fix: close generated coastlines and extend cast bounds
This commit is contained in:
parent
2c17b7b377
commit
f85e9bceeb
16 changed files with 250 additions and 57 deletions
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@ -16,3 +16,4 @@ allowed_neighbor_tags = PackedStringArray("sand", "grass")
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required_neighbor_tags = PackedStringArray("sand", "coast")
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minimum_required_neighbors = 1
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preferred_neighbor_tags = PackedStringArray("coast", "sand")
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maximum_boundary_distance = 1
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@ -26,3 +26,4 @@ south_surface_tags = PackedStringArray("grass")
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west_surface_tags = PackedStringArray("sand")
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preferred_neighbor_tags = PackedStringArray("grass", "sand", "transition")
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must_be_interior = true
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maximum_boundary_distance = 2
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@ -2,7 +2,7 @@
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[ext_resource type="Script" path="res://world/generation/terrain_chunk_definition.gd" id="1_definition"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0015.glb" id="2_scene"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0005.glb" id="3_base_coast"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0007.glb" id="3_base_coast"]
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[resource]
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script = ExtResource("1_definition")
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@ -11,7 +11,7 @@ label = "second-tier grass sea transition right"
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packed_scene = ExtResource("2_scene")
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primary_mesh_name = &"chunk_0015"
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base_layer_scene = ExtResource("3_base_coast")
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base_layer_mesh_name = &"chunk_0005"
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base_layer_mesh_name = &"chunk_0007"
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base_layer_quarter_turns = 3
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overlay_only = true
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selection_weight = 0.12
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@ -2,7 +2,7 @@
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[ext_resource type="Script" path="res://world/generation/terrain_chunk_definition.gd" id="1_definition"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0015.glb" id="2_scene"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0005.glb" id="3_base_coast"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0007.glb" id="3_base_coast"]
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[resource]
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script = ExtResource("1_definition")
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@ -11,7 +11,8 @@ label = "second-tier grass sea transition left"
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packed_scene = ExtResource("2_scene")
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primary_mesh_name = &"chunk_0015"
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base_layer_scene = ExtResource("3_base_coast")
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base_layer_mesh_name = &"chunk_0005"
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base_layer_mesh_name = &"chunk_0007"
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base_layer_quarter_turns = 1
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overlay_only = true
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selection_weight = 0.12
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maximum_placements = 8
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29
world/generation/chunks/definitions/chunk_0019.tres
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29
world/generation/chunks/definitions/chunk_0019.tres
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@ -0,0 +1,29 @@
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[gd_resource type="Resource" script_class="TerrainChunkDefinition" load_steps=4 format=3]
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[ext_resource type="Script" path="res://world/generation/terrain_chunk_definition.gd" id="1_definition"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0015.glb" id="2_scene"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0008.glb" id="3_base_coast"]
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[resource]
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script = ExtResource("1_definition")
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stable_id = &"chunk_0019"
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label = "second-tier beach sea transition right"
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packed_scene = ExtResource("2_scene")
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primary_mesh_name = &"chunk_0015"
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base_layer_scene = ExtResource("3_base_coast")
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base_layer_mesh_name = &"chunk_0008"
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base_layer_quarter_turns = 3
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overlay_only = true
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selection_weight = 0.12
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maximum_placements = 8
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tags = PackedStringArray("land", "walkable", "sand", "coast", "cliff", "corner", "transition", "elevation_2", "elevation_2_border", "elevation_2_sea_edge")
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allowed_neighbor_tags = PackedStringArray("elevation_2")
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north_allowed_neighbor_tags = PackedStringArray("elevation_2_sea_edge", "elevation_2_border")
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east_allowed_neighbor_tags = PackedStringArray("sand")
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west_allowed_neighbor_tags = PackedStringArray("elevation_2_sea_edge", "elevation_2_border")
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required_neighbor_tags = PackedStringArray("elevation_2_border")
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minimum_required_neighbors = 2
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preferred_neighbor_tags = PackedStringArray("elevation_2", "coast")
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prefers_map_boundary = true
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ocean_facing_edges = 4
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buried_cliff_seam_edges = 9
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29
world/generation/chunks/definitions/chunk_0020.tres
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29
world/generation/chunks/definitions/chunk_0020.tres
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@ -0,0 +1,29 @@
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[gd_resource type="Resource" script_class="TerrainChunkDefinition" load_steps=4 format=3]
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[ext_resource type="Script" path="res://world/generation/terrain_chunk_definition.gd" id="1_definition"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0015.glb" id="2_scene"]
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[ext_resource type="PackedScene" path="res://world/generation/chunks/assets/chunk_0008.glb" id="3_base_coast"]
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[resource]
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script = ExtResource("1_definition")
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stable_id = &"chunk_0020"
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label = "second-tier beach sea transition left"
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packed_scene = ExtResource("2_scene")
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primary_mesh_name = &"chunk_0015"
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base_layer_scene = ExtResource("3_base_coast")
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base_layer_mesh_name = &"chunk_0008"
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base_layer_quarter_turns = 1
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overlay_only = true
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selection_weight = 0.12
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maximum_placements = 8
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tags = PackedStringArray("land", "walkable", "sand", "coast", "cliff", "corner", "transition", "elevation_2", "elevation_2_border", "elevation_2_sea_edge")
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allowed_neighbor_tags = PackedStringArray("elevation_2")
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north_allowed_neighbor_tags = PackedStringArray("elevation_2_sea_edge", "elevation_2_border")
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south_allowed_neighbor_tags = PackedStringArray("sand")
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west_allowed_neighbor_tags = PackedStringArray("elevation_2_sea_edge", "elevation_2_border")
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required_neighbor_tags = PackedStringArray("elevation_2_border")
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minimum_required_neighbors = 2
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preferred_neighbor_tags = PackedStringArray("elevation_2", "coast")
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prefers_map_boundary = true
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ocean_facing_edges = 2
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buried_cliff_seam_edges = 9
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" script_class="TerrainChunkCatalog" load_steps=23 format=3]
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[gd_resource type="Resource" script_class="TerrainChunkCatalog" load_steps=25 format=3]
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[ext_resource type="Script" path="res://world/generation/terrain_chunk_catalog.gd" id="1_catalog"]
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[ext_resource type="Resource" path="res://world/generation/chunks/definitions/chunk_0000.tres" id="2_grass"]
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@ -22,8 +22,10 @@
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[ext_resource type="Resource" path="res://world/generation/chunks/definitions/chunk_0016.tres" id="20_stream_variant"]
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[ext_resource type="Resource" path="res://world/generation/chunks/definitions/chunk_0017.tres" id="21_cliff_sea_transition_right"]
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[ext_resource type="Resource" path="res://world/generation/chunks/definitions/chunk_0018.tres" id="22_cliff_sea_transition_left"]
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[ext_resource type="Resource" path="res://world/generation/chunks/definitions/chunk_0019.tres" id="23_cliff_beach_transition_right"]
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[ext_resource type="Resource" path="res://world/generation/chunks/definitions/chunk_0020.tres" id="24_cliff_beach_transition_left"]
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[resource]
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script = ExtResource("1_catalog")
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chunk_size = 10.0
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definitions = Array[ExtResource("7_definition_script")]([ExtResource("2_grass"), ExtResource("3_sand"), ExtResource("4_beach"), ExtResource("5_stream"), ExtResource("20_stream_variant"), ExtResource("6_pond"), ExtResource("9_grass_ocean_edge"), ExtResource("10_grass_beach_transition"), ExtResource("11_grass_ocean_corner"), ExtResource("12_beach_ocean_corner"), ExtResource("17_grass_sand_diagonal"), ExtResource("13_cliff_top"), ExtResource("14_cliff_corner"), ExtResource("15_cliff_edge"), ExtResource("16_cliff_ramp"), ExtResource("18_cliff_sea_edge"), ExtResource("19_cliff_sea_corner"), ExtResource("21_cliff_sea_transition_right"), ExtResource("22_cliff_sea_transition_left"), ExtResource("8_spawn")])
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definitions = Array[ExtResource("7_definition_script")]([ExtResource("2_grass"), ExtResource("3_sand"), ExtResource("4_beach"), ExtResource("5_stream"), ExtResource("20_stream_variant"), ExtResource("6_pond"), ExtResource("9_grass_ocean_edge"), ExtResource("10_grass_beach_transition"), ExtResource("11_grass_ocean_corner"), ExtResource("12_beach_ocean_corner"), ExtResource("17_grass_sand_diagonal"), ExtResource("13_cliff_top"), ExtResource("14_cliff_corner"), ExtResource("15_cliff_edge"), ExtResource("16_cliff_ramp"), ExtResource("18_cliff_sea_edge"), ExtResource("19_cliff_sea_corner"), ExtResource("21_cliff_sea_transition_right"), ExtResource("22_cliff_sea_transition_left"), ExtResource("23_cliff_beach_transition_right"), ExtResource("24_cliff_beach_transition_left"), ExtResource("8_spawn")])
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@ -36,7 +36,7 @@ generation_seed = 13001
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generate_on_ready = false
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build_collision = true
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force_center_chunk_id = &"chunk_spawn"
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required_chunk_ids = PackedStringArray("chunk_spawn", "chunk_0001", "chunk_0003", "chunk_0004")
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required_chunk_ids = PackedStringArray("chunk_spawn", "chunk_0001", "chunk_0002", "chunk_0003", "chunk_0004")
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grass_sand_smoothing_enabled = true
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elevated_cliff_feature_enabled = true
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required_chunk_weight_multiplier = 64.0
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@ -69,6 +69,11 @@ var allowed_rotation_mask := 15
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## Interior-only pieces may not occupy any outer grid cell. Coastal elevated
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## pieces use separate authored definitions rather than weakening this rule.
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@export var must_be_interior := false
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## Optional maximum cardinal distance from the closest map edge. Negative
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## values allow the definition anywhere. This keeps shoreline materials such
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## as flat sand in a deliberate coastal band without baking a particular
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## stable ID into the generator.
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@export_range(-1, 1024, 1) var maximum_boundary_distance := -1
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## Coastal transition pieces should normally migrate toward the generated
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## region's perimeter while remaining legal in the interior.
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@export var prefers_map_boundary := false
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@ -45,6 +45,9 @@ const MAX_PACKED_SOLVER_VARIANTS := 62
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@export var elevated_cliff_sea_transition_right_chunk_id: StringName = &"chunk_0017"
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@export var elevated_cliff_sea_transition_left_chunk_id: StringName = &"chunk_0018"
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@export var elevated_cliff_coast_base_chunk_id: StringName = &"chunk_0005"
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@export var elevated_cliff_beach_base_chunk_id: StringName = &"chunk_0002"
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@export var elevated_cliff_beach_transition_right_chunk_id: StringName = &"chunk_0019"
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@export var elevated_cliff_beach_transition_left_chunk_id: StringName = &"chunk_0020"
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@export_range(0.0, 1.0, 0.05) var elevated_cliff_ramp_chance := 1.0
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## A smaller third tier reuses the existing corner geometry at the authored
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## two-meter level interval. It is nested into the lower cliff assembly rather
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@ -1232,6 +1235,9 @@ func _prepare_elevated_feature_region() -> bool:
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elevated_cliff_sea_transition_right_chunk_id,
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elevated_cliff_sea_transition_left_chunk_id,
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elevated_cliff_coast_base_chunk_id,
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elevated_cliff_beach_base_chunk_id,
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elevated_cliff_beach_transition_right_chunk_id,
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elevated_cliff_beach_transition_left_chunk_id,
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]:
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if catalog.definition_for_id(stable_id) == null:
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push_error("Elevated cliff feature references missing chunk %s." % stable_id)
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@ -1429,6 +1435,10 @@ func _apply_grass_sand_smoothing() -> bool:
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)
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if (
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diagonal != null
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and _variant_respects_ocean_boundary(
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diagonal,
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coordinate,
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)
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and _candidate_matches_placed_neighbors(diagonal, coordinate)
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):
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candidates.append({"index": index, "variant": diagonal})
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@ -1495,16 +1505,21 @@ func _apply_elevated_feature() -> bool:
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ELEVATED_FEATURE_RADIUS,
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feature_random,
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)
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var grass_coast_count := int(
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_placement_counts.get(elevated_cliff_coast_base_chunk_id, 0)
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)
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var beach_coast_count := int(
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_placement_counts.get(elevated_cliff_beach_base_chunk_id, 0)
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)
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if (
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_secondary_elevated_feature_center.x >= 0
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and int(
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_placement_counts.get(elevated_cliff_coast_base_chunk_id, 0)
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) > 0
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and (grass_coast_count > 0 or beach_coast_count > 0)
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):
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placements.append_array(
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_coastal_elevated_feature_placement_specs(
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_secondary_elevated_feature_center,
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feature_random,
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beach_coast_count > grass_coast_count,
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)
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)
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for spec: Dictionary in placements:
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@ -1613,6 +1628,7 @@ func _elevated_feature_placement_specs(
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func _coastal_elevated_feature_placement_specs(
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center: Vector2i,
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feature_random: RandomNumberGenerator,
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use_beach_base: bool,
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) -> Array[Dictionary]:
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var placements := _elevated_feature_placement_specs(
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center,
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@ -1631,6 +1647,7 @@ func _coastal_elevated_feature_placement_specs(
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spec["id"] = _coastal_transition_id(
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coordinate,
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int(spec["turns"]),
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use_beach_base,
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)
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elif outside_edge_count == 1 and (
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spec["id"] == elevated_cliff_edge_chunk_id
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@ -1643,11 +1660,20 @@ func _coastal_elevated_feature_placement_specs(
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func _coastal_transition_id(
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coordinate: Vector2i,
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quarter_turns: int,
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use_beach_base: bool = false,
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) -> StringName:
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for stable_id: StringName in [
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elevated_cliff_sea_transition_right_chunk_id,
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elevated_cliff_sea_transition_left_chunk_id,
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]:
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var transition_ids: Array[StringName] = []
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if use_beach_base:
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transition_ids.assign([
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elevated_cliff_beach_transition_right_chunk_id,
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elevated_cliff_beach_transition_left_chunk_id,
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])
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else:
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transition_ids.assign([
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elevated_cliff_sea_transition_right_chunk_id,
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elevated_cliff_sea_transition_left_chunk_id,
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])
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for stable_id: StringName in transition_ids:
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var definition := catalog.definition_for_id(stable_id)
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var variant := _authored_variant(definition, quarter_turns)
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if (
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@ -1761,6 +1787,15 @@ func _variant_respects_ocean_boundary(
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variant: TerrainChunkVariant,
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coordinate: Vector2i,
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) -> bool:
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var maximum_boundary_distance := (
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variant.definition.maximum_boundary_distance
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)
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if (
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maximum_boundary_distance >= 0
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and _distance_from_map_boundary(coordinate)
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> maximum_boundary_distance
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):
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return false
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var ocean_edges := variant.rotated_edge_mask(
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variant.definition.ocean_facing_edges
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)
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@ -2163,6 +2198,16 @@ func _coordinate_is_on_boundary(coordinate: Vector2i) -> bool:
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)
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func _distance_from_map_boundary(coordinate: Vector2i) -> int:
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return mini(
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mini(coordinate.x, coordinate.y),
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mini(
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grid_size.x - 1 - coordinate.x,
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grid_size.y - 1 - coordinate.y,
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),
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)
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func _neighbor_requirement_validation_error(
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layout: Array[TerrainChunkVariant],
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) -> String:
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@ -14,6 +14,10 @@ const GENERATED_REGION_SCENE: PackedScene = preload(
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const STARTER_ISLAND_REGION_SCENE: PackedScene = preload(
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"res://world/regions/starter_island_region.tscn"
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)
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## Keep the player boundary beyond the longest fishing cast. The boundary is
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## solid terrain to character movement and therefore also blocks cast-arc
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## probes when it sits directly against the authored shoreline.
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const WORLD_BOUNDARY_SHORELINE_CLEARANCE := 18.0
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@onready var _regions_root: Node3D = $Regions
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@onready var _active_region: WorldRegion = _find_active_region()
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@ -185,7 +189,7 @@ func _configure_world_coverage() -> void:
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if _active_region == null:
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return
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var half: Vector2 = _active_region.get_playable_half_extents()
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var wall_margin := 2.0
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var wall_margin := WORLD_BOUNDARY_SHORELINE_CLEARANCE
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var wall_height := 14.0
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var bounds_root := $WorldBounds as Node3D
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var north_south_size := Vector3(
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