M1d: creatures, hunting, weapons, food buffs and the hide cloak

- Rabbits, deer and boars with procedural meshes and animated legs, a
  state machine (idle/wander/flee/charge/dead) and heightmap steering that
  avoids water, cliffs, the world edge, trees and buildings
- Spawner keeps a habitat-based budget around the player (6/4/3)
- Melee needs a weapon or tool (club, spear, axe, pickaxe); box sweep hits
- Wooden spear (thrust or throw) and crude bow with draw-scaled arrows;
  projectiles stick in the world as saved pickups
- Carcasses: E to butcher for meat, hide and embedded arrows
- Boars charge and gore when hit; hurt flash and a brief healing pause
- Cooked meat gives Well fed (faster stamina and healing); buffs saved
- Hide cloak: wear for warmth, saved, goes in the grave on death
- Feathers as meadow pickups (appended, existing save ids unchanged)
- New test_creatures_combat suite; run_all.sh gets a per-suite time limit
This commit is contained in:
Paul Bailey
2026-11-04 10:55:44 +00:00
parent fed96ef118
commit 67bf85523d
22 changed files with 1782 additions and 33 deletions

View File

@@ -21,6 +21,8 @@ var _chest_grid: GridContainer
var _chest_title: Label
var _recipe_list: VBoxContainer
var _station_label: Label
var _worn_label: Label
var _worn_btn: Button
var _cursor = null ## stack held on the mouse
var _cursor_view: Control
var _cursor_icon: TextureRect
@@ -73,6 +75,19 @@ func bind(p: CharacterBody3D) -> void:
pass
pv.add_child(grid)
pv.add_child(UITheme.label("Row 1 is your hotbar. Shift-click moves stacks to/from a chest.", 13, UITheme.TEXT_DIM))
var wr := HBoxContainer.new()
wr.add_theme_constant_override("separation", 10)
_worn_label = UITheme.label("", 15)
wr.add_child(_worn_label)
_worn_btn = Button.new()
_worn_btn.text = "Take off"
_worn_btn.focus_mode = Control.FOCUS_NONE
_worn_btn.pressed.connect(func():
Actions.take_off(player)
_refresh())
wr.add_child(_worn_btn)
pv.add_child(wr)
player.worn_changed.connect(_refresh)
pp.add_child(pv)
row.add_child(pp)
@@ -203,6 +218,8 @@ func _refresh() -> void:
if _cursor != null:
_cursor_icon.texture = ItemDB.icon(_cursor.id)
_cursor_count.text = str(_cursor.count) if _cursor.count > 1 else ""
_worn_label.text = "Wearing: %s" % (ItemDB.item_name(player.worn) if not player.worn.is_empty() else "nothing")
_worn_btn.visible = not player.worn.is_empty()
_rebuild_recipes()
func _rebuild_recipes() -> void: