Files
Cinderwild/scripts/player/survival.gd
Paul Bailey fc7eb3cfed M1b: survival stats, day/night, fire fuel, cooking, foraging, torches, death + grave
- 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
2026-11-04 01:19:41 +00:00

128 lines
3.6 KiB
GDScript

extends Node
## Survival stats: health, stamina, hunger (satiety) and warmth, each 0..100.
##
## - Hunger drains over about a day and a quarter, faster when you're cold.
## - Warmth moves toward a target: air temperature (day/night, altitude),
## plus heat from fires and a held torch, minus being wet.
## - Health drains while starving or freezing, and regenerates when fed and warm.
## - Stamina pays for sprinting, jumping and swinging, and regenerates after a
## short pause.
##
## step(dt) holds all the rules, so tests can fast-forward time. In M2 this runs
## on the server.
signal changed
signal died
const MAX := 100.0
const HUNGER_DRAIN := 100.0 / 1500.0 ## full to empty in ~1.25 in-game days
const STAMINA_REGEN := 24.0
const STAMINA_DELAY := 1.0
const WET_SECONDS := 90.0
var health := MAX
var stamina := MAX
var hunger := MAX ## satiety: 100 = full, 0 = starving
var warmth := 70.0
var wet := 0.0 ## seconds of "Wet" left
var heat := 0.0 ## 0..1 from nearby fires etc (last step)
var statuses: Array[String] = []
var dead := false
var player: CharacterBody3D
var world: Node3D
var _stamina_wait := 0.0
func _process(delta: float) -> void:
if world != null and not world.menu_mode:
step(delta)
func step(dt: float) -> void:
if dead:
return
var p := player.global_position
heat = world.heat_at(p)
var target: float = world.air_warmth(p) + heat * 70.0
if wet > 0.0:
target -= 22.0
wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
target = clampf(target, 0.0, MAX)
# Warm up faster than you cool down: getting to a fire should feel good.
warmth = move_toward(warmth, target, (7.0 if target > warmth else 1.6) * dt)
hunger = maxf(hunger - HUNGER_DRAIN * dt * (1.5 if warmth < 30.0 else 1.0), 0.0)
if _stamina_wait > 0.0:
_stamina_wait -= dt
else:
stamina = minf(stamina + STAMINA_REGEN * dt, MAX)
var dmg := 0.0
if hunger <= 0.0:
dmg += 0.6
if warmth < 12.0:
dmg += 0.5
if dmg > 0.0:
health = maxf(health - dmg * dt, 0.0)
elif hunger > 40.0 and warmth > 35.0:
health = minf(health + 0.5 * dt, MAX)
_update_statuses()
changed.emit()
if health <= 0.0:
dead = true
died.emit()
func _update_statuses() -> void:
statuses.clear()
if heat > 0.25:
statuses.append("Warm")
if warmth < 12.0:
statuses.append("Freezing")
elif warmth < 30.0:
statuses.append("Cold")
if hunger <= 0.0:
statuses.append("Starving")
elif hunger < 25.0:
statuses.append("Hungry")
if wet > 0.0:
statuses.append("Wet")
## Spends stamina for an action. Returns false (and spends nothing) if you're
## too tired. Continuous costs (sprinting) pass `partial = true`.
func use_stamina(amount: float, partial: bool = false) -> bool:
if stamina <= 0.0 or (not partial and stamina < amount * 0.5):
return false
stamina = maxf(stamina - amount, 0.0)
_stamina_wait = STAMINA_DELAY
return true
func eat(food: Dictionary) -> void:
hunger = minf(hunger + float(food.get("hunger", 0)), MAX)
health = minf(health + float(food.get("health", 0)), MAX)
changed.emit()
func soak() -> void:
wet = WET_SECONDS
func reset_after_death() -> void:
dead = false
health = 50.0
stamina = MAX
hunger = 50.0
warmth = 60.0
wet = 0.0
changed.emit()
func to_data() -> Dictionary:
return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet}
func load_data(d: Dictionary) -> void:
health = float(d.get("health", health))
stamina = float(d.get("stamina", stamina))
hunger = float(d.get("hunger", hunger))
warmth = float(d.get("warmth", warmth))
wet = float(d.get("wet", 0.0))
dead = false
changed.emit()