- 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
179 lines
7.2 KiB
GDScript
179 lines
7.2 KiB
GDScript
extends SceneTree
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## M1a core loop, end to end through the Actions intent layer: inventory
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## stacking, crafting (hand + station), chopping, mining, pickups, placing
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## pieces and chest storage.
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##
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## Run: godot --headless --path . --script res://tests/test_survival_core.gd
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var _fails := 0
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var _finished := false ## set at the very end; a script error aborts before it
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var _actions: Node
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var _db: Node
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func check(cond: bool, what: String) -> void:
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print((" ok " if cond else " FAIL ") + what)
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if not cond:
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_fails += 1
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func _initialize() -> void:
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_run.call_deferred()
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func _run() -> void:
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# Autoloads aren't resolvable by name in a --script SceneTree before the
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# main loop runs, so grab them from the root.
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_actions = root.get_node("Actions")
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_db = root.get_node("ItemDB")
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_test_inventory()
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var world: Node3D = load("res://scenes/world.tscn").instantiate()
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root.add_child(world)
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for _i in range(5):
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await physics_frame
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await _test_world(world)
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check(_finished, "test ran to the end (no script errors)")
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print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
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quit(1 if _fails > 0 else 0)
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func _test_inventory() -> void:
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print("inventory")
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var inv := Inventory.new(4)
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check(inv.add("stick", 120) == 0, "120 sticks fit in 4 slots of 50")
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check(inv.get_slot(0).count == 50 and inv.get_slot(2).count == 20, "stacks fill to 50 then spill")
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check(inv.add("stone", 200) == 150, "overflow is returned as leftover (1 free slot = 50 fit)")
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check(inv.remove("stick", 70) and inv.count("stick") == 50, "remove takes from the end")
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check(not inv.remove("flint", 1), "can't remove what you don't have")
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var cursor = inv.click(0, null, true)
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check(cursor.count == 25 and inv.get_slot(0).count == 25, "right-click picks up half")
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cursor = inv.click(0, cursor, false)
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check(cursor == null and inv.get_slot(0).count == 50, "left-click merges it back")
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func _test_world(world: Node3D) -> void:
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var player: CharacterBody3D = world.get_node("Player")
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var terrain: Node3D = world.get_node("Terrain")
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var inv: Inventory = player.inventory
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print("crafting")
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check(not _actions.craft(player, "stone_axe"), "can't craft an axe with nothing")
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inv.add("stick", 4); inv.add("flint", 3); inv.add("stone", 3)
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check(_actions.craft(player, "stone_axe") and inv.count("stone_axe") == 1, "craft stone axe")
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check(inv.count("stick") == 2 and inv.count("flint") == 1, "axe consumed 2 sticks + 2 flint")
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check(_actions.craft(player, "stone_pickaxe") and inv.count("stone_pickaxe") == 1, "craft stone pickaxe")
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print("chopping")
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var tree := _nearest(world, player, "tree")
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check(tree != null, "found a harvestable tree")
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if tree != null:
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player.global_position = tree.global_position + Vector3(1.5, 0.2, 0)
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_hold(player, "stone_axe")
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var hits := 0
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while not tree.depleted and hits < 20:
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_actions.harvest_hit(player, tree, tree.global_position + Vector3(0, 1, 0))
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hits += 1
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check(tree.depleted, "tree felled after %d hits" % hits)
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check(inv.count("wood") >= 4, "got wood from the tree (%d)" % inv.count("wood"))
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check(not _actions.harvest_hit(player, tree, tree.global_position), "a stump can't be chopped again")
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print("mining")
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var rock := _nearest(world, player, "rock")
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check(rock != null, "found a mineable boulder")
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if rock != null:
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player.global_position = rock.global_position + Vector3(2.0, 0.5, 0)
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_hold(player, "stone_axe")
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check(not _actions.harvest_hit(player, rock, rock.global_position), "an axe can't mine rock")
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_hold(player, "stone_pickaxe")
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var stone_before := inv.count("stone")
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var hits := 0
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while is_instance_valid(rock) and not rock.depleted and hits < 20:
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_actions.harvest_hit(player, rock, rock.global_position)
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hits += 1
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check(inv.count("stone") > stone_before and inv.count("flint") >= 1, "mined stone and flint")
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print("pickups")
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var pk: Node3D = null
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var best := INF
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for p in world.get_node("Props/Pickups").get_children():
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var d := player.global_position.distance_to(p.global_position)
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if d < best:
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best = d
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pk = p
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check(pk != null, "pickups exist on the ground")
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if pk != null:
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var id: String = pk.item_id
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var before := inv.count(id)
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player.global_position = pk.global_position + Vector3(30.0, 0.5, 0)
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check(not _actions.pickup(player, pk), "out-of-reach pickup is refused")
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player.global_position = pk.global_position + Vector3(0.5, 0.5, 0)
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var picked: bool = _actions.pickup(player, pk)
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check(picked and inv.count(id) == before + 1, "picked up a %s" % id)
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print("building")
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inv.add("wood", 30); inv.add("flint", 4); inv.add("stick", 8)
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check(not _actions.craft(player, "chest"), "chest needs a workbench")
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check(_actions.craft(player, "workbench"), "craft workbench by hand")
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var spot := _flat_spot(terrain, world)
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player.global_position = spot + Vector3(0, 0.5, 3.0)
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var slot := _hold(player, "workbench")
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var bench_xf := Transform3D(Basis(), spot)
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check(world.placement_valid(ItemDB_get(player, "workbench"), bench_xf), "flat clear ground is valid")
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check(_actions.place(player, slot, bench_xf, world), "placed the workbench")
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check(inv.count("workbench") == 0, "placing consumed the item")
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await physics_frame # let the physics server register the new body
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check(not world.placement_valid(ItemDB_get(player, "workbench"), bench_xf), "can't place on top of it")
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check(_actions.craft(player, "chest"), "chest crafts next to the workbench")
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var chest_xf := Transform3D(Basis(), Vector3(spot.x + 2.6, terrain.sample_height(spot.x + 2.6, spot.z), spot.z))
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slot = _hold(player, "chest")
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check(_actions.place(player, slot, chest_xf, world), "placed the chest")
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var chest: Node = null
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for c in world.get_node("Pieces").get_children():
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if c.item_id == "chest":
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chest = c
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check(chest != null, "chest exists in the world")
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if chest != null:
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var wood_slot := -1
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for i in range(inv.size()):
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if inv.get_slot(i) != null and inv.get_slot(i).id == "wood":
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wood_slot = i
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var moving: int = inv.get_slot(wood_slot).count
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_actions.transfer(player, inv, wood_slot, chest.inventory, chest)
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check(chest.inventory.count("wood") == moving, "shift-click stored %d wood in the chest" % moving)
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_finished = true
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func ItemDB_get(_p, id: String) -> Dictionary:
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return _db.get_item(id)
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## Puts one of `id` into hotbar slot 0 and selects it. Returns the slot.
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func _hold(player: Node, id: String) -> int:
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var inv: Inventory = player.inventory
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for i in range(inv.size()):
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var s = inv.get_slot(i)
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if s != null and s.id == id:
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var tmp = inv.get_slot(0)
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inv.set_slot(0, s)
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inv.set_slot(i, tmp)
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break
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player.select(0)
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return 0
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func _nearest(world: Node, player: Node3D, kind: String) -> Node3D:
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var best: Node3D = null
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var bd := INF
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for n in world.get_tree().get_nodes_in_group("harvestable"):
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if n.kind == kind and not n.depleted:
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var d := player.global_position.distance_to(n.global_position)
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if d < bd:
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bd = d
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best = n
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return best
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func _flat_spot(terrain: Node3D, world: Node3D) -> Vector3:
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var def: Dictionary = _db.get_item("workbench")
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for r in range(0, 60, 3):
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for k in range(12):
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var a := TAU * k / 12.0
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var x := cos(a) * r
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var z := sin(a) * r
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var p := Vector3(x, terrain.sample_height(x, z), z)
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if world.placement_valid(def, Transform3D(Basis(), p)) and world.placement_valid(def, Transform3D(Basis(), p + Vector3(2.6, 0, 0))):
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return p
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return Vector3.ZERO
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