W3: the Cove (bay, pond, pier for sea fishing), mackerel and cod (cod only in deep water), non-start worldlets offered for testing when run from source
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# Worldlets design
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Status: **W0, W1 and W2 built**; the rest is planned. The journey between
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Status: **W0-W3 built** (the Cove, without its stream yet); the rest is
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planned. The journey between
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worldlets is §10, and the two ways to play (the journey, or one land) are in
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its decisions.
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*As built in W3:*
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- `data/worldlets/cove.json`: low hills, mountains behind, a wide sandy
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bay (a `beach` block) and a small pond. Not a start; its `next` is back
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to the Valley (tunnel, J1) and on to the Highlands (sail).
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- The pier (`scripts/world/pier.gd`), a world "place" (`"places":
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[{"type": "pier"}]`): planks on posts from where the sand is at deck
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height to 24 m past the waterline. Worked out from the terrain, so it's
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the same for everyone and never saved or dismantled; scenery keeps clear
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of it. ~1.9 m of sea at its end, ~2.7 m a cast beyond.
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- Sea fish in `data/fish.json`: mackerel (common) and cod, which only bites
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in water 2.2 m or deeper (a per-fish `min_depth`). Grilled at a campfire,
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salted, or smoked, like the lake's.
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- Running from the source, the New World and Host pages also offer
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worldlets that aren't starts, marked "(testing)", so the Cove can be
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played before the tunnel exists. Release builds offer only the Valley.
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- No sea stacks without a sea cliff.
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- Tests: `test_cove` (walk onto the pier, catch a mackerel off its end, cod
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only in deep water), and the Cove in `test_terrain_edges` and
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`test_boundary`.
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- Still to do: the stream (it needs water that runs downhill, which the
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one flat water surface can't do: its own ribbon of water, planned with
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the Cove's sea cave when the tunnel arrives).
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*As built in W2:*
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- `lake` blocks can repeat: every lake and pond is its own body
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(`terrain.lakes`, `world.water_bodies()`), all at one surface
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