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# Ground Zero Biome Resource Pass
The Ground Zero map now has a first pass of biome-appropriate natural resources
based on the selected tile's coastal California scrub/woodland biome, terrain
height, slope, and drainage-candidate analysis.
## Resource Types
- Wood: scrub/woodland and hillside patches.
- Fiber: grassland, scrub, and drainage-candidate areas.
- Edible plants: coastal scrub, grassland, and drainage-candidate forage
patches that yield the MVP `food` item.
- Stone: slope, exposed terrain, and valley-edge areas.
Freshwater is separate from depleting resource nodes. Ground Zero uses
`BP_FreshWaterSource`, an interactable water actor that restores thirst through
the survival component.
## Implementation
- Added `BP_StoneResourceNode` through `Scripts/setup_playable_blueprints.py`.
- Added `BP_EdiblePlantResourceNode` through
`Scripts/setup_playable_blueprints.py`.
- Updated `Scripts/setup_ground_zero_demo_map.py` to place deterministic Ground
Zero resource nodes.
- Added `Scripts/verify_ground_zero_resources.py` to validate node presence,
yield item IDs, remaining harvests, stable persistence IDs, and readable
first-pass resource material assignments.
- Freshwater placement and interaction are covered by
`Scripts/verify_ground_zero_water_source.py` and
`Scripts/verify_water_gathering_interaction.py`.
## Counts
The map now contains:
- Wood nodes: `4`
- Fiber nodes: `5`
- Edible plant nodes: `3`
- Stone nodes: `4`
These counts include the original demo wood and fiber nodes so the first player
path remains intact while expanding the broader tile resource layer.
## Respawn Rules
MVP respawn rules separate renewable surface resources from nonrenewable stone:
- Wood nodes respawn after `900` seconds once fully depleted.
- Fiber nodes respawn after `600` seconds once fully depleted.
- Edible plant nodes respawn after `1200` seconds once fully depleted.
- Stone nodes do not respawn in the MVP.
Respawn restores the node to its configured `MaxHarvests` value and re-enables
visibility/collision through the same replicated depletion state used by
gathering.
## Tool Rules
MVP tool rules keep the first loop accessible while giving crafted tools an
immediate benefit:
- Wood, fiber, and stone nodes declare `basic_tool` as their useful tool.
- Those nodes still allow bare-hand gathering so players can gather the
ingredients needed to craft the first tool.
- A carried `basic_tool` adds `1` extra unit to each wood, fiber, or stone
harvest.
- Edible plant nodes remain pure bare-hand gathering.
The rule is inventory-based until equipment slots, durability, and explicit
active-hand state are implemented.
## Persistence
Ground Zero resource actors receive stable `PersistenceNodeId` values matching
their placement labels. The persistence subsystem captures and restores only
resource nodes that exist in the loaded world, so depletion records stay scoped
to active map/tile content. Future generated Earth-scale tiles should follow the
same rule: assign deterministic resource node IDs during placement and let the
save system record depletion only for tiles whose resource actors are present.
## Follow-Up
Future passes should replace the prototype meshes with real coastal scrub,
grass, rock, and woodland assets, then drive density from land-cover and
hydrography data instead of fixed authored points.