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.
67 lines
2.6 KiB
GDScript
67 lines
2.6 KiB
GDScript
extends SceneTree
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## Terrain edge check, for several seeds: in the band just inside the boundary
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## wall there must be (1) no water deeper than you can wade out of, and (2) no
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## water without a bank, i.e. ground that drops away outward. The inland water
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## surface stops at the wall, so unbanked water hangs in the air over the drop.
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## This is the bug where the player fell into floating water by the sea cliff.
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## Shallow ponds at the foot of the mountains are fine: the slope holds them.
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##
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## Run: godot --headless --path . --script res://tests/test_terrain_edges.gd
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const BAND := 10.0 # metres inside the wall to check
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const MAX_EDGE_DEPTH := 1.0 # deepest allowed water near the edge (wadeable)
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const BANK_CHECK := 12.0 # how far outward the bank must rise above water
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## The original island plus a spread of other seeds: new worlds get random
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## seeds, so the edge rule has to hold for any of them.
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const SEEDS := [1337, 1, 42, 777, 4242, 9001, 31337, 123456]
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func _initialize() -> void:
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_all.call_deferred()
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func _all() -> void:
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var failed := 0
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for s in SEEDS:
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var terrain: Node3D = load("res://scripts/world/terrain.gd").new()
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terrain.noise_seed = s
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root.add_child(terrain) # builds in _ready
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var bad := _check(terrain)
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print("seed %6d: %s" % [s, "ok" if bad == 0 else "%d bad samples" % bad])
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if bad > 0:
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failed += 1
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terrain.free()
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print("RESULT: %s (%d/%d seeds clean)" % ["PASS" if failed == 0 else "FAIL", SEEDS.size() - failed, SEEDS.size()])
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quit(1 if failed > 0 else 0)
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func _check(terrain: Node3D) -> int:
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var bad := 0
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var worst := INF
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var worst_at := Vector2.ZERO
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var half: float = terrain.size * 0.5
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var x := -half
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while x < half:
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var z := -half
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while z < half:
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if terrain.inside_boundary(x, z, 0.0) and not terrain.inside_boundary(x, z, BAND):
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var h: float = terrain.sample_height(x, z)
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# Hazard 1: a pit too deep to wade out of near the edge.
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var too_deep: bool = h < terrain.water_level - MAX_EDGE_DEPTH
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# Hazard 2: water that isn't held in by a bank. The inland water
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# surface stops at the wall, so wet ground must rise again just
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# outward, or the water edge hangs over a drop.
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var unbanked := false
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if h < terrain.water_level:
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var out := Vector2(x, z).normalized() * BANK_CHECK
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unbanked = terrain.sample_height(x + out.x, z + out.y) < terrain.water_level
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if too_deep or unbanked:
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bad += 1
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if h < worst:
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worst = h
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worst_at = Vector2(x, z)
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z += 1.0
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x += 1.0
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if bad > 0:
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print(" lowest %.1f m at (%.0f, %.0f), sea weight %.2f" % [
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worst, worst_at.x, worst_at.y, terrain.sea_weight(worst_at.x, worst_at.y)])
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return bad
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