P2 stone: stonecutter, cut stone, stone floors/walls/pillars/stairs/windows/doorway, hearth; wooden stairs, windows, posts, palisade and gate; stone support rules

This commit is contained in:
Paul Bailey
2026-11-05 01:14:07 +00:00
parent 24c280d885
commit 411bfef34a
16 changed files with 1123 additions and 21 deletions

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@@ -576,7 +576,7 @@
"name": "Iron Nails",
"category": "resource",
"stack": 100,
"description": "For sturdier building (stairs, windows, palisades: coming soon).",
"description": "For sturdier wooden building: stairs, windows, a palisade and its gate.",
"mesh": "nails"
},
{
@@ -719,6 +719,182 @@
1.2
]
}
},
{
"id": "cut_stone",
"name": "Cut Stone",
"category": "resource",
"stack": 50,
"description": "A squared block of stone, cut at a stonecutter. Builds stone pieces.",
"mesh": "cut_stone"
},
{
"id": "stonecutter",
"name": "Stonecutter",
"category": "placeable",
"stack": 1,
"description": "A saw bench for dressing stone: cuts stone into blocks and makes the stone building pieces.",
"mesh": "stonecutter",
"place": {
"piece": "stonecutter",
"footprint": [
1.8,
1.0
]
}
},
{
"id": "stone_floor",
"name": "Stone Floor",
"category": "building",
"stack": 20,
"description": "2 x 2 m of flagstones. Stone stacks tall but can't stand on wood.",
"mesh": "stone_floor",
"place": {
"piece": "build",
"kind": "floor",
"material": "stone"
}
},
{
"id": "stone_wall",
"name": "Stone Wall",
"category": "building",
"stack": 20,
"description": "2 x 2 m. Loses little support going up: build towers. Wood can sit on it, not under it.",
"mesh": "stone_wall",
"place": {
"piece": "build",
"kind": "wall",
"material": "stone"
}
},
{
"id": "stone_pillar",
"name": "Stone Pillar",
"category": "building",
"stack": 20,
"description": "A post for a floor's corner or edge. Carries what's on top straight to the ground.",
"mesh": "stone_pillar",
"place": {
"piece": "build",
"kind": "pillar",
"material": "stone"
}
},
{
"id": "stone_stairs",
"name": "Stone Stairs",
"category": "building",
"stack": 20,
"description": "Climbs 2 m (one storey) over 4 m. From a floor's edge or the ground.",
"mesh": "stone_stairs",
"place": {
"piece": "build",
"kind": "stairs",
"material": "stone"
}
},
{
"id": "stone_window",
"name": "Stone Window",
"category": "building",
"stack": 20,
"description": "A stone wall with a window in it. Still keeps the weather out.",
"mesh": "stone_window",
"place": {
"piece": "build",
"kind": "window",
"material": "stone"
}
},
{
"id": "stone_doorway",
"name": "Stone Doorway",
"category": "building",
"stack": 10,
"description": "An arch in a stone wall, with a wooden door. E opens and closes it.",
"mesh": "stone_doorway",
"place": {
"piece": "door",
"kind": "door",
"material": "stone"
}
},
{
"id": "stone_hearth",
"name": "Stone Hearth",
"category": "placeable",
"stack": 1,
"description": "An indoor fire with a chimney: warms a bigger room than a campfire, never rained out, cooks.",
"mesh": "stone_hearth",
"place": {
"piece": "hearth",
"footprint": [
1.6,
1.2
]
}
},
{
"id": "wood_stairs",
"name": "Wood Stairs",
"category": "building",
"stack": 20,
"description": "Climbs 2 m (one storey) over 4 m. From a floor's edge or the ground.",
"mesh": "wood_stairs",
"place": {
"piece": "build",
"kind": "stairs"
}
},
{
"id": "wood_window",
"name": "Wood Window",
"category": "building",
"stack": 20,
"description": "A wall with a shuttered window. Lets light in, still sheltered.",
"mesh": "wood_window",
"place": {
"piece": "build",
"kind": "window"
}
},
{
"id": "wood_pillar",
"name": "Wood Post",
"category": "building",
"stack": 20,
"description": "A post for a floor's corner or edge. Carries what's on top down to the ground.",
"mesh": "wood_pillar",
"place": {
"piece": "build",
"kind": "pillar"
}
},
{
"id": "palisade",
"name": "Palisade",
"category": "building",
"stack": 20,
"description": "2 m of sharpened logs, 3 m tall. A ring of them keeps wolves out.",
"mesh": "palisade",
"place": {
"piece": "build",
"kind": "palisade"
}
},
{
"id": "palisade_gate",
"name": "Palisade Gate",
"category": "building",
"stack": 10,
"description": "A gate for your palisade. E opens and closes it.",
"mesh": "palisade_gate",
"place": {
"piece": "door",
"kind": "door"
}
}
]
}

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@@ -349,6 +349,153 @@
"inputs": {
"iron_bar": 1
}
},
{
"id": "stonecutter",
"output": "stonecutter",
"count": 1,
"station": "workbench",
"category": "stations",
"inputs": {
"wood": 8,
"iron_bar": 4,
"stone": 10
}
},
{
"id": "cut_stone",
"output": "cut_stone",
"count": 1,
"station": "stonecutter",
"category": "building",
"inputs": {
"stone": 2
}
},
{
"id": "stone_floor",
"output": "stone_floor",
"count": 1,
"station": "stonecutter",
"category": "building",
"inputs": {
"cut_stone": 4
}
},
{
"id": "stone_wall",
"output": "stone_wall",
"count": 1,
"station": "stonecutter",
"category": "building",
"inputs": {
"cut_stone": 6
}
},
{
"id": "stone_pillar",
"output": "stone_pillar",
"count": 1,
"station": "stonecutter",
"category": "building",
"inputs": {
"cut_stone": 3
}
},
{
"id": "stone_stairs",
"output": "stone_stairs",
"count": 1,
"station": "stonecutter",
"category": "building",
"inputs": {
"cut_stone": 4
}
},
{
"id": "stone_window",
"output": "stone_window",
"count": 1,
"station": "stonecutter",
"category": "building",
"inputs": {
"cut_stone": 5
}
},
{
"id": "stone_doorway",
"output": "stone_doorway",
"count": 1,
"station": "stonecutter",
"category": "building",
"inputs": {
"cut_stone": 6,
"wood": 4
}
},
{
"id": "stone_hearth",
"output": "stone_hearth",
"count": 1,
"station": "stonecutter",
"category": "stations",
"inputs": {
"cut_stone": 10
}
},
{
"id": "wood_stairs",
"output": "wood_stairs",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 4,
"nails": 4
}
},
{
"id": "wood_window",
"output": "wood_window",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 2,
"nails": 2
}
},
{
"id": "wood_pillar",
"output": "wood_pillar",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 2
}
},
{
"id": "palisade",
"output": "palisade",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 4,
"nails": 2
}
},
{
"id": "palisade_gate",
"output": "palisade_gate",
"count": 1,
"station": "workbench",
"category": "building",
"inputs": {
"wood": 6,
"nails": 4
}
}
]
}

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@@ -1,6 +1,6 @@
# Progression and challenges design
Status: **P1 (iron) built**; P2-P5 are proposals.
Status: **P1 (iron) and P2 (stone) built**; P3-P5 are proposals.
*As built in P1:*
- Iron nuggets (70, in the scree under the rim), clay (60, on the lake
@@ -20,6 +20,23 @@ Status: **P1 (iron) built**; P2-P5 are proposals.
- Not yet: the cooking pot and stews, the iron-banded door (with P3, when
something can break doors), iron armour.
*As built in P2:*
- Stonecutter (workbench: 8 wood, 4 iron, 10 stone) cuts 2 stone into a
block of cut stone. No granite outcrops yet: the stonecutter is the only
source.
- At the stonecutter: stone floor (4), wall (6), pillar (3), stairs (4),
window (5), doorway with a wooden door (6 + 4 wood), hearth (10).
- At the workbench: wooden stairs, window and palisade (with nails), a
wooden post, a palisade gate.
- Support: stone loses 5% going up (wood 10%); wood can't hold stone up
("Stone needs stone or the ground under it"); through a pillar any step
up or down counts as vertical, so a post under a span carries it.
- Hearth: a campfire (fuel, cooking, wolves) with 1.5x the heat radius that
rain never speeds up. A sheltered room with mostly stone walls is 6
warmer. Shelter rays now run 0.6 m up, under window sills, so a room with
windows still counts.
- Palisade: 3 m tall, blocks like a wall online too. No fences.
Today the island runs out of goals after a few days: once you have stone
tools, a hut, a bow and a fire, the only threats are wolves at night, the
cold and your diet. This plan adds a **second tier of materials** (iron and

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@@ -38,6 +38,7 @@ Detailed plan in `docs/SURVIVAL_DESIGN.md` (phases M1a–M1d).
- [ ] Hide armour, more recipes, sea fishing *(later M1 polish)*
- [x] Wild flax (fibre plants) *(polish)*
- [x] Iron: nuggets, ore, clay, kiln, smelter, forge, iron tools and arrows, lantern, tool wear and repair *(P1)*
- [x] Stone building: stonecutter, cut stone, stone floors, walls, pillars, stairs, windows, doorways, hearth; wooden stairs, windows, posts, palisade and gate *(P2)*
- [ ] **Iron, stone building and new adversaries**: iron nuggets and ore,
smelting and a forge, iron tools and durability, cut-stone building,
an alpha wolf, a bear, a barrow with guards, spoilage and blizzards

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@@ -61,6 +61,40 @@ static func _define() -> Dictionary:
"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0), Vector3(1, 1, 0)],
"center": Vector3(0.33, 0.33, 0),
}
# --- P2 (docs/PROGRESSION_DESIGN.md §3) ---
# Pillar: a 0.4 m post standing on a floor corner or edge, carrying what's
# on top (a floor's corner meets its top).
# (The collider stops 0.2 m short of the top: that's where a floor resting
# on it has its slab, and the overlap check would count it as in the way.)
k["pillar"] = {
"shapes": [_box(Vector3(0, 0.9, 0), Vector3(0.4, 1.8, 0.4))],
"snaps": [Vector3(0, 0, 0), Vector3(0, 2, 0)],
"center": Vector3(0, 1, 0),
}
# Stairs: 2 m wide, climbing 2 m over 4 m toward -Z (the roof's slope):
# low edge on a floor's edge (or the ground), top edge at the next floor
# up. One smooth ramp to walk on; the steps are in the mesh.
var sn := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE))
k["stairs"] = {
"shapes": [{"type": "box", "center": Vector3(0, 1, -2) - sn * 0.1,
"size": Vector3(2, 0.2, sqrt(20.0)), "basis": Basis(Vector3.RIGHT, ROOF_ANGLE)}],
"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0),
Vector3(-1, 2, -4), Vector3(0, 2, -4), Vector3(1, 2, -4)],
"center": Vector3(0, 1, -2),
}
# Window: a wall with a 1 x 0.7 m opening, 1 m up.
k["window"] = {
"shapes": [_box(Vector3(0, 0.5, 0), Vector3(2, 1, 0.2)), _box(Vector3(0, 1.85, 0), Vector3(2, 0.3, 0.2)),
_box(Vector3(-0.75, 1.35, 0), Vector3(0.5, 0.7, 0.2)), _box(Vector3(0.75, 1.35, 0), Vector3(0.5, 0.7, 0.2))],
"snaps": wall_snaps,
"center": Vector3(0, 1, 0),
}
# Palisade: 2 m of sharpened logs, 3 m tall, for a ring round your camp.
k["palisade"] = {
"shapes": [_box(Vector3(0, 1.5, 0), Vector3(2, 3, 0.36))],
"snaps": [Vector3(-1, 0, 0), Vector3(0, 0, 0), Vector3(1, 0, 0)],
"center": Vector3(0, 1.5, 0),
}
var n := Vector3(0, cos(ROOF_ANGLE), sin(ROOF_ANGLE)) # panel normal (up and out)
# (Ends exactly at the ridge. The seam where two roofs meet is handled by
# build_system.roofed_at sampling several rays.)
@@ -109,8 +143,16 @@ static func make_shape(s: Dictionary, margin: float = 0.0) -> Array:
static func is_build(def: Dictionary) -> bool:
return def.has("place") and def.place.has("kind")
## "wood" or "stone" (items.json place.material). Stone loses less support
## going up and can't stand on wood (build_system.gd).
var material := "wood"
static func material_of(d: Dictionary) -> String:
return String(d.get("place", {}).get("material", "wood"))
func _make_collision(_mi: MeshInstance3D) -> void:
kind = def.place.kind
material = material_of(def)
collision_layer = 1 | BUILD_LAYER
add_to_group("build")
for s in kinds()[kind].shapes:

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@@ -94,21 +94,35 @@ func _grounded(points: Array) -> bool:
return true
return false
static func _loss(from_center: Vector3, to_center: Vector3) -> float:
const STONE_VERTICAL_LOSS := 0.05 ## stone stacks tall (P2)
## Support lost passing from a piece centred at `from_center` to one of
## `material` centred at `to_center`. Through a pillar (`via_pillar`: either
## piece is one) any real step up or down counts as vertical: a pillar under a
## floor's corner carries it straight down to the ground.
static func _loss(from_center: Vector3, to_center: Vector3, material: String = "wood", via_pillar: bool = false) -> float:
var d := to_center - from_center
var horiz := Vector2(d.x, d.z).length()
return VERTICAL_LOSS if absf(d.y) >= horiz * 0.99 else HORIZONTAL_LOSS
if absf(d.y) >= horiz * 0.99 or (via_pillar and absf(d.y) > 0.5):
return STONE_VERTICAL_LOSS if material == "stone" else VERTICAL_LOSS
return HORIZONTAL_LOSS
## Support a piece of `kind` would have at `xf`, given the current structure.
func support_for(kind: String, xf: Transform3D, exclude: Node = null) -> float:
## Wood can't hold stone up (stone on wood has no support from it).
static func _carries(below: Node, material: String) -> bool:
return not (material == "stone" and below.material == "wood")
## Support a piece of `kind` (and `material`) would have at `xf`.
func support_for(kind: String, xf: Transform3D, exclude: Node = null, material: String = "wood") -> float:
var pts := _world_snaps(kind, xf)
if _grounded(pts):
return 1.0
var center: Vector3 = xf * BuildPiece.kinds()[kind].center
var best := 0.0
for n in _touching(pts, exclude):
if not _carries(n, material):
continue
var nc: Vector3 = n.global_transform * BuildPiece.kinds()[n.kind].center
best = maxf(best, n.support * (1.0 - _loss(nc, center)))
best = maxf(best, n.support * (1.0 - _loss(nc, center, material, kind == "pillar" or n.kind == "pillar")))
return best
## Recomputes every piece's support from the ground up. Returns the pieces now
@@ -132,7 +146,8 @@ func recompute() -> Array:
continue
var best := 0.0
for n in nbrs[p]:
best = maxf(best, n.support * (1.0 - _loss(centers[n], centers[p])))
if _carries(n, p.material):
best = maxf(best, n.support * (1.0 - _loss(centers[n], centers[p], p.material, p.kind == "pillar" or n.kind == "pillar")))
if best > p.support + 0.0001:
p.support = best
changed = true
@@ -170,10 +185,19 @@ func check(def: Dictionary, xf: Transform3D, exclude: Node = null) -> String:
if not hits.is_empty():
last_blocker = hits[0].collider
return "Something's in the way"
if support_for(kind, xf, exclude) < MIN_SUPPORT:
var mat := BuildPiece.material_of(def)
if support_for(kind, xf, exclude, mat) < MIN_SUPPORT:
if mat == "stone" and _rests_on_wood(kind, xf, exclude):
return "Stone needs stone or the ground under it (wood can't hold it)"
return "Not enough support"
return ""
func _rests_on_wood(kind: String, xf: Transform3D, exclude: Node) -> bool:
for n in _touching(_world_snaps(kind, xf), exclude):
if n.material == "wood":
return true
return false
## Where a building piece goes when the player aims at `hit` (a ray result
## dictionary: position, normal, collider). `yaw` is the player's preferred
## rotation. Returns {xf, ok, reason, snapped}.
@@ -246,6 +270,8 @@ func _free_xf(kind: String, hp: Vector3, yaw: float, on_terrain: bool) -> Transf
match kind:
"floor":
probe = [Vector3(-1, 0, -1), Vector3(1, 0, -1), Vector3(-1, 0, 1), Vector3(1, 0, 1), Vector3.ZERO]
"pillar":
probe = [Vector3.ZERO]
_:
probe = [Vector3(-1, 0, 0), Vector3.ZERO, Vector3(1, 0, 0)]
var hs: Array[float] = []
@@ -271,9 +297,13 @@ func roofed_at(pos: Vector3) -> bool:
hits += 1
return hits >= 3
## Height of the sideways shelter rays: under a window's sill (1 m), so a
## room with windows still counts as walled in.
const WALL_RAY_Y := 0.6
## 0..1 fraction of 8 horizontal directions blocked by walls within 8 m.
func enclosure_at(pos: Vector3) -> float:
var from := pos + Vector3(0, 1.2, 0)
var from := pos + Vector3(0, WALL_RAY_Y, 0)
var hits := 0
for i in range(8):
var a := TAU * i / 8.0
@@ -284,6 +314,25 @@ func enclosure_at(pos: Vector3) -> float:
func sheltered_at(pos: Vector3) -> bool:
return roofed_at(pos) and enclosure_at(pos) >= 0.74
## 0..1 fraction of 8 horizontal directions whose nearest wall (within 8 m)
## is stone. A stone room keeps you a little warmer (survival.gd).
func stone_walls_at(pos: Vector3) -> float:
var from := pos + Vector3(0, WALL_RAY_Y, 0)
var space := world.get_world_3d().direct_space_state
var hits := 0
for i in range(8):
var a := TAU * i / 8.0
var q := PhysicsRayQueryParameters3D.create(from, from + Vector3(cos(a), 0, sin(a)) * 8.0, BuildPiece.BUILD_LAYER)
var hit := space.intersect_ray(q)
if hit.is_empty():
continue
var c: Object = hit.collider
if c != null and c.has_meta("owner_piece"):
c = c.get_meta("owner_piece")
if c != null and c.get("material") == "stone":
hits += 1
return hits / 8.0
# --- dev helper ---------------------------------------------------------------
## Builds a 4 x 4 m hut through the same snapping a player uses, aiming at the
@@ -291,24 +340,29 @@ func sheltered_at(pos: Vector3) -> bool:
## in hut space), 4 roofs meeting at a ridge, 4 gables. Used by the tests and
## the screenshot views. A coroutine (await it): like a player, it lets a
## physics step pass after each piece so the next overlap check sees it.
## `mat` "stone" builds the floors and walls in stone (a stone doorway, a
## wooden roof on top).
## Returns {"placed": n, "failed": [...], "pieces": [...]}.
func debug_build_hut(center: Vector3, yaw: float) -> Dictionary:
func debug_build_hut(center: Vector3, yaw: float, mat: String = "wood") -> Dictionary:
var out := {"placed": 0, "failed": [], "pieces": []}
var floor_id := mat + "_floor"
var wall_id := mat + "_wall"
var door_id := "stone_doorway" if mat == "stone" else "wood_door"
# Floors: the first sits on the ground, the rest snap to it.
var f0: Node3D = await _hut_place(out, center, yaw, "wood_floor", Vector3(-1, 0, -1), 0.0, null)
var f0: Node3D = await _hut_place(out, center, yaw, floor_id, Vector3(-1, 0, -1), 0.0, null)
if f0 == null:
return out
var top: float = f0.global_position.y - center.y
for l in [Vector3(1, 0, -1), Vector3(-1, 0, 1), Vector3(1, 0, 1)]:
await _hut_place(out, center, yaw, "wood_floor", l, 0.0, null)
await _hut_place(out, center, yaw, floor_id, l, 0.0, null)
# Walls: aim at the floor just inside each edge.
var q := PI * 0.5
for x in [-1.0, 1.0]:
await _hut_place(out, center, yaw, "wood_wall", Vector3(x, top, -1.9), 0.0, f0) # north
await _hut_place(out, center, yaw, "wood_door" if x > 0 else "wood_wall", Vector3(x, top, 1.9), 0.0, f0) # south
await _hut_place(out, center, yaw, wall_id, Vector3(x, top, -1.9), 0.0, f0) # north
await _hut_place(out, center, yaw, door_id if x > 0 else wall_id, Vector3(x, top, 1.9), 0.0, f0) # south
for z in [-1.0, 1.0]:
await _hut_place(out, center, yaw, "wood_wall", Vector3(1.9, top, z), q, f0) # east
await _hut_place(out, center, yaw, "wood_wall", Vector3(-1.9, top, z), q, f0) # west
await _hut_place(out, center, yaw, wall_id, Vector3(1.9, top, z), q, f0) # east
await _hut_place(out, center, yaw, wall_id, Vector3(-1.9, top, z), q, f0) # west
# Roofs on the north and south wall tops, rising to a ridge along X.
for x in [-1.0, 1.0]:
await _hut_place(out, center, yaw, "wood_roof", Vector3(x, top + 2.0, 2.0), 0.0, f0)

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@@ -11,7 +11,7 @@ var _panel: AnimatableBody3D
var _tween: Tween
func _visual_mesh() -> Mesh:
return ItemDB.mesh_for("wood_door_frame")
return ItemDB.mesh_for(String(def.get("mesh", item_id)) + "_frame") # (wood_door_frame, stone_door_frame)
func _build() -> void:
_hinge = Node3D.new()

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@@ -0,0 +1,21 @@
extends "res://scripts/building/campfire.gd"
## Stone hearth: an indoor fire (docs/PROGRESSION_DESIGN.md §3). Everything a
## campfire does (fuel, cooking, keeping wolves off), but it warms a bigger
## room (1.5x the radius), its chimney keeps the rain off so it never burns
## faster in a storm, and its stone doesn't need a floor of its own.
const HEARTH_RADIUS := HEAT_RADIUS * 1.5
func display_name() -> String:
return "Stone Hearth"
func heat_at(pos: Vector3) -> float:
if not _lit:
return 0.0
return 1.0 - smoothstep(2.0, HEARTH_RADIUS, pos.distance_to(global_position))
func burn_rate() -> float:
return 1.0
func interact_prompt(player: Node) -> String:
return super.interact_prompt(player).replace("Campfire", "Stone hearth")

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@@ -0,0 +1,12 @@
extends "res://scripts/building/piece.gd"
## Stonecutter: a saw bench for dressing stone. Unlocks "stonecutter" recipes
## (cut stone, and the stone building pieces) within 6 m. E opens crafting.
func _build() -> void:
add_to_group("station:stonecutter")
func interact_prompt(_player: Node) -> String:
return "Stonecutter [E] Craft"
func interact(player: Node) -> void:
player.open_inventory(null)

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@@ -90,6 +90,22 @@ static func build(key: String) -> ArrayMesh:
"charcoal_kiln": m = _kiln()
"smelter": m = _smelter()
"forge": m = _forge()
"cut_stone": m = _cut_stone()
"stonecutter": m = _stonecutter()
"stone_floor": m = _stone_floor()
"stone_wall": m = _stone_wall()
"stone_pillar": m = _stone_pillar()
"stone_stairs": m = _stairs(true)
"stone_window": m = _stone_window()
"stone_doorway": m = _stone_doorway(true)
"stone_doorway_frame": m = _stone_doorway(false)
"stone_hearth": m = _hearth()
"wood_stairs": m = _stairs(false)
"wood_window": m = _wood_window()
"wood_pillar": m = _wood_pillar()
"palisade": m = _palisade()
"palisade_gate": m = _palisade_gate(true)
"palisade_gate_frame": m = _palisade_gate(false)
"berry_bush": m = _berry_bush(true)
"berry_bush_bare": m = _berry_bush(false)
_:
@@ -697,3 +713,227 @@ static func _fish(col: Color, len: float, grilled: bool) -> ArrayMesh:
for s in [-1.0, 1.0]:
P._blob(st, Vector3(len * 0.75, len * 0.38, s * len * 0.11), Vector3.ONE * len * 0.06, n, 0.0, Color(0.05, 0.05, 0.05), r, 0)
return P._commit(st)
# --- P2 stone building and wooden upgrades ---------------------------------------
# Dimensions match the colliders in build_piece.gd (pillar, stairs, window,
# palisade) or reuse the wall/floor/door ones.
const MORTAR := Color(0.36, 0.35, 0.33)
const STONE_BLOCK := Color(0.62, 0.61, 0.58)
static func _block_col(r: RandomNumberGenerator) -> Color:
var c := P._mul(STONE_BLOCK, r.randf_range(0.8, 1.08))
return c.lerp(Color(0.6, 0.55, 0.47), r.randf() * 0.25) # some warmer stones
## Courses of staggered blocks filling x0..x1, y0..y1, `depth` thick, with a
## mortar core behind them so the joints read dark.
static func _blocks(st: SurfaceTool, r: RandomNumberGenerator, x0: float, x1: float, y0: float, y1: float,
depth: float = 0.22, course: float = 0.33) -> void:
if x1 - x0 < 0.02 or y1 - y0 < 0.02:
return
_box(st, Vector3((x0 + x1) * 0.5, (y0 + y1) * 0.5, 0), Vector3(x1 - x0, y1 - y0, depth - 0.04), MORTAR)
var rows := maxi(roundi((y1 - y0) / course), 1)
var h := (y1 - y0) / rows
for i in range(rows):
var y := y0 + h * (i + 0.5)
var x := x0
# Stagger: every other course starts with a half block (world-aligned
# so neighbouring walls line up).
var step := 0.5
var next := x0 + (step * 0.5 if i % 2 == 1 else step)
while x < x1 - 0.01:
var e := minf(next, x1)
_box(st, Vector3((x + e) * 0.5, y, 0), Vector3(e - x - 0.025, h - 0.025, depth), _block_col(r))
x = e
next = e + step * r.randf_range(0.8, 1.2)
static func _cut_stone() -> ArrayMesh:
var st := P._begin()
var r := _rng(211)
_box(st, Vector3(0, 0.08, 0), Vector3(0.3, 0.16, 0.2), _block_col(r))
_box(st, Vector3(0.01, 0.161, 0), Vector3(0.26, 0.004, 0.16), P._mul(STONE_BLOCK, 1.1))
return P._commit(st)
## A heavy bench with a block on it and a frame saw: the stonecutter.
static func _stonecutter() -> ArrayMesh:
var st := P._begin()
var r := _rng(213)
_box(st, Vector3(0, 0.72, 0), Vector3(1.6, 0.12, 0.8), PLANK)
for sx in [-0.7, 0.7]:
for sz in [-0.32, 0.32]:
_box(st, Vector3(sx, 0.33, sz), Vector3(0.14, 0.66, 0.14), PLANK_DARK)
_box(st, Vector3(0, 0.2, 0), Vector3(1.4, 0.08, 0.64), PLANK_DARK)
# Rough stone waiting on the shelf, a block being cut on top.
for i in range(3):
_box(st, Vector3(-0.45 + 0.42 * i, 0.32, 0.02), Vector3(0.3, 0.16, 0.24), _block_col(r), Basis(Vector3.UP, r.randf_range(-0.3, 0.3)))
_box(st, Vector3(0.2, 0.92, 0), Vector3(0.6, 0.28, 0.4), _block_col(r))
# Frame saw: two uprights, a cross bar and the iron blade in the cut.
for sx in [-0.2, 0.62]:
_box(st, Vector3(sx, 1.12, 0), Vector3(0.05, 0.5, 0.05), HANDLE)
_box(st, Vector3(0.21, 1.36, 0), Vector3(0.9, 0.04, 0.04), HANDLE)
_box(st, Vector3(0.21, 1.04, 0), Vector3(0.86, 0.06, 0.012), IRON_BRIGHT)
# Chips and dust.
for i in range(5):
_box(st, Vector3(r.randf_range(-0.7, 0.7), 0.79, r.randf_range(-0.3, 0.3)), Vector3(0.05, 0.03, 0.04), STONE)
return P._commit(st)
## 2 x 2 m flagstones, top at y = 0, on a 0.2 m bed.
static func _stone_floor() -> ArrayMesh:
var st := P._begin()
var r := _rng(217)
_box(st, Vector3(0, -0.11, 0), Vector3(2.0, 0.18, 2.0), MORTAR)
for i in range(4):
for j in range(4):
var c := Vector3(-0.75 + 0.5 * i + r.randf_range(-0.02, 0.02), -0.03, -0.75 + 0.5 * j + r.randf_range(-0.02, 0.02))
_box(st, c, Vector3(0.47, 0.06, 0.47) * Vector3(r.randf_range(0.95, 1.0), 1, r.randf_range(0.95, 1.0)), _block_col(r))
return P._commit(st)
static func _stone_wall() -> ArrayMesh:
var st := P._begin()
_blocks(st, _rng(219), -1.0, 1.0, 0.0, 2.0)
return P._commit(st)
## Square column with a base and a capital, 0.4 m.
static func _stone_pillar() -> ArrayMesh:
var st := P._begin()
var r := _rng(223)
_box(st, Vector3(0, 1.0, 0), Vector3(0.32, 2.0, 0.32), MORTAR)
for i in range(6):
var y := 0.2 + (1.6 / 6.0) * (i + 0.5)
_box(st, Vector3(0, y, 0), Vector3(0.36, 1.6 / 6.0 - 0.025, 0.36), _block_col(r), Basis(Vector3.UP, r.randf_range(-0.04, 0.04)))
_box(st, Vector3(0, 0.1, 0), Vector3(0.44, 0.2, 0.44), _block_col(r))
_box(st, Vector3(0, 1.9, 0), Vector3(0.44, 0.2, 0.44), _block_col(r))
return P._commit(st)
static func _wood_pillar() -> ArrayMesh:
var st := P._begin()
var r := _rng(227)
_box(st, Vector3(0, 1.0, 0), Vector3(0.3, 2.0, 0.3), _board(r, BEAM))
_box(st, Vector3(0, 1.94, 0), Vector3(0.4, 0.12, 0.4), BEAM)
_box(st, Vector3(0, 0.06, 0), Vector3(0.38, 0.12, 0.38), BEAM)
return P._commit(st)
## 8 steps climbing 2 m over 4 m toward -Z (the collider is the smooth ramp
## through their noses). Stone is solid underneath; wood is treads on two
## stringers.
static func _stairs(stone: bool) -> ArrayMesh:
var st := P._begin()
var r := _rng(229 if stone else 231)
var a := 0.4636476
for i in range(8):
var top := 0.25 * (i + 1) - 0.06
var zc := -0.25 - 0.5 * i
if stone:
_box(st, Vector3(0, top * 0.5, zc), Vector3(2.0, top, 0.5), MORTAR)
_box(st, Vector3(0, top - 0.05, zc + 0.01), Vector3(1.96, 0.1, 0.5), _block_col(r))
else:
_box(st, Vector3(0, top - 0.04, zc + 0.03), Vector3(1.7, 0.08, 0.46), _board(r))
if not stone:
var length := sqrt(20.0)
for x in [-0.9, 0.9]:
_box(st, Vector3(x, 0.92, -2.0), Vector3(0.12, 0.26, length), BEAM, Basis(Vector3.RIGHT, a))
return P._commit(st)
## Wall with a 1 x 0.7 m opening 1 m up (x -0.5..0.5, y 1.0..1.7).
static func _stone_window() -> ArrayMesh:
var st := P._begin()
var r := _rng(233)
_blocks(st, r, -1.0, 1.0, 0.0, 1.0)
_blocks(st, r, -1.0, -0.5, 1.0, 1.7, 0.22, 0.35)
_blocks(st, r, 0.5, 1.0, 1.0, 1.7, 0.22, 0.35)
_blocks(st, r, -1.0, 1.0, 1.7, 2.0, 0.22, 0.3)
_box(st, Vector3(0, 0.97, 0.03), Vector3(1.2, 0.07, 0.3), _block_col(r)) # sill
_box(st, Vector3(0, 1.75, 0), Vector3(1.24, 0.12, 0.24), _block_col(r)) # lintel
return P._commit(st)
static func _wood_window() -> ArrayMesh:
var st := P._begin()
var r := _rng(237)
_wall_body(st, r, -0.84, 0.84, 0.1, 1.0)
_wall_body(st, r, -0.84, -0.5, 1.0, 1.7)
_wall_body(st, r, 0.5, 0.84, 1.0, 1.7)
_wall_body(st, r, -0.84, 0.84, 1.7, 1.9)
for x in [-0.92, 0.92]:
_box(st, Vector3(x, 1.0, 0), Vector3(0.16, 2.0, 0.2), BEAM)
for y in [0.06, 1.94]:
_box(st, Vector3(0, y, 0), Vector3(1.68, 0.12, 0.2), BEAM)
# Frame, sill and a shutter swung open on each side (outside, +Z).
_box(st, Vector3(0, 0.98, 0.02), Vector3(1.16, 0.06, 0.26), BEAM)
_box(st, Vector3(0, 1.72, 0), Vector3(1.1, 0.06, 0.2), BEAM)
for side in [-1.0, 1.0]:
_box(st, Vector3(side * 0.52, 1.35, 0), Vector3(0.05, 0.72, 0.2), BEAM)
_box(st, Vector3(side * 0.78, 1.35, 0.14), Vector3(0.48, 0.66, 0.04), _board(r, PLANK_DARK))
_box(st, Vector3(0.0, 1.35, 0), Vector3(0.03, 0.7, 0.03), BEAM) # mullion
return P._commit(st)
## Stone arch for a 1.1 x 1.9 m door (the wooden leaf is wood_door_panel).
static func _stone_doorway(with_panel: bool) -> ArrayMesh:
var st := P._begin()
var r := _rng(239)
_blocks(st, r, -1.0, -0.55, 0.0, 2.0)
_blocks(st, r, 0.55, 1.0, 0.0, 2.0)
_box(st, Vector3(0, 1.97, 0), Vector3(1.14, 0.06, 0.2), MORTAR)
# Arch stones over the opening: a keystone and its neighbours.
for i in range(5):
var x := -0.44 + 0.22 * i
var h := 0.16 + (0.08 if i == 2 else 0.0)
_box(st, Vector3(x, 1.9 + h * 0.5 - 0.02, 0), Vector3(0.2, h, 0.24), _block_col(r))
if with_panel:
_door_panel_into(st, Vector3(-0.54, 0, 0))
return P._commit(st)
## Hearth: the fire sits at the origin in a stone firebox (back toward -Z),
## under a hood and chimney.
static func _hearth() -> ArrayMesh:
var st := P._begin()
var r := _rng(241)
_box(st, Vector3(0, 0.06, 0), Vector3(1.6, 0.12, 1.2), _block_col(r))
_box(st, Vector3(0, 0.125, 0.05), Vector3(0.9, 0.01, 0.7), ASH)
# Back and cheeks.
_box(st, Vector3(0, 0.75, -0.48), Vector3(1.6, 1.3, 0.24), MORTAR)
for i in range(4):
_box(st, Vector3(-0.4 + 0.8 * (i % 2) + r.randf_range(-0.05, 0.05), 0.3 + 0.33 * i, -0.36), Vector3(0.7, 0.3, 0.02), _block_col(r))
for sx in [-0.68, 0.68]:
for i in range(4):
_box(st, Vector3(sx, 0.28 + 0.3 * i, -0.05), Vector3(0.26, 0.28, 0.7), _block_col(r))
# Mantel, hood and chimney.
_box(st, Vector3(0, 1.3, 0.05), Vector3(1.7, 0.12, 0.8), _block_col(r))
_box(st, Vector3(0, 1.55, -0.12), Vector3(1.3, 0.38, 0.6), MORTAR)
_blocks(st, r, -0.3, 0.3, 1.74, 2.0, 0.42, 0.26)
# A few logs in the fire.
for i in range(3):
var a := 0.6 * i - 0.6
var d := Vector3(cos(a), 0, sin(a)) * 0.3
P._cylinder(st, Vector3(0, 0.18, 0.05) - d, Vector3(0, 0.18, 0.05) + d, 0.06, 0.06, 5, P.BARK, r, -1.0, PLANK)
return P._commit(st)
## 2 m of sharpened logs, 3 m tall.
static func _palisade() -> ArrayMesh:
var st := P._begin()
var r := _rng(243)
for i in range(5):
_stake(st, r, -0.8 + 0.4 * i, 0.0, 3.0)
for y in [0.7, 2.1]:
_box(st, Vector3(0, y, -0.2), Vector3(2.0, 0.14, 0.08), BEAM)
return P._commit(st)
static func _stake(st: SurfaceTool, r: RandomNumberGenerator, x: float, y0: float, top: float) -> void:
var h := top - r.randf_range(0.0, 0.18)
var rad := r.randf_range(0.16, 0.19)
P._cylinder(st, Vector3(x, y0, 0), Vector3(x, h - 0.35, 0), rad, rad * 0.95, 7, P.BARK, r)
P._cylinder(st, Vector3(x, h - 0.35, 0), Vector3(x, h, 0), rad * 0.95, 0.02, 7, P.WOOD, r)
## Palisade gate: stakes either side of a 1.1 x 1.9 m opening, more above it.
static func _palisade_gate(with_panel: bool) -> ArrayMesh:
var st := P._begin()
var r := _rng(247)
for x in [-0.8, 0.8]:
_stake(st, r, x, 0.0, 3.0)
for x in [-0.36, 0.0, 0.36]:
_stake(st, r, x, 1.95, 3.0)
for x in [-0.62, 0.62]:
_box(st, Vector3(x, 0.98, 0), Vector3(0.12, 1.96, 0.2), BEAM)
_box(st, Vector3(0, 1.98, 0), Vector3(1.4, 0.12, 0.24), BEAM)
if with_panel:
_door_panel_into(st, Vector3(-0.54, 0, 0))
return P._commit(st)

View File

@@ -557,7 +557,7 @@ func _wall_hit(space: PhysicsDirectSpaceState3D, a: Vector3, b: Vector3) -> bool
var piece: Node = c as Node
while piece != null and piece.get("kind") == null:
piece = piece.get_parent()
if piece != null and String(piece.kind) in ["wall", "door", "gable"]:
if piece != null and String(piece.kind) in ["wall", "door", "gable", "window", "palisade", "pillar"]:
return true
ex.append(hit.rid) # a floor or roof edge: look past it
return false

View File

@@ -73,6 +73,9 @@ func balanced_diet() -> bool:
return false
return true
var stone_room := false ## sheltered by mostly stone walls (P2): a little warmer
const STONE_ROOM_WARMTH := 6.0
var player: Node3D ## the local player, or a server_player.gd on a server
var world: Node3D
var _stamina_wait := 0.0
@@ -92,6 +95,7 @@ func step(dt: float) -> void:
_shelter_left = 0.25
roofed = world.build.roofed_at(p)
sheltered = roofed and world.build.enclosure_at(p) >= 0.74
stone_room = sheltered and world.build.stone_walls_at(p) >= 0.5
# Rain soaks you unless there's a roof over your head.
if not roofed and world.weather.rain_at(p) > 0.25:
wet = WET_SECONDS
@@ -105,6 +109,8 @@ func step(dt: float) -> void:
rested = maxf(rested - dt, 0.0)
var wear: Dictionary = ItemDB.get_item(player.worn).get("wear", {}) if not player.worn.is_empty() else {}
var target: float = world.air_warmth(p, sheltered) + heat * 70.0 + float(wear.get("warmth", 0.0))
if stone_room:
target += STONE_ROOM_WARMTH
if wet > 0.0:
target -= 22.0 * float(wear.get("wet_chill", 1.0))
wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off

View File

@@ -255,7 +255,7 @@ func _rebuild_recipes() -> void:
for c in _recipe_list.get_children():
c.queue_free()
var stations: Array[String] = []
for st in ["workbench", "campfire", "forge"]:
for st in ["workbench", "campfire", "forge", "stonecutter"]:
if Actions.station_near(player, st):
stations.append(st)
_station_label.text = "Nearby: " + (", ".join(stations) if not stations.is_empty() else "nothing (hand crafting only)")

View File

@@ -27,6 +27,8 @@ const PIECES := {
"kiln": preload("res://scripts/building/processor.gd"),
"smelter": preload("res://scripts/building/processor.gd"),
"forge": preload("res://scripts/building/forge.gd"),
"hearth": preload("res://scripts/building/hearth.gd"),
"stonecutter": preload("res://scripts/building/stonecutter.gd"),
}
const BuildPiece = preload("res://scripts/building/build_piece.gd")
const UITheme = preload("res://scripts/ui/theme.gd")

View File

@@ -9,7 +9,7 @@ if [ ! -f .godot/global_script_class_cache.cfg ]; then
echo "Importing the project first (fresh copy)..."
godot --headless --path . --import >/dev/null 2>&1
fi
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_den_sites test_fishing_diet test_iron test_net_lobby test_net_world test_net_shared test_net_life test_net_rules test_host test_terrain_edges test_boundary; do
for t in test_survival_core test_survival_stats test_save_load test_weather_building test_creatures_combat test_wolves test_den_sites test_fishing_diet test_iron test_stone test_net_lobby test_net_world test_net_shared test_net_life test_net_rules test_host test_terrain_edges test_boundary; do
extra=""
[ "$t" = "test_boundary" ] && extra="--fixed-fps 30"
# A suite that waits on a world that failed to load would hang forever,

384
tests/test_stone.gd Normal file
View File

@@ -0,0 +1,384 @@
extends SceneTree
## P2 stone building (docs/PROGRESSION_DESIGN.md §3): the stonecutter and cut
## stone; stone floors, walls, pillars, stairs, windows, doorways and the
## hearth; stone's support rules; the wooden upgrades (stairs, windows, posts,
## palisade and gate).
## Run: godot --headless --path . --script res://tests/test_stone.gd
var _fails := 0
var _finished := false
var A: Node
var S: Node
var DB: Node
var world: Node3D
var player: CharacterBody3D
var bs: Node
const NEW_PIECES := ["cut_stone", "stonecutter", "stone_floor", "stone_wall", "stone_pillar", "stone_stairs",
"stone_window", "stone_doorway", "stone_hearth", "wood_stairs", "wood_window", "wood_pillar", "palisade", "palisade_gate"]
func check(cond: bool, what: String) -> void:
print((" ok " if cond else " FAIL ") + what)
if not cond:
_fails += 1
func _initialize() -> void:
_run.call_deferred()
func _run() -> void:
A = root.get_node("Actions")
S = root.get_node("Saves")
DB = root.get_node("ItemDB")
S.root_dir = "user://test_worlds"
for w in S.list_worlds():
S.delete_world(w.id)
S.current_id = S.create_world("Stone", 1337)
await _load()
await _body()
check(_finished, "test ran to the end (no script errors)")
for w in S.list_worlds():
S.delete_world(w.id)
DirAccess.remove_absolute(S.root_dir)
print("RESULT: %s (%d failures)" % ["PASS" if _fails == 0 else "FAIL", _fails])
quit(1 if _fails > 0 else 0)
func _load() -> void:
world = load("res://scenes/world.tscn").instantiate()
root.add_child(world)
for _i in range(5):
await physics_frame
world.creatures.enabled = false
for c in world.creatures.alive():
c.queue_free()
if world.wolves != null:
world.wolves.enabled = false
player = world.player
player.set_physics_process(false)
player.survival.set_process(false)
world.weather.set_process(false)
bs = world.build
func _settle() -> void:
for _i in range(3):
await physics_frame
func _body() -> void:
_data()
await _crafting()
await _tower()
await _span()
await _stairs()
await _hearth_room()
await _palisade()
await _saving()
_finished = true
# --- data -------------------------------------------------------------------------
func _data() -> void:
print("items, recipes and meshes")
var missing := []
for id in NEW_PIECES:
if DB.get_item(id).is_empty() or not DB.recipes.has(id):
missing.append(id)
check(missing.is_empty(), "every new piece has an item and a recipe (missing %s)" % [missing])
var bad := []
for m in NEW_PIECES + ["stone_doorway_frame", "palisade_gate_frame"]:
var mesh: Mesh = DB.mesh_for(m)
# (A missing mesh falls back to a 0.3 m magenta pebble.)
if mesh == null or mesh.get_aabb().size.length() < 0.2 or (m != "cut_stone" and mesh.get_aabb().size.length() < 0.5):
bad.append(m)
check(bad.is_empty(), "every new piece has its own mesh (bad: %s)" % [bad])
var sizes := {"stone_wall": Vector3(2, 2, 0.22), "stone_floor": Vector3(2, 0.2, 2), "palisade": Vector3(2, 3, 0.38)}
for k in sizes:
var s: Vector3 = DB.mesh_for(k).get_aabb().size
check(s.distance_to(sizes[k]) < 0.15, "%s mesh is %s (matches its collider)" % [k, s])
check(DB.get_item("stone_wall").place.get("material", "") == "stone" and DB.get_item("wood_stairs").place.get("material", "wood") == "wood",
"stone pieces are stone, the wooden upgrades wood")
# --- the stonecutter ------------------------------------------------------------------
func _place(id: String, side: float) -> Node3D:
var at: Vector3 = player.global_position + player.global_basis.x * side - player.global_basis.z * 3.0
at.y = world.terrain.sample_height(at.x, at.z)
return world.spawn_piece(DB.get_item(id), Transform3D(Basis(), at))
func _crafting() -> void:
print("the stonecutter")
_clear()
_give("wood", 30)
_give("iron_bar", 4)
_give("stone", 40)
_give("nails", 10)
check(not A.can_craft(player, "stonecutter"), "no stonecutter without a workbench")
var wb := _place("workbench", 3.0)
check(A.craft(player, "stonecutter"), "a stonecutter at the workbench (8 wood, 4 iron, 10 stone)")
check(not A.can_craft(player, "cut_stone"), "no cut stone until it's built")
var sc := _place("stonecutter", -3.0)
check(sc != null and A.station_near(player, "stonecutter"), "placed, it's a station")
var n := 0
while A.craft(player, "cut_stone"):
n += 1
check(n == 15 and player.inventory.count("cut_stone") == 15, "30 stone cut into %d blocks (2 each)" % n)
check(A.craft(player, "stone_wall") and A.craft(player, "stone_floor") and A.craft(player, "stone_pillar"),
"a stone wall, floor and pillar from cut stone")
check(player.inventory.count("cut_stone") == 2, "for 6 + 4 + 3 blocks")
check(A.craft(player, "wood_stairs") and A.craft(player, "palisade") and A.craft(player, "wood_window"),
"wooden stairs, a palisade and a window at the workbench, with nails")
check(player.inventory.count("nails") == 2, "(4 + 2 + 2 nails)")
wb.queue_free()
sc.queue_free()
await _settle()
# --- support ------------------------------------------------------------------------
## A clear, fairly flat spot `ahead` metres in front of the spawn.
func _site(ahead: float, half: float) -> Vector3:
return bs.debug_find_site(player.global_position - player.global_basis.z * ahead, half)
func _spawn(id: String, xf: Transform3D) -> Node3D:
return world.spawn_piece(DB.get_item(id), xf)
var tower_top: Node3D
func _tower() -> void:
print("a stone tower")
var site := _site(14.0, 3.0)
var f: Transform3D = bs._free_xf("floor", site, 0.0, true)
check(bs.check(DB.get_item("stone_floor"), f) == "", "a stone floor on the ground")
var floor: Node3D = _spawn("stone_floor", f)
var walls: Array = []
var why := ""
for i in range(5):
var xf := Transform3D(f.basis, f.origin + Vector3(0, 2.0 * i, -1))
why = bs.check(DB.get_item("stone_wall"), xf)
if not why.is_empty():
break
walls.append(_spawn("stone_wall", xf))
await physics_frame
tower_top = walls.back()
check(walls.size() == 5, "five stone walls stacked: 10 m (%s)" % why)
check(tower_top.support > 0.78, "the top one still has %d%% support (5%% lost per storey)" % roundi(tower_top.support * 100.0))
# The same in wood, beside it.
var wf := Transform3D(f.basis, f.origin + Vector3(0, 0, 1))
var wood: Array = []
for i in range(5):
wood.append(_spawn("wood_wall", Transform3D(f.basis, wf.origin + Vector3(0, 2.0 * i, 0))))
check(wood.back().support < tower_top.support - 0.1, "a wooden one loses more (%d%% at the top)" % roundi(wood.back().support * 100.0))
print("stone and wood together")
var on_wood := Transform3D(f.basis, wf.origin + Vector3(0, 10.0, 0))
var reason: String = bs.check(DB.get_item("stone_wall"), on_wood)
check(reason.begins_with("Stone needs stone"), "stone on wood is refused: \"%s\"" % reason)
var wood_on_stone := Transform3D(f.basis, f.origin + Vector3(0, 10.0, -1))
check(bs.check(DB.get_item("wood_wall"), wood_on_stone) == "", "wood on stone is fine (stone at the bottom, wood on top)")
wood.reverse() # (top down: taking the bottom first would drop the rest)
for p in wood:
world.remove_piece(p)
await _settle()
check(tower_top.support > 0.78 and is_instance_valid(floor), "taking the wooden wall down leaves the stone one standing")
func _span() -> void:
print("pillars carry a span")
var site := _site(-16.0, 6.0)
var f0: Transform3D = bs._free_xf("floor", site, 0.0, true)
var x := f0.basis.x
# A row of floors on the ground, a wall on the west end, and floors out
# from the wall's top, one storey up.
for i in range(6):
_spawn("wood_floor", Transform3D(f0.basis, f0.origin + x * 2.0 * i))
_spawn("wood_wall", Transform3D(f0.basis.rotated(Vector3.UP, PI * 0.5), f0.origin - x * 1.0))
await physics_frame
var up: Array = []
var fdef: Dictionary = DB.get_item("wood_floor")
var refused_at := -1
for i in range(6):
var xf := Transform3D(f0.basis, f0.origin + x * 2.0 * i + Vector3(0, 2, 0))
if not bs.check(fdef, xf).is_empty():
refused_at = i
break
up.append(_spawn("wood_floor", xf))
await physics_frame
check(refused_at >= 2 and refused_at <= 4, "a floor hanging out from a wall reaches %d m" % (refused_at * 2))
# A pillar under the far edge, standing on the ground floor's corners.
var pdef: Dictionary = DB.get_item("stone_pillar")
var g: Node3D = null
for p in bs.build_pieces():
if p.kind == "floor" and p.global_position.distance_to(f0.origin + x * 2.0 * (refused_at - 1)) < 0.1:
g = p
var corner: Vector3 = g.global_transform * Vector3(1, 0, 1)
var aim := {"position": corner + Vector3(-0.2, 0, -0.2), "normal": Vector3.UP, "collider": g}
var r: Dictionary = bs.placement(pdef, aim, 0.0)
check(r.ok and r.xf.origin.distance_to(corner) < 0.01, "a pillar snaps onto a floor's corner (%s)" % r.reason)
_spawn("stone_pillar", r.xf)
_spawn("stone_pillar", Transform3D(r.xf.basis, g.global_transform * Vector3(1, 0, -1)))
await physics_frame
var xf := Transform3D(f0.basis, f0.origin + x * 2.0 * refused_at + Vector3(0, 2, 0))
check(bs.check(fdef, xf) == "", "with it, the next floor out is fine")
var held: Node3D = _spawn("wood_floor", xf)
check(held.support > 0.8, "carried straight down to the ground (%d%% support)" % roundi(held.support * 100.0))
check(bs.check(fdef, Transform3D(f0.basis, xf.origin + x * 2.0)) == "", "and the span goes on from there")
var near: Array = bs.build_pieces().filter(func(p): return p.global_position.distance_to(f0.origin) < 14.0)
near.sort_custom(func(a, b): return a.global_position.y > b.global_position.y)
for p in near:
if is_instance_valid(p) and p.is_inside_tree() and not p.is_queued_for_deletion():
world.remove_piece(p)
await _settle()
# --- stairs ---------------------------------------------------------------------------
func _stairs() -> void:
print("stairs")
var site := _site(-6.0, 4.0)
var yaw: float = player.rotation.y
var sdef: Dictionary = DB.get_item("wood_stairs")
var r: Dictionary = bs.placement(sdef, {"position": site, "normal": Vector3.UP, "collider": world.terrain.get_node("TerrainBody")}, yaw)
check(r.ok, "wooden stairs on the ground (%s)" % r.reason)
var stairs: Node3D = world.spawn_piece(sdef, r.xf)
var top: Vector3 = r.xf * Vector3(0, 2, -4)
var landing: Node3D = _spawn("wood_floor", Transform3D(r.xf.basis, r.xf * Vector3(0, 2, -5)))
check(landing.support >= bs.MIN_SUPPORT, "a floor at the top, held by the stairs (%d%%)" % roundi(landing.support * 100.0))
await _settle()
var q := PhysicsRayQueryParameters3D.create(r.xf * Vector3(0, 3, -2), r.xf * Vector3(0, -1, -2), 1)
var hit := world.get_world_3d().direct_space_state.intersect_ray(q)
check(not hit.is_empty() and absf(hit.position.y - (r.xf * Vector3(0, 1, -2)).y) < 0.05 and hit.normal.y > cos(deg_to_rad(40.0)),
"a smooth ramp halfway up, gentle enough to walk (%.0f degrees)" % rad_to_deg(acos(hit.normal.y if not hit.is_empty() else 0.0)))
# Walk up them.
player.global_position = r.xf * Vector3(0, 0.1, 1.0)
player.rotation.y = r.xf.basis.get_euler().y
player.velocity = Vector3.ZERO
player.set_physics_process(true)
Input.action_press("move_forward")
var best := -INF
for _i in range(150):
await physics_frame
best = maxf(best, player.global_position.y)
if player.global_position.distance_to(r.xf * Vector3(0, 2, -5.5)) < 0.6:
break
Input.action_release("move_forward")
for _i in range(10):
await physics_frame
player.set_physics_process(false)
var on_top: bool = absf(player.global_position.y - top.y) < 0.2 and (r.xf.affine_inverse() * player.global_position).z < -4.0
check(on_top, "the player walks up them onto the landing (%.2f m up, %.1f m along)" % [
player.global_position.y - r.xf.origin.y, -(r.xf.affine_inverse() * player.global_position).z])
world.remove_piece(landing)
world.remove_piece(stairs)
await _settle()
# --- a stone house with a hearth ----------------------------------------------------------
func _hearth_room() -> void:
print("a stone house")
var sv: Node = player.survival
var site := _site(26.0, 3.0)
var yaw: float = player.rotation.y
var hut: Dictionary = await bs.debug_build_hut(site, yaw, "stone")
await _settle()
check(hut.placed == 20 and hut.failed.is_empty(), "a stone hut with a wooden roof, by snapping (%d placed, failed %s)" % [hut.placed, hut.failed])
var f0: Node3D = hut.pieces[0]
var center: Vector3 = f0.global_transform * Vector3(1, 0, 1)
var b := Basis(Vector3.UP, yaw)
var inside: Vector3 = center + b * Vector3(0.6, 0.05, 0.8)
check(bs.sheltered_at(inside) and bs.stone_walls_at(inside) > 0.7, "inside is sheltered, by stone (%d%%)" % roundi(bs.stone_walls_at(inside) * 100.0))
print("the hearth")
var hdef: Dictionary = DB.get_item("stone_hearth")
var hxf := Transform3D(b, center + b * Vector3(0, 0, -1.25))
check(world.placement_valid(hdef, hxf), "a hearth fits against the back wall")
var hearth: Node3D = world.spawn_piece(hdef, hxf)
check(hearth.is_in_group("station:campfire") and hearth.is_in_group("heat"), "it cooks and warms like a campfire")
var camp: Node3D = world.spawn_piece(DB.get_item("campfire"), Transform3D(b, site + b * Vector3(12, 0, 0)))
var far := 8.5
check(hearth.heat_at(hearth.global_position + Vector3(far, 0, 0)) > 0.1 and camp.heat_at(camp.global_position + Vector3(far, 0, 0)) == 0.0,
"its warmth reaches %.1f m, where a campfire's doesn't" % far)
world.weather.force("storm")
var out_hearth: Node3D = world.spawn_piece(hdef, Transform3D(b, site + b * Vector3(-12, 0, 0)))
camp._roofed_cache = -1.0
check(out_hearth.burn_rate() == 1.0 and camp.burn_rate() > 2.0, "a storm doesn't eat its fuel, even outside (a campfire's burns %.1fx)" % camp.burn_rate())
world.remove_piece(out_hearth)
world.remove_piece(camp)
player.global_position = inside
sv.wet = 0.0
sv._shelter_left = 0.0
sv.step(0.5)
check(sv.sheltered and sv.stone_room and "Warm" in sv.statuses and "Sheltered" in sv.statuses,
"by the hearth: Sheltered and Warm, in a stone room (%s)" % [sv.statuses])
# With the fire out, the stone alone: a few degrees over what the air
# gives a sheltered spot.
hearth._set_lit(false)
sv.warmth = 0.0
for _i in range(60):
sv.step(1.0)
var air: float = world.air_warmth(inside, true)
check(absf(sv.warmth - (air + sv.STONE_ROOM_WARMTH)) < 1.5, "stone keeps you a little warmer (%.0f, against %.0f from the air)" % [sv.warmth, air])
hearth._set_lit(true)
print("a window")
var wall: Node3D = hut.pieces[4]
var wxf: Transform3D = wall.global_transform
world.remove_piece(wall)
await _settle()
check(bs.check(DB.get_item("stone_window"), wxf) == "", "a stone window goes where the wall was")
world.spawn_piece(DB.get_item("stone_window"), wxf)
await _settle()
check(bs.sheltered_at(inside), "and the room is still sheltered")
var through := PhysicsRayQueryParameters3D.create(wxf * Vector3(0, 1.35, 1), wxf * Vector3(0, 1.35, -1), 1)
check(world.get_world_3d().direct_space_state.intersect_ray(through).is_empty(), "but you can see out of it")
world.weather.force("clear")
# --- the palisade -----------------------------------------------------------------------
func _palisade() -> void:
print("a palisade")
var site := _site(-28.0, 4.0)
var yaw: float = player.rotation.y
var tb: Node = world.terrain.get_node("TerrainBody")
var pdef: Dictionary = DB.get_item("palisade")
var r: Dictionary = bs.placement(pdef, {"position": site, "normal": Vector3.UP, "collider": tb}, yaw)
check(r.ok, "a palisade on the ground (%s)" % r.reason)
var p0: Node3D = world.spawn_piece(pdef, r.xf)
await _settle()
var aim: Vector3 = p0.global_transform * Vector3(1.6, 0, 0)
aim.y = world.terrain.sample_height(aim.x, aim.z)
var r2: Dictionary = bs.placement(pdef, {"position": aim, "normal": Vector3.UP, "collider": tb}, yaw)
check(r2.ok and r2.snapped and r2.xf.origin.distance_to(p0.global_transform * Vector3(2, 0, 0)) < 0.01, "the next one snaps on, 2 m along")
var p1: Node3D = world.spawn_piece(pdef, r2.xf)
var gdef: Dictionary = DB.get_item("palisade_gate")
var gxf := Transform3D(p0.global_basis, p0.global_transform * Vector3(-2, 0, 0))
var gate: Node3D = world.spawn_piece(gdef, gxf)
await _settle()
check(gate.has_method("set_open"), "a gate in it that opens")
var space := world.get_world_3d().direct_space_state
var high := PhysicsRayQueryParameters3D.create(p0.global_transform * Vector3(0, 2.6, 2), p0.global_transform * Vector3(0, 2.6, -2), 1)
check(not space.intersect_ray(high).is_empty(), "it's 3 m tall: higher than a wall")
var net: Node = root.get_node("Net")
check(net._wall_hit(space, p1.global_transform * Vector3(0, 1, 2), p1.global_transform * Vector3(0, 1, -2)), "online it blocks wolves and players like a wall")
for p in [p0, p1, gate]:
world.remove_piece(p)
await _settle()
# --- saving -------------------------------------------------------------------------------
func _saving() -> void:
print("saving")
var at: Vector3 = tower_top.global_position
var sup: float = tower_top.support
check(world.save_now(), "saved")
world.queue_free()
await process_frame
await _load()
var top: Node3D = null
var hearths := 0
for p in world.all_pieces():
if p.item_id == "stone_wall" and p.global_position.distance_to(at) < 0.05:
top = p
if p.item_id == "stone_hearth":
hearths += 1
check(top != null and top.material == "stone" and absf(top.support - sup) < 0.001, "the stone tower comes back, just as strong")
check(hearths == 1, "and the hearth")
# --- helpers --------------------------------------------------------------------------
func _give(id: String, n: int) -> void:
player.inventory.add(id, n)
func _clear() -> void:
player.inventory.load_data(Inventory.new(40).to_data())