restore test level and dust2 from main branch
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@@ -1,49 +1,38 @@
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extends Node3D
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extends TestLevelBuilder
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func _ready() -> void:
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_build()
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func _build() -> void:
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func _build_geometry() -> void:
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# Build environment setup
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_build_environment()
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var env = get_node_or_null("WorldEnvironment")
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if env:
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var environment = env.environment
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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if environment.sky and environment.sky.sky_material:
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var sky_mat = environment.sky.sky_material
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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sky_mat.sky_horizon_color = Color(0.8, 0.7, 0.5)
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sky_mat.ground_bottom_color = Color(0.2, 0.15, 0.1)
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sky_mat.ground_horizon_color = Color(0.8, 0.7, 0.5)
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_build_lighting()
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var sun = get_node_or_null("Sun")
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if sun:
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sun.light_color = Color(1.0, 0.95, 0.85)
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sun.light_energy = 1.5
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sun.rotation_degrees = Vector3(-45, 45, 0)
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var fill = get_node_or_null("FillLight")
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if fill:
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fill.rotation_degrees = Vector3(-45, -135, 0)
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fill.light_energy = 0.3
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_build_dust2_layout()
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func _build_environment() -> void:
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var env = WorldEnvironment.new()
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env.name = "WorldEnvironment"
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var environment = Environment.new()
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environment.background_mode = Environment.BG_SKY
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var sky = Sky.new()
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var sky_mat = ProceduralSkyMaterial.new()
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sky_mat.sky_top_color = Color(0.3, 0.5, 0.8)
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sky_mat.sky_horizon_color = Color(0.8, 0.7, 0.5)
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sky_mat.ground_bottom_color = Color(0.2, 0.15, 0.1)
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sky_mat.ground_horizon_color = Color(0.8, 0.7, 0.5)
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sky.sky_material = sky_mat
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environment.sky = sky
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environment.tonemap_mode = Environment.TONE_MAPPER_ACES
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environment.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
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environment.ambient_light_energy = 0.35
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env.environment = environment
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add_child(env)
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var sun = DirectionalLight3D.new()
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sun.name = "Sun"
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sun.rotation_degrees = Vector3(-45, 45, 0)
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sun.light_color = Color(1.0, 0.95, 0.85)
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sun.light_energy = 1.5
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sun.shadow_enabled = true
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add_child(sun)
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var fill = DirectionalLight3D.new()
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fill.name = "FillLight"
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fill.rotation_degrees = Vector3(-45, -135, 0)
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fill.light_energy = 0.3
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add_child(fill)
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func _spawn_player(pid: int) -> CharacterBody3D:
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var player = CharacterBody3D.new()
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player.name = str(pid)
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var player = super._spawn_player(pid)
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player.position = Vector3(randf_range(-2, 2), 1, 50 + randf_range(-2, 2))
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# Looking at (0,1,0) from (0,1,50) is facing straight down the -Z axis, which is rotation = 0,0,0
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player.rotation = Vector3.ZERO
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return player
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