2026-08-02 12:48:33 -04:00
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extends SceneTree
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const WorldWeatherServiceType = preload(
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"res://world/world_weather_service.gd"
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)
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const NetworkWorldWeatherServiceType = preload(
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"res://network/network_world_weather_service.gd"
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)
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const WorldTimeServiceType = preload("res://world/world_time_service.gd")
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const WorldTimeVisualControllerType = preload(
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"res://world/world_time_visual_controller.gd"
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)
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const FishingContextType = preload("res://fishing/fishing_context.gd")
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const FishingSpotType = preload("res://fishing/fishing_spot.gd")
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const FishAvailabilityType = preload("res://fish/fish_availability.gd")
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const FishableWaterRegionType = preload(
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"res://world/fishable_water_region.gd"
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)
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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_validate_weather_scheduler()
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2026-08-03 00:43:43 -04:00
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_validate_weather_persistence()
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2026-08-02 12:48:33 -04:00
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_validate_snapshot_bounds()
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_validate_fishing_weather_seams()
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_validate_fishing_spot_context()
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_validate_weather_presentation()
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print("World weather validation: PASS")
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quit()
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func _validate_weather_scheduler() -> void:
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var weather := WorldWeatherServiceType.new()
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root.add_child(weather)
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weather.begin_authoritative_session(20260802)
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assert(weather.get_weather() == WorldWeatherServiceType.Weather.SUNNY)
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assert(_duration_is_valid(weather))
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weather.advance_weather(weather.get_seconds_remaining() + 0.01)
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assert(weather.get_weather() == WorldWeatherServiceType.Weather.CLOUDY)
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assert(_duration_is_valid(weather))
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weather.advance_weather(weather.get_seconds_remaining() + 0.01)
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assert(weather.get_weather() in [
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WorldWeatherServiceType.Weather.SUNNY,
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WorldWeatherServiceType.Weather.RAINY,
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WorldWeatherServiceType.Weather.FOGGY,
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])
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assert(_duration_is_valid(weather))
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weather.apply_authoritative_snapshot(
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WorldWeatherServiceType.Weather.RAINY, 120.0
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)
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assert(weather.is_raining())
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assert(not weather.is_foggy())
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weather.apply_authoritative_snapshot(
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WorldWeatherServiceType.Weather.FOGGY, 120.0
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)
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assert(weather.is_foggy())
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assert(not weather.is_raining())
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weather.queue_free()
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func _duration_is_valid(weather: WorldWeatherServiceType) -> bool:
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var seconds: float = weather.get_seconds_remaining()
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match weather.get_weather():
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WorldWeatherServiceType.Weather.SUNNY:
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return seconds >= 480.0 and seconds <= 900.0
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WorldWeatherServiceType.Weather.CLOUDY:
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return seconds >= 300.0 and seconds <= 720.0
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WorldWeatherServiceType.Weather.RAINY, WorldWeatherServiceType.Weather.FOGGY:
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return seconds >= 300.0 and seconds <= 600.0
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return false
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2026-08-03 00:43:43 -04:00
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func _validate_weather_persistence() -> void:
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var weather := WorldWeatherServiceType.new()
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root.add_child(weather)
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weather.set_persistence_tracking_enabled(true)
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weather.begin_authoritative_session(20260802)
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weather.apply_authoritative_snapshot(
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WorldWeatherServiceType.Weather.RAINY,
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200.0,
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)
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weather.advance_weather(12.5)
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assert(weather.has_persistent_state())
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assert(
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weather.get_persistent_weather()
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== WorldWeatherServiceType.Weather.RAINY
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)
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assert(is_equal_approx(
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weather.get_persistent_seconds_remaining(),
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187.5,
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))
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weather.set_persistence_tracking_enabled(false)
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weather.begin_remote_session()
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weather.apply_authoritative_snapshot(
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WorldWeatherServiceType.Weather.FOGGY,
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45.0,
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)
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assert(weather.is_foggy())
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assert(
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weather.get_persistent_weather()
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== WorldWeatherServiceType.Weather.RAINY
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)
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assert(is_equal_approx(
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weather.get_persistent_seconds_remaining(),
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187.5,
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))
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weather.set_persistence_tracking_enabled(true)
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weather.begin_authoritative_session(20260803)
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assert(weather.is_raining())
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assert(is_equal_approx(weather.get_seconds_remaining(), 187.5))
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assert(not weather.restore_persistent_state(
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WorldWeatherServiceType.Weather.RAINY,
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WorldWeatherServiceType.MAX_PERSISTED_SECONDS + 1.0,
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))
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weather.queue_free()
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2026-08-02 12:48:33 -04:00
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func _validate_snapshot_bounds() -> void:
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assert(NetworkWorldWeatherServiceType.validate_snapshot({
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"session_id": "session",
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"weather": int(WorldWeatherServiceType.Weather.FOGGY),
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"seconds_remaining": 300.0,
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"sequence": 2,
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}))
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assert(not NetworkWorldWeatherServiceType.validate_snapshot({
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"session_id": "session",
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"weather": 99,
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"seconds_remaining": 300.0,
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"sequence": 2,
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}))
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assert(not NetworkWorldWeatherServiceType.validate_snapshot({
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"session_id": "session",
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"weather": int(WorldWeatherServiceType.Weather.RAINY),
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"seconds_remaining": 1801.0,
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"sequence": 2,
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}))
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func _validate_fishing_weather_seams() -> void:
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var clear_context := FishingContextType.new()
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var rain_context := FishingContextType.new()
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rain_context.is_raining = true
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var fog_context := FishingContextType.new()
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fog_context.is_foggy = true
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fog_context.is_night = true
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var rain_only := FishAvailabilityType.new()
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rain_only.require_rain = true
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assert(not rain_only.is_available(clear_context))
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assert(rain_only.is_available(rain_context))
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var fog_only := FishAvailabilityType.new()
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fog_only.allow_day = false
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fog_only.require_fog = true
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assert(not fog_only.is_available(clear_context))
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assert(fog_only.is_available(fog_context))
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var no_fog := FishAvailabilityType.new()
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no_fog.forbid_fog = true
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assert(no_fog.is_available(clear_context))
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assert(not no_fog.is_available(fog_context))
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func _validate_fishing_spot_context() -> void:
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var weather := WorldWeatherServiceType.new()
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weather.begin_remote_session()
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weather.apply_authoritative_snapshot(
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WorldWeatherServiceType.Weather.FOGGY, 200.0
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)
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var fishing_spot := FishingSpotType.new()
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fishing_spot.set("_world_weather", weather)
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var region := FishableWaterRegionType.new()
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region.location_tags = [&"starter_pond"]
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var context: FishingContext = fishing_spot.build_network_context(region)
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assert(context.is_foggy)
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assert(not context.is_raining)
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weather.apply_authoritative_snapshot(
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WorldWeatherServiceType.Weather.RAINY, 200.0
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)
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context = fishing_spot.build_network_context(region)
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assert(context.is_raining)
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assert(not context.is_foggy)
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region.free()
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fishing_spot.free()
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weather.free()
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func _validate_weather_presentation() -> void:
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var world_root := Node3D.new()
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root.add_child(world_root)
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var world_environment := WorldEnvironment.new()
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var environment := Environment.new()
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var sky := Sky.new()
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2026-08-02 13:23:12 -04:00
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var sky_material := ShaderMaterial.new()
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sky_material.shader = preload(
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"res://world/environment/netfishing_sky.gdshader"
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)
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sky.sky_material = sky_material
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2026-08-02 12:48:33 -04:00
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environment.sky = sky
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environment.adjustment_enabled = true
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environment.fog_enabled = true
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world_environment.environment = environment
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world_root.add_child(world_environment)
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var sun := DirectionalLight3D.new()
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world_root.add_child(sun)
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var clock := WorldTimeServiceType.new()
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world_root.add_child(clock)
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clock.begin_session(14.0)
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var weather := WorldWeatherServiceType.new()
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world_root.add_child(weather)
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weather.begin_remote_session()
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var rain_target := Node3D.new()
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world_root.add_child(rain_target)
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var visuals := WorldTimeVisualControllerType.new()
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world_root.add_child(visuals)
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visuals.setup(
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clock, world_environment, sun, weather, rain_target
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)
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visuals.apply_weather_immediately(
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WorldWeatherServiceType.Weather.FOGGY
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)
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var runtime_environment: Environment = world_environment.environment
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assert(runtime_environment.fog_depth_begin <= 4.01)
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assert(runtime_environment.fog_depth_end <= 42.01)
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assert(runtime_environment.fog_sky_affect >= 0.93)
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assert(runtime_environment.fog_aerial_perspective >= 0.91)
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assert(runtime_environment.adjustment_saturation < 0.70)
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visuals.apply_weather_immediately(
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WorldWeatherServiceType.Weather.RAINY
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)
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var rain := visuals.get_node("LocalRain") as GPUParticles3D
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assert(rain != null)
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assert(rain.emitting)
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assert(rain.amount_ratio > 0.99)
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2026-08-03 00:43:43 -04:00
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assert(rain.amount == WorldTimeVisualControllerType.RAIN_PARTICLE_AMOUNT)
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var rain_material := rain.process_material as ParticleProcessMaterial
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assert(rain_material != null)
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assert(is_equal_approx(
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rain_material.initial_velocity_min,
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WorldTimeVisualControllerType.RAIN_VELOCITY_MIN,
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))
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assert(is_equal_approx(
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rain_material.initial_velocity_max,
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WorldTimeVisualControllerType.RAIN_VELOCITY_MAX,
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))
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var rain_mesh := rain.draw_pass_1 as BoxMesh
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assert(rain_mesh != null)
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assert(rain_mesh.size.is_equal_approx(
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WorldTimeVisualControllerType.RAIN_DROP_SIZE
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))
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2026-08-02 12:48:33 -04:00
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visuals.apply_weather_immediately(
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WorldWeatherServiceType.Weather.SUNNY
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)
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assert(not rain.emitting)
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world_root.queue_free()
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