211 lines
6.8 KiB
GDScript
211 lines
6.8 KiB
GDScript
extends SceneTree
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const Controller := preload("res://world/jajce/GrassInteractionController.gd")
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var failures: Array[String] = []
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class RestoreSource:
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extends Node
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signal state_restored
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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_check_trail_lifecycle()
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await _check_loaded_binding()
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if failures.is_empty():
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print("Foliage interaction checks passed")
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quit(0)
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else:
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for failure in failures:
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push_error(failure)
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quit(1)
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func _check_trail_lifecycle() -> void:
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var field := FoliageTrailMap.new()
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var positions: Dictionary[int, Vector3] = {1: Vector3(0.25, 0, 0.25)}
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field.advance(0.08, Vector3.ZERO, positions)
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positions[1] = Vector3(2.25, 0, 0.25)
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field.advance(0.08, Vector3.ZERO, positions)
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_check(_sample(field, Vector2(1.25, 0.25)).b > 0.9, "Walking should leave a continuous trail")
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_check(
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_sample(field, Vector2(1.25, 0.75)).g > 0 and _sample(field, Vector2(1.25, -0.25)).g < 0,
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"The two sides of a trail should bend away from the travelled line"
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)
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positions[1] = Vector3(18.25, 0, 0.25)
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field.advance(0.08, Vector3.ZERO, positions)
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_check(_sample(field, Vector2(10.25, 0.25)).b == 0, "Teleports must not paint connecting lines")
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_check(
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_sample(field, Vector2(18.25, 0.25)).b > 0.9,
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"Teleported actors still press their destination"
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)
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field.advance(0.08, Vector3(1, 0, 1), {})
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_check(
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_sample(field, Vector2(1.25, 0.25)).b > 0.8,
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"Camera movement must keep trails in world space"
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)
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field.advance(4.0, Vector3.ZERO, {})
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var recovering := _sample(field, Vector2(1.25, 0.25)).b
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_check(recovering > 0.1 and recovering < 0.6, "Abandoned trails should gradually recover")
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field.advance(4.1, Vector3.ZERO, {})
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_check(
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(field.get("_cells") as Dictionary).is_empty(),
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"Recovered trails should release sparse history"
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)
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positions[1] = Vector3(0.25, 6, 0.25)
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field.advance(0.08, Vector3.ZERO, positions)
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var elevated := _sample(field, Vector2(0.25, 0.25))
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_check(
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is_equal_approx(elevated.a / elevated.b, 6.0),
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"Foot height must reach the shader for bridge rejection"
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)
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field.advance(0.08, Vector3(300, 0, 300), {})
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_check((field.get("_cells") as Dictionary).is_empty(), "Off-window trails must be discarded")
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positions[1] = Vector3(2.25, 0, 0.25)
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field.advance(0.08, Vector3.ZERO, positions)
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_check(
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_sample(field, Vector2(1.25, 0.25)).b == 0,
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"Re-entering actors must not connect to stale positions"
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)
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field.clear()
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_check(_sample(field, Vector2(2.25, 0.25)).b == 0, "Reset must clear the uploaded field")
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_check(
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(field.get("_previous_positions") as Dictionary).is_empty(),
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"Reset must discard actor history"
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)
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func _check_loaded_binding() -> void:
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var stage := Node3D.new()
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root.add_child(stage)
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var camera := Camera3D.new()
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stage.add_child(camera)
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camera.current = true
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var simulation := RestoreSource.new()
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simulation.name = "SimulationManager"
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stage.add_child(simulation)
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var world := Node3D.new()
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stage.add_child(world)
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var terrain := Node3D.new()
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world.add_child(terrain)
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var patch := (
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load("res://world/jajce/StylizedBerryPatch.tscn").instantiate() as StylizedBerryPatch
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)
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world.add_child(patch)
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patch.scale = Vector3(1.2, 0.8, 1.1)
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patch.rotation.y = 0.6
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var controller := Controller.new()
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controller.grass_material = (
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load("res://world/jajce/materials/cozy_grass_material.tres").duplicate(true)
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)
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terrain.add_child(controller)
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var foreign := Node3D.new()
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root.add_child(foreign)
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foreign.add_to_group("grass_interactors")
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var actors: Array[Node3D] = []
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for index in 12:
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var actor := Node3D.new()
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stage.add_child(actor)
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actor.position.x = 1.0 + index
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actor.add_to_group("grass_interactors")
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actors.append(actor)
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await process_frame
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controller.set_process(false)
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controller.call("_refresh_interactors", 0.08)
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var material := controller.grass_material
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var positions: PackedVector3Array = material.get_shader_parameter("interactor_positions")
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_check(
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int(material.get_shader_parameter("interactor_count")) == 8,
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"Contact work must respect the eight-actor cap"
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)
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_check(
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positions[0] == actors[0].position,
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"A closer actor in another scene container must be rejected"
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)
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_check(
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bool(material.get_shader_parameter("foliage_trails_enabled")),
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"Loaded grass must enable its trail field"
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)
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var leaves := patch.get_node("Leaves") as MultiMeshInstance3D
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var berries := patch.get_node("Berries") as MultiMeshInstance3D
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var leaf_material := leaves.multimesh.mesh.surface_get_material(0) as ShaderMaterial
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var berry_material := berries.multimesh.mesh.surface_get_material(0) as ShaderMaterial
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_check(
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(
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(
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leaf_material.get_shader_parameter("foliage_trail_map")
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== material.get_shader_parameter("foliage_trail_map")
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)
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and (
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berry_material.get_shader_parameter("foliage_trail_map")
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== material.get_shader_parameter("foliage_trail_map")
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)
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),
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"Bush leaves, berries and meadow must use the same world-local footprint field"
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)
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var visible_berries := patch.get_visible_berry_count()
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actors[0].hide()
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controller.primary_interactor_path = controller.get_path_to(actors.back())
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controller.max_interactors = 4
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controller.call("_refresh_interactors", 0.12)
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positions = material.get_shader_parameter("interactor_positions")
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_check(
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(
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int(material.get_shader_parameter("interactor_count")) == 4
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and positions[0].x == 12
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and positions[1].x == 2
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),
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"Balanced must reserve the primary actor slot, cap actors and ignore hidden visuals"
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)
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simulation.state_restored.emit()
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_check(
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not bool(material.get_shader_parameter("foliage_trails_enabled")),
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"Successful restores must clear visual trails immediately"
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)
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controller.set_interaction_enabled(false)
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_check(not controller.is_processing(), "Low quality must stop interaction updates")
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_check(
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not bool(leaf_material.get_shader_parameter("foliage_trails_enabled")),
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"Low quality must release bushes as well as grass"
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)
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_check(
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int(material.get_shader_parameter("interactor_count")) == 0,
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"Low quality must clear direct contacts"
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)
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_check(
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patch.get_visible_berry_count() == visible_berries,
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"Contact bending must not change resource presentation amounts"
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)
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controller.set_interaction_enabled(true)
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controller.call("_refresh_interactors", 0.08)
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_check(
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bool(berry_material.get_shader_parameter("foliage_trails_enabled")),
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"Bush interaction must resume after Low quality"
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)
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var other_field := FoliageTrailMap.new()
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_check(
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other_field.texture != material.get_shader_parameter("foliage_trail_map"),
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"Each world must own a distinct trail texture"
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)
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foreign.free()
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stage.free()
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await process_frame
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func _sample(field: FoliageTrailMap, position: Vector2) -> Color:
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var image := field.get("_image") as Image
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var pixel := Vector2i(
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(position - Vector2(field.world_rect.x, field.world_rect.y)) / field.CELL_SIZE
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)
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return image.get_pixelv(pixel)
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func _check(condition: bool, message: String) -> void:
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if not condition:
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failures.append(message)
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