M1a: survival core, pause menu, title screen and save/load

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.
This commit is contained in:
Paul Bailey
2026-11-04 00:34:46 +00:00
parent 12f7fd677d
commit 4640f5e577
53 changed files with 3192 additions and 36 deletions

149
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extends Node
## Autoload "Actions": the intent layer.
##
## UI and input never change game state directly. They call these functions,
## which validate and then apply. In M2 (multiplayer) these become the RPCs a
## client sends to the authoritative server, so every rule lives here and
## nothing is trusted from the caller. See docs/SURVIVAL_DESIGN.md §3.
##
## Also registers the input actions (so project.godot stays readable).
signal notify(text: String) ## short HUD toast ("+4 Wood", "Need an axe")
signal item_gained(id: String, n: int)
const STATION_RANGE := 6.0
const REACH := 3.2
func _ready() -> void:
_bind("interact", [KEY_E])
_bind("inventory", [KEY_TAB, KEY_I])
_bind("rotate_piece", [KEY_R])
for i in range(8):
_bind("hotbar_%d" % (i + 1), [KEY_1 + i])
_bind_mouse("attack", MOUSE_BUTTON_LEFT)
_bind_mouse("cancel", MOUSE_BUTTON_RIGHT)
func _bind(action: String, keys: Array) -> void:
if not InputMap.has_action(action):
InputMap.add_action(action)
for k in keys:
var ev := InputEventKey.new()
ev.physical_keycode = k
InputMap.action_add_event(action, ev)
func _bind_mouse(action: String, button: MouseButton) -> void:
if not InputMap.has_action(action):
InputMap.add_action(action)
var ev := InputEventMouseButton.new()
ev.button_index = button
InputMap.action_add_event(action, ev)
# --- helpers ----------------------------------------------------------------
func _give(player: Node, id: String, n: int) -> int:
var inv: Inventory = player.inventory
var left := inv.add(id, n)
var got := n - left
if got > 0:
item_gained.emit(id, got)
notify.emit("+%d %s" % [got, ItemDB.item_name(id)])
if left > 0:
notify.emit("Inventory full")
return got
func _in_reach(player: Node3D, target: Node3D, extra: float = 0.0) -> bool:
return player.global_position.distance_to(target.global_position) <= REACH + 2.5 + extra
## Station nodes register themselves in group "station:<name>".
func station_near(player: Node3D, station: String) -> bool:
if station.is_empty():
return true
for s in player.get_tree().get_nodes_in_group("station:" + station):
if (s as Node3D).global_position.distance_to(player.global_position) <= STATION_RANGE:
return true
return false
# --- intents ----------------------------------------------------------------
func can_craft(player: Node, recipe_id: String) -> bool:
var r: Dictionary = ItemDB.recipes.get(recipe_id, {})
if r.is_empty():
return false
var inv: Inventory = player.inventory
return inv.has_all(r.inputs) and station_near(player, r.station)
func craft(player: Node, recipe_id: String) -> bool:
var r: Dictionary = ItemDB.recipes.get(recipe_id, {})
if r.is_empty():
return false
var inv: Inventory = player.inventory
if not station_near(player, r.station):
notify.emit("Needs a %s nearby" % r.station)
return false
if not inv.has_all(r.inputs):
notify.emit("Missing materials")
return false
# Check the output fits *after* the inputs are consumed.
var trial := Inventory.new(inv.size())
trial.load_data(inv.to_data())
for id in r.inputs:
trial.remove(id, int(r.inputs[id]))
if trial.space_for(r.output) < r.count:
notify.emit("Inventory full")
return false
for id in r.inputs:
inv.remove(id, int(r.inputs[id]))
_give(player, r.output, r.count)
return true
func pickup(player: Node3D, pickup_node: Node3D) -> bool:
if not is_instance_valid(pickup_node) or not _in_reach(player, pickup_node):
return false
var id: String = pickup_node.item_id
if _give(player, id, pickup_node.amount) <= 0:
return false
pickup_node.collected()
return true
## One swing at a resource node with whatever the player is holding.
func harvest_hit(player: Node3D, node: Node3D, hit_point: Vector3) -> bool:
if not is_instance_valid(node) or node.depleted:
return false
if player.global_position.distance_to(hit_point) > REACH + 1.0:
return false
var held: Dictionary = ItemDB.get_item(player.held_item_id())
var tool: Dictionary = held.get("tool", {})
if tool.get("kind", "") != node.tool_kind or int(tool.get("tier", 0)) < node.min_tier:
notify.emit("Need a %s" % ("stone " + node.tool_kind))
return false
var drops: Dictionary = node.hit(float(tool.get("damage", 1.0)), hit_point, player.global_position)
for id in drops:
_give(player, id, int(drops[id]))
return true
func can_place(player: Node3D, slot: int) -> bool:
var s = player.inventory.get_slot(slot)
return s != null and ItemDB.get_item(s.id).has("place")
## Places the item in `slot` at `xf`. `xf` comes from the client's ghost
## preview, so it's re-validated here.
func place(player: Node3D, slot: int, xf: Transform3D, world: Node3D) -> bool:
if not can_place(player, slot):
return false
if player.global_position.distance_to(xf.origin) > 8.0:
return false
var id: String = player.inventory.get_slot(slot).id
var def: Dictionary = ItemDB.get_item(id)
if not world.placement_valid(def, xf):
notify.emit("Can't place that here")
return false
player.inventory.take_from(slot, 1)
world.spawn_piece(def, xf)
return true
## Moves between two inventories (quick-move / shift-click). The player must
## be next to the container.
func transfer(player: Node3D, from: Inventory, slot: int, to: Inventory, container: Node3D = null) -> void:
if container != null and not _in_reach(player, container, 1.0):
return
from.quick_move(slot, to)

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class_name Inventory
extends RefCounted
## Slot-based inventory with stacking. Backs the player, chests and (later)
## grave bags, so moving items is the same operation everywhere.
##
## Pure data: no nodes, no UI. Each slot is either null or {"id": String,
## "count": int}. UI widgets render it and listen to `changed`; mutations from
## gameplay go through Actions (see docs/SURVIVAL_DESIGN.md §3).
signal changed
var slots: Array = []
func _init(size: int = 40) -> void:
slots.resize(size)
func size() -> int:
return slots.size()
func get_slot(i: int):
return slots[i]
func set_slot(i: int, stack) -> void:
slots[i] = _norm(stack)
changed.emit()
## Looked up at runtime rather than via the ItemDB global, so this plain data
## class also compiles in contexts that load it before autoloads exist (tests,
## a future headless server tool).
static func _stack_max(id: String) -> int:
var db := (Engine.get_main_loop() as SceneTree).root.get_node_or_null("ItemDB")
return db.stack_size(id) if db != null else 50
static func _norm(stack):
if stack == null or int(stack.count) <= 0:
return null
return {"id": String(stack.id), "count": int(stack.count)}
func count(id: String) -> int:
var n := 0
for s in slots:
if s != null and s.id == id:
n += s.count
return n
## How many of `id` would fit right now.
func space_for(id: String) -> int:
var cap := _stack_max(id)
var room := 0
for s in slots:
if s == null:
room += cap
elif s.id == id:
room += cap - s.count
return room
## Adds up to `n` of `id`, topping up existing stacks first. Returns the
## leftover that didn't fit (0 = everything fitted).
func add(id: String, n: int) -> int:
var cap := _stack_max(id)
for s in slots:
if n <= 0:
break
if s != null and s.id == id and s.count < cap:
var take := mini(cap - s.count, n)
s.count += take
n -= take
for i in range(slots.size()):
if n <= 0:
break
if slots[i] == null:
var take := mini(cap, n)
slots[i] = {"id": id, "count": take}
n -= take
changed.emit()
return n
## Removes `n` of `id` (from the last stacks first, so the hotbar keeps its
## items longest). Returns false and changes nothing if there aren't enough.
func remove(id: String, n: int) -> bool:
if count(id) < n:
return false
for i in range(slots.size() - 1, -1, -1):
if n <= 0:
break
var s = slots[i]
if s != null and s.id == id:
var take := mini(s.count, n)
s.count -= take
n -= take
if s.count <= 0:
slots[i] = null
changed.emit()
return true
## Removes `n` from a specific slot. Returns how many were removed.
func take_from(i: int, n: int) -> int:
var s = slots[i]
if s == null:
return 0
var take := mini(s.count, n)
s.count -= take
if s.count <= 0:
slots[i] = null
changed.emit()
return take
func has_all(inputs: Dictionary) -> bool:
for id in inputs:
if count(id) < int(inputs[id]):
return false
return true
## Moves the stack in slot `i` into `other` (stacking where possible). Whatever
## doesn't fit stays put. Used for shift-click quick-move.
func quick_move(i: int, other: Inventory) -> void:
var s = slots[i]
if s == null:
return
var left := other.add(s.id, s.count)
slots[i] = null if left <= 0 else {"id": s.id, "count": left}
changed.emit()
## Clicking slot `i` while holding `cursor` (a stack or null). Returns the new
## cursor stack. Left click: pick up / put down / merge / swap. Right click:
## pick up half, or put down one.
func click(i: int, cursor, right: bool):
var s = slots[i]
var result = cursor
if cursor == null:
if s == null:
return null
if right and s.count > 1:
var half := int(ceil(s.count / 2.0))
s.count -= half
result = {"id": s.id, "count": half}
else:
result = s
slots[i] = null
elif s == null:
if right:
slots[i] = {"id": cursor.id, "count": 1}
result = _norm({"id": cursor.id, "count": cursor.count - 1})
else:
slots[i] = cursor
result = null
elif s.id == cursor.id:
var cap := _stack_max(s.id)
var move: int = 1 if right else cursor.count
move = mini(move, cap - s.count)
s.count += move
result = _norm({"id": cursor.id, "count": cursor.count - move})
else:
slots[i] = cursor
result = s
changed.emit()
return result
## Serialisable snapshot (for saves and, later, network replication).
func to_data() -> Array:
return slots.duplicate(true)
func load_data(data: Array) -> void:
slots.resize(data.size())
for i in range(data.size()):
slots[i] = _norm(data[i]) if data[i] != null else null
changed.emit()

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extends Node
## Autoload "ItemDB": item and recipe definitions loaded from data/*.json, plus
## procedurally rendered inventory icons.
##
## Definitions use the same shape as the addon SDK's define_item /
## define_recipe (docs/ADDON_SDK.md), so addon content will later be
## registered through `define_item()` / `define_recipe()` like the base game.
signal icons_ready
const ItemMeshes = preload("res://scripts/items/item_meshes.gd")
const ICON_SIZE := 96
var items: Dictionary = {} # id -> definition Dictionary
var recipes: Dictionary = {} # id -> recipe Dictionary (insertion order kept)
var icons: Dictionary = {} # id -> Texture2D
var _item_mat: StandardMaterial3D
func _ready() -> void:
_load("res://data/items.json", "items", define_item)
_load("res://data/recipes.json", "recipes", define_recipe)
if DisplayServer.get_name() != "headless":
_render_icons.call_deferred()
func _load(path: String, key: String, define: Callable) -> void:
var text := FileAccess.get_file_as_string(path)
var data = JSON.parse_string(text)
if typeof(data) != TYPE_DICTIONARY or not data.has(key):
push_error("ItemDB: could not parse %s" % path)
return
for d in data[key]:
define.call(d)
func define_item(d: Dictionary) -> void:
for f in ["id", "name", "category", "stack"]:
if not d.has(f):
push_error("ItemDB: item missing '%s': %s" % [f, d])
return
d.stack = int(d.stack)
items[d.id] = d
func define_recipe(r: Dictionary) -> void:
if not items.has(r.get("output", "")):
push_error("ItemDB: recipe '%s' outputs unknown item" % r.get("id", "?"))
return
for id in r.inputs:
if not items.has(id):
push_error("ItemDB: recipe '%s' uses unknown item '%s'" % [r.id, id])
return
r.count = int(r.get("count", 1))
r.station = String(r.get("station", ""))
recipes[r.id] = r
func get_item(id: String) -> Dictionary:
return items.get(id, {})
func item_name(id: String) -> String:
return items.get(id, {}).get("name", id)
func stack_size(id: String) -> int:
return int(items.get(id, {}).get("stack", 1))
func mesh_for(id: String) -> ArrayMesh:
return ItemMeshes.build(items.get(id, {}).get("mesh", id))
## Shared material for item meshes (vertex colours, authored as sRGB).
func item_material() -> StandardMaterial3D:
if _item_mat == null:
_item_mat = StandardMaterial3D.new()
_item_mat.vertex_color_use_as_albedo = true
_item_mat.vertex_color_is_srgb = true
_item_mat.roughness = 0.85
return _item_mat
func icon(id: String) -> Texture2D:
return icons.get(id, null)
# --- icon renderer ----------------------------------------------------------
## Renders every item mesh once in an offscreen viewport and keeps the images.
func _render_icons() -> void:
var vp := SubViewport.new()
vp.size = Vector2i(ICON_SIZE, ICON_SIZE)
vp.transparent_bg = true
vp.own_world_3d = true
vp.msaa_3d = Viewport.MSAA_4X
vp.render_target_update_mode = SubViewport.UPDATE_ALWAYS
add_child(vp)
var env := Environment.new()
env.background_mode = Environment.BG_CLEAR_COLOR
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.ambient_light_color = Color(0.75, 0.78, 0.85)
env.ambient_light_energy = 0.7
env.tonemap_mode = Environment.TONE_MAPPER_FILMIC
var we := WorldEnvironment.new()
we.environment = env
vp.add_child(we)
var key := DirectionalLight3D.new()
key.light_energy = 1.6
key.rotation = Vector3(deg_to_rad(-50), deg_to_rad(-35), 0)
vp.add_child(key)
var fill := DirectionalLight3D.new()
fill.light_energy = 0.5
fill.light_color = Color(0.7, 0.8, 1.0)
fill.rotation = Vector3(deg_to_rad(-20), deg_to_rad(140), 0)
vp.add_child(fill)
var cam := Camera3D.new()
cam.projection = Camera3D.PROJECTION_ORTHOGONAL
vp.add_child(cam)
var mi := MeshInstance3D.new()
mi.material_override = item_material()
vp.add_child(mi)
for id in items:
var mesh := mesh_for(id)
mi.mesh = mesh
# Tools are long and thin: tilt them diagonally across the icon.
var cat: String = items[id].category
mi.rotation = Vector3(0, 0, deg_to_rad(-45)) if cat in ["tool", "weapon"] else Vector3(0, deg_to_rad(30), 0)
var aabb := mi.transform * mesh.get_aabb()
var c := aabb.get_center()
var extent := maxf(aabb.size.length(), 0.05)
cam.size = extent * 0.95
cam.position = c + Vector3(0, 0.55, 1).normalized() * extent * 2.0
cam.look_at(c, Vector3.UP)
cam.near = 0.01
cam.far = extent * 5.0
await RenderingServer.frame_post_draw
await RenderingServer.frame_post_draw
icons[id] = ImageTexture.create_from_image(vp.get_texture().get_image())
vp.queue_free()
icons_ready.emit()

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extends Node
## Autoload "Saves": world slots on disk.
##
## Each world is a folder under `root_dir` (user://worlds/<id>/) holding:
## meta.json name, seed, created, last played, play time (read by the title screen)
## world.json the game state, written by world.gd's collect_save()
##
## The world itself is regenerated from its seed, so a save only stores what
## the player changed: their own state, placed pieces, chest contents, harvested
## resources and collected pickups. That keeps saves small, and it's the same
## data a dedicated server will persist in M2.
##
## Writes are atomic (temp file + rename) and the previous world.json is kept
## as world.json.bak, so a crash mid-save can't destroy a world.
const VERSION := 1
var root_dir := "user://worlds"
var current_id := "" ## world being played; "" = unsaved session (title screen, tests)
func has_world() -> bool:
return not current_id.is_empty()
func world_seed() -> int:
return int(read_meta(current_id).get("seed", 1337))
func _dir(id: String) -> String:
return root_dir.path_join(id)
func list_worlds() -> Array:
var out: Array = []
var d := DirAccess.open(root_dir)
if d == null:
return out
for id in d.get_directories():
var m := read_meta(id)
if not m.is_empty():
m["id"] = id
out.append(m)
out.sort_custom(func(a, b): return float(a.get("last_played", 0)) > float(b.get("last_played", 0)))
return out
func create_world(world_name: String, seed: int) -> String:
DirAccess.make_dir_recursive_absolute(root_dir)
var base := world_name.to_lower().replace(" ", "_").validate_filename()
if base.is_empty():
base = "world"
var id := base
var n := 2
while DirAccess.dir_exists_absolute(_dir(id)):
id = "%s_%d" % [base, n]
n += 1
DirAccess.make_dir_recursive_absolute(_dir(id))
var now := Time.get_unix_time_from_system()
_write_json(_dir(id).path_join("meta.json"), {
"name": world_name, "seed": seed, "created": now, "last_played": now,
"play_time": 0.0, "version": VERSION,
})
return id
func delete_world(id: String) -> void:
var dir := _dir(id)
var d := DirAccess.open(dir)
if d == null:
return
for f in d.get_files():
d.remove(f)
DirAccess.remove_absolute(dir)
if current_id == id:
current_id = ""
func read_meta(id: String) -> Dictionary:
return _read_json(_dir(id).path_join("meta.json"))
func load_state(id: String) -> Dictionary:
var s := _read_json(_dir(id).path_join("world.json"))
if s.is_empty() and FileAccess.file_exists(_dir(id).path_join("world.json.bak")):
push_warning("Saves: world.json unreadable, using backup")
s = _read_json(_dir(id).path_join("world.json.bak"))
return s
## Writes the state for `id` and updates its meta. Returns true on success.
func save_state(id: String, state: Dictionary, session_seconds: float) -> bool:
var path := _dir(id).path_join("world.json")
if FileAccess.file_exists(path):
DirAccess.copy_absolute(path, path + ".bak")
state["version"] = VERSION
if not _write_json(path, state):
return false
var m := read_meta(id)
m["last_played"] = Time.get_unix_time_from_system()
m["play_time"] = float(m.get("play_time", 0.0)) + session_seconds
_write_json(_dir(id).path_join("meta.json"), m)
return true
func _write_json(path: String, data: Dictionary) -> bool:
var tmp := path + ".tmp"
var f := FileAccess.open(tmp, FileAccess.WRITE)
if f == null:
push_error("Saves: can't write %s (%s)" % [tmp, error_string(FileAccess.get_open_error())])
return false
f.store_string(JSON.stringify(data, "\t"))
f.close()
return DirAccess.rename_absolute(tmp, path) == OK
func _read_json(path: String) -> Dictionary:
if not FileAccess.file_exists(path):
return {}
var data = JSON.parse_string(FileAccess.get_file_as_string(path))
return data if typeof(data) == TYPE_DICTIONARY else {}

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