The Cove's wreck: driftwood and salt on the beach, the captain's sea chest (a treasure map, nails, salt; once each), each player's own X on the map; online too
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@@ -36,6 +36,8 @@ static func build(key: String) -> ArrayMesh:
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var m: ArrayMesh
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match key:
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"stick": m = _stick()
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"driftwood": m = _driftwood()
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"treasure_map": m = _treasure_map()
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"stone": m = _pebble(11, STONE, Vector3(0.14, 0.10, 0.12))
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"flint": m = _pebble(23, FLINT, Vector3(0.12, 0.07, 0.15), 0.5)
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"wood": m = _wood()
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@@ -184,6 +186,26 @@ static func _stick() -> ArrayMesh:
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P._cylinder(st, Vector3(0.05, 0.03, 0.0), Vector3(0.2, 0.05, 0.1), 0.012, 0.006, 4, HANDLE, r)
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return P._commit(st)
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## A sea-bleached branch, twisted, with a stub of a side branch.
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static func _driftwood() -> ArrayMesh:
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var st := P._begin()
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var r := _rng(41)
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const BLEACHED := Color(0.72, 0.68, 0.6)
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const GREY := Color(0.58, 0.55, 0.5)
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P._cylinder(st, Vector3(-0.5, 0.06, -0.04), Vector3(0.05, 0.08, 0.05), 0.07, 0.06, 6, BLEACHED, r, -1.0, GREY)
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P._cylinder(st, Vector3(0.05, 0.08, 0.05), Vector3(0.48, 0.05, -0.02), 0.06, 0.035, 6, BLEACHED, r, -1.0, GREY)
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P._cylinder(st, Vector3(0.1, 0.09, 0.05), Vector3(0.22, 0.12, 0.24), 0.03, 0.015, 5, GREY, r)
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return P._commit(st)
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## A rolled-up, torn sheet of old parchment tied with string.
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static func _treasure_map() -> ArrayMesh:
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var st := P._begin()
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var r := _rng(43)
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const PARCH := Color(0.82, 0.74, 0.55)
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P._cylinder(st, Vector3(-0.16, 0.04, 0), Vector3(0.16, 0.04, 0), 0.04, 0.04, 8, PARCH, r, -1.0, PARCH.darkened(0.15))
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P._cylinder(st, Vector3(-0.01, 0.04, 0), Vector3(0.01, 0.04, 0), 0.043, 0.043, 8, Color(0.45, 0.12, 0.08), r)
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return P._commit(st)
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static func _wood() -> ArrayMesh:
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var st := P._begin()
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var r := _rng(9)
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