M1c: weather, snap building, shelter, beds and regrowth

- Seeded weather (clear/cloudy/rain/storm, snow and blizzards on cold days
  and above the snowline), lightning, synthesised rain/wind/thunder sound
- Rain/snow particles stopped by roofs; wet ground, settled snow and wind
  via global shader uniforms
- Snap-together wood floor, wall, door, roof and gable with structural
  support, collapse and X to dismantle
- Shelter detection: dry under a roof, warmer and Rested inside with a fire;
  rain burns an uncovered campfire faster
- Bed sets the spawn point and lets you sleep through the night
- Trees, boulders and ground pickups regrow; timers saved
- Grass cleared under floors; shorter HUD hint
- New test_weather_building suite (62 checks) and tests/run_all.sh, which
  also fails on script errors
This commit is contained in:
Paul Bailey
2026-11-04 10:16:41 +00:00
parent fc7eb3cfed
commit fed96ef118
36 changed files with 2421 additions and 58 deletions

View File

@@ -15,6 +15,8 @@ var _fx: Array[CPUParticles3D] = []
var _t := 0.0
var _noise := FastNoiseLite.new()
var _lit := true
var _roofed_cache := -1.0 ## -1 unknown, 0 open sky, 1 under a roof
var _roof_timer := 0.0
func _build() -> void:
add_to_group("station:campfire")
@@ -64,19 +66,44 @@ func interact_prompt(player: Node) -> String:
var has_fuel: bool = player.inventory.count("wood") + player.inventory.count("stick") > 0
if _lit:
var left := "%d:%02d" % [int(fuel) / 60, int(fuel) % 60]
return "Campfire (%s left)%s" % [left, " [E] Add fuel" if has_fuel else " (add wood or sticks)"]
var hiss := ", hissing in the rain" if burn_rate() > 1.2 else ""
return "Campfire (%s left%s)%s" % [left, hiss, " [E] Add fuel" if has_fuel else " (add wood or sticks)"]
return "Campfire (out)%s" % (" [E] Add fuel to light" if has_fuel else " (needs wood or sticks)")
func interact(player: Node) -> void:
Actions.add_fuel(player, self)
func _process(delta: float) -> void:
## How much faster fuel burns right now: rain on an uncovered fire makes it
## hiss and eat through its wood (up to 4x in a storm). A roof stops that.
func burn_rate() -> float:
var w: Node = get_parent().get_parent() if get_parent() != null else null
if w == null or w.get("weather") == null:
return 1.0
var rain: float = w.weather.rain_at(global_position)
if rain <= 0.05:
_roofed_cache = -1.0
return 1.0
if _roofed_cache < 0.0:
_roofed_cache = 1.0 if w.build.roofed_at(global_position) else 0.0
return 1.0 if _roofed_cache > 0.5 else 1.0 + 3.0 * rain
func burn(seconds: float) -> void:
if not _lit:
return
fuel -= delta
fuel -= seconds * burn_rate()
if fuel <= 0.0:
fuel = 0.0
_set_lit(false)
func _process(delta: float) -> void:
if not _lit:
return
_roof_timer -= delta
if _roof_timer <= 0.0:
_roof_timer = 2.0
_roofed_cache = -1.0 # re-check the roof now and then (you may build one)
burn(delta)
if not _lit:
return
_t += delta
var f := _noise.get_noise_1d(_t * 10.0)