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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@@ -56,7 +56,7 @@ func create_world(world_name: String, seed: int, options: Dictionary = {}) -> St
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var now := Time.get_unix_time_from_system()
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var meta := {
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"name": world_name, "seed": seed, "created": now, "last_played": now,
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"play_time": 0.0, "version": VERSION,
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"play_time": 0.0, "version": VERSION, "worldlet": "valley",
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}
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for k in options:
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meta[k] = options[k]
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@@ -65,7 +65,7 @@ func create_world(world_name: String, seed: int, options: Dictionary = {}) -> St
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## The world slot called exactly `id` (a server's world), made with `seed` if
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## it doesn't exist yet. An existing world keeps its own seed.
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func open_or_create(id: String, seed: int) -> String:
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func open_or_create(id: String, seed: int, worldlet: String = "valley") -> String:
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if not read_meta(id).is_empty():
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var had := int(read_meta(id).get("seed", seed))
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if had != seed:
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@@ -75,7 +75,7 @@ func open_or_create(id: String, seed: int) -> String:
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var now := Time.get_unix_time_from_system()
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_write_json(_dir(id).path_join("meta.json"), {
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"name": id, "seed": seed, "created": now, "last_played": now,
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"play_time": 0.0, "version": VERSION,
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"play_time": 0.0, "version": VERSION, "worldlet": worldlet,
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})
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return id
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