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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179
scripts/player/hands.gd
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179
scripts/player/hands.gd
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extends Node3D
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## The player's hands: what you're looking at, what you're holding, and what
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## clicking does. Lives under the camera.
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##
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## - Looking at something interactable shows its prompt (E to interact).
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## - LMB with a tool swings it; the hit lands mid-swing via Actions.harvest_hit.
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## - Holding a placeable shows a ghost preview: green = valid, red = blocked.
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## R rotates, LMB places (Actions.place).
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## - Keys 1-8 / mouse wheel pick the hotbar slot.
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signal prompt_changed(text: String)
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const REACH := 3.2
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const PLACE_REACH := 6.0
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const SWING_TIME := 0.5
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var player: CharacterBody3D
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var _ray: RayCast3D
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var _view: MeshInstance3D ## held item, first-person
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var _view_rest := Transform3D()
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var _swing_cd := 0.0
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var _ghost: MeshInstance3D
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var _ghost_ok_mat: StandardMaterial3D
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var _ghost_bad_mat: StandardMaterial3D
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var _ghost_yaw := 0.0
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var _place_xf := Transform3D()
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var _place_ok := false
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var _prompt := ""
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var _held_shown := "~"
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func _ready() -> void:
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_ray = RayCast3D.new()
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_ray.target_position = Vector3(0, 0, -REACH)
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_ray.collision_mask = 1 | 2
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_ray.collide_with_areas = true
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_ray.add_exception(player)
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add_child(_ray)
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_view = MeshInstance3D.new()
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_view.material_override = ItemDB.item_material()
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_view.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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_view_rest = Transform3D(Basis.from_euler(Vector3(deg_to_rad(-25), deg_to_rad(-10), deg_to_rad(-20))), Vector3(0.36, -0.42, -0.62))
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_view.transform = _view_rest
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add_child(_view)
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_ghost_ok_mat = _ghost_material(Color(0.3, 1.0, 0.4, 0.45))
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_ghost_bad_mat = _ghost_material(Color(1.0, 0.25, 0.2, 0.45))
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_ghost = MeshInstance3D.new()
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_ghost.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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_ghost.visible = false
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_ghost.top_level = true
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add_child(_ghost)
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player.inventory.changed.connect(_refresh_held)
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player.selected_changed.connect(_refresh_held)
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_refresh_held()
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static func _ghost_material(c: Color) -> StandardMaterial3D:
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var m := StandardMaterial3D.new()
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m.albedo_color = c
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m.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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m.no_depth_test = false
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return m
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func _held_def() -> Dictionary:
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return ItemDB.get_item(player.held_item_id())
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func _refresh_held() -> void:
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var id: String = player.held_item_id()
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if id == _held_shown:
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return
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_held_shown = id
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var def := _held_def()
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_view.visible = not id.is_empty() and not def.has("place")
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if _view.visible:
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_view.mesh = ItemDB.mesh_for(id)
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var s := 0.85 if def.category in ["tool", "weapon"] else 0.6
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_view.scale = Vector3.ONE * s
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if def.has("place"):
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_ghost.mesh = ItemDB.mesh_for(id)
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_ghost_yaw = 0.0
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else:
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_ghost.visible = false
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func _set_prompt(t: String) -> void:
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if t != _prompt:
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_prompt = t
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prompt_changed.emit(t)
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func _target() -> Object:
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if not _ray.is_colliding():
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return null
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var c := _ray.get_collider()
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if c == null or not c.has_method("interact_prompt"):
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return null
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if c.get("depleted") == true:
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return null
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return c
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func _physics_process(delta: float) -> void:
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_swing_cd = maxf(_swing_cd - delta, 0.0)
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if player.ui_open:
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_ghost.visible = false
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_set_prompt("")
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return
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var def := _held_def()
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if def.has("place"):
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_update_ghost(def)
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_set_prompt("[LMB] Place %s [R] Rotate" % def.name)
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return
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_ghost.visible = false
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var t := _target()
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_set_prompt(t.interact_prompt(player) if t != null else "")
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func _update_ghost(def: Dictionary) -> void:
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var cam := get_parent() as Camera3D
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var from := cam.global_position
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var to := from - cam.global_basis.z * PLACE_REACH
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var q := PhysicsRayQueryParameters3D.create(from, to, 1, [player.get_rid()])
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var hit := cam.get_world_3d().direct_space_state.intersect_ray(q)
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if hit.is_empty():
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_ghost.visible = false
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_place_ok = false
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return
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var yaw := player.rotation.y + _ghost_yaw # piece's front (+Z) faces the player
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_place_xf = Transform3D(Basis(Vector3.UP, yaw), hit.position)
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_place_ok = player.get_parent().placement_valid(def, _place_xf)
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_ghost.global_transform = _place_xf
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_ghost.material_override = _ghost_ok_mat if _place_ok else _ghost_bad_mat
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_ghost.visible = true
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func _unhandled_input(event: InputEvent) -> void:
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if player.ui_open:
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return
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for i in range(8):
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if event.is_action_pressed("hotbar_%d" % (i + 1)):
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player.select(i)
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return
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if event is InputEventMouseButton and event.pressed and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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player.select(player.selected - 1)
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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player.select(player.selected + 1)
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if event.is_action_pressed("rotate_piece"):
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_ghost_yaw += deg_to_rad(22.5)
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elif event.is_action_pressed("interact"):
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var t := _target()
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if t != null and t.has_method("interact"):
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t.interact(player)
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elif event.is_action_pressed("attack") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if _held_def().has("place"):
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if _place_ok:
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Actions.place(player, player.selected, _place_xf, player.get_parent())
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else:
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Actions.notify.emit("Can't place that here")
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else:
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swing()
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## Swings the held item (or fist). The hit is applied at the peak of the swing.
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func swing() -> void:
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if _swing_cd > 0.0:
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return
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_swing_cd = SWING_TIME
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var tw := create_tween()
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var wind := Transform3D(_view_rest.basis.rotated(Vector3.RIGHT, deg_to_rad(35)), _view_rest.origin + Vector3(0, 0.08, 0.05))
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var strike := Transform3D(_view_rest.basis.rotated(Vector3.RIGHT, deg_to_rad(-70)), _view_rest.origin + Vector3(-0.05, -0.05, -0.15))
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tw.tween_property(_view, "transform", wind, 0.1).set_ease(Tween.EASE_OUT)
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tw.tween_property(_view, "transform", strike, 0.1).set_ease(Tween.EASE_IN)
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tw.tween_callback(_apply_hit)
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tw.tween_property(_view, "transform", _view_rest, 0.25).set_trans(Tween.TRANS_SINE)
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func _apply_hit() -> void:
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_ray.force_raycast_update()
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if not _ray.is_colliding():
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return
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var c := _ray.get_collider()
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if c != null and c.is_in_group("harvestable"):
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Actions.harvest_hit(player, c, _ray.get_collision_point())
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