M1b: survival stats, day/night, fire fuel, cooking, foraging, torches, death + grave

- Health, stamina, hunger, warmth and wet with HUD bars, status tags and clock
- 20-minute day/night cycle with moon, stars and lit clouds
- Campfire fuel (2 min start, 15 min max), heat radius, cooking needs a lit fire
- Berry bushes (regrow 10 min), mushrooms, roasted mushroom, torch
- Stamina costs for sprint, jump and harvest hits
- Death respawns at island start and leaves a grave bag
- Saves include stats, time of day, fire fuel, regrowth timers and graves
- New test_survival_stats suite; tests fail if a script error aborts them
This commit is contained in:
Paul Bailey
2026-11-04 01:19:41 +00:00
parent 2b1afc86ba
commit fc7eb3cfed
28 changed files with 1326 additions and 97 deletions

View File

@@ -1,13 +1,24 @@
extends "res://scripts/building/piece.gd"
## Campfire: flickering light, flames, embers and smoke. A "campfire" station
## (cooking arrives in M1b along with fuel and warmth).
## Campfire: light, warmth and cooking, while it has fuel.
##
## Starts with a little kindling. E adds wood (or sticks) from your inventory;
## it burns down in play time and goes out at zero. While lit it is a
## "campfire" station (cooking) and a heat source (warmth within ~7 m).
const MAX_FUEL := 900.0 ## 15 min
const START_FUEL := 120.0
const HEAT_RADIUS := 7.0
var fuel := START_FUEL
var _light: OmniLight3D
var _fx: Array[CPUParticles3D] = []
var _t := 0.0
var _noise := FastNoiseLite.new()
var _lit := true
func _build() -> void:
add_to_group("station:campfire")
add_to_group("heat")
_noise.frequency = 2.5
_light = OmniLight3D.new()
_light.light_color = Color(1.0, 0.62, 0.3)
@@ -18,30 +29,76 @@ func _build() -> void:
_light.position = Vector3(0, 0.7, 0)
add_child(_light)
add_child(_particles("Flames", 26, 0.55, Vector3(0, 0.12, 0), 0.5, 1.0, 0.5, 0.9, _gradient([
_fx.append(_particles("Flames", 26, 0.55, Vector3(0, 0.12, 0), 0.5, 1.0, 0.5, 0.9, _gradient([
[0.0, Color(1.0, 0.8, 0.35, 0.0)], [0.15, Color(1.0, 0.62, 0.2, 0.75)],
[0.6, Color(0.95, 0.3, 0.06, 0.45)], [1.0, Color(0.5, 0.08, 0.02, 0.0)]]), true, 0.32, 0.12))
add_child(_particles("Embers", 10, 2.0, Vector3(0, 0.3, 0), 0.8, 2.0, 0.5, 1.0, _gradient([
_fx.append(_particles("Embers", 10, 2.0, Vector3(0, 0.3, 0), 0.8, 2.0, 0.5, 1.0, _gradient([
[0.0, Color(1.0, 0.75, 0.35, 1.0)], [1.0, Color(1.0, 0.3, 0.05, 0.0)]]), true, 0.04, 0.15))
var smoke := _particles("Smoke", 10, 5.0, Vector3(0, 1.0, 0), 0.6, 1.1, 0.6, 1.4, _gradient([
[0.0, Color(0.55, 0.54, 0.52, 0.0)], [0.25, Color(0.58, 0.57, 0.55, 0.07)],
[1.0, Color(0.7, 0.7, 0.7, 0.0)]]), false, 0.9, 0.15)
smoke.spread = 25.0
smoke.gravity = Vector3(0.35, 0.25, 0.1) # drifts with the wind
# TODO(M1b): smoke renders as an opaque dark ball whatever its ramp colour
# (alpha-blended unshaded particles; additive flames are fine). Disabled
# until that's fixed, likely by moving to a small particle shader.
smoke.queue_free()
for p in _fx:
add_child(p)
# TODO: smoke. Alpha-blended unshaded particles rendered as an opaque dark
# ball whatever their ramp colour (additive flames are fine). Needs a small
# particle shader.
_set_lit(fuel > 0.0)
func display_name() -> String:
return "Campfire"
func is_lit() -> bool:
return _lit
func station_active() -> bool:
return _lit
## 0..1 warmth this fire gives at `pos`.
func heat_at(pos: Vector3) -> float:
if not _lit:
return 0.0
return 1.0 - smoothstep(1.5, HEAT_RADIUS, pos.distance_to(global_position))
func add_fuel(seconds: float) -> void:
fuel = minf(fuel + seconds, MAX_FUEL)
_set_lit(true)
func interact_prompt(player: Node) -> String:
var has_fuel: bool = player.inventory.count("wood") + player.inventory.count("stick") > 0
if _lit:
var left := "%d:%02d" % [int(fuel) / 60, int(fuel) % 60]
return "Campfire (%s left)%s" % [left, " [E] Add fuel" if has_fuel else " (add wood or sticks)"]
return "Campfire (out)%s" % (" [E] Add fuel to light" if has_fuel else " (needs wood or sticks)")
func interact(player: Node) -> void:
Actions.add_fuel(player, self)
func _process(delta: float) -> void:
if not _lit:
return
fuel -= delta
if fuel <= 0.0:
fuel = 0.0
_set_lit(false)
return
_t += delta
var f := _noise.get_noise_1d(_t * 10.0)
_light.light_energy = 2.2 + f * 0.7
# Burns lower in its last minute.
var strength := clampf(fuel / 60.0, 0.35, 1.0)
_light.light_energy = (2.2 + f * 0.7) * strength
_light.position = Vector3(f * 0.05, 0.7 + f * 0.05, 0)
func _set_lit(on: bool) -> void:
_lit = on
if _light != null:
_light.visible = on
for p in _fx:
p.emitting = on
func save_extra() -> Dictionary:
return {"fuel": fuel}
func load_extra(d: Dictionary) -> void:
fuel = float(d.get("fuel", fuel))
_set_lit(fuel > 0.0)
static func _gradient(stops: Array) -> Gradient:
var g := Gradient.new()
g.offsets = PackedFloat32Array(stops.map(func(s): return s[0]))
@@ -61,7 +118,7 @@ static func _soft_dot() -> GradientTexture2D:
t.height = 64
return t
func _particles(label: String, amount: int, lifetime: float, pos: Vector3, vmin: float, vmax: float,
static func _particles(label: String, amount: int, lifetime: float, pos: Vector3, vmin: float, vmax: float,
smin: float, smax: float, ramp: Gradient, additive: bool, quad_size: float, radius: float) -> CPUParticles3D:
var p := CPUParticles3D.new()
p.name = label
@@ -81,7 +138,7 @@ func _particles(label: String, amount: int, lifetime: float, pos: Vector3, vmin:
# Flames shrink as they rise.
var curve := Curve.new()
curve.add_point(Vector2(0.0, 1.0))
curve.add_point(Vector2(1.0, 0.35 if additive else 1.6))
curve.add_point(Vector2(1.0, 0.35))
p.scale_amount_curve = curve
var quad := QuadMesh.new()
quad.size = Vector2.ONE * quad_size

23
scripts/building/grave.gd Normal file
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@@ -0,0 +1,23 @@
extends "res://scripts/building/piece.gd"
## Grave: left where you died, holding everything you carried. Open it with E
## to take your things back; it crumbles once empty.
var inventory := Inventory.new(40)
func _build() -> void:
inventory.changed.connect(_on_changed)
func display_name() -> String:
return "Your grave"
func interact_prompt(_player: Node) -> String:
return "Your grave [E] Recover belongings"
func interact(player: Node) -> void:
player.open_inventory(self)
func _on_changed() -> void:
for s in inventory.slots:
if s != null:
return
queue_free.call_deferred()

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@@ -0,0 +1 @@
uid://ok0js1e4pb4s

View File

@@ -13,6 +13,7 @@ signal item_gained(id: String, n: int)
const STATION_RANGE := 6.0
const REACH := 3.2
const FULL_HUNGER := 98.0 ## can't eat above this
func _ready() -> void:
_bind("interact", [KEY_E])
@@ -21,7 +22,7 @@ func _ready() -> void:
for i in range(8):
_bind("hotbar_%d" % (i + 1), [KEY_1 + i])
_bind_mouse("attack", MOUSE_BUTTON_LEFT)
_bind_mouse("cancel", MOUSE_BUTTON_RIGHT)
_bind_mouse("use_item", MOUSE_BUTTON_RIGHT)
func _bind(action: String, keys: Array) -> void:
if not InputMap.has_action(action):
@@ -59,6 +60,8 @@ func station_near(player: Node3D, station: String) -> bool:
if station.is_empty():
return true
for s in player.get_tree().get_nodes_in_group("station:" + station):
if s.has_method("station_active") and not s.station_active():
continue # e.g. a campfire that has gone out
if (s as Node3D).global_position.distance_to(player.global_position) <= STATION_RANGE:
return true
return false
@@ -116,6 +119,9 @@ func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
notify.emit("Needs a %s (Tab to craft)" % ItemDB.item_name("stone_" + node.tool_kind))
return false
if not player.survival.use_stamina(6.0):
notify.emit("Too tired")
return false
var drops: Dictionary = node.hit(float(tool.get("damage", 1.0)), hit_point, player.global_position)
for id in drops:
_give(player, id, int(drops[id]))
@@ -141,6 +147,47 @@ func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
world.spawn_piece(def, xf)
return true
func forage(player: Node3D, bush: Node3D) -> bool:
if not is_instance_valid(bush) or not _in_reach(player, bush) or not bush.ripe():
return false
var got: Dictionary = bush.harvest()
for id in got:
_give(player, id, int(got[id]))
return not got.is_empty()
## Eats one of the food in `slot`.
func eat(player: Node3D, slot: int) -> bool:
var s = player.inventory.get_slot(slot)
if s == null:
return false
var food: Dictionary = ItemDB.get_item(s.id).get("food", {})
if food.is_empty():
return false
if player.survival.hunger >= FULL_HUNGER:
notify.emit("You're full")
return false
player.inventory.take_from(slot, 1)
player.survival.eat(food)
notify.emit("Ate %s" % ItemDB.item_name(s.id).to_lower())
return true
## Feeds a campfire from the player's inventory: wood first, then sticks.
func add_fuel(player: Node3D, fire: Node3D) -> bool:
if not is_instance_valid(fire) or not _in_reach(player, fire):
return false
if fire.fuel >= fire.MAX_FUEL - 1.0:
notify.emit("The fire is fully stoked")
return false
for id in ["wood", "stick", "fiber"]:
if player.inventory.count(id) > 0:
player.inventory.remove(id, 1)
fire.add_fuel(float(ItemDB.get_item(id).get("fuel", 10)))
notify.emit("Added %s to the fire" % ItemDB.item_name(id).to_lower())
return true
notify.emit("Nothing to burn (wood or sticks)")
return false
## Moves between two inventories (quick-move / shift-click). The player must
## be next to the container.
func transfer(player: Node3D, from: Inventory, slot: int, to: Inventory, container: Node3D = null) -> void:

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@@ -18,6 +18,14 @@ const IRON := Color(0.30, 0.30, 0.32)
const ASH := Color(0.18, 0.17, 0.16)
const BINDING := Color(0.75, 0.68, 0.48)
const FIBER := Color(0.45, 0.55, 0.22)
const BERRY := Color(0.62, 0.08, 0.16)
const MUSH_CAP := Color(0.72, 0.30, 0.18)
const MUSH_ROAST := Color(0.40, 0.24, 0.12)
const MUSH_STEM := Color(0.88, 0.84, 0.74)
const CLOTH := Color(0.60, 0.50, 0.32)
const SOIL := Color(0.30, 0.22, 0.15)
static var _cache := {}
static func build(key: String) -> ArrayMesh:
@@ -35,6 +43,14 @@ static func build(key: String) -> ArrayMesh:
"campfire": m = _campfire()
"workbench": m = _workbench()
"chest": m = _chest()
"fiber": m = _fiber()
"berries": m = _berries()
"mushroom": m = _mushroom(MUSH_CAP)
"roasted_mushroom": m = _mushroom(MUSH_ROAST)
"torch": m = _torch()
"grave": m = _grave()
"berry_bush": m = _berry_bush(true)
"berry_bush_bare": m = _berry_bush(false)
_:
push_warning("item_meshes: no mesh for '%s', using a stone" % key)
m = _pebble(1, Color.MAGENTA, Vector3.ONE * 0.15)
@@ -158,3 +174,74 @@ static func _chest() -> ArrayMesh:
_box(st, Vector3(sx, 0.36, 0), Vector3(0.07, 0.74, 0.76), IRON)
_box(st, Vector3(0, 0.55, 0.37), Vector3(0.12, 0.14, 0.03), IRON)
return P._commit(st)
static func _fiber() -> ArrayMesh:
var st := P._begin()
var r := _rng(41)
for i in range(7):
var a := r.randf_range(-0.25, 0.25)
var b := Vector3(r.randf_range(-0.03, 0.03), 0.02, r.randf_range(-0.03, 0.03))
P._cylinder(st, b + Vector3(-0.22, 0, 0), b + Vector3(0.22, 0.03 + a * 0.1, a), 0.008, 0.005, 3, P._mul(FIBER, r.randf_range(0.8, 1.15)), r)
_box(st, Vector3(0, 0.03, 0), Vector3(0.05, 0.05, 0.08), CLOTH)
return P._commit(st)
static func _berries() -> ArrayMesh:
var st := P._begin()
var r := _rng(43)
var n := FastNoiseLite.new()
n.seed = 43
for i in range(9):
var c := Vector3(r.randf_range(-0.07, 0.07), 0.03 + r.randf_range(0.0, 0.05), r.randf_range(-0.07, 0.07))
P._blob(st, c, Vector3.ONE * r.randf_range(0.025, 0.035), n, 0.1, P._mul(BERRY, r.randf_range(0.8, 1.2)), r, 0)
P._blob(st, Vector3(0, 0.08, 0), Vector3(0.05, 0.012, 0.03), n, 0.2, P.BUSH, r, 0)
return P._commit(st)
static func _mushroom(cap: Color) -> ArrayMesh:
var st := P._begin()
var r := _rng(47)
var n := FastNoiseLite.new()
n.seed = 47
P._cylinder(st, Vector3(0, -0.02, 0), Vector3(0, 0.1, 0), 0.025, 0.02, 6, MUSH_STEM, r, -1.0, MUSH_STEM)
P._blob(st, Vector3(0, 0.11, 0), Vector3(0.075, 0.04, 0.075), n, 0.15, cap, r, 1)
return P._commit(st)
static func _torch() -> ArrayMesh:
var st := P._begin()
var r := _rng(53)
_handle(st, 0.5, r)
P._cylinder(st, Vector3(0, 0.42, 0), Vector3(0, 0.58, 0), 0.045, 0.05, 6, CLOTH, r, -1.0, ASH)
return P._commit(st)
static func _grave() -> ArrayMesh:
var st := P._begin()
var r := _rng(59)
var n := FastNoiseLite.new()
n.seed = 59
P._blob(st, Vector3(0, 0.0, 0), Vector3(0.5, 0.22, 0.8), n, 0.15, SOIL, r, 1)
_box(st, Vector3(0, 0.55, -0.62), Vector3(0.08, 1.0, 0.06), PLANK_DARK)
_box(st, Vector3(0, 0.8, -0.62), Vector3(0.5, 0.08, 0.06), PLANK_DARK)
for i in range(4):
var c := Vector3(r.randf_range(-0.35, 0.35), 0.15, r.randf_range(-0.6, 0.6))
P._blob(st, c, Vector3.ONE * r.randf_range(0.07, 0.12), n, 0.3, STONE, r, 0)
return P._commit(st)
## World berry bush (not an item). `ripe` adds the berries.
static func _berry_bush(ripe: bool) -> ArrayMesh:
var st := P._begin()
var r := _rng(61)
var n := FastNoiseLite.new()
n.seed = 61
n.frequency = 2.0
var leaf := P._mul(P.BUSH, 1.1)
var blobs: Array[Vector3] = []
for i in range(4):
var c := Vector3(r.randf_range(-0.4, 0.4), r.randf_range(0.3, 0.55), r.randf_range(-0.4, 0.4))
var rad := r.randf_range(0.35, 0.5)
P._blob(st, c, Vector3(rad, rad * 0.8, rad), n, 0.3, P._mul(leaf, r.randf_range(0.85, 1.1)), r, 1)
blobs.append(c + Vector3(0, rad * 0.4, 0))
if ripe:
for c in blobs:
for k in range(6):
var d := Vector3(r.randf_range(-1, 1), r.randf_range(0.2, 1), r.randf_range(-1, 1)).normalized() * 0.4
P._blob(st, c + d, Vector3.ONE * 0.045, n, 0.1, BERRY, r, 0)
return P._commit(st)

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@@ -10,6 +10,7 @@ extends Node3D
signal prompt_changed(text: String)
const Campfire = preload("res://scripts/building/campfire.gd")
const REACH := 3.2
const PLACE_REACH := 6.0
const SWING_TIME := 0.5
@@ -27,6 +28,9 @@ var _place_xf := Transform3D()
var _place_ok := false
var _prompt := ""
var _held_shown := "~"
var _torch_light: OmniLight3D
var _torch_flame: CPUParticles3D
var _t := 0.0
func _ready() -> void:
_ray = RayCast3D.new()
@@ -51,6 +55,22 @@ func _ready() -> void:
_ghost.top_level = true
add_child(_ghost)
_torch_light = OmniLight3D.new()
_torch_light.light_color = Color(1.0, 0.65, 0.35)
_torch_light.omni_attenuation = 1.3
_torch_light.shadow_enabled = true
_torch_light.position = Vector3(0, 0.62, 0)
_torch_light.visible = false
_view.add_child(_torch_light)
_torch_flame = Campfire._particles(
"TorchFlame", 14, 0.4, Vector3(0, 0.58, 0), 0.2, 0.5, 0.25, 0.5,
Campfire._gradient([
[0.0, Color(1.0, 0.8, 0.35, 0.0)], [0.2, Color(1.0, 0.6, 0.2, 0.8)], [1.0, Color(0.6, 0.1, 0.02, 0.0)]]),
true, 0.12, 0.03)
_torch_flame.local_coords = false
_torch_flame.emitting = false
_view.add_child(_torch_flame)
player.inventory.changed.connect(_refresh_held)
player.selected_changed.connect(_refresh_held)
_refresh_held()
@@ -82,6 +102,17 @@ func _refresh_held() -> void:
_ghost_yaw = 0.0
else:
_ghost.visible = false
# Torch: a flickering light at the head of the held torch.
var light: Dictionary = def.get("light", {})
_torch_light.visible = not light.is_empty()
_torch_flame.emitting = not light.is_empty()
if not light.is_empty():
_torch_light.omni_range = float(light.get("range", 8.0))
_torch_light.light_energy = float(light.get("energy", 1.5))
## 0..1 warmth from what's held (a torch).
func held_heat() -> float:
return float(_held_def().get("light", {}).get("heat", 0.0))
func _set_prompt(t: String) -> void:
if t != _prompt:
@@ -110,8 +141,16 @@ func _physics_process(delta: float) -> void:
_set_prompt("[LMB] Place %s [R] Rotate" % def.name)
return
_ghost.visible = false
if _torch_light.visible:
_t += delta
_torch_light.light_energy = float(def.get("light", {}).get("energy", 1.5)) * (0.85 + 0.15 * sin(_t * 17.0) * sin(_t * 5.3))
var t := _target()
_set_prompt(t.interact_prompt(player) if t != null else "")
if t != null:
_set_prompt(t.interact_prompt(player))
elif def.has("food"):
_set_prompt("[RMB] Eat %s" % def.name)
else:
_set_prompt("")
func _update_ghost(def: Dictionary) -> void:
var cam := get_parent() as Camera3D
@@ -142,7 +181,10 @@ func _unhandled_input(event: InputEvent) -> void:
player.select(player.selected - 1)
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
player.select(player.selected + 1)
if event.is_action_pressed("rotate_piece"):
if event.is_action_pressed("use_item") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
if _held_def().has("food"):
Actions.eat(player, player.selected)
elif event.is_action_pressed("rotate_piece"):
_ghost_yaw += deg_to_rad(22.5)
elif event.is_action_pressed("interact"):
var t := _target()

View File

@@ -26,6 +26,7 @@ var inventory := Inventory.new(40) ## slots 0-7 are the hotbar
var selected := 0
var ui_open := false ## set by the inventory screen; freezes look/move
var hands: Node3D
var survival: Node ## health / stamina / hunger / warmth (survival.gd)
var _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity", 9.8)
@@ -36,6 +37,11 @@ func _ready() -> void:
hands.name = "Hands"
hands.player = self
camera.add_child(hands)
survival = preload("res://scripts/player/survival.gd").new()
survival.name = "Survival"
survival.player = self
survival.world = get_parent()
add_child(survival)
func held_item_id() -> String:
var s = inventory.get_slot(selected)
@@ -70,17 +76,21 @@ func _physics_process(delta: float) -> void:
elif not is_on_floor():
velocity.y -= _gravity * delta
if global_position.y < water_level - 0.6:
survival.soak() # waist-deep or more: you're wet
var jump := Input.is_action_just_pressed("jump") and not ui_open
if jump and is_on_floor():
velocity.y = jump_velocity
elif jump and global_position.y > float_y - 0.4 and global_position.y < float_y + 0.3:
# Swim-jump: kick up out of the water to climb onto a bank.
var can_swim_jump := global_position.y > float_y - 0.4 and global_position.y < float_y + 0.3
if jump and (is_on_floor() or can_swim_jump) and survival.use_stamina(8.0):
# (A swim-jump kicks you up out of the water onto a bank.)
velocity.y = jump_velocity
var input_dir := Vector2.ZERO if ui_open else Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var current_speed := sprint_speed if Input.is_key_pressed(KEY_SHIFT) else speed
var sprinting: bool = Input.is_key_pressed(KEY_SHIFT) and direction.length() > 0.1 and not ui_open \
and survival.use_stamina(14.0 * delta, true)
var current_speed := sprint_speed if sprinting else speed
if swimming:
current_speed = swim_speed
if direction:

127
scripts/player/survival.gd Normal file
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@@ -0,0 +1,127 @@
extends Node
## Survival stats: health, stamina, hunger (satiety) and warmth, each 0..100.
##
## - Hunger drains over about a day and a quarter, faster when you're cold.
## - Warmth moves toward a target: air temperature (day/night, altitude),
## plus heat from fires and a held torch, minus being wet.
## - Health drains while starving or freezing, and regenerates when fed and warm.
## - Stamina pays for sprinting, jumping and swinging, and regenerates after a
## short pause.
##
## step(dt) holds all the rules, so tests can fast-forward time. In M2 this runs
## on the server.
signal changed
signal died
const MAX := 100.0
const HUNGER_DRAIN := 100.0 / 1500.0 ## full to empty in ~1.25 in-game days
const STAMINA_REGEN := 24.0
const STAMINA_DELAY := 1.0
const WET_SECONDS := 90.0
var health := MAX
var stamina := MAX
var hunger := MAX ## satiety: 100 = full, 0 = starving
var warmth := 70.0
var wet := 0.0 ## seconds of "Wet" left
var heat := 0.0 ## 0..1 from nearby fires etc (last step)
var statuses: Array[String] = []
var dead := false
var player: CharacterBody3D
var world: Node3D
var _stamina_wait := 0.0
func _process(delta: float) -> void:
if world != null and not world.menu_mode:
step(delta)
func step(dt: float) -> void:
if dead:
return
var p := player.global_position
heat = world.heat_at(p)
var target: float = world.air_warmth(p) + heat * 70.0
if wet > 0.0:
target -= 22.0
wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
target = clampf(target, 0.0, MAX)
# Warm up faster than you cool down: getting to a fire should feel good.
warmth = move_toward(warmth, target, (7.0 if target > warmth else 1.6) * dt)
hunger = maxf(hunger - HUNGER_DRAIN * dt * (1.5 if warmth < 30.0 else 1.0), 0.0)
if _stamina_wait > 0.0:
_stamina_wait -= dt
else:
stamina = minf(stamina + STAMINA_REGEN * dt, MAX)
var dmg := 0.0
if hunger <= 0.0:
dmg += 0.6
if warmth < 12.0:
dmg += 0.5
if dmg > 0.0:
health = maxf(health - dmg * dt, 0.0)
elif hunger > 40.0 and warmth > 35.0:
health = minf(health + 0.5 * dt, MAX)
_update_statuses()
changed.emit()
if health <= 0.0:
dead = true
died.emit()
func _update_statuses() -> void:
statuses.clear()
if heat > 0.25:
statuses.append("Warm")
if warmth < 12.0:
statuses.append("Freezing")
elif warmth < 30.0:
statuses.append("Cold")
if hunger <= 0.0:
statuses.append("Starving")
elif hunger < 25.0:
statuses.append("Hungry")
if wet > 0.0:
statuses.append("Wet")
## Spends stamina for an action. Returns false (and spends nothing) if you're
## too tired. Continuous costs (sprinting) pass `partial = true`.
func use_stamina(amount: float, partial: bool = false) -> bool:
if stamina <= 0.0 or (not partial and stamina < amount * 0.5):
return false
stamina = maxf(stamina - amount, 0.0)
_stamina_wait = STAMINA_DELAY
return true
func eat(food: Dictionary) -> void:
hunger = minf(hunger + float(food.get("hunger", 0)), MAX)
health = minf(health + float(food.get("health", 0)), MAX)
changed.emit()
func soak() -> void:
wet = WET_SECONDS
func reset_after_death() -> void:
dead = false
health = 50.0
stamina = MAX
hunger = 50.0
warmth = 60.0
wet = 0.0
changed.emit()
func to_data() -> Dictionary:
return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet}
func load_data(d: Dictionary) -> void:
health = float(d.get("health", health))
stamina = float(d.get("stamina", stamina))
hunger = float(d.get("hunger", hunger))
warmth = float(d.get("warmth", warmth))
wet = float(d.get("wet", 0.0))
dead = false
changed.emit()

View File

@@ -0,0 +1 @@
uid://ibwy562x1kqp

View File

@@ -15,6 +15,9 @@ var _hotbar: Array = []
var _toasts: VBoxContainer
var _screen: Control
var _menu: Control
var _bars: Dictionary = {}
var _status: Label
var _clock: Label
func bind(p: CharacterBody3D) -> void:
player = p
@@ -74,6 +77,8 @@ func bind(p: CharacterBody3D) -> void:
_toasts.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(_toasts)
_build_stats(root)
_screen = InventoryScreen.new()
root.add_child(_screen)
_screen.bind(player)
@@ -92,6 +97,63 @@ func bind(p: CharacterBody3D) -> void:
ItemDB.icons_ready.connect(_refresh)
_refresh()
## Bars bottom-left (health, stamina, food, warmth), status tags above them,
## clock top-right.
func _build_stats(root: Control) -> void:
var box := VBoxContainer.new()
box.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
box.grow_vertical = Control.GROW_DIRECTION_BEGIN
box.offset_left = 22
box.offset_bottom = -22
box.add_theme_constant_override("separation", 5)
box.mouse_filter = Control.MOUSE_FILTER_IGNORE
root.add_child(box)
_status = UITheme.label("", 15, UITheme.TEXT)
box.add_child(_status)
for spec in [["health", "Health", Color(0.85, 0.22, 0.2)], ["stamina", "Stamina", Color(0.9, 0.78, 0.25)],
["hunger", "Food", Color(0.85, 0.5, 0.2)], ["warmth", "Warmth", Color(0.95, 0.55, 0.3)]]:
var row := HBoxContainer.new()
row.add_theme_constant_override("separation", 8)
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
var name_l := UITheme.label(spec[1], 14, UITheme.TEXT_DIM)
name_l.custom_minimum_size = Vector2(62, 0)
row.add_child(name_l)
var bar := ProgressBar.new()
bar.custom_minimum_size = Vector2(190, 14)
bar.show_percentage = false
bar.max_value = 100.0
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
bar.add_theme_stylebox_override("background", UITheme.box(Color(0, 0, 0, 0.55), UITheme.SLOT_BORDER, 1, 4, 0))
bar.add_theme_stylebox_override("fill", UITheme.box(spec[2], spec[2].lightened(0.2), 1, 4, 0))
row.add_child(bar)
box.add_child(row)
_bars[spec[0]] = bar
_clock = UITheme.label("", 18)
_clock.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
_clock.grow_horizontal = Control.GROW_DIRECTION_BEGIN
_clock.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
_clock.offset_right = -22
_clock.offset_top = 14
root.add_child(_clock)
func _process(_d: float) -> void:
var s = player.survival
for k in _bars:
_bars[k].value = s.get(k)
# Warmth bar shifts from icy blue (cold) to orange (warm).
var w: float = s.warmth / 100.0
var wc := Color(0.35, 0.6, 0.95).lerp(Color(0.95, 0.55, 0.3), w)
(_bars["warmth"].get_theme_stylebox("fill") as StyleBoxFlat).bg_color = wc
_status.text = " ".join(s.statuses)
var dn = player.get_parent().day_night
if dn != null:
_clock.text = dn.clock_text()
## Closes the inventory / menu (e.g. on death).
func close_screens() -> void:
if _screen.is_open():
_screen.close()
func _on_inventory_requested(container: Node) -> void:
if not _screen.is_open():
_screen.open(container)

View File

@@ -132,7 +132,7 @@ func close() -> void:
if left > 0 and container != null:
left = container.inventory.add(_cursor.id, left)
_cursor = null
if container != null and container.inventory.changed.is_connected(_refresh):
if container != null and is_instance_valid(container) and container.inventory.changed.is_connected(_refresh):
container.inventory.changed.disconnect(_refresh)
container = null
visible = false
@@ -147,12 +147,17 @@ func _input(event: InputEvent) -> void:
get_viewport().set_input_as_handled()
elif event is InputEventMouseMotion:
_cursor_view.global_position = event.position
# Walking away from a chest closes it.
if container != null and player.global_position.distance_to(container.global_position) > 5.0:
close()
func _process(_d: float) -> void:
if visible and container != null and player.global_position.distance_to(container.global_position) > 5.0:
if not visible or container == null:
return
# Containers can vanish while open (an emptied grave crumbles).
if not is_instance_valid(container) or container.is_queued_for_deletion():
container = null
_rebuild_chest()
return
if player.global_position.distance_to(container.global_position) > 5.0:
close()
func _rebuild_chest() -> void:
@@ -177,7 +182,7 @@ func _on_player_slot(i: int, right: bool, shift: bool) -> void:
_refresh()
func _on_chest_slot(i: int, right: bool, shift: bool) -> void:
if not Actions._in_reach(player, container, 1.0):
if container == null or not is_instance_valid(container) or not Actions._in_reach(player, container, 1.0):
return
if shift:
Actions.transfer(player, container.inventory, i, player.inventory, container)

View File

@@ -7,7 +7,8 @@ const UITheme = preload("res://scripts/ui/theme.gd")
const CONTROLS := [
["W A S D", "Move"], ["Shift", "Sprint"], ["Space", "Jump / swim up"],
["Mouse", "Look"], ["E", "Interact / pick up"], ["Left click", "Use tool / place"],
["Mouse", "Look"], ["E", "Interact / pick up / add fuel"], ["Left click", "Use tool / place"],
["Right click (holding food)", "Eat"],
["R", "Rotate piece"], ["1 - 8, wheel", "Hotbar"], ["Tab", "Inventory & crafting"],
["Shift + click", "Move stack to/from a chest"], ["Right click", "Split stack"],
["Esc", "This menu (game autosaves every 2 min)"],

116
scripts/world/day_night.gd Normal file
View File

@@ -0,0 +1,116 @@
extends Node
## Day/night cycle. Moves the sun along its arc and drives sky colours, sun and
## moon light, ambient light and fog from the time of day.
##
## Time is a fraction of a day (0 = midnight, 0.25 = 06:00 sunrise,
## 0.5 = noon, 0.75 = 18:00 sunset). One day lasts `day_length` real seconds
## (20 min). Saved with the world (see world.gd collect_save).
signal new_day(day: int)
@export var day_length := 1200.0
@export var sun_tilt_deg := 35.0 ## arc leans toward +Z, so noon sun sits at 55°
const DAY_BIAS := 0.2
var day := 1
var time := 8.0 / 24.0
var frozen := false ## title-screen backdrop: hold a fixed time
var sun: DirectionalLight3D
var moon: DirectionalLight3D
var env: Environment
var sky_mat: ShaderMaterial
var daylight := 1.0 ## 0 at night, 1 in full day (smooth)
var sun_height := 1.0 ## sin of sun elevation (-1..1)
var _sky_timer := 0.0
# Palette: [zenith, horizon, fog]
const DAY_COLS := [Color(0.24, 0.44, 0.72), Color(0.72, 0.79, 0.85), Color(0.70, 0.77, 0.85)]
const DUSK_COLS := [Color(0.22, 0.27, 0.48), Color(0.98, 0.62, 0.38), Color(0.82, 0.62, 0.50)]
const NIGHT_COLS := [Color(0.02, 0.03, 0.07), Color(0.07, 0.09, 0.16), Color(0.07, 0.09, 0.14)]
func setup(world_sun: DirectionalLight3D, environment: Environment) -> void:
sun = world_sun
env = environment
sky_mat = env.sky.sky_material as ShaderMaterial
moon = DirectionalLight3D.new()
moon.name = "Moon"
moon.light_color = Color(0.55, 0.65, 1.0)
moon.shadow_enabled = false
moon.directional_shadow_max_distance = 120.0
moon.sky_mode = DirectionalLight3D.SKY_MODE_LIGHT_ONLY # keep the sky shader's LIGHT0 = sun
sun.add_sibling(moon)
apply(true)
func hours() -> float:
return time * 24.0
func clock_text() -> String:
var h := hours()
return "Day %d %02d:%02d" % [day, int(h), int(fmod(h, 1.0) * 60.0)]
func is_night() -> bool:
return daylight < 0.3
func advance(seconds: float) -> void:
time += seconds / day_length
while time >= 1.0:
time -= 1.0
day += 1
new_day.emit(day)
apply(false)
func _process(delta: float) -> void:
if not frozen:
advance(delta)
## Updates lights every call; the sky material (which triggers a radiance
## rebuild) only a few times a second unless `force`.
func apply(force: bool) -> void:
if sun == null:
return
var a := (time - 0.25) * TAU
var t := deg_to_rad(sun_tilt_deg)
# +DAY_BIAS lifts the whole arc: sunrise ~05:00, sunset ~19:00, so days
# are longer than nights and dusk lingers.
var to_sun := Vector3(cos(a), sin(a) * cos(t) + DAY_BIAS, sin(a) * sin(t)).normalized()
sun_height = to_sun.y
daylight = smoothstep(-0.2, 0.25, to_sun.y)
var low := 1.0 - smoothstep(0.05, 0.45, absf(to_sun.y)) # 1 near the horizon
sun.global_basis = Basis.looking_at(-to_sun if to_sun.y > -0.2 else Vector3.DOWN, Vector3.FORWARD)
sun.light_energy = 1.8 * smoothstep(-0.03, 0.15, to_sun.y)
sun.light_color = Color(1.0, 0.95, 0.83).lerp(Color(1.0, 0.58, 0.32), low)
sun.visible = sun.light_energy > 0.01
sun.shadow_enabled = sun.visible
var moon_dir := Vector3(-to_sun.x, absf(to_sun.y) * 0.8 + 0.25, -to_sun.z * 0.5).normalized()
moon.global_basis = Basis.looking_at(-moon_dir, Vector3.FORWARD)
moon.light_energy = 0.38 * (1.0 - daylight)
moon.visible = moon.light_energy > 0.01
moon.shadow_enabled = moon.visible and not sun.visible
env.ambient_light_energy = lerpf(0.3, 1.0, daylight)
env.fog_light_energy = lerpf(0.25, 1.0, daylight)
env.volumetric_fog_density = lerpf(0.0025, 0.0045, daylight)
_sky_timer -= get_process_delta_time()
if not force and _sky_timer > 0.0:
return
_sky_timer = 0.25
var cols: Array = []
for i in range(3):
var dayc: Color = DAY_COLS[i].lerp(DUSK_COLS[i], low * daylight)
cols.append(NIGHT_COLS[i].lerp(dayc, daylight))
env.fog_light_color = cols[2]
if sky_mat != null:
sky_mat.set_shader_parameter("zenith_col", cols[0])
sky_mat.set_shader_parameter("horizon_col", cols[1])
sky_mat.set_shader_parameter("energy", lerpf(0.35, 1.0, daylight))
sky_mat.set_shader_parameter("star_strength", 1.0 - smoothstep(0.0, 0.35, daylight))
sky_mat.set_shader_parameter("cloud_lit", Color(0.16, 0.18, 0.24).lerp(Color(1, 1, 1), daylight))
sky_mat.set_shader_parameter("sun_tint", Color(1.0, 0.86, 0.62).lerp(Color(1.0, 0.55, 0.3), low))
## 0..100 "how warm the air is" before fires, shelter and clothes.
func air_warmth() -> float:
return lerpf(22.0, 68.0, daylight)

View File

@@ -0,0 +1 @@
uid://2vp5n05qr6yn

59
scripts/world/forage.gd Normal file
View File

@@ -0,0 +1,59 @@
extends Area3D
## A berry bush you can forage with E: berries plus some fiber. It's then bare
## until it regrows (`regrow_seconds` of play time). Walk-through, on
## collision layer 2 like pickups. Regrow timers are saved (props.forage).
const ItemMeshes = preload("res://scripts/items/item_meshes.gd")
var uid := ""
var regrow_seconds := 600.0
var regrow_left := 0.0 ## 0 = ripe
var rng := RandomNumberGenerator.new()
var _mesh: MeshInstance3D
func setup(material: Material) -> void:
collision_layer = 2
collision_mask = 0
monitoring = false
_mesh = MeshInstance3D.new()
_mesh.material_override = material
add_child(_mesh)
var cs := CollisionShape3D.new()
var sph := SphereShape3D.new()
sph.radius = 0.7
cs.shape = sph
cs.position = Vector3(0, 0.5, 0)
add_child(cs)
_refresh()
func ripe() -> bool:
return regrow_left <= 0.0
func _refresh() -> void:
_mesh.mesh = ItemMeshes.build("berry_bush" if ripe() else "berry_bush_bare")
func _process(delta: float) -> void:
if regrow_left > 0.0:
regrow_left = maxf(regrow_left - delta, 0.0)
if regrow_left <= 0.0:
_refresh()
func interact_prompt(_player: Node) -> String:
if ripe():
return "Berry bush [E] Pick berries"
return "Berry bush (regrowing, %d min)" % ceili(regrow_left / 60.0)
func interact(player: Node) -> void:
Actions.forage(player, self)
## Called by Actions.forage. Returns what was picked.
func harvest() -> Dictionary:
if not ripe():
return {}
regrow_left = regrow_seconds
_refresh()
return {"berries": rng.randi_range(2, 4), "fiber": rng.randi_range(1, 2)}
func restore(left: float) -> void:
regrow_left = left
_refresh()

View File

@@ -0,0 +1 @@
uid://ceb8l5850ldj4

View File

@@ -13,6 +13,7 @@ extends Node3D
const ProcMesh = preload("res://scripts/world/proc_mesh.gd")
const ResourceNodeScript = preload("res://scripts/world/resource_node.gd")
const PickupScript = preload("res://scripts/world/pickup.gd")
const ForageScript = preload("res://scripts/world/forage.gd")
const CELL := 48.0
const GRASS_TILE := 12.0
@@ -40,6 +41,7 @@ var _resources: Node3D ## harvestable trees/boulders (each its own body)
## creation order gives the same id to the same tree on every load.
var resource_nodes: Dictionary = {} ## uid -> resource node
var pickups: Dictionary = {} ## uid -> pickup
var forage: Dictionary = {} ## uid -> berry bush (forage.gd)
var _bark_mat: StandardMaterial3D
var _leaf_mat: ShaderMaterial
@@ -500,8 +502,9 @@ func _scatter_pickups() -> void:
add_child(root)
var rng := RandomNumberGenerator.new()
rng.seed = world_seed + 6
var want := {"stick": 260, "stone": 170, "flint": 80}
var radius: Dictionary = {"stick": 0.35, "stone": 0.25, "flint": 0.25}
# Order matters: new kinds go at the END so existing saves keep their ids.
var want := {"stick": 260, "stone": 170, "flint": 80, "mushroom": 110}
var radius: Dictionary = {"stick": 0.35, "stone": 0.25, "flint": 0.25, "mushroom": 0.25}
for id: String in want:
var mesh := ItemDB.mesh_for(id)
var placed := 0
@@ -525,6 +528,8 @@ func _scatter_pickups() -> void:
"flint":
var shore := 1.0 - smoothstep(terrain.water_level + 0.5, terrain.water_level + 4.0, h)
chance = 0.06 + shore * 0.9 + (1.0 - n.y) * 2.0
"mushroom":
chance = _forest(x, z) * 0.7 # deep forest only
# A few right by the spawn so the first craft is quick.
if Vector2(x - _spawn.x, z - _spawn.z).length() < 18.0:
chance += 0.5
@@ -537,6 +542,48 @@ func _scatter_pickups() -> void:
root.add_child(pk)
pk.global_transform = Transform3D(_ground_basis(n, 1.0, yaw, 1.0), Vector3(x, h - 0.02, z))
placed += 1
_scatter_berry_bushes(root)
## Berry bushes along forest edges and in meadows, plus a couple near spawn.
func _scatter_berry_bushes(root: Node3D) -> void:
var rng := RandomNumberGenerator.new()
rng.seed = world_seed + 7
var placed := 0
var tries := 0
while placed < 70 and tries < 8000:
tries += 1
var x := rng.randf_range(-terrain.play_radius, terrain.play_radius)
var z := rng.randf_range(-terrain.play_radius, terrain.play_radius)
var yaw := rng.randf() * TAU
var keep := rng.randf()
if not terrain.inside_boundary(x, z, 4.0):
continue
var h: float = terrain.sample_height(x, z)
var n: Vector3 = terrain.sample_normal(x, z)
if h < terrain.water_level + 0.6 or n.y < 0.85:
continue
var f := _forest(x, z)
var chance := 0.12 + (1.0 - absf(f - 0.45) * 2.0) * 0.5
var near_spawn := Vector2(x - _spawn.x, z - _spawn.z).length()
if near_spawn < 6.0:
continue
if near_spawn < 25.0:
chance += 0.4
if keep > chance:
continue
var bush: Area3D = ForageScript.new()
bush.uid = "b%d" % forage.size()
bush.rng.seed = hash(bush.uid) ^ world_seed
bush.setup(_leaf_mat_static())
root.add_child(bush)
bush.global_transform = Transform3D(_ground_basis(n, 0.5, yaw, rng.randf_range(0.9, 1.2)), Vector3(x, h - 0.05, z))
forage[bush.uid] = bush
placed += 1
## Berry-bush meshes carry their own vertex colours (including red berries),
## so they use the plain item material rather than the wind foliage shader.
func _leaf_mat_static() -> Material:
return ItemDB.item_material()
# --- grass streaming --------------------------------------------------------

View File

@@ -10,8 +10,6 @@ extends Node3D
## Dev hook: `godot --path . -- --shot=/abs/prefix` renders a few fixed views to
## <prefix>_<view>.png and quits. Handy for checking visual changes.
@export var sun_elevation_deg: float = 34.0
@export var sun_azimuth_deg: float = 40.0 ## 0 = behind the spawn view, + = to its right
@onready var terrain: Node3D = $Terrain
@onready var props: Node3D = $Props
@@ -22,6 +20,7 @@ const PIECES := {
"campfire": preload("res://scripts/building/campfire.gd"),
"workbench": preload("res://scripts/building/workbench.gd"),
"chest": preload("res://scripts/building/chest.gd"),
"grave": preload("res://scripts/building/grave.gd"),
}
const AUTOSAVE_SECONDS := 120.0
@@ -38,12 +37,20 @@ var _session_time := 0.0 ## seconds played since the last save
var _autosave_left := AUTOSAVE_SECONDS
var _menu_cam: Camera3D
var _menu_t := 0.0
var day_night: Node ## day_night.gd: time of day, sun, sky
func _ready() -> void:
_pieces = Node3D.new()
_pieces.name = "Pieces"
add_child(_pieces)
day_night = preload("res://scripts/world/day_night.gd").new()
day_night.name = "DayNight"
add_child(day_night)
day_night.setup(sun, $WorldEnvironment.environment)
if menu_mode:
day_night.time = 9.5 / 24.0
day_night.frozen = true
day_night.apply(true)
player.process_mode = Node.PROCESS_MODE_DISABLED
player.get_node("Camera3D").current = false
_menu_cam = Camera3D.new()
@@ -54,10 +61,11 @@ func _ready() -> void:
hud = preload("res://scripts/ui/hud.gd").new()
add_child(hud)
hud.bind(player)
if not menu_mode:
player.survival.died.connect(_on_player_died)
if Saves.has_world() and not menu_mode:
# Save on window close instead of quitting straight away.
get_tree().auto_accept_quit = false
_aim_sun()
player.set_physics_process(false)
set_physics_process(false)
if terrain.built:
@@ -65,11 +73,44 @@ func _ready() -> void:
else:
terrain.ready_built.connect(_on_terrain_ready)
func _aim_sun() -> void:
var el := deg_to_rad(sun_elevation_deg)
var az := deg_to_rad(sun_azimuth_deg)
var to_sun := Vector3(sin(az) * cos(el), sin(el), cos(az) * cos(el))
sun.global_basis = Basis.looking_at(-to_sun, Vector3.UP)
# --- survival environment ---------------------------------------------------
## 0..100 air warmth at `pos` before fires: time of day, minus altitude.
func air_warmth(pos: Vector3) -> float:
var w: float = day_night.air_warmth()
w -= maxf(pos.y - 12.0, 0.0) * 0.9
return w
## 0..1 heat from fires and a held torch.
func heat_at(pos: Vector3) -> float:
var h := 0.0
for n in get_tree().get_nodes_in_group("heat"):
h = maxf(h, n.heat_at(pos))
if player.hands != null:
h = maxf(h, player.hands.held_heat())
return h
## Death: everything you carried goes into a grave where you fell, and you
## wake up at the island start. The world carries on.
func _on_player_died() -> void:
var pos := player.global_position
pos.y = terrain.sample_height(pos.x, pos.z)
if pos.y < terrain.water_level:
# Drowned or died in the lake: put the grave on the nearest dry shore.
pos = terrain.find_spawn(Vector2(pos.x, pos.z))
var has_items := false
for st in player.inventory.slots:
if st != null:
has_items = true
if has_items:
var grave := spawn_piece(ItemDB.get_item("grave"), Transform3D(Basis(Vector3.UP, player.rotation.y), pos))
grave.inventory.load_data(player.inventory.to_data())
player.inventory.load_data(Inventory.new(player.inventory.size()).to_data())
if hud != null:
hud.close_screens()
_respawn()
player.survival.reset_after_death()
Actions.notify.emit("You died. Your belongings are in your grave." if has_items else "You died.")
func _on_terrain_ready() -> void:
var t0 := Time.get_ticks_msec()
@@ -146,6 +187,11 @@ func collect_save() -> Dictionary:
harvested[uid] = 0.0
elif n.hp < n.max_hp:
harvested[uid] = n.hp
var regrow := {}
for uid in props.forage:
var f = props.forage[uid]
if is_instance_valid(f) and f.regrow_left > 0.0:
regrow[uid] = f.regrow_left
var taken: Array = []
for uid in props.pickups:
var pk = props.pickups[uid]
@@ -158,6 +204,8 @@ func collect_save() -> Dictionary:
var entry := {"item": piece.item_id, "xf": _xf_to_array(piece.global_transform)}
if piece.get("inventory") != null:
entry["inventory"] = piece.inventory.to_data()
if piece.has_method("save_extra"):
entry["extra"] = piece.save_extra()
pieces.append(entry)
return {
"player": {
@@ -166,7 +214,10 @@ func collect_save() -> Dictionary:
"pitch": cam.rotation.x,
"inventory": player.inventory.to_data(),
"selected": player.selected,
"stats": player.survival.to_data(),
},
"time": {"day": day_night.day, "time": day_night.time},
"forage_regrow": regrow,
"harvested": harvested,
"pickups_taken": taken,
"pieces": pieces,
@@ -181,6 +232,17 @@ func apply_save(s: Dictionary) -> void:
if p.has("inventory"):
player.inventory.load_data(p.inventory)
player.select(int(p.get("selected", 0)))
if p.has("stats"):
player.survival.load_data(p.stats)
var t: Dictionary = s.get("time", {})
if not t.is_empty():
day_night.day = int(t.get("day", 1))
day_night.time = float(t.get("time", day_night.time))
day_night.apply(true)
var regrow: Dictionary = s.get("forage_regrow", {})
for uid in regrow:
if props.forage.has(uid):
props.forage[uid].restore(float(regrow[uid]))
var harvested: Dictionary = s.get("harvested", {})
for uid in harvested:
if props.resource_nodes.has(uid):
@@ -195,6 +257,8 @@ func apply_save(s: Dictionary) -> void:
var piece := spawn_piece(def, _array_to_xf(e.xf))
if e.has("inventory") and piece.get("inventory") != null:
piece.inventory.load_data(e.inventory)
if e.has("extra") and piece.has_method("load_extra"):
piece.load_extra(e.extra)
func _respawn() -> void:
player.global_position = _spawn + Vector3(0.0, 1.5, 0.0)
@@ -322,6 +386,19 @@ func _capture_survival(prefix: String, cam: Camera3D) -> void:
get_viewport().get_texture().get_image().save_png("%s_camp.png" % prefix)
print("[world] saved %s_camp.png" % prefix)
# Same camp at dusk and at night, torch in hand.
inv.set_slot(1, {"id": "torch", "count": 1})
player.select(1)
for shot in [["dusk", 18.3], ["night", 22.5]]:
day_night.time = float(shot[1]) / 24.0
day_night.apply(true)
await get_tree().create_timer(1.5).timeout
await RenderingServer.frame_post_draw
get_viewport().get_texture().get_image().save_png("%s_camp_%s.png" % [prefix, shot[0]])
print("[world] saved %s_camp_%s.png" % [prefix, shot[0]])
day_night.time = 9.0 / 24.0
day_night.apply(true)
chest.inventory.add("wood", 40)
chest.inventory.add("stone", 12)
player.global_position = chest.global_position + fwd * -2.0