J1: the cliff tunnel (seam, six propped stretches, dark, lights), travel Valley <-> Cove through the sea cave, a save file per worldlet; New World has no Where (--dev-worldlets to try others)
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@@ -594,7 +594,10 @@ func _new_page() -> Control:
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_rot_pick.add_item(t[1])
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_rot_pick.custom_minimum_size = Vector2(360, 36)
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v.add_child(_rot_pick)
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_worldlet_pick = _worldlet_picker(v)
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# The journey always begins in the Valley, so a new world has no "Where"
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# (only with --dev-worldlets, to try the others).
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if dev_worldlets():
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_worldlet_pick = _worldlet_picker(v)
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var h := HBoxContainer.new()
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h.add_theme_constant_override("separation", 10)
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h.add_child(_button("Create & Play", _create, 170))
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@@ -698,7 +701,7 @@ var _host_worldlet: OptionButton
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## description under it. (Only the Valley today: the others are reached on
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## the journey, so the list is short and the picker sits still.)
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func _worldlet_picker(v: VBoxContainer) -> OptionButton:
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var starts: Array = offered_worldlets(OS.is_debug_build())
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var starts: Array = offered_worldlets(dev_worldlets())
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v.add_child(UITheme.label("Where", 15, UITheme.TEXT_DIM))
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var pick := OptionButton.new()
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pick.custom_minimum_size = Vector2(360, 36)
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@@ -716,12 +719,16 @@ func _worldlet_picker(v: VBoxContainer) -> OptionButton:
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about.text = String(Terrain.load_worldlet(String(pick.get_item_metadata(i))).get("description", "")))
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return pick
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## The worldlets offered for a new world: the starts, and (running from the
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## source, `debug`) the rest too, marked for testing, so a worldlet can be
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## tried before the journey reaches it. A release build offers only the starts.
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static func offered_worldlets(debug: bool) -> Array:
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## Started with `-- --dev-worldlets`: every worldlet can be picked, for
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## trying one before the journey reaches it.
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static func dev_worldlets() -> bool:
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return "--dev-worldlets" in OS.get_cmdline_user_args()
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## The worldlets offered for a new world or island: the starts, and (`dev`)
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## the rest too, marked for testing.
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static func offered_worldlets(dev: bool) -> Array:
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var out: Array = Terrain.starting_worldlets()
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if debug:
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if dev:
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for w in Terrain.worldlets():
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if not w.start:
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var t: Dictionary = w.duplicate()
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