W0: terrain from worldlet building blocks (Valley in data/worldlets, identical heights), WorldInfo API, worldlet in saves and servers; the cliff tunnel plan
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data/worldlets/valley.json
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17
data/worldlets/valley.json
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{
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"_doc": "A worldlet (docs/WORLDLETS_DESIGN.md): its size, and its terrain as building blocks applied in order (scripts/world/terrain.gd: hills, rim, sea_cliff, lake, ocean_edge). The numbers here are the Valley exactly as it was hand-coded: tests/test_worldlets.gd checks it still makes the same height grid.",
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"id": "valley",
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"name": "Valley",
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"description": "A sheltered valley ringed by mountains, with a lake in the middle and sea cliffs on one side.",
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"size": 320,
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"resolution": 256,
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"terrain": [
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{"type": "hills", "height_scale": 9.0, "detail": 1.4},
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{"type": "rim", "play_radius": 100.0, "rim_width": 30.0, "mountain_height": 58.0, "rim_warp": 16.0, "wall_frac": 0.45},
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{"type": "sea_cliff", "angle_deg": -75.0, "half_width_deg": 38.0, "fade_deg": 22.0, "sea_level": -24.0, "cliff_top": 0.5, "cliff_offset": 4.0, "drop_width": 6.0},
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{"type": "lake", "center": [14.0, -46.0], "radius": 24.0, "water_level": -2.6},
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{"type": "ocean_edge"}
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],
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"climate": {"snowline": 40.0},
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"next": [{"to": "cove", "by": "tunnel", "where": "sea_cliff"}]
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}
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