- 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
418 lines
16 KiB
GDScript
418 lines
16 KiB
GDScript
extends Node3D
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## World controller.
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##
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## Owns spawn ordering so the player never falls through ungenerated ground:
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## waits for the terrain, places the scenery, then drops the player onto a dry,
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## flat spot facing the lake. Also aims the sun, and respawns the player if they
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## somehow leave the map or fall below it (a safety net behind the mountain rim
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## and invisible wall in terrain.gd).
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##
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## Dev hook: `godot --path . -- --shot=/abs/prefix` renders a few fixed views to
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## <prefix>_<view>.png and quits. Handy for checking visual changes.
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@onready var terrain: Node3D = $Terrain
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@onready var props: Node3D = $Props
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@onready var player: CharacterBody3D = $Player
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@onready var sun: DirectionalLight3D = $Sun
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const PIECES := {
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"campfire": preload("res://scripts/building/campfire.gd"),
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"workbench": preload("res://scripts/building/workbench.gd"),
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"chest": preload("res://scripts/building/chest.gd"),
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"grave": preload("res://scripts/building/grave.gd"),
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}
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const AUTOSAVE_SECONDS := 120.0
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## Set by the title screen before adding the world: no player, no HUD, no
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## saving, just a slow camera flight over the island as a menu backdrop.
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var menu_mode := false
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var _spawn := Vector3.ZERO
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var _spawn_yaw := 0.0
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var _pieces: Node3D
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var hud: CanvasLayer
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var _session_time := 0.0 ## seconds played since the last save
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var _autosave_left := AUTOSAVE_SECONDS
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var _menu_cam: Camera3D
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var _menu_t := 0.0
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var day_night: Node ## day_night.gd: time of day, sun, sky
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func _ready() -> void:
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_pieces = Node3D.new()
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_pieces.name = "Pieces"
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add_child(_pieces)
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day_night = preload("res://scripts/world/day_night.gd").new()
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day_night.name = "DayNight"
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add_child(day_night)
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day_night.setup(sun, $WorldEnvironment.environment)
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if menu_mode:
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day_night.time = 9.5 / 24.0
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day_night.frozen = true
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day_night.apply(true)
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player.process_mode = Node.PROCESS_MODE_DISABLED
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player.get_node("Camera3D").current = false
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_menu_cam = Camera3D.new()
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add_child(_menu_cam)
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_menu_cam.current = true
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$HUD.visible = false
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elif DisplayServer.get_name() != "headless":
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hud = preload("res://scripts/ui/hud.gd").new()
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add_child(hud)
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hud.bind(player)
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if not menu_mode:
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player.survival.died.connect(_on_player_died)
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if Saves.has_world() and not menu_mode:
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# Save on window close instead of quitting straight away.
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get_tree().auto_accept_quit = false
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player.set_physics_process(false)
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set_physics_process(false)
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if terrain.built:
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_on_terrain_ready()
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else:
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terrain.ready_built.connect(_on_terrain_ready)
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# --- survival environment ---------------------------------------------------
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## 0..100 air warmth at `pos` before fires: time of day, minus altitude.
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func air_warmth(pos: Vector3) -> float:
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var w: float = day_night.air_warmth()
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w -= maxf(pos.y - 12.0, 0.0) * 0.9
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return w
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## 0..1 heat from fires and a held torch.
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func heat_at(pos: Vector3) -> float:
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var h := 0.0
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for n in get_tree().get_nodes_in_group("heat"):
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h = maxf(h, n.heat_at(pos))
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if player.hands != null:
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h = maxf(h, player.hands.held_heat())
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return h
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## Death: everything you carried goes into a grave where you fell, and you
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## wake up at the island start. The world carries on.
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func _on_player_died() -> void:
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var pos := player.global_position
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pos.y = terrain.sample_height(pos.x, pos.z)
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if pos.y < terrain.water_level:
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# Drowned or died in the lake: put the grave on the nearest dry shore.
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pos = terrain.find_spawn(Vector2(pos.x, pos.z))
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var has_items := false
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for st in player.inventory.slots:
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if st != null:
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has_items = true
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if has_items:
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var grave := spawn_piece(ItemDB.get_item("grave"), Transform3D(Basis(Vector3.UP, player.rotation.y), pos))
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grave.inventory.load_data(player.inventory.to_data())
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player.inventory.load_data(Inventory.new(player.inventory.size()).to_data())
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if hud != null:
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hud.close_screens()
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_respawn()
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player.survival.reset_after_death()
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Actions.notify.emit("You died. Your belongings are in your grave." if has_items else "You died.")
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func _on_terrain_ready() -> void:
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var t0 := Time.get_ticks_msec()
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_spawn = terrain.find_spawn(Vector2.ZERO)
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var lake: Vector2 = terrain.lake_center
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var to_lake := lake - Vector2(_spawn.x, _spawn.z)
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_spawn_yaw = atan2(-to_lake.x, -to_lake.y)
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player.water_level = terrain.water_level
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props.place_on(terrain, player if not menu_mode else _menu_cam, _spawn)
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print("[world] scenery placed in %d ms" % (Time.get_ticks_msec() - t0))
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if menu_mode:
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return
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_respawn()
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if Saves.has_world():
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var state: Dictionary = Saves.load_state(Saves.current_id)
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if not state.is_empty():
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apply_save(state)
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print("[world] loaded '%s'" % Saves.current_id)
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player.set_physics_process(true)
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set_physics_process(true)
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_maybe_capture()
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func _process(delta: float) -> void:
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if menu_mode:
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# Slow orbit over the valley, looking toward the lake.
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_menu_t += delta * 0.025
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var r := 70.0
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var p := Vector3(cos(_menu_t) * r, 0.0, sin(_menu_t) * r)
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p.y = maxf(terrain.sample_height(p.x, p.z), terrain.water_level) + 24.0
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_menu_cam.global_position = p
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var lake: Vector2 = terrain.lake_center
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_menu_cam.look_at(Vector3(lake.x * 0.5, 2.0, lake.y * 0.5), Vector3.UP)
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return
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if not Saves.has_world() or get_tree().paused:
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return
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_session_time += delta
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_autosave_left -= delta
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if _autosave_left <= 0.0:
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save_now()
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# --- saving -----------------------------------------------------------------
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## Writes the current game to the active world slot. Returns false if this
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## session isn't tied to a slot (e.g. running world.tscn directly).
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func save_now() -> bool:
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_autosave_left = AUTOSAVE_SECONDS
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if not Saves.has_world():
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return false
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var ok: bool = Saves.save_state(Saves.current_id, collect_save(), _session_time)
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if ok:
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_session_time = 0.0
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Actions.notify.emit("Game saved" if ok else "Save FAILED")
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return ok
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_CLOSE_REQUEST and Saves.has_world() and not menu_mode:
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save_now()
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get_tree().quit()
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static func _xf_to_array(xf: Transform3D) -> Array:
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var b := xf.basis
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return [b.x.x, b.x.y, b.x.z, b.y.x, b.y.y, b.y.z, b.z.x, b.z.y, b.z.z, xf.origin.x, xf.origin.y, xf.origin.z]
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static func _array_to_xf(a: Array) -> Transform3D:
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return Transform3D(Vector3(a[0], a[1], a[2]), Vector3(a[3], a[4], a[5]), Vector3(a[6], a[7], a[8]), Vector3(a[9], a[10], a[11]))
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## Everything the player changed. The rest regenerates from the seed.
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func collect_save() -> Dictionary:
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var cam: Camera3D = player.get_node("Camera3D")
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var harvested := {}
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for uid in props.resource_nodes:
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var n = props.resource_nodes[uid]
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if not is_instance_valid(n) or n.depleted:
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harvested[uid] = 0.0
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elif n.hp < n.max_hp:
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harvested[uid] = n.hp
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var regrow := {}
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for uid in props.forage:
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var f = props.forage[uid]
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if is_instance_valid(f) and f.regrow_left > 0.0:
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regrow[uid] = f.regrow_left
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var taken: Array = []
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for uid in props.pickups:
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var pk = props.pickups[uid]
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if not is_instance_valid(pk) or pk.taken:
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taken.append(uid)
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var pieces: Array = []
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for piece in _pieces.get_children():
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if piece.is_queued_for_deletion():
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continue
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var entry := {"item": piece.item_id, "xf": _xf_to_array(piece.global_transform)}
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if piece.get("inventory") != null:
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entry["inventory"] = piece.inventory.to_data()
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if piece.has_method("save_extra"):
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entry["extra"] = piece.save_extra()
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pieces.append(entry)
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return {
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"player": {
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"pos": [player.global_position.x, player.global_position.y, player.global_position.z],
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"yaw": player.rotation.y,
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"pitch": cam.rotation.x,
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"inventory": player.inventory.to_data(),
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"selected": player.selected,
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"stats": player.survival.to_data(),
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},
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"time": {"day": day_night.day, "time": day_night.time},
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"forage_regrow": regrow,
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"harvested": harvested,
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"pickups_taken": taken,
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"pieces": pieces,
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}
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func apply_save(s: Dictionary) -> void:
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var p: Dictionary = s.get("player", {})
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if p.has("pos"):
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player.global_position = Vector3(p.pos[0], p.pos[1] + 0.05, p.pos[2])
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player.rotation = Vector3(0.0, float(p.get("yaw", 0.0)), 0.0)
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player.get_node("Camera3D").rotation.x = float(p.get("pitch", 0.0))
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if p.has("inventory"):
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player.inventory.load_data(p.inventory)
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player.select(int(p.get("selected", 0)))
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if p.has("stats"):
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player.survival.load_data(p.stats)
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var t: Dictionary = s.get("time", {})
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if not t.is_empty():
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day_night.day = int(t.get("day", 1))
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day_night.time = float(t.get("time", day_night.time))
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day_night.apply(true)
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var regrow: Dictionary = s.get("forage_regrow", {})
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for uid in regrow:
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if props.forage.has(uid):
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props.forage[uid].restore(float(regrow[uid]))
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var harvested: Dictionary = s.get("harvested", {})
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for uid in harvested:
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if props.resource_nodes.has(uid):
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props.resource_nodes[uid].restore(float(harvested[uid]))
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for uid in s.get("pickups_taken", []):
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if props.pickups.has(uid) and is_instance_valid(props.pickups[uid]):
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props.pickups[uid].collected()
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for e in s.get("pieces", []):
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var def: Dictionary = ItemDB.get_item(e.get("item", ""))
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if def.is_empty() or not def.has("place"):
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continue
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var piece := spawn_piece(def, _array_to_xf(e.xf))
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if e.has("inventory") and piece.get("inventory") != null:
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piece.inventory.load_data(e.inventory)
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if e.has("extra") and piece.has_method("load_extra"):
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piece.load_extra(e.extra)
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func _respawn() -> void:
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player.global_position = _spawn + Vector3(0.0, 1.5, 0.0)
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player.velocity = Vector3.ZERO
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player.rotation = Vector3(0.0, _spawn_yaw, 0.0)
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player.get_node("Camera3D").rotation.x = 0.0
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func _physics_process(_delta: float) -> void:
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var p := player.global_position
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var half: float = terrain.size * 0.5
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if p.y < terrain.min_height - 30.0 or absf(p.x) > half or absf(p.z) > half \
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or not terrain.inside_boundary(p.x, p.z, -4.0):
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push_warning("[world] player left the map at %s; respawning" % p)
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_respawn()
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# --- building ---------------------------------------------------------------
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## Whether a piece can go at `xf`: inside the valley, on dry fairly flat
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## ground, and not overlapping trees, rocks or other pieces.
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func placement_valid(def: Dictionary, xf: Transform3D) -> bool:
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var p := xf.origin
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if not terrain.inside_boundary(p.x, p.z, 1.5):
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return false
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if p.y < terrain.water_level + 0.15:
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return false
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var fp: Array = def.place.get("footprint", [1.0, 1.0])
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var hx := float(fp[0]) * 0.5
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var hz := float(fp[1]) * 0.5
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# Ground under the corners must be within reach of the base.
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for c in [Vector3(-hx, 0, -hz), Vector3(hx, 0, -hz), Vector3(-hx, 0, hz), Vector3(hx, 0, hz)]:
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var w: Vector3 = xf * c
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if absf(terrain.sample_height(w.x, w.z) - p.y) > 0.45:
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return false
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# Overlap test against everything solid except the ground itself.
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var box := BoxShape3D.new()
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box.size = Vector3(hx * 2.0 - 0.1, 1.0, hz * 2.0 - 0.1)
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var q := PhysicsShapeQueryParameters3D.new()
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q.shape = box
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q.transform = Transform3D(xf.basis, p + Vector3(0, 0.75, 0))
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q.collision_mask = 1
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q.exclude = [terrain.get_node("TerrainBody").get_rid(), player.get_rid()]
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return get_world_3d().direct_space_state.intersect_shape(q, 1).is_empty()
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func spawn_piece(def: Dictionary, xf: Transform3D) -> Node3D:
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var script: Script = PIECES.get(def.place.piece, preload("res://scripts/building/piece.gd"))
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var piece: StaticBody3D = script.new()
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piece.setup(def)
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_pieces.add_child(piece)
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piece.global_transform = xf
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return piece
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# --- dev screenshot hook ----------------------------------------------------
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func _maybe_capture() -> void:
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var prefix := ""
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for a in OS.get_cmdline_user_args():
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if a.begins_with("--shot="):
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prefix = a.trim_prefix("--shot=")
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if prefix.is_empty():
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return
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var lake: Vector2 = terrain.lake_center
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# [name, eye position (y = height above ground), look-at point] ; null = spawn view
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var views := [
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["spawn", null, null],
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["aerial", Vector3(0, 110, 150), Vector3(0, 0, -20)],
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["lake", Vector3(lake.x - 30.0, 3.0, lake.y + 22.0), Vector3(lake.x, -2.0, lake.y)],
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["forest", Vector3(-40, 1.7, 30), Vector3(-70, 4.0, 10)],
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["rim", Vector3(0, 2.0, 70), Vector3(0, 25.0, 125)],
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]
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# Sea-cliff views: from the cliff top out to sea, and from the water back at the cliff.
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var sa: float = terrain.sea_angle_deg
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var top: Vector2 = terrain.coast_point(sa + 12.0, -6.0)
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var out: Vector2 = terrain.coast_point(sa + 12.0, 200.0)
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views.append(["seacliff_top", Vector3(top.x, 1.7, top.y), Vector3(out.x, terrain.sea_level - 6.0, out.y)])
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var boat: Vector2 = terrain.coast_point(sa - 6.0, 38.0)
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var face: Vector2 = terrain.coast_point(sa + 4.0, 0.0)
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var boat_eye := Vector3(boat.x, terrain.sea_level + 3.0 - terrain.sample_height(boat.x, boat.y), boat.y)
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views.append(["seacliff_from_sea", boat_eye, Vector3(face.x, terrain.sea_level + 8.0, face.y)])
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# Along the cliff edge into the western headland (where the old pit was).
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var walk: Vector2 = terrain.coast_point(sa - 20.0, -8.0)
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var head: Vector2 = terrain.coast_point(sa - 52.0, 0.0)
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views.append(["headland", Vector3(walk.x, 1.7, walk.y), Vector3(head.x, 2.0, head.y)])
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await get_tree().create_timer(4.0).timeout
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set_physics_process(false) # views may sit outside the walkable area
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var cam: Camera3D = player.get_node("Camera3D")
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for v in views:
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if v[1] != null:
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player.set_physics_process(false)
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var eye: Vector3 = v[1]
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eye.y += terrain.sample_height(eye.x, eye.z)
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var dir: Vector3 = (v[2] as Vector3) - eye
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player.global_position = eye - Vector3(0.0, cam.position.y, 0.0)
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player.rotation = Vector3(0.0, atan2(-dir.x, -dir.z), 0.0)
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cam.rotation.x = atan2(dir.y, Vector2(dir.x, dir.z).length())
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props._update_grass(100000)
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await get_tree().create_timer(1.0).timeout
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await RenderingServer.frame_post_draw
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var path := "%s_%s.png" % [prefix, v[0]]
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get_viewport().get_texture().get_image().save_png(path)
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print("[world] saved ", path)
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await _capture_survival(prefix, cam)
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get_tree().quit()
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## Survival views: a small camp in front of the spawn (axe in hand), then the
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## inventory screen with a chest open.
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func _capture_survival(prefix: String, cam: Camera3D) -> void:
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_respawn()
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var inv: Inventory = player.inventory
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for pair in [["stone_axe", 1], ["stone_pickaxe", 1], ["campfire", 1], ["club", 1],
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["wood", 23], ["stick", 12], ["stone", 17], ["flint", 5]]:
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inv.add(pair[0], pair[1])
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var fwd := -player.global_basis.z
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var right := player.global_basis.x
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var chest: Node = null
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for k in [["campfire", 4.5, 0.0], ["workbench", 7.0, -2.8], ["chest", 6.5, 2.4]]:
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var p: Vector3 = player.global_position + fwd * float(k[1]) + right * float(k[2])
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p.y = terrain.sample_height(p.x, p.z)
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var piece := spawn_piece(ItemDB.get_item(k[0]), Transform3D(Basis(Vector3.UP, player.rotation.y), p))
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if k[0] == "chest":
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chest = piece
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player.select(0)
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cam.rotation.x = -0.22
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await get_tree().create_timer(2.5).timeout
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png("%s_camp.png" % prefix)
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print("[world] saved %s_camp.png" % prefix)
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# Same camp at dusk and at night, torch in hand.
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inv.set_slot(1, {"id": "torch", "count": 1})
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player.select(1)
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for shot in [["dusk", 18.3], ["night", 22.5]]:
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day_night.time = float(shot[1]) / 24.0
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day_night.apply(true)
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await get_tree().create_timer(1.5).timeout
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png("%s_camp_%s.png" % [prefix, shot[0]])
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print("[world] saved %s_camp_%s.png" % [prefix, shot[0]])
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day_night.time = 9.0 / 24.0
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day_night.apply(true)
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chest.inventory.add("wood", 40)
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chest.inventory.add("stone", 12)
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player.global_position = chest.global_position + fwd * -2.0
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hud._screen.open(chest)
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await get_tree().create_timer(0.6).timeout
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png("%s_inventory.png" % prefix)
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print("[world] saved %s_inventory.png" % prefix)
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hud._screen.close()
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hud._menu.open()
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await get_tree().create_timer(0.4).timeout
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png("%s_menu.png" % prefix)
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print("[world] saved %s_menu.png" % prefix)
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hud._menu.close()
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