class_name TestWorld extends Node3D const FishingShopInteractionType = preload( "res://world/fishing_shop_interaction.gd" ) const PlayerStorageInteractionType = preload( "res://world/player_storage_interaction.gd" ) @onready var _regions_root: Node3D = $Regions @onready var _active_region: WorldRegion = _find_active_region() @onready var _below_world_failsafe: PlayerWaterTrigger = ( $Safety/BelowWorldFailsafe ) @onready var _world_environment: WorldEnvironment = $Environment/WorldEnvironment @onready var _sun: DirectionalLight3D = $Environment/Sun 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 _active_region.get_fishing_shop() func get_player_storage() -> PlayerStorageInteractionType: return _active_region.get_player_storage() func get_player_spawn_transform() -> Transform3D: return _active_region.get_player_spawn_transform() func get_world_environment() -> WorldEnvironment: return _world_environment func get_sun() -> DirectionalLight3D: return _sun func set_light_performance_profile(enabled: bool) -> void: _active_region.set_light_performance_profile(enabled) 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_saltwater_shoreline_mesh() -> MeshInstance3D: return _active_region.get_saltwater_shoreline_mesh() func get_spawn_surface_triangles( material_names: Array[StringName], minimum_global_y: float, ) -> Array[PackedVector3Array]: return _active_region.get_spawn_surface_triangles( material_names, minimum_global_y, ) func generate_world(seed: int) -> bool: if _active_region == null or not _active_region.has_method("generate_world"): return false var generated: bool = bool(_active_region.call("generate_world", seed)) if generated: _configure_world_coverage() return generated func get_generation_seed() -> int: if _active_region != null and _active_region.has_method("get_generation_seed"): return int(_active_region.call("get_generation_seed")) return PlayerSaveManager.DEFAULT_WORLD_SEED func get_diggable_area_triangles( area_id: StringName, ) -> Array[PackedVector3Array]: for region: WorldRegion in _get_regions(): var area: DiggableArea3D = region.get_diggable_area(area_id) if area != null: return area.get_surface_triangles() return [] func get_gatherable_spawn_positions( anchor_set_id: StringName, ) -> PackedVector3Array: for region: WorldRegion in _get_regions(): var anchor_set: GatherableAnchorSet3D = ( region.get_gatherable_anchor_set(anchor_set_id) ) if anchor_set != null: return anchor_set.get_spawn_positions() return PackedVector3Array() 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 func _ready() -> void: _configure_world_coverage() func _find_active_region() -> WorldRegion: for child: Node in _regions_root.get_children(): var region := child as WorldRegion if region != null: return region return null func _configure_world_coverage() -> void: if _active_region == null: return var half: Vector2 = _active_region.get_playable_half_extents() var wall_margin := 2.0 var wall_height := 14.0 var bounds_root := $WorldBounds as Node3D var north_south_size := Vector3( half.x * 2.0 + wall_margin * 2.0, wall_height, 2.0, ) var east_west_size := Vector3( 2.0, wall_height, half.y * 2.0 + wall_margin * 2.0, ) _set_bound(bounds_root.get_node("North"), Vector3(0.0, 5.0, half.y + wall_margin), north_south_size) _set_bound(bounds_root.get_node("South"), Vector3(0.0, 5.0, -half.y - wall_margin), north_south_size) _set_bound(bounds_root.get_node("West"), Vector3(-half.x - wall_margin, 5.0, 0.0), east_west_size) _set_bound(bounds_root.get_node("East"), Vector3(half.x + wall_margin, 5.0, 0.0), east_west_size) _below_world_failsafe.position = Vector3(0.0, -7.0, 0.0) var coverage := _below_world_failsafe.get_node("Coverage") as CollisionShape3D var coverage_shape := coverage.shape as BoxShape3D if coverage_shape != null: coverage_shape.size = Vector3(half.x * 2.0, 4.0, half.y * 2.0) func _set_bound(body: Node3D, position: Vector3, size: Vector3) -> void: body.position = position var collision := body.get_node("Shape") as CollisionShape3D var shape := collision.shape as BoxShape3D if shape != null: shape.size = size