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

@@ -29,6 +29,11 @@ var rng := RandomNumberGenerator.new()
var _shake := 0.0
var _shake_axis := Vector3.RIGHT
var _stump: MeshInstance3D
var _orig_shapes: Array = [] ## [CollisionShape3D, shape, position] before the stump
## Emitted when a player fells or mines this (not when a save restores it).
signal depleted_now(node: Node)
func display_name() -> String:
return "Tree" if kind == "tree" else "Boulder"
@@ -107,7 +112,36 @@ func _deplete(from: Vector3, animate: bool = true) -> void:
else:
if animate:
_burst(global_position + Vector3(0, 0.8, 0), chip_color, 40)
queue_free()
# Kept (hidden, no collision) so it can regrow later.
set_process(false)
remove_from_group("harvestable")
if animate:
depleted_now.emit(self)
## Brings a felled tree or mined boulder back, growing in over a few seconds.
func regrow() -> void:
if not depleted:
return
depleted = false
hp = max_hp
if _stump != null:
_stump.queue_free()
_stump = null
for e in _orig_shapes:
e[0].shape = e[1]
e[0].position = e[2]
_orig_shapes.clear()
if has_meta("is_stump"):
remove_meta("is_stump")
collision_layer = 1
add_to_group("harvestable")
set_process(true)
if is_inside_tree() and DisplayServer.get_name() != "headless":
var tw := create_tween()
tw.tween_method(func(k: float): _set_instance(Transform3D(base_xf.basis.scaled_local(Vector3.ONE * k), base_xf.origin)),
0.15, 1.0, 4.0).set_trans(Tween.TRANS_SINE)
else:
_set_instance(base_xf)
func _fell(from: Vector3, animate: bool) -> void:
var world := get_parent()
@@ -139,9 +173,11 @@ func _make_stump(world: Node) -> void:
stump.material_override = stump_material
world.add_child(stump)
stump.global_position = base_xf.origin
_stump = stump
# Keep collision as a short stump.
for c in get_children():
if c is CollisionShape3D and c.shape is CapsuleShape3D:
_orig_shapes.append([c, c.shape, c.position])
var cyl := CylinderShape3D.new()
cyl.radius = (c.shape as CapsuleShape3D).radius
cyl.height = 0.6