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

@@ -19,6 +19,8 @@ const HUNGER_DRAIN := 100.0 / 1500.0 ## full to empty in ~1.25 in-game days
const STAMINA_REGEN := 24.0
const STAMINA_DELAY := 1.0
const WET_SECONDS := 90.0
const REST_AFTER := 20.0 ## seconds sheltered by a fire before you're Rested
const REST_SECONDS := 300.0 ## Rested: stamina regenerates 50% faster
var health := MAX
var stamina := MAX
@@ -28,6 +30,11 @@ var wet := 0.0 ## seconds of "Wet" left
var heat := 0.0 ## 0..1 from nearby fires etc (last step)
var statuses: Array[String] = []
var dead := false
var roofed := false ## a roof overhead (rain can't reach you)
var sheltered := false ## roof and walls (the weather barely reaches you)
var rested := 0.0 ## seconds of Rested left
var _shelter_left := 0.0
var _rest_build := 0.0
var player: CharacterBody3D
var world: Node3D
@@ -42,7 +49,23 @@ func step(dt: float) -> void:
return
var p := player.global_position
heat = world.heat_at(p)
var target: float = world.air_warmth(p) + heat * 70.0
_shelter_left -= dt
if _shelter_left <= 0.0:
_shelter_left = 0.25
roofed = world.build.roofed_at(p)
sheltered = roofed and world.build.enclosure_at(p) >= 0.74
# Rain soaks you unless there's a roof over your head.
if not roofed and world.weather.rain_at(p) > 0.25:
wet = WET_SECONDS
# Resting: a while by a fire with a roof and walls around you.
if sheltered and heat > 0.25:
_rest_build += dt
if _rest_build >= REST_AFTER:
rested = maxf(rested, REST_SECONDS)
else:
_rest_build = 0.0
rested = maxf(rested - dt, 0.0)
var target: float = world.air_warmth(p, sheltered) + heat * 70.0
if wet > 0.0:
target -= 22.0
wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
@@ -55,7 +78,7 @@ func step(dt: float) -> void:
if _stamina_wait > 0.0:
_stamina_wait -= dt
else:
stamina = minf(stamina + STAMINA_REGEN * dt, MAX)
stamina = minf(stamina + STAMINA_REGEN * (1.5 if rested > 0.0 else 1.0) * dt, MAX)
var dmg := 0.0
if hunger <= 0.0:
@@ -87,6 +110,10 @@ func _update_statuses() -> void:
statuses.append("Hungry")
if wet > 0.0:
statuses.append("Wet")
if sheltered:
statuses.append("Sheltered")
if rested > 0.0:
statuses.append("Rested")
## Spends stamina for an action. Returns false (and spends nothing) if you're
## too tired. Continuous costs (sprinting) pass `partial = true`.
@@ -105,6 +132,16 @@ func eat(food: Dictionary) -> void:
func soak() -> void:
wet = WET_SECONDS
## After a night's sleep: a little hungrier, dry, warm and rested.
func after_sleep(seconds: float) -> void:
hunger = maxf(hunger - HUNGER_DRAIN * seconds * 0.3, 0.0)
wet = 0.0
warmth = maxf(warmth, 60.0)
stamina = MAX
rested = REST_SECONDS * 2.0
_update_statuses()
changed.emit()
func reset_after_death() -> void:
dead = false
health = 50.0
@@ -115,7 +152,7 @@ func reset_after_death() -> void:
changed.emit()
func to_data() -> Dictionary:
return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet}
return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet, "rested": rested}
func load_data(d: Dictionary) -> void:
health = float(d.get("health", health))
@@ -123,5 +160,6 @@ func load_data(d: Dictionary) -> void:
hunger = float(d.get("hunger", hunger))
warmth = float(d.get("warmth", warmth))
wet = float(d.get("wet", 0.0))
rested = float(d.get("rested", 0.0))
dead = false
changed.emit()