The Cove's stream: a stream block whose water only runs downhill (spring to the bay), its own water ribbon, trout, on the map; scenery and landmarks keep clear
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@@ -90,7 +90,7 @@ func _check_site(world: Node3D, p: Vector2) -> Vector3:
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var hs: Array[float] = []
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for d in [Vector2(-1, -1), Vector2(1, -1), Vector2(-1, 1), Vector2(1, 1), Vector2.ZERO]:
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hs.append(terrain.sample_height(p.x + d.x * 4.0, p.y + d.y * 4.0))
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if hs.max() - hs.min() > 2.2 or hs.min() < terrain.water_level + 1.0:
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if hs.max() - hs.min() > 2.2 or hs.min() < terrain.water_level + 1.0 or terrain.near_stream(p.x, p.y, 7.0):
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return Vector3.INF
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# Trees and boulders in the way are cleared (_clear_area); just avoid
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# the thickest woods. Counted by position, because their colliders
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