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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120
scripts/world/sea_cave.gd
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120
scripts/world/sea_cave.gd
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extends Node3D
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## The Cove's sea cave (J1): the bottom of the Valley's cliff tunnel, seen
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## from the shore. A dark opening in the rocks at the end of the beach,
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## where the headland meets the sand. [E] goes in and up the tunnel, back to
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## the Valley, once that tunnel has been dug through from the top. (Until
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## then the cave runs back into solid rock.)
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##
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## Placed from the terrain alone, like the pier, so it's the same for
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## everyone; nothing about it is saved here (the tunnel is the Valley's).
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var world: Node3D
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var to := "valley"
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var front := Vector3.ZERO ## where you stand in front of it (arriving from the tunnel)
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## Places the cave if this worldlet has a way back by tunnel from a sea cave.
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func place(w: Node3D) -> bool:
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world = w
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var t: Node3D = w.terrain
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var way: Dictionary = {}
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for c in w.crossings():
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if c is Dictionary and c.get("by", "") == "tunnel" and c.get("where", "") == "sea_cave":
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way = c
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if way.is_empty() or not t._has_beach:
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return false
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to = String(way.to)
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# At the end of the beach, where the headland starts: the first dry,
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# gentle spot coming in from the waterline.
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var a := deg_to_rad(t.beach_angle_deg + t.beach_half_width_deg + t.beach_fade_deg * 0.35)
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var dir := Vector2(cos(a), sin(a))
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var at := Vector3.INF
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for i in range(60):
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var r: float = t._shore_d() - 2.0 - i * 0.5 - t._rim_offset(dir.x, dir.y)
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var p := dir * r
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var h: float = t.sample_height(p.x, p.y)
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if h > t.water_level + 0.5 and t.sample_normal(p.x, p.y).y > 0.86 and t.inside_boundary(p.x, p.y, 3.0):
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at = Vector3(p.x, h, p.y)
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break
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if at == Vector3.INF:
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return false
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# Facing back along the beach (towards its middle), so you see it from the sand.
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var mid: Vector2 = t.shore_point(-6.0)
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var face := Vector3(mid.x - at.x, 0.0, mid.y - at.z).normalized()
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global_transform = Transform3D(Basis.looking_at(face, Vector3.UP), at)
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front = at + face * 2.4
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front.y = t.sample_height(front.x, front.z)
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_build(w)
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add_to_group("sea_cave")
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return true
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## Whether the Valley's tunnel has been dug right down to here.
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func open() -> bool:
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if not Saves.has_world():
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return false
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var s: Dictionary = Saves.load_state(Saves.current_id, to)
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return int(s.get("tunnel", {}).get("dug", 0)) >= preload("res://scripts/world/tunnel.gd").STRETCHES
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func interact_prompt(_player: Node) -> String:
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if open():
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return "[E] Go into the sea cave and up the tunnel to the %s" % preload("res://scripts/world/terrain.gd").worldlet_name(to)
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return "A sea cave. It runs back into solid rock: the way up hasn't been dug"
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func interact(_player: Node) -> void:
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if open():
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world.travel(to, "tunnel_bottom")
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else:
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Actions.notify.emit(interact_prompt(null))
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func _build(w: Node3D) -> void:
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var rock := StandardMaterial3D.new()
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rock.albedo_color = Color(0.42, 0.40, 0.38)
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rock.roughness = 1.0
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if w.terrain.noise_tex != null:
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rock.albedo_texture = w.terrain.noise_tex
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rock.uv1_triplanar = true
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rock.uv1_scale = Vector3(0.18, 0.18, 0.18)
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var body := StaticBody3D.new()
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add_child(body)
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# (local -Z faces the beach; the rocks are behind, +Z)
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for part in [[Vector3(-2.0, 1.6, 1.0), Vector3(1.8, 3.6, 3.0)], [Vector3(2.0, 1.4, 1.0), Vector3(1.8, 3.2, 3.0)],
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[Vector3(0, 3.5, 1.0), Vector3(5.8, 1.4, 3.2)], [Vector3(0, 1.4, 2.4), Vector3(2.4, 3.0, 0.6)],
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[Vector3(-3.4, 1.0, 2.0), Vector3(2.0, 2.4, 3.0)], [Vector3(3.2, 0.8, 2.2), Vector3(1.8, 2.0, 2.6)]]:
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var mi := MeshInstance3D.new()
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var bm := BoxMesh.new()
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bm.size = part[1]
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mi.mesh = bm
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mi.material_override = rock
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mi.position = part[0]
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mi.rotation.y = part[0].x * 0.06
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add_child(mi)
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var cs := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = part[1]
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cs.shape = box
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cs.position = part[0]
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cs.rotation.y = part[0].x * 0.06
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body.add_child(cs)
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var dark := MeshInstance3D.new()
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var q := QuadMesh.new()
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q.size = Vector2(2.2, 2.8)
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dark.mesh = q
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var m := StandardMaterial3D.new()
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m.albedo_color = Color(0.02, 0.02, 0.025)
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m.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
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dark.material_override = m
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dark.position = Vector3(0, 1.4, 2.08)
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dark.rotation.y = PI
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add_child(dark)
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# What you press E on: the opening (interactables layer: you walk into it).
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var spot := StaticBody3D.new()
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spot.collision_layer = 2
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spot.collision_mask = 0
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var cs2 := CollisionShape3D.new()
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var b2 := BoxShape3D.new()
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b2.size = Vector3(2.2, 2.8, 1.6)
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cs2.shape = b2
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spot.add_child(cs2)
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spot.position = Vector3(0, 1.4, 1.2)
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spot.set_script(preload("res://scripts/world/sea_cave_spot.gd"))
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spot.cave = self
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add_child(spot)
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