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Emberwild/scripts/player/survival.gd

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GDScript

extends Node
## Survival stats: health, stamina, hunger (satiety) and warmth, each 0..100.
##
## - Hunger drains over about a day and a quarter, faster when you're cold.
## - Warmth moves toward a target: air temperature (day/night, altitude),
## plus heat from fires and a held torch, minus being wet.
## - Health drains while starving or freezing, and regenerates when fed and warm.
## - Stamina pays for sprinting, jumping and swinging, and regenerates after a
## short pause.
##
## step(dt) holds all the rules, so tests can fast-forward time. In M2 this runs
## on the server.
signal changed
signal died
const MAX := 100.0
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
var hunger := MAX ## satiety: 100 = full, 0 = starving
var warmth := 70.0
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
## Food buffs: id -> {name, left (s), stamina_regen, health_regen (multipliers)}.
var buffs: Dictionary = {}
var _hurt_cd := 0.0 ## no natural healing for a few seconds after a hit
var cause := "" ## what last hurt you, as the death screen says it ("You froze")
var drain_mult := 1.0 ## hunger and diet drain (a server's difficulty, rules.gd)
signal hurt(amount: float, from: Vector3)
const HURT_NO_REGEN := 6.0
## Mixed diet: each food group (meat, fish, greens) has a level that runs
## down over about a day and a half. Food from a group tops it up.
## - One group low: you don't heal naturally ("Poor diet").
## - Two or more low: Malnourished. Health slowly drains, stamina recovers
## slower. Living on berries alone will kill you.
## - All three kept up: Balanced diet, healing x1.5.
const DIET_GROUPS := ["meat", "fish", "plants"]
const DIET_NAMES := {"meat": "meat", "fish": "fish", "plants": "greens"}
const DIET_DRAIN := 100.0 / 1800.0
const DIET_LOW := 15.0
const DIET_GOOD := 40.0
const DIET_START := 60.0
const MALNOURISHED_DRAIN := 0.12
var diet := {"meat": DIET_START, "fish": DIET_START, "plants": DIET_START}
## The groups that are running low right now.
func diet_lacking() -> Array:
var out := []
for g in DIET_GROUPS:
if float(diet[g]) < DIET_LOW:
out.append(g)
return out
func balanced_diet() -> bool:
for g in DIET_GROUPS:
if float(diet[g]) < DIET_GOOD:
return false
return true
var stone_room := false ## sheltered by mostly stone walls (P2): a little warmer
const STONE_ROOM_WARMTH := 6.0
var cozy := false ## sheltered with a fur rug near (P3, the bear)
const COZY_WARMTH := 4.0
func _rug_near(p: Vector3) -> bool:
for r in world.get_tree().get_nodes_in_group("rug"):
if (r as Node3D).global_position.distance_to(p) < r.COZY_RADIUS:
return true
return false
var player: Node3D ## the local player, or a server_player.gd on a server
var world: Node3D
var _stamina_wait := 0.0
func _process(delta: float) -> void:
# (Online, the server runs our stats and sends them: player_net.gd.)
if world != null and not world.menu_mode and not world.is_online():
step(delta)
func step(dt: float) -> void:
if dead:
return
var p := player.global_position
heat = world.heat_at(p, player)
_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
stone_room = sheltered and world.build.stone_walls_at(p) >= 0.5
cozy = sheltered and _rug_near(p)
# 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 (half the
# time on a fur rug).
if sheltered and heat > 0.25:
_rest_build += dt * (2.0 if cozy else 1.0)
if _rest_build >= REST_AFTER:
rested = maxf(rested, REST_SECONDS)
else:
_rest_build = 0.0
rested = maxf(rested - dt, 0.0)
var wear: Dictionary = ItemDB.get_item(player.worn).get("wear", {}) if not player.worn.is_empty() else {}
var target: float = world.air_warmth(p, sheltered) + heat * 70.0 + float(wear.get("warmth", 0.0))
if stone_room:
target += STONE_ROOM_WARMTH
if cozy:
target += COZY_WARMTH
if wet > 0.0:
target -= 22.0 * float(wear.get("wet_chill", 1.0))
wet = maxf(wet - dt * (3.0 if heat > 0.3 else 1.0), 0.0) # fires dry you off
target = clampf(target, 0.0, MAX)
# Warm up faster than you cool down: getting to a fire should feel good.
warmth = move_toward(warmth, target, (7.0 if target > warmth else 1.6) * dt)
hunger = maxf(hunger - HUNGER_DRAIN * drain_mult * dt * (1.5 if warmth < 30.0 else 1.0), 0.0)
if _stamina_wait > 0.0:
_stamina_wait -= dt
else:
var malnourished := diet_lacking().size() >= 2
stamina = minf(stamina + STAMINA_REGEN * (1.5 if rested > 0.0 else 1.0) * buff_mult("stamina_regen")
* (0.7 if malnourished else 1.0) * dt, MAX)
for g in DIET_GROUPS:
diet[g] = maxf(float(diet[g]) - DIET_DRAIN * drain_mult * dt, 0.0)
var lacking := diet_lacking()
for id in buffs.keys():
buffs[id].left -= dt
if buffs[id].left <= 0.0:
buffs.erase(id)
_hurt_cd = maxf(_hurt_cd - dt, 0.0)
var dmg := 0.0
if hunger <= 0.0:
dmg += 0.6
if warmth < 12.0:
dmg += 0.5
if lacking.size() >= 2:
dmg += MALNOURISHED_DRAIN
if dmg > 0.0:
health = maxf(health - dmg * dt, 0.0)
if hunger <= 0.0:
cause = "You starved"
elif warmth < 12.0:
cause = "You froze to death"
else:
cause = "Malnourished: you needed %s" % " and ".join(PackedStringArray(lacking.map(func(g): return DIET_NAMES[g])))
elif hunger > 40.0 and warmth > 35.0 and _hurt_cd <= 0.0 and lacking.is_empty():
var diet_mult := 1.5 if balanced_diet() else 1.0
health = minf(health + 0.5 * buff_mult("health_regen") * diet_mult * dt, MAX)
_update_statuses()
changed.emit()
if health <= 0.0:
dead = true
died.emit()
func _update_statuses() -> void:
statuses.clear()
if heat > 0.25:
statuses.append("Warm")
if warmth < 12.0:
statuses.append("Freezing")
elif warmth < 30.0:
statuses.append("Cold")
if hunger <= 0.0:
statuses.append("Starving")
elif hunger < 25.0:
statuses.append("Hungry")
if wet > 0.0:
statuses.append("Wet")
var lacking := diet_lacking()
if not lacking.is_empty():
var need: Array[String] = []
for g in lacking:
need.append(DIET_NAMES[g])
statuses.append("%s (need %s)" % ["Malnourished" if lacking.size() >= 2 else "Poor diet", ", ".join(need)])
elif balanced_diet():
statuses.append("Balanced diet")
if sheltered:
statuses.append("Sheltered")
if cozy:
statuses.append("Cozy")
if rested > 0.0:
statuses.append("Rested")
for id in buffs:
statuses.append("%s %d:%02d" % [buffs[id].name, int(buffs[id].left) / 60, int(buffs[id].left) % 60])
## Spends stamina for an action. Returns false (and spends nothing) if you're
## too tired. Continuous costs (sprinting) pass `partial = true`.
func use_stamina(amount: float, partial: bool = false) -> bool:
if stamina <= 0.0 or (not partial and stamina < amount * 0.5):
return false
stamina = maxf(stamina - amount, 0.0)
_stamina_wait = STAMINA_DELAY
return true
func eat(food: Dictionary) -> void:
hunger = minf(hunger + float(food.get("hunger", 0)), MAX)
# Raw meat can hurt a little, but never kills you.
health = clampf(health + float(food.get("health", 0)), minf(health, 1.0), MAX)
if food.has("buff"):
add_buff(food.buff)
var d: Dictionary = food.get("diet", {})
for g in d:
if diet.has(g):
diet[g] = minf(float(diet[g]) + float(d[g]), MAX)
_update_statuses()
changed.emit()
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
stamina = MAX
hunger = 50.0
warmth = 60.0
wet = 0.0
buffs.clear()
cause = ""
# Don't respawn straight back into malnutrition.
for g in DIET_GROUPS:
diet[g] = maxf(float(diet[g]), 30.0)
changed.emit()
## Takes a hit (a boar, later wolves). Pauses natural healing briefly.
## `by` is what did it ("a wolf"), for the death screen.
func damage(amount: float, from: Vector3, by: String = "") -> void:
if dead:
return
cause = "Killed by %s" % by if not by.is_empty() else "You were killed"
health = maxf(health - amount, 0.0)
_hurt_cd = HURT_NO_REGEN
hurt.emit(amount, from)
changed.emit()
if health <= 0.0:
dead = true
died.emit()
## Multiplier from food buffs for one effect (1.0 = none). Buffs don't stack:
## the strongest applies.
func buff_mult(key: String) -> float:
var m := 1.0
for id in buffs:
m = maxf(m, float(buffs[id].get(key, 1.0)))
return m
func add_buff(b: Dictionary) -> void:
var id: String = b.get("id", "buff")
buffs[id] = {"name": b.get("name", id), "left": float(b.get("seconds", 300.0)),
"stamina_regen": float(b.get("stamina_regen", 1.0)), "health_regen": float(b.get("health_regen", 1.0))}
_update_statuses()
func to_data() -> Dictionary:
return {"health": health, "stamina": stamina, "hunger": hunger, "warmth": warmth, "wet": wet, "rested": rested,
"buffs": buffs.duplicate(true), "diet": diet.duplicate()}
func load_data(d: Dictionary) -> void:
health = float(d.get("health", health))
stamina = float(d.get("stamina", stamina))
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))
buffs = (d.get("buffs", {}) as Dictionary).duplicate(true)
# Older saves have no diet: start it where a new world does.
var sd: Dictionary = d.get("diet", {})
for g in DIET_GROUPS:
diet[g] = float(sd.get(g, DIET_START))
dead = false
changed.emit()