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:
@@ -21,7 +21,11 @@ const PIECES := {
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"workbench": preload("res://scripts/building/workbench.gd"),
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"chest": preload("res://scripts/building/chest.gd"),
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"grave": preload("res://scripts/building/grave.gd"),
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"build": preload("res://scripts/building/build_piece.gd"),
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"door": preload("res://scripts/building/door.gd"),
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"bed": preload("res://scripts/building/bed.gd"),
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}
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const BuildPiece = preload("res://scripts/building/build_piece.gd")
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const AUTOSAVE_SECONDS := 120.0
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@@ -38,6 +42,12 @@ var _autosave_left := AUTOSAVE_SECONDS
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var _menu_cam: Camera3D
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var _menu_t := 0.0
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var day_night: Node ## day_night.gd: time of day, sun, sky
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var weather: Node ## weather.gd: the weather model
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var weather_fx: Node3D ## weather_fx.gd: rain/snow particles, sound
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var build: Node ## build_system.gd: snapping, support, shelter
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var has_bed_spawn := false
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var bed_spawn := Vector3.ZERO ## position of the bed you respawn at
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var _loading := false ## applying a save: defer support recompute
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func _ready() -> void:
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_pieces = Node3D.new()
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@@ -47,6 +57,22 @@ func _ready() -> void:
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day_night.name = "DayNight"
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add_child(day_night)
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day_night.setup(sun, $WorldEnvironment.environment)
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weather = preload("res://scripts/world/weather.gd").new()
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weather.name = "Weather"
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add_child(weather)
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weather.snowline = terrain.snow_height - 8.0
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weather.frozen = menu_mode
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weather.setup(terrain.noise_seed, day_night)
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day_night.weather = weather
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build = preload("res://scripts/building/build_system.gd").new()
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build.name = "Build"
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add_child(build)
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build.setup(self)
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if not menu_mode and DisplayServer.get_name() != "headless":
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weather_fx = preload("res://scripts/world/weather_fx.gd").new()
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weather_fx.name = "WeatherFX"
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add_child(weather_fx)
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weather_fx.setup(weather, player)
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if menu_mode:
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day_night.time = 9.5 / 24.0
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day_night.frozen = true
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@@ -75,10 +101,17 @@ func _ready() -> void:
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# --- survival environment ---------------------------------------------------
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## 0..100 air warmth at `pos` before fires: time of day, minus altitude.
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func air_warmth(pos: Vector3) -> float:
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## 0..100 air warmth at `pos` before fires: time of day, minus altitude,
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## plus the weather. A proper shelter keeps out most of the weather and adds a
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## little warmth of its own.
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func air_warmth(pos: Vector3, sheltered: bool = false) -> float:
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var w: float = day_night.air_warmth()
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w -= maxf(pos.y - 12.0, 0.0) * 0.9
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var ww: float = weather.warmth_at(pos)
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if sheltered:
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w += ww * 0.25 + 8.0
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else:
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w += ww
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return w
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## 0..1 heat from fires and a held torch.
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@@ -108,10 +141,71 @@ func _on_player_died() -> void:
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player.inventory.load_data(Inventory.new(player.inventory.size()).to_data())
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if hud != null:
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hud.close_screens()
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_respawn()
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var bed := spawn_bed()
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if bed != null:
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_respawn_at_bed(bed)
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else:
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_respawn()
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if has_bed_spawn:
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has_bed_spawn = false
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Actions.notify.emit("Your bed is gone, so you woke at the island start")
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player.survival.reset_after_death()
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Actions.notify.emit("You died. Your belongings are in your grave." if has_items else "You died.")
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# --- beds and sleeping ------------------------------------------------------
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## The bed you respawn at, if it still exists.
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func spawn_bed() -> Node3D:
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if not has_bed_spawn:
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return null
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for p in _pieces.get_children():
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if p.item_id == "bed" and not p.is_queued_for_deletion() and p.global_position.distance_to(bed_spawn) < 0.3:
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return p
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return null
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func set_bed_spawn(bed: Node3D) -> void:
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has_bed_spawn = true
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bed_spawn = bed.global_position
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func _respawn_at_bed(bed: Node3D) -> void:
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player.global_position = bed.global_position + Vector3(0, 0.9, 0)
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player.velocity = Vector3.ZERO
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player.rotation = Vector3(0.0, bed.global_basis.get_euler().y + PI, 0.0)
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player.get_node("Camera3D").rotation.x = 0.0
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## Why you can't sleep in `bed` right now ("" = you can).
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func sleep_block_reason(bed: Node3D) -> String:
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var h: float = day_night.hours()
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if h > 5.5 and h < 19.5:
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return "You can only sleep at night (after 19:30)"
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if not build.sheltered_at(bed.global_position):
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return "Your bed needs a roof and walls around it"
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return ""
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## Sleeps until 06:00: the clock, fires, regrowth and weather all move on.
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func sleep(p: Node3D) -> void:
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var secs: float = fposmod(6.0 - day_night.hours(), 24.0) / 24.0 * day_night.day_length
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if hud != null:
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hud.fade(func(): _finish_sleep(p, secs))
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else:
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_finish_sleep(p, secs)
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func _finish_sleep(p: Node3D, secs: float) -> void:
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skip_time(secs)
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p.survival.after_sleep(secs)
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save_now()
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Actions.notify.emit("You slept until morning")
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## Fast-forwards the world (not the player) by `secs`.
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func skip_time(secs: float) -> void:
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day_night.advance(secs)
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day_night.apply(true)
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weather.snap()
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props.skip_time(secs)
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for f in get_tree().get_nodes_in_group("heat"):
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if f.has_method("burn"):
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f.burn(secs)
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func _on_terrain_ready() -> void:
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var t0 := Time.get_ticks_msec()
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_spawn = terrain.find_spawn(Vector2.ZERO)
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@@ -217,7 +311,9 @@ func collect_save() -> Dictionary:
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"stats": player.survival.to_data(),
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},
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"time": {"day": day_night.day, "time": day_night.time},
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"spawn": {"bed": has_bed_spawn, "pos": [bed_spawn.x, bed_spawn.y, bed_spawn.z]},
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"forage_regrow": regrow,
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"regrow": props.regrow.duplicate(),
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"harvested": harvested,
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"pickups_taken": taken,
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"pieces": pieces,
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@@ -250,6 +346,14 @@ func apply_save(s: Dictionary) -> void:
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for uid in s.get("pickups_taken", []):
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if props.pickups.has(uid) and is_instance_valid(props.pickups[uid]):
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props.pickups[uid].collected()
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# Regrowth timers (older saves have none: everything gone starts a fresh timer).
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props.restore_regrow(s.get("regrow", {}))
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var sp: Dictionary = s.get("spawn", {})
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has_bed_spawn = bool(sp.get("bed", false))
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if sp.has("pos"):
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bed_spawn = Vector3(sp.pos[0], sp.pos[1], sp.pos[2])
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weather.snap()
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_loading = true
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for e in s.get("pieces", []):
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var def: Dictionary = ItemDB.get_item(e.get("item", ""))
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if def.is_empty() or not def.has("place"):
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@@ -259,6 +363,9 @@ func apply_save(s: Dictionary) -> void:
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piece.inventory.load_data(e.inventory)
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if e.has("extra") and piece.has_method("load_extra"):
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piece.load_extra(e.extra)
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_loading = false
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build.recompute() # same terrain, same pieces: nothing collapses on load
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_update_grass_cuts()
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func _respawn() -> void:
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player.global_position = _spawn + Vector3(0.0, 1.5, 0.0)
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@@ -277,8 +384,11 @@ func _physics_process(_delta: float) -> void:
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# --- building ---------------------------------------------------------------
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## Whether a piece can go at `xf`: inside the valley, on dry fairly flat
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## ground, and not overlapping trees, rocks or other pieces.
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## ground (or a floor), and not overlapping trees, rocks or other pieces.
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## Building pieces have their own rules (build_system.gd).
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func placement_valid(def: Dictionary, xf: Transform3D) -> bool:
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if BuildPiece.is_build(def):
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return build.check(def, xf).is_empty()
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var p := xf.origin
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if not terrain.inside_boundary(p.x, p.z, 1.5):
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return false
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@@ -287,10 +397,12 @@ func placement_valid(def: Dictionary, xf: Transform3D) -> bool:
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var fp: Array = def.place.get("footprint", [1.0, 1.0])
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var hx := float(fp[0]) * 0.5
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var hz := float(fp[1]) * 0.5
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# Ground under the corners must be within reach of the base.
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# Something solid (ground or a floor) under each corner, close to the base.
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var space := get_world_3d().direct_space_state
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for c in [Vector3(-hx, 0, -hz), Vector3(hx, 0, -hz), Vector3(-hx, 0, hz), Vector3(hx, 0, hz)]:
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var w: Vector3 = xf * c
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if absf(terrain.sample_height(w.x, w.z) - p.y) > 0.45:
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var rq := PhysicsRayQueryParameters3D.create(w + Vector3(0, 0.45, 0), w - Vector3(0, 0.45, 0), 1, [player.get_rid()])
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if space.intersect_ray(rq).is_empty():
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return false
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# Overlap test against everything solid except the ground itself.
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var box := BoxShape3D.new()
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@@ -308,8 +420,75 @@ func spawn_piece(def: Dictionary, xf: Transform3D) -> Node3D:
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piece.setup(def)
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_pieces.add_child(piece)
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piece.global_transform = xf
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if piece.is_in_group("build") and not _loading:
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build.recompute()
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if piece.kind == "floor":
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_update_grass_cuts()
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return piece
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## Grass doesn't grow up through floors.
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func _update_grass_cuts() -> void:
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var xfs: Array = []
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for p in _pieces.get_children():
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if p.is_in_group("build") and p.kind == "floor" and not p.is_queued_for_deletion():
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xfs.append(p.global_transform)
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props.set_grass_cuts(xfs, 1.02)
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## Takes a piece out of the world (dismantled). Anything that loses its
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## support collapses, and its item goes back to `refund_to` if there's room.
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## Returns how many pieces collapsed.
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func remove_piece(piece: Node3D, refund_to: Node3D = null) -> int:
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if piece.item_id == "bed" and spawn_bed() == piece:
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has_bed_spawn = false
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Actions.notify.emit("Spawn point cleared")
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var was_build := piece.is_in_group("build")
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_pieces.remove_child(piece)
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piece.queue_free()
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if not was_build:
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return 0
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var weak: Array = build.recompute()
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for w in weak:
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if refund_to != null:
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Actions._give(refund_to, w.item_id, 1)
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_collapse_fx(w)
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_pieces.remove_child(w)
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w.queue_free()
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if not weak.is_empty():
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build.recompute()
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Actions.notify.emit("%d piece%s collapsed" % [weak.size(), "" if weak.size() == 1 else "s"])
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_settle_loose_pieces()
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_update_grass_cuts()
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return weak.size()
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## A collapsing piece: a copy of its mesh tumbles down and sinks away.
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func _collapse_fx(piece: Node3D) -> void:
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if DisplayServer.get_name() == "headless":
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return
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var mi := MeshInstance3D.new()
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mi.mesh = piece.get_node("Mesh").mesh
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mi.material_override = ItemDB.item_material()
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add_child(mi)
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mi.global_transform = piece.global_transform
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var tw := mi.create_tween().set_parallel(true)
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tw.tween_property(mi, "global_position:y", mi.global_position.y - 4.0, 1.2).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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tw.tween_property(mi, "rotation:x", mi.rotation.x + randf_range(-0.8, 0.8), 1.2)
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tw.chain().tween_callback(mi.queue_free)
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## Chests, fires and beds left hanging after a collapse drop to whatever is
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## below them.
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func _settle_loose_pieces() -> void:
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var space := get_world_3d().direct_space_state
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for p in _pieces.get_children():
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if p.is_in_group("build") or p.is_queued_for_deletion():
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continue
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var at: Vector3 = p.global_position
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var rq := PhysicsRayQueryParameters3D.create(at + Vector3(0, 0.3, 0), at - Vector3(0, 0.5, 0), 1, [p.get_rid()])
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if not space.intersect_ray(rq).is_empty():
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continue
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rq = PhysicsRayQueryParameters3D.create(at, at - Vector3(0, 80, 0), 1, [p.get_rid(), player.get_rid()])
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var hit := space.intersect_ray(rq)
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p.global_position.y = hit.position.y if not hit.is_empty() else terrain.sample_height(at.x, at.z)
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# --- dev screenshot hook ----------------------------------------------------
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func _maybe_capture() -> void:
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@@ -415,3 +594,65 @@ func _capture_survival(prefix: String, cam: Camera3D) -> void:
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get_viewport().get_texture().get_image().save_png("%s_menu.png" % prefix)
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print("[world] saved %s_menu.png" % prefix)
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hud._menu.close()
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await _capture_weather(prefix, cam)
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## Weather views: a snapped-together hut in clear weather, rain, a storm and
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## snow, and the view out of its open door in the rain.
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func _capture_weather(prefix: String, cam: Camera3D) -> void:
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_respawn()
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player.set_physics_process(false)
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var yaw: float = player.rotation.y
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var hb := Basis(Vector3.UP, yaw)
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var site: Vector3 = build.debug_find_site(player.global_position - player.global_basis.z * 11.0, 3.0)
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var hut: Dictionary = await build.debug_build_hut(site, yaw)
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print("[world] demo hut: %d pieces, failed %s" % [hut.placed, hut.failed])
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var top: float = hut.pieces[0].global_position.y
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spawn_piece(ItemDB.get_item("bed"), Transform3D(hb, site + hb * Vector3(1.0, top - site.y, -0.6)))
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var fire_at: Vector3 = site + hb * Vector3(-0.6, 0, 4.5)
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fire_at.y = terrain.sample_height(fire_at.x, fire_at.z)
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var fire: Node = spawn_piece(ItemDB.get_item("campfire"), Transform3D(hb, fire_at))
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fire.fuel = fire.MAX_FUEL
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var door: Node = null
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for p in hut.pieces:
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if p.item_id == "wood_door":
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door = p
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player.select(4) # wood: nothing lit in hand
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var outside_eye: Vector3 = site + hb * Vector3(4.2, 0, 8.5)
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outside_eye.y = terrain.sample_height(outside_eye.x, outside_eye.z) + 1.7
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var look: Vector3 = site + Vector3(0, 1.4, 0)
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day_night.time = 10.5 / 24.0
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for shot in [["hut_clear", "clear", 10.5], ["hut_rain", "rain", 10.5], ["hut_storm", "storm", 16.0], ["hut_snow", "snow", 11.0]]:
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weather.force(shot[1])
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if shot[1] == "snow":
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weather.snow_cover = 1.0
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weather.ground_wet = 0.0
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day_night.time = float(shot[2]) / 24.0
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day_night.apply(true)
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_aim_camera(cam, outside_eye, look)
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await get_tree().create_timer(2.0).timeout
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if shot[1] == "storm":
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weather.flash = 0.8
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day_night.apply(true)
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png("%s_%s.png" % [prefix, shot[0]])
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print("[world] saved %s_%s.png" % [prefix, shot[0]])
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# From inside, out through the open door, in the rain.
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weather.force("rain")
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weather.snow_cover = 0.0
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day_night.time = 17.5 / 24.0
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day_night.apply(true)
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door.set_open(true, false)
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var in_eye: Vector3 = site + hb * Vector3(0.6, top - site.y + 1.6, -1.2)
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_aim_camera(cam, in_eye, site + hb * Vector3(1.2, top - site.y + 1.2, 6.0))
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await get_tree().create_timer(2.0).timeout
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await RenderingServer.frame_post_draw
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get_viewport().get_texture().get_image().save_png("%s_hut_inside.png" % prefix)
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print("[world] saved %s_hut_inside.png" % prefix)
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weather.force("")
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func _aim_camera(cam: Camera3D, eye: Vector3, at: Vector3) -> void:
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var dir := at - eye
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player.global_position = eye - Vector3(0.0, cam.position.y, 0.0)
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player.rotation = Vector3(0.0, atan2(-dir.x, -dir.z), 0.0)
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cam.rotation.x = atan2(dir.y, Vector2(dir.x, dir.z).length())
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props._update_grass(100000)
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Block a user