netfishing/world/test_world.gd

60 lines
1.7 KiB
GDScript

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