264 lines
8.7 KiB
GDScript
264 lines
8.7 KiB
GDScript
@tool
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class_name StarterIslandRegion
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extends WorldRegion
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const FishingShopInteractionType = preload(
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"res://world/fishing_shop_interaction.gd"
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)
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const GRASS_SURFACE_NAME: String = "grass_lite"
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const SAND_SURFACE_NAME: String = "sand"
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const SANDSTONE_SURFACE_NAME: String = "sandstone_heavy"
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@export_group("Owned Nodes")
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@export_node_path("MeshInstance3D")
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var visual_mesh_path: NodePath = (
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^"Terrain/Visual/starter_island"
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)
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@export_node_path("Node3D")
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var terrain_visual_root_path: NodePath = ^"Terrain/Visual"
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@export_node_path("CollisionShape3D")
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var terrain_collision_shape_path: NodePath = (
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^"Terrain/Collision/Shape"
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)
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@export_node_path("Marker3D")
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var player_spawn_path: NodePath = ^"PlayerSpawn"
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@export_node_path("Area3D")
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var fishing_shop_path: NodePath = (
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^"Interactables/FishingShopWorld/InteractionArea"
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)
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@export_node_path("Node3D")
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var pelican_landmark_path: NodePath = (
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^"Interactables/PelicanCoolerPerch"
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)
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@export_group("Grass Surface")
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@export var apply_surface_overrides: bool = true
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@export var grass_material: Material
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@export_range(0, 16, 1) var grass_surface_index: int = 0
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@export_group("Sand Surface")
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@export var sand_material: Material
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@export_range(0, 16, 1) var sand_surface_index: int = 4
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@export_group("Sandstone Surface")
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@export var sandstone_material: Material
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@export_range(0, 16, 1) var sandstone_surface_index: int = 5
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func _ready() -> void:
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if apply_surface_overrides:
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_apply_grass_material()
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_apply_sand_material()
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_apply_sandstone_material()
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_build_terrain_collision()
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if Engine.is_editor_hint():
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update_configuration_warnings()
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func get_player_spawn_transform() -> Transform3D:
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var spawn: Marker3D = get_node_or_null(player_spawn_path) as Marker3D
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return spawn.global_transform if spawn != null else global_transform
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func get_fishing_shop() -> FishingShopInteractionType:
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return get_node_or_null(fishing_shop_path) as FishingShopInteractionType
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func get_pelican_landmark() -> Node3D:
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return get_node_or_null(pelican_landmark_path) as Node3D
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func get_saltwater_shoreline_mesh() -> MeshInstance3D:
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return get_node_or_null(^"ShorelineRibbons/Ocean") as MeshInstance3D
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func has_terrain_collision() -> bool:
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var collision_shape: CollisionShape3D = (
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get_node_or_null(terrain_collision_shape_path) as CollisionShape3D
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)
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return collision_shape != null and collision_shape.shape != null
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func _apply_grass_material() -> void:
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var visual_mesh: MeshInstance3D = (
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get_node_or_null(visual_mesh_path) as MeshInstance3D
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)
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if visual_mesh == null or visual_mesh.mesh == null:
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push_error("Starter island visual mesh is unavailable.")
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return
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if grass_material == null:
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push_error("Starter island grass material is unavailable.")
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return
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if grass_surface_index >= visual_mesh.mesh.get_surface_count():
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push_error("Starter island grass surface index is invalid.")
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return
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if (
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visual_mesh.mesh.surface_get_name(grass_surface_index)
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!= GRASS_SURFACE_NAME
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):
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push_error("Starter island grass surface name does not match.")
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return
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visual_mesh.set_surface_override_material(
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grass_surface_index,
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grass_material
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)
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func _apply_sand_material() -> void:
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var visual_mesh: MeshInstance3D = (
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get_node_or_null(visual_mesh_path) as MeshInstance3D
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)
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if visual_mesh == null or visual_mesh.mesh == null:
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push_error("Starter island visual mesh is unavailable.")
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return
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if sand_material == null:
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push_error("Starter island sand material is unavailable.")
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return
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if sand_surface_index >= visual_mesh.mesh.get_surface_count():
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push_error("Starter island sand surface index is invalid.")
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return
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if (
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visual_mesh.mesh.surface_get_name(sand_surface_index)
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!= SAND_SURFACE_NAME
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):
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push_error("Starter island sand surface name does not match.")
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return
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visual_mesh.set_surface_override_material(
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sand_surface_index,
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sand_material
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)
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func _apply_sandstone_material() -> void:
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var visual_mesh: MeshInstance3D = (
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get_node_or_null(visual_mesh_path) as MeshInstance3D
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)
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if visual_mesh == null or visual_mesh.mesh == null:
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push_error("Starter island visual mesh is unavailable.")
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return
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if sandstone_material == null:
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push_error("Starter island sandstone material is unavailable.")
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return
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if sandstone_surface_index >= visual_mesh.mesh.get_surface_count():
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push_error("Starter island sandstone surface index is invalid.")
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return
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if (
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visual_mesh.mesh.surface_get_name(sandstone_surface_index)
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!= SANDSTONE_SURFACE_NAME
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):
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push_error("Starter island sandstone surface name does not match.")
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return
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visual_mesh.set_surface_override_material(
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sandstone_surface_index,
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sandstone_material
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)
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func _build_terrain_collision() -> void:
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var terrain_root: Node = get_node_or_null(terrain_visual_root_path)
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if terrain_root == null:
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terrain_root = get_node_or_null(visual_mesh_path)
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var collision_shape: CollisionShape3D = (
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get_node_or_null(terrain_collision_shape_path) as CollisionShape3D
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)
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if terrain_root == null:
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push_error("Starter island visual terrain root is unavailable.")
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return
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if collision_shape == null:
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push_error("Starter island collision owner is unavailable.")
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return
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var mesh_instances := _collect_terrain_mesh_instances(terrain_root)
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if mesh_instances.is_empty():
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var visual_mesh: MeshInstance3D = terrain_root as MeshInstance3D
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if visual_mesh == null or visual_mesh.mesh == null:
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push_error("Starter island visual mesh is unavailable.")
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return
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var fallback_shape: ConcavePolygonShape3D = (
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visual_mesh.mesh.create_trimesh_shape()
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)
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if fallback_shape == null or fallback_shape.get_faces().is_empty():
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push_error("Starter island terrain collision could not be created.")
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return
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collision_shape.shape = fallback_shape
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return
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var terrain_shape := ConcavePolygonShape3D.new()
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var faces := PackedVector3Array()
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for mesh_instance: MeshInstance3D in mesh_instances:
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var mesh: Mesh = mesh_instance.mesh
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if mesh == null:
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continue
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var mesh_shape := mesh.create_trimesh_shape()
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if mesh_shape == null:
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continue
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for face_vertex: Vector3 in mesh_shape.get_faces():
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faces.append(to_local(mesh_instance.to_global(face_vertex)))
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if faces.is_empty():
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push_error("Starter island terrain collision could not be created.")
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return
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terrain_shape.set_faces(faces)
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collision_shape.shape = terrain_shape
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func _collect_terrain_mesh_instances(root: Node) -> Array[MeshInstance3D]:
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var mesh_instances: Array[MeshInstance3D] = []
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if root is MeshInstance3D:
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mesh_instances.append(root as MeshInstance3D)
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for child: Node in root.get_children():
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mesh_instances.append_array(_collect_terrain_mesh_instances(child))
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return mesh_instances
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := PackedStringArray()
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var visual_mesh := get_node_or_null(visual_mesh_path) as MeshInstance3D
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if visual_mesh == null:
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warnings.append("Terrain/Visual terrain mesh node is unavailable.")
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return warnings
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if visual_mesh == null or visual_mesh.mesh == null:
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warnings.append("Terrain/Visual must provide the island mesh.")
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return warnings
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if apply_surface_overrides:
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if grass_surface_index >= visual_mesh.mesh.get_surface_count():
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warnings.append("Grass surface index is outside the terrain mesh.")
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elif (
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visual_mesh.mesh.surface_get_name(grass_surface_index)
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!= GRASS_SURFACE_NAME
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):
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warnings.append("Grass surface index must identify the grass surface.")
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if grass_material == null:
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warnings.append("Assign the starter-island grass material.")
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if sand_surface_index >= visual_mesh.mesh.get_surface_count():
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warnings.append("Sand surface index is outside the terrain mesh.")
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elif (
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visual_mesh.mesh.surface_get_name(sand_surface_index)
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!= SAND_SURFACE_NAME
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):
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warnings.append("Sand surface index must identify the sand surface.")
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if sand_material == null:
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warnings.append("Assign the starter-island sand material.")
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if sandstone_surface_index >= visual_mesh.mesh.get_surface_count():
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warnings.append(
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"Sandstone surface index is outside the terrain mesh."
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)
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elif (
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visual_mesh.mesh.surface_get_name(sandstone_surface_index)
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!= SANDSTONE_SURFACE_NAME
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):
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warnings.append(
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"Sandstone surface index must identify the sandstone surface."
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)
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if sandstone_material == null:
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warnings.append("Assign the starter-island sandstone material.")
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if get_node_or_null(terrain_collision_shape_path) == null:
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warnings.append("Terrain/Collision must provide a collision shape.")
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if get_node_or_null(terrain_visual_root_path) == null:
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warnings.append("Terrain/Visual root is missing for terrain collision generation.")
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if get_node_or_null(player_spawn_path) == null:
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warnings.append("PlayerSpawn marker is missing.")
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if get_node_or_null(fishing_shop_path) == null:
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warnings.append("Fishing Shop placement is missing.")
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if get_node_or_null(pelican_landmark_path) == null:
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warnings.append("Pelican placement is missing.")
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return warnings
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