W0: terrain from worldlet building blocks (Valley in data/worldlets, identical heights), WorldInfo API, worldlet in saves and servers; the cliff tunnel plan
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# Worldlets design
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Status: **proposal**. Nothing here is built yet, apart from the first piece
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of groundwork (`world.water_at()` and `data/fish.json`, see §6).
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Status: **W0 built**; the rest is planned. The journey between worldlets is
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§10.
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*As built in W0:*
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- `data/worldlets/valley.json`: the Valley as data, its terrain as five
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building blocks in order (`hills`, `rim`, `sea_cliff`, `lake`,
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`ocean_edge`) with every number that used to be hard-coded.
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- `terrain.gd` runs a worldlet's blocks (`use_worldlet()`); each block is
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the old code's arithmetic, unchanged. `tests/test_worldlets.gd` checks
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four seeds give exactly the same height grid as before (SHA-256 of the
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grid, taken from the old code).
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- The worldlet is chosen like the seed: a server's (it sends its real one),
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else the save's `meta.json` "worldlet", else the Valley (worlds from
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before W0). New worlds and servers record it.
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- The WorldInfo API on the world: `worldlet_id()`, `water_bodies()`,
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`climate()`, `crossings()` (the planned ways on), beside `water_at()`.
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Systems still read the terrain's numbers directly; they move over to
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these as each new worldlet needs them to differ (W1-W3).
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## 1. What a worldlet is
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A **worldlet** is a small, complete world type: a ~320 m playable area with
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@@ -224,6 +240,41 @@ you've learned and gathered there:
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- **Through:** the far end opens onto the next worldlet. Walking out loads
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it (a short fade, "The Cove"), with your bag, cloak and stats as they are.
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### The first tunnel: down the sea cliff to the Cove
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The Valley's sea side ends at a sheer cliff, its top about level with the
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valley and the sea some 25 m below. The Cove is down there, so the first
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tunnel goes **down**, inside the cliff, from the clifftop to the shore.
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- **The seam:** a cracked outcrop on the clifftop strip near the edge (the
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sea_cliff block marks where), with old pick marks and loose stones at its
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foot. It can't be dug until you have the antler pickaxe (tier 3); a lesser
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pick just chips it ("Too hard: you need a better pick").
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- **Digging down:** the tunnel is about six stretches, each a few metres on
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and a few down: a sloping passage that turns back on itself like a
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stair, so the 25 m drop fits inside the cliff. A stretch takes many pick
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blows (stamina, and wear on the pick) to open.
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- **Props:** each new stretch needs a **timber prop** (2 wood) set at its
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mouth before you can dig the next. Leave one out and the face won't take
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another blow ("It's loose: prop it first"); nothing caves in on you, so
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it's a cost, not a trap. That's about 12 wood all the way down.
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- **Light:** the tunnel has no daylight at all. Every stretch is pitch dark
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until you bring light: a torch in your hand works, but your hands are full
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with the pick, so the way to do it is to set **candles and torch stands**
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as you go (tallow candles from bear fat, torch stands from wood). Placed
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lights stay, so the way is lit for the trip back and for friends.
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- **The bottom:** the last stretch breaks out into a sea cave, its mouth
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opening on the Cove's shingle beach. Walking out of the mouth is the
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crossing: a fade, then the Cove, arriving at the cave's Cove end. The way
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back starts there and climbs the same tunnel.
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- **What's saved:** the tunnel belongs to the Valley's save: how far it's
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dug, the props, the lights. On a server it's shared: anyone can dig on
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from where someone stopped, and the lights are everyone's.
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- **How it's built:** the tunnel is its own small space (a "between" scene
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next to the worldlet), made from a kit of rock pieces (straight, turn,
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slope down, the cave mouth) laid out from the seed, with box-shaped
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colliders. The heightmap can't have holes or overhangs, so the passage is
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never cut into the terrain itself: you walk into the seam and you're in
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the tunnel scene.
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### Why go back
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- **Each worldlet has things the others lack.** Clay and salt only in the
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Valley and Cove; little wood in the Highlands; no bears outside the
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