fix: recover players from shallow freshwater
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parent
d2ee4a515e
commit
8dbeb06e73
6 changed files with 65 additions and 7 deletions
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@ -377,6 +377,12 @@ func _validate_generated_region(
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assert(ocean != null and fresh_root != null)
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assert(ocean.water_type == WaterType.Type.SALT_WATER)
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assert(is_equal_approx(ocean.position.y, GeneratedWorldRegion.WATER_HEIGHT))
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var ocean_recovery := ocean.get_node("RecoveryRegion") as PlayerWaterTrigger
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assert(
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ocean_recovery.entry_height_reference
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== PlayerWaterTrigger.EntryHeightReference.BODY_CENTER
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)
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assert(is_equal_approx(ocean_recovery.entry_depth_threshold, 0.35))
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var fresh_placement_count := 0
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var river_placement_count := 0
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var polygon_sizes_by_coordinate: Dictionary[Vector2i, int] = {}
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@ -415,6 +421,14 @@ func _validate_generated_region(
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assert(fresh.surface_size.x <= 10.0 and fresh.surface_size.y <= 10.0)
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assert(not fresh.visual_surface_enabled)
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assert(not (fresh.get_node("VisualWater") as MeshInstance3D).visible)
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var fresh_recovery := (
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fresh.get_node("RecoveryRegion") as PlayerWaterTrigger
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)
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assert(
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fresh_recovery.entry_height_reference
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== PlayerWaterTrigger.EntryHeightReference.PLAYER_ORIGIN
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)
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assert(is_equal_approx(fresh_recovery.entry_depth_threshold, 0.1))
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var coordinate_tokens := child.name.trim_prefix("FreshWater_").split("_")
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assert(coordinate_tokens.size() == 2)
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var coordinate := Vector2i(
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