M1b: survival stats, day/night, fire fuel, cooking, foraging, torches, death + grave
- Health, stamina, hunger, warmth and wet with HUD bars, status tags and clock - 20-minute day/night cycle with moon, stars and lit clouds - Campfire fuel (2 min start, 15 min max), heat radius, cooking needs a lit fire - Berry bushes (regrow 10 min), mushrooms, roasted mushroom, torch - Stamina costs for sprint, jump and harvest hits - Death respawns at island start and leaves a grave bag - Saves include stats, time of day, fire fuel, regrowth timers and graves - New test_survival_stats suite; tests fail if a script error aborts them
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@@ -10,6 +10,7 @@ extends Node3D
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signal prompt_changed(text: String)
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const Campfire = preload("res://scripts/building/campfire.gd")
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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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@@ -27,6 +28,9 @@ 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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var _torch_light: OmniLight3D
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var _torch_flame: CPUParticles3D
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var _t := 0.0
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func _ready() -> void:
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_ray = RayCast3D.new()
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@@ -51,6 +55,22 @@ func _ready() -> void:
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_ghost.top_level = true
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add_child(_ghost)
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_torch_light = OmniLight3D.new()
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_torch_light.light_color = Color(1.0, 0.65, 0.35)
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_torch_light.omni_attenuation = 1.3
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_torch_light.shadow_enabled = true
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_torch_light.position = Vector3(0, 0.62, 0)
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_torch_light.visible = false
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_view.add_child(_torch_light)
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_torch_flame = Campfire._particles(
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"TorchFlame", 14, 0.4, Vector3(0, 0.58, 0), 0.2, 0.5, 0.25, 0.5,
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Campfire._gradient([
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[0.0, Color(1.0, 0.8, 0.35, 0.0)], [0.2, Color(1.0, 0.6, 0.2, 0.8)], [1.0, Color(0.6, 0.1, 0.02, 0.0)]]),
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true, 0.12, 0.03)
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_torch_flame.local_coords = false
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_torch_flame.emitting = false
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_view.add_child(_torch_flame)
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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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@@ -82,6 +102,17 @@ func _refresh_held() -> void:
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_ghost_yaw = 0.0
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else:
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_ghost.visible = false
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# Torch: a flickering light at the head of the held torch.
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var light: Dictionary = def.get("light", {})
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_torch_light.visible = not light.is_empty()
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_torch_flame.emitting = not light.is_empty()
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if not light.is_empty():
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_torch_light.omni_range = float(light.get("range", 8.0))
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_torch_light.light_energy = float(light.get("energy", 1.5))
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## 0..1 warmth from what's held (a torch).
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func held_heat() -> float:
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return float(_held_def().get("light", {}).get("heat", 0.0))
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func _set_prompt(t: String) -> void:
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if t != _prompt:
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@@ -110,8 +141,16 @@ func _physics_process(delta: float) -> void:
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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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if _torch_light.visible:
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_t += delta
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_torch_light.light_energy = float(def.get("light", {}).get("energy", 1.5)) * (0.85 + 0.15 * sin(_t * 17.0) * sin(_t * 5.3))
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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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if t != null:
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_set_prompt(t.interact_prompt(player))
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elif def.has("food"):
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_set_prompt("[RMB] Eat %s" % def.name)
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else:
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_set_prompt("")
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func _update_ghost(def: Dictionary) -> void:
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var cam := get_parent() as Camera3D
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@@ -142,7 +181,10 @@ func _unhandled_input(event: InputEvent) -> void:
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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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if event.is_action_pressed("use_item") and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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if _held_def().has("food"):
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Actions.eat(player, player.selected)
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elif 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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@@ -26,6 +26,7 @@ var inventory := Inventory.new(40) ## slots 0-7 are the hotbar
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var selected := 0
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var ui_open := false ## set by the inventory screen; freezes look/move
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var hands: Node3D
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var survival: Node ## health / stamina / hunger / warmth (survival.gd)
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var _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity", 9.8)
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@@ -36,6 +37,11 @@ func _ready() -> void:
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hands.name = "Hands"
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hands.player = self
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camera.add_child(hands)
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survival = preload("res://scripts/player/survival.gd").new()
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survival.name = "Survival"
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survival.player = self
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survival.world = get_parent()
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add_child(survival)
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func held_item_id() -> String:
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var s = inventory.get_slot(selected)
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@@ -70,17 +76,21 @@ func _physics_process(delta: float) -> void:
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elif not is_on_floor():
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velocity.y -= _gravity * delta
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if global_position.y < water_level - 0.6:
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survival.soak() # waist-deep or more: you're wet
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var jump := Input.is_action_just_pressed("jump") and not ui_open
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if jump and is_on_floor():
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velocity.y = jump_velocity
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elif jump and global_position.y > float_y - 0.4 and global_position.y < float_y + 0.3:
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# Swim-jump: kick up out of the water to climb onto a bank.
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var can_swim_jump := global_position.y > float_y - 0.4 and global_position.y < float_y + 0.3
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if jump and (is_on_floor() or can_swim_jump) and survival.use_stamina(8.0):
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# (A swim-jump kicks you up out of the water onto a bank.)
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velocity.y = jump_velocity
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var input_dir := Vector2.ZERO if ui_open else Input.get_vector("move_left", "move_right", "move_forward", "move_back")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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var current_speed := sprint_speed if Input.is_key_pressed(KEY_SHIFT) else speed
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var sprinting: bool = Input.is_key_pressed(KEY_SHIFT) and direction.length() > 0.1 and not ui_open \
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and survival.use_stamina(14.0 * delta, true)
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var current_speed := sprint_speed if sprinting else speed
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if swimming:
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current_speed = swim_speed
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if direction:
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127
scripts/player/survival.gd
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127
scripts/player/survival.gd
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@@ -0,0 +1,127 @@
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extends Node
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## Survival stats: health, stamina, hunger (satiety) and warmth, each 0..100.
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##
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## - Hunger drains over about a day and a quarter, faster when you're cold.
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## - Warmth moves toward a target: air temperature (day/night, altitude),
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## plus heat from fires and a held torch, minus being wet.
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## - Health drains while starving or freezing, and regenerates when fed and warm.
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## - Stamina pays for sprinting, jumping and swinging, and regenerates after a
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## short pause.
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##
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## step(dt) holds all the rules, so tests can fast-forward time. In M2 this runs
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## on the server.
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signal changed
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signal died
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const MAX := 100.0
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const HUNGER_DRAIN := 100.0 / 1500.0 ## full to empty in ~1.25 in-game days
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const STAMINA_REGEN := 24.0
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const STAMINA_DELAY := 1.0
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const WET_SECONDS := 90.0
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var health := MAX
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var stamina := MAX
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var hunger := MAX ## satiety: 100 = full, 0 = starving
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var warmth := 70.0
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var wet := 0.0 ## seconds of "Wet" left
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var heat := 0.0 ## 0..1 from nearby fires etc (last step)
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var statuses: Array[String] = []
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var dead := false
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var player: CharacterBody3D
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var world: Node3D
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var _stamina_wait := 0.0
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func _process(delta: float) -> void:
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if world != null and not world.menu_mode:
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step(delta)
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func step(dt: float) -> void:
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if dead:
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return
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var p := player.global_position
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heat = world.heat_at(p)
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var target: float = world.air_warmth(p) + heat * 70.0
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if wet > 0.0:
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target -= 22.0
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wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
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target = clampf(target, 0.0, MAX)
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# Warm up faster than you cool down: getting to a fire should feel good.
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warmth = move_toward(warmth, target, (7.0 if target > warmth else 1.6) * dt)
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hunger = maxf(hunger - HUNGER_DRAIN * dt * (1.5 if warmth < 30.0 else 1.0), 0.0)
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if _stamina_wait > 0.0:
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_stamina_wait -= dt
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else:
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stamina = minf(stamina + STAMINA_REGEN * dt, MAX)
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var dmg := 0.0
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if hunger <= 0.0:
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dmg += 0.6
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if warmth < 12.0:
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dmg += 0.5
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if dmg > 0.0:
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health = maxf(health - dmg * dt, 0.0)
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elif hunger > 40.0 and warmth > 35.0:
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health = minf(health + 0.5 * dt, MAX)
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_update_statuses()
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changed.emit()
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if health <= 0.0:
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dead = true
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died.emit()
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func _update_statuses() -> void:
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statuses.clear()
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if heat > 0.25:
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statuses.append("Warm")
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if warmth < 12.0:
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statuses.append("Freezing")
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elif warmth < 30.0:
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statuses.append("Cold")
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if hunger <= 0.0:
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statuses.append("Starving")
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elif hunger < 25.0:
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statuses.append("Hungry")
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if wet > 0.0:
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statuses.append("Wet")
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## Spends stamina for an action. Returns false (and spends nothing) if you're
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## too tired. Continuous costs (sprinting) pass `partial = true`.
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func use_stamina(amount: float, partial: bool = false) -> bool:
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if stamina <= 0.0 or (not partial and stamina < amount * 0.5):
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return false
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stamina = maxf(stamina - amount, 0.0)
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_stamina_wait = STAMINA_DELAY
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return true
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func eat(food: Dictionary) -> void:
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hunger = minf(hunger + float(food.get("hunger", 0)), MAX)
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health = minf(health + float(food.get("health", 0)), MAX)
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changed.emit()
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func soak() -> void:
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wet = WET_SECONDS
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func reset_after_death() -> void:
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dead = false
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health = 50.0
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stamina = MAX
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hunger = 50.0
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warmth = 60.0
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wet = 0.0
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changed.emit()
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func to_data() -> Dictionary:
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return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet}
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func load_data(d: Dictionary) -> void:
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health = float(d.get("health", health))
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stamina = float(d.get("stamina", stamina))
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hunger = float(d.get("hunger", hunger))
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warmth = float(d.get("warmth", warmth))
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wet = float(d.get("wet", 0.0))
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dead = false
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changed.emit()
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1
scripts/player/survival.gd.uid
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1
scripts/player/survival.gd.uid
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@@ -0,0 +1 @@
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uid://ibwy562x1kqp
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