Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases). Survival core (M1a): - Items/recipes as data (data/*.json) in the addon SDK's define_item / define_recipe shape; procedural item meshes and offscreen-rendered icons - Inventory class (40 slots, hotbar = row 1) shared by player and chests; click / right-click split / shift-click quick-move - Actions autoload: the intent layer (craft, pickup, harvest_hit, place, transfer) that validates every change; becomes the RPC surface in M2 - Gathering: ground pickups (sticks, stones, flint); trees chopped with an axe fall and leave stumps; boulders mined with a pickaxe shrink per hit - Crafting screen with station checks (workbench); placement mode with green/red ghost, rotation and overlap/slope validation - Pieces: campfire (light, flames, embers), workbench, chest (16 slots) - HUD: hotbar, held tool view model with swing, prompts, toasts Menus and saving: - ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit - Title screen over a flyover of the island: Continue / New World (name + seed) / Load World (with delete) / Quit - Saves autoload: one folder per world under user://worlds, atomic writes with a .bak; stores only player changes (player, pieces, chest contents, harvested resources, taken pickups) and regenerates the rest from the seed - Autosave every 2 min, Save & Quit to title/desktop, save on window close Fixes: UI screens now fill the viewport (were pinned top-left); title backdrop no longer captures the mouse. Tests: test_survival_core (31 checks), test_save_load (round trip + slots), test_terrain_edges now checks 8 seeds for deep pits / unbanked water.
94 lines
3.5 KiB
GDScript
94 lines
3.5 KiB
GDScript
extends CharacterBody3D
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## First-person player controller.
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##
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## Move (WASD), look (mouse), jump (space), sprint (shift). Gravity + ground
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## collision via CharacterBody3D. In deep water the player floats with their
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## head above the surface and moves at swimming speed. Deliberately minimal: no
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## stamina/health yet (M1), no network ownership yet (M2). Press ESC to free the
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## mouse, click to recapture.
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@export var speed: float = 5.0
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@export var sprint_speed: float = 8.0
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@export var swim_speed: float = 2.6
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@export var jump_velocity: float = 5.5
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@export var mouse_sensitivity: float = 0.0025
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## Set by world.gd from the terrain. Feet this far below the surface = swimming.
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@export var water_level: float = -INF
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const FLOAT_DEPTH := 1.3
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@onready var camera: Camera3D = $Camera3D
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signal selected_changed
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signal inventory_requested(container: Node) ## the HUD opens the inventory screen
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const HOTBAR := 8
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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 _gravity: float = ProjectSettings.get_setting("physics/3d/default_gravity", 9.8)
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func _ready() -> void:
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if not get_parent().get("menu_mode"): # title-screen backdrop: leave the cursor alone
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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hands = preload("res://scripts/player/hands.gd").new()
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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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func held_item_id() -> String:
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var s = inventory.get_slot(selected)
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return s.id if s != null else ""
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func select(i: int) -> void:
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selected = wrapi(i, 0, HOTBAR)
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selected_changed.emit()
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## Called by workbenches and chests (container = null for plain crafting).
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func open_inventory(container: Node) -> void:
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inventory_requested.emit(container)
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func _unhandled_input(event: InputEvent) -> void:
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if ui_open:
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return
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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rotate_y(-event.relative.x * mouse_sensitivity)
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camera.rotate_x(-event.relative.y * mouse_sensitivity)
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camera.rotation.x = clamp(camera.rotation.x, -1.4, 1.4)
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elif event is InputEventMouseButton and event.pressed:
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# Recapture after the window lost focus (ESC now opens the pause menu).
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _physics_process(delta: float) -> void:
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var float_y := water_level - FLOAT_DEPTH
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var swimming := global_position.y < float_y + 0.05 and not is_on_floor()
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if global_position.y < float_y:
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# Buoyancy: ease back up to floating height.
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velocity.y = move_toward(velocity.y, clampf((float_y - global_position.y) * 4.0, -3.0, 3.0), 20.0 * delta)
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elif not is_on_floor():
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velocity.y -= _gravity * delta
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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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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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if swimming:
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current_speed = swim_speed
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if direction:
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velocity.x = direction.x * current_speed
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velocity.z = direction.z * current_speed
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else:
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velocity.x = move_toward(velocity.x, 0, current_speed)
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velocity.z = move_toward(velocity.z, 0, current_speed)
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move_and_slide()
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