(c[1]))) * 1.2
hoist.add_child(tow)
func _tools() -> void:
## Owned catalogue tools materialise as the real models; unowned leave an
## oil-stained promise on the slab. Clutter is permanent, like real clutter.
for id in TOOL_SPOTS:
var spot: Dictionary = TOOL_SPOTS[id]
if Garage.has_tool(id):
ToolProps.spawn(self, spot["model"], spot["pos"], float(spot["yaw"]), "shed_tool", id)
else:
_slab(Vector3(spot["pos"].x, 0.078, spot["pos"].z), Vector3(0.7, 0.01, 0.5),
_flat(Color(0.09, 0.08, 0.06), 0.3), false)
for c in CLUTTER:
ToolProps.spawn(self, c[0], c[1], float(c[2]))
func _neighbours() -> void:
## Across the road: enough suburbia to feel watched.
for i in 3:
var x := -34.0 + i * 30.0
_slab(Vector3(x, 1.8, 47), Vector3(18, 3.6, 14),
_mat("facade_brick" if i != 1 else "facade_concrete", 0.045, 0.85))
var roof := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(19.5, 0.14, 15.5)
bm.material = _mat("corrugated_iron", 1.3, 0.6)
roof.mesh = bm
roof.position = Vector3(x, 4.2, 47)
roof.rotation_degrees = Vector3(6, 0, 0)
add_child(roof)
_slab(Vector3(x, 0.85, 39.2), Vector3(18, 1.7, 0.08), _mat("paling_fence", 0.55, 0.9))
func _gums(rng: RandomNumberGenerator) -> void:
for at in [Vector3(-26, 0, -22), Vector3(20, 0, -25), Vector3(-27, 0, 14),
Vector3(-38, 0, 24), Vector3(34, 0, 23)]:
var h := rng.randf_range(5.5, 8.5)
_cyl(at + Vector3(0, h * 0.5, 0), 0.2, h, _mat("bark", 1.4))
var crown := MeshInstance3D.new()
var sm := SphereMesh.new()
sm.radius = rng.randf_range(2.4, 3.4)
sm.height = sm.radius * 1.6
sm.radial_segments = 10
sm.rings = 6
sm.material = _mat("foliage", 0.55)
crown.mesh = sm
crown.position = at + Vector3(0, h + sm.radius * 0.35, 0)
add_child(crown)
## ---- helpers --------------------------------------------------------------
func _mat(tex: String, scale: float, rough := 0.9) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.albedo_texture = load(TEX % tex)
m.uv1_scale = Vector3(scale, scale, scale)
m.uv1_triplanar = true
m.roughness = rough
m.metallic = 0.0
return m
func _flat(color: Color, rough := 0.85, emit := Color.BLACK) -> StandardMaterial3D:
var m := StandardMaterial3D.new()
m.albedo_color = color
m.roughness = rough
m.metallic = 0.0
if emit != Color.BLACK:
m.emission_enabled = true
m.emission = emit
m.emission_energy_multiplier = 1.2
return m
func _slab(pos: Vector3, size: Vector3, mat: Material, collide := true) -> void:
var body := StaticBody3D.new()
var mi := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = size
bm.material = mat
mi.mesh = bm
body.add_child(mi)
if collide:
var shape := CollisionShape3D.new()
var bs := BoxShape3D.new()
bs.size = size
shape.shape = bs
body.add_child(shape)
body.position = pos
add_child(body)
func _cyl(pos: Vector3, r: float, h: float, mat: Material) -> void:
var mi := MeshInstance3D.new()
var cm := CylinderMesh.new()
cm.top_radius = r
cm.bottom_radius = r * 1.2
cm.height = h
cm.radial_segments = 8
cm.material = mat
mi.mesh = cm
mi.position = pos
add_child(mi)