Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases). Survival core (M1a): - Items/recipes as data (data/*.json) in the addon SDK's define_item / define_recipe shape; procedural item meshes and offscreen-rendered icons - Inventory class (40 slots, hotbar = row 1) shared by player and chests; click / right-click split / shift-click quick-move - Actions autoload: the intent layer (craft, pickup, harvest_hit, place, transfer) that validates every change; becomes the RPC surface in M2 - Gathering: ground pickups (sticks, stones, flint); trees chopped with an axe fall and leave stumps; boulders mined with a pickaxe shrink per hit - Crafting screen with station checks (workbench); placement mode with green/red ghost, rotation and overlap/slope validation - Pieces: campfire (light, flames, embers), workbench, chest (16 slots) - HUD: hotbar, held tool view model with swing, prompts, toasts Menus and saving: - ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit - Title screen over a flyover of the island: Continue / New World (name + seed) / Load World (with delete) / Quit - Saves autoload: one folder per world under user://worlds, atomic writes with a .bak; stores only player changes (player, pieces, chest contents, harvested resources, taken pickups) and regenerates the rest from the seed - Autosave every 2 min, Save & Quit to title/desktop, save on window close Fixes: UI screens now fill the viewport (were pinned top-left); title backdrop no longer captures the mouse. Tests: test_survival_core (31 checks), test_save_load (round trip + slots), test_terrain_edges now checks 8 seeds for deep pits / unbanked water.
36 lines
952 B
GDScript
36 lines
952 B
GDScript
extends Area3D
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## An item lying on the ground (stick, stone, flint). Look at it and press E.
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## Lives on collision layer 2, so the player walks through it but the
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## interaction ray still finds it.
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var item_id := "stick"
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var amount := 1
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var uid := "" ## stable id for saves (see props.gd)
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var taken := false
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func setup(id: String, mesh: Mesh, material: Material, radius: float) -> void:
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item_id = id
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collision_layer = 2
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collision_mask = 0
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monitoring = false
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var mi := MeshInstance3D.new()
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mi.mesh = mesh
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mi.material_override = material
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add_child(mi)
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var cs := CollisionShape3D.new()
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var sph := SphereShape3D.new()
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sph.radius = radius
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cs.shape = sph
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cs.position = Vector3(0, radius * 0.5, 0)
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add_child(cs)
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func interact_prompt(_player: Node) -> String:
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return "[E] Pick up %s" % ItemDB.item_name(item_id)
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func interact(player: Node) -> void:
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Actions.pickup(player, self)
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func collected() -> void:
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taken = true
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queue_free()
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