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
scripts/core/actions.gd Normal file
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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)