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.
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110
scripts/core/saves.gd
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110
scripts/core/saves.gd
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extends Node
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## Autoload "Saves": world slots on disk.
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##
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## Each world is a folder under `root_dir` (user://worlds/<id>/) holding:
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## meta.json name, seed, created, last played, play time (read by the title screen)
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## world.json the game state, written by world.gd's collect_save()
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##
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## The world itself is regenerated from its seed, so a save only stores what
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## the player changed: their own state, placed pieces, chest contents, harvested
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## resources and collected pickups. That keeps saves small, and it's the same
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## data a dedicated server will persist in M2.
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##
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## Writes are atomic (temp file + rename) and the previous world.json is kept
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## as world.json.bak, so a crash mid-save can't destroy a world.
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const VERSION := 1
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var root_dir := "user://worlds"
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var current_id := "" ## world being played; "" = unsaved session (title screen, tests)
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func has_world() -> bool:
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return not current_id.is_empty()
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func world_seed() -> int:
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return int(read_meta(current_id).get("seed", 1337))
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func _dir(id: String) -> String:
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return root_dir.path_join(id)
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func list_worlds() -> Array:
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var out: Array = []
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var d := DirAccess.open(root_dir)
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if d == null:
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return out
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for id in d.get_directories():
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var m := read_meta(id)
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if not m.is_empty():
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m["id"] = id
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out.append(m)
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out.sort_custom(func(a, b): return float(a.get("last_played", 0)) > float(b.get("last_played", 0)))
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return out
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func create_world(world_name: String, seed: int) -> String:
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DirAccess.make_dir_recursive_absolute(root_dir)
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var base := world_name.to_lower().replace(" ", "_").validate_filename()
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if base.is_empty():
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base = "world"
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var id := base
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var n := 2
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while DirAccess.dir_exists_absolute(_dir(id)):
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id = "%s_%d" % [base, n]
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n += 1
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DirAccess.make_dir_recursive_absolute(_dir(id))
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var now := Time.get_unix_time_from_system()
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_write_json(_dir(id).path_join("meta.json"), {
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"name": world_name, "seed": seed, "created": now, "last_played": now,
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"play_time": 0.0, "version": VERSION,
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})
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return id
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func delete_world(id: String) -> void:
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var dir := _dir(id)
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var d := DirAccess.open(dir)
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if d == null:
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return
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for f in d.get_files():
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d.remove(f)
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DirAccess.remove_absolute(dir)
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if current_id == id:
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current_id = ""
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func read_meta(id: String) -> Dictionary:
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return _read_json(_dir(id).path_join("meta.json"))
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func load_state(id: String) -> Dictionary:
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var s := _read_json(_dir(id).path_join("world.json"))
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if s.is_empty() and FileAccess.file_exists(_dir(id).path_join("world.json.bak")):
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push_warning("Saves: world.json unreadable, using backup")
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s = _read_json(_dir(id).path_join("world.json.bak"))
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return s
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## Writes the state for `id` and updates its meta. Returns true on success.
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func save_state(id: String, state: Dictionary, session_seconds: float) -> bool:
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var path := _dir(id).path_join("world.json")
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if FileAccess.file_exists(path):
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DirAccess.copy_absolute(path, path + ".bak")
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state["version"] = VERSION
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if not _write_json(path, state):
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return false
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var m := read_meta(id)
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m["last_played"] = Time.get_unix_time_from_system()
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m["play_time"] = float(m.get("play_time", 0.0)) + session_seconds
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_write_json(_dir(id).path_join("meta.json"), m)
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return true
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func _write_json(path: String, data: Dictionary) -> bool:
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var tmp := path + ".tmp"
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var f := FileAccess.open(tmp, FileAccess.WRITE)
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if f == null:
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push_error("Saves: can't write %s (%s)" % [tmp, error_string(FileAccess.get_open_error())])
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return false
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f.store_string(JSON.stringify(data, "\t"))
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f.close()
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return DirAccess.rename_absolute(tmp, path) == OK
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func _read_json(path: String) -> Dictionary:
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if not FileAccess.file_exists(path):
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return {}
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var data = JSON.parse_string(FileAccess.get_file_as_string(path))
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return data if typeof(data) == TYPE_DICTIONARY else {}
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