class_name TestWorld extends Node3D const FishingShopInteractionType = preload( "res://world/fishing_shop_interaction.gd" ) @onready var _regions_root: Node3D = $Regions @onready var _starter_island: StarterIslandRegion = ( $Regions/StarterIslandRegion ) @onready var _below_world_failsafe: PlayerWaterTrigger = ( $Safety/BelowWorldFailsafe ) @onready var _fishing_shop: FishingShopInteractionType = ( _starter_island.get_fishing_shop() ) func get_player_water_triggers() -> Array[PlayerWaterTrigger]: var triggers: Array[PlayerWaterTrigger] = [] for region: WorldRegion in _get_regions(): triggers.append_array(region.get_water_recovery_triggers()) triggers.append(_below_world_failsafe) return triggers func get_safe_respawn_points() -> Array[SafeRespawnPoint]: var points: Array[SafeRespawnPoint] = [] for region: WorldRegion in _get_regions(): points.append_array(region.get_safe_respawn_points()) return points func get_fishing_shop() -> FishingShopInteractionType: return _fishing_shop func get_player_spawn_transform() -> Transform3D: return _starter_island.get_player_spawn_transform() func get_fishable_water_regions() -> Array[FishableWaterRegion]: var waters: Array[FishableWaterRegion] = [] for region: WorldRegion in _get_regions(): waters.append_array(region.get_fishable_water_regions()) return waters func get_pelican_convenience_landmark() -> Node3D: return _starter_island.get_pelican_landmark() func _get_regions() -> Array[WorldRegion]: var regions: Array[WorldRegion] = [] for child: Node in _regions_root.get_children(): var region: WorldRegion = child as WorldRegion if region != null: regions.append(region) return regions