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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@@ -32,6 +32,7 @@ const FLOWER_COLORS := [
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var terrain: Node3D
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var pier: Node3D ## the Cove's pier, kept clear of scenery (set by the world)
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var keep_clear: Array = [] ## [[Vector3, radius]]: the tunnel's seam, the sea cave
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var _player: Node3D
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var _spawn := Vector3.ZERO
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var _forest_noise := FastNoiseLite.new()
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@@ -422,6 +423,9 @@ func _scatter_trees() -> void:
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func _on_clifftop(x: float, z: float) -> bool:
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if pier != null and pier.covers(x, z, 2.0):
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return true
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for c in keep_clear:
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if Vector2(x - c[0].x, z - c[0].z).length() < float(c[1]):
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return true
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return terrain.sea_weight(x, z) > 0.5 and not terrain.inside_boundary(x, z, 10.0) \
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and terrain.inside_boundary(x, z, -8.0)
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