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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@@ -53,6 +53,7 @@ var _spawn := Vector3.ZERO
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var _spawn_yaw := 0.0
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var _pieces: Node3D
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var hud: CanvasLayer
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var pier: Node3D ## the Cove's pier (scripts/world/pier.gd), or null
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var _session_time := 0.0 ## seconds played since the last save
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var _autosave_left := AUTOSAVE_SECONDS
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var _menu_cam: Camera3D
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@@ -352,6 +353,15 @@ func _on_terrain_ready() -> void:
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var to_lake := lake - Vector2(_spawn.x, _spawn.z)
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_spawn_yaw = atan2(-to_lake.x, -to_lake.y)
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player.water_level = terrain.water_level
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# The pier (W3): off a beach, laid before the scenery so it keeps clear.
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var pr := preload("res://scripts/world/pier.gd").new()
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pr.name = "Pier"
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add_child(pr)
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if pr.place(terrain):
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pier = pr
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props.pier = pr
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else:
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pr.free()
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props.place_on(terrain, player if not menu_mode else _menu_cam, _spawn)
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# The wolf den: part of the scenery, so it's there from day 1 (empty).
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den = preload("res://scripts/creatures/den.gd").new()
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