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.
37 lines
929 B
GDScript
37 lines
929 B
GDScript
extends StaticBody3D
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## Base for placed pieces (campfire, workbench, chest, later walls/floors).
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## Builds the visual from the item's procedural mesh and a box collider from
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## the item's footprint. Subclasses add behaviour.
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var item_id := ""
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var def: Dictionary = {}
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func setup(d: Dictionary) -> void:
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def = d
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item_id = d.id
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var mi := MeshInstance3D.new()
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mi.name = "Mesh"
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mi.mesh = ItemDB.mesh_for(item_id)
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mi.material_override = ItemDB.item_material()
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add_child(mi)
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var aabb := mi.mesh.get_aabb()
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var cs := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = Vector3(aabb.size.x, maxf(aabb.size.y, 0.3), aabb.size.z)
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cs.shape = box
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cs.position = aabb.get_center()
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add_child(cs)
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_build()
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func _build() -> void:
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pass
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func display_name() -> String:
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return ItemDB.item_name(item_id)
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func interact_prompt(_player: Node) -> String:
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return display_name()
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func interact(_player: Node) -> void:
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pass
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