feat: add stylized villager presentation
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@@ -78,6 +78,10 @@ func _run() -> void:
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waterfall_mist.draw_pass_1 != null,
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"Waterfall mist particles should have visible billboard geometry"
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)
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_check(
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waterfall_mist.position.distance_to(Vector3(25.0, 0.8, -24.0)) < 0.01,
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"Waterfall mist should stay at the waterfall base instead of obscuring the village"
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)
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_check(world.has_node("WaterRoot/RiverSurface"), "WaterRoot should include a river surface")
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var environment: Environment = (
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(world.get_node("WorldEnvironment") as WorldEnvironment).environment
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@@ -97,16 +101,25 @@ func _run() -> void:
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"VillageRoot should include the mill and bridge blockouts"
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)
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var smoke_count := 0
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var smoke_is_translucent := true
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for suffix in ["House_01", "House_02", "House_03"]:
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if world.has_node("VillageRoot/%s/Smoke" % suffix):
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var smoke: GPUParticles3D = world.get_node("VillageRoot/%s/Smoke" % suffix)
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if smoke.draw_pass_1 == null:
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continue
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var smoke_material := (smoke.draw_pass_1 as QuadMesh).material as StandardMaterial3D
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smoke_is_translucent = (
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smoke_is_translucent
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and smoke_material != null
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and smoke_material.transparency != BaseMaterial3D.TRANSPARENCY_DISABLED
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and smoke_material.albedo_color.a < 0.5
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)
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smoke_count += 1
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_check(
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smoke_count >= 2,
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"At least two houses should have chimney smoke particles (found %s)" % smoke_count
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)
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_check(smoke_is_translucent, "Chimney smoke should not render as opaque white quads")
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var lookdev: Node3D = load("res://world/jajce/JajceLookdev.tscn").instantiate()
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_check(lookdev.has_node("JajceWorld"), "Lookdev should instance JajceWorld")
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_check(lookdev.has_node("BeautyCamera"), "Lookdev should provide a beauty camera")
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