refactor worldgen to class, make worldgen functional
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5cb839d8e2
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5 changed files with 248 additions and 126 deletions
215
scripts/WorldGeneration.gd
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215
scripts/WorldGeneration.gd
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class_name WorldGeneration
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extends RefCounted
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signal set_camera_position(pos:Vector2)
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var image:Image = Image.new()
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var map_tile_data:Array[Array] = [[]] # store map tile info to a 2d array
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var directions:Array = [
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Vector2i(0,1), # south
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Vector2i(1,0), # east
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Vector2i(0,-1), # north
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Vector2i(-1,0) # west
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]
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var count:int = 0
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func choose_randomly(list_of_entries:Array[int]) -> int:
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return list_of_entries[randi() % list_of_entries.size()]
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#
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# Generates biomes, like forest and bog
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#
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func generate_biomes() -> void:
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pass
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func generate_world(filename) -> bool:
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# Try to load the image which we used to place water & ground to world map
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image = load(filename)
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if image == null:
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var errmsg = Globals.ERROR_FAILED_TO_LOAD_FILE
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push_error(errmsg % filename)
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return false
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# Check if image is too small or too large
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Globals.map_image_size = image.get_size()
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if !validate_mapgen_params():
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return false
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read_image_pixel_data()
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smooth_land_features()
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generate_biomes()
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set_tilemap_tiles()
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set_shorelines()
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print(count)
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# center camera to world map
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emit_signal(
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"set_camera_position",
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Vector2(Globals.map_image_size.x / 2.0 * Globals.TILE_SIZE_X,
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Globals.map_image_size.y / 2.0 * Globals.TILE_SIZE_Y)
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)
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return true
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func match_tile(surrounding_tiles) -> Vector2i:
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match surrounding_tiles:
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# 3 land tiles around water
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[1,1,1,0]:
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return Vector2i(0,0) # land tile
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[1,1,0,1]:
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return Vector2i(0,0) # land tile
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[1,0,1,1]:
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return Vector2i(0,0) # land tile
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[0,1,1,1]:
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return Vector2i(0,0) # land tile
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# 2 land tiles around water
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[1,1,0,0]: # south & east
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return Vector2i(choose_randomly([11,12]),0)
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[0,1,1,0]: # north & east
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return Vector2i(choose_randomly([7,8]),0)
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[0,0,1,1]: # north & west
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return Vector2i(choose_randomly([19,20]),0)
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[1,0,0,1]: # south & west
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return Vector2i(choose_randomly([15,16]),0)
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# 1 land tile around water
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[0,0,0,1]: # west only
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return Vector2i(choose_randomly([17,18]),0)
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[0,0,1,0]: # north only
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return Vector2i(choose_randomly([5,6]),0)
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[0,1,0,0]: # east only
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return Vector2i(choose_randomly([9,10]),0)
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[1,0,0,0]: # south only
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return Vector2i(choose_randomly([13,14]),0)
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_: # otherwise skip drawing
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return Vector2i(-1,-1)
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func read_image_pixel_data():
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# initialize the array to have enough rows
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map_tile_data.resize(Globals.map_image_size.y)
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for y in Globals.map_image_size.y:
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#initialize the row to have enough columns
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map_tile_data[y].resize(Globals.map_image_size.y)
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for x in Globals.map_image_size.x:
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if image.get_pixel(x, y) == Globals.WATER_TILE_COLOR_IN_MAP_FILE:
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map_tile_data[y][x] = Globals.TILE_WATER
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else:
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map_tile_data[y][x] = Globals.TILE_TERRAIN
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func set_shorelines() -> void:
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# for testing avoid map borders to make it simpler to implement
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for y in range(1, Globals.map_image_size.y-1):
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for x in range(1, Globals.map_image_size.x-1):
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# skip tiles with land
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if map_tile_data[y][x] != Globals.TILE_WATER:
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continue
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# now we are supposed to be inspecting a tile with land
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# 1 = water 0 = land
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var surrounding_tiles:Array = []
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# determine which directions have land around the tile
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for dir in directions:
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if map_tile_data[y+dir.y][x+dir.x] == Globals.TILE_TERRAIN:
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surrounding_tiles.append(Globals.TILE_TERRAIN)
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continue
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surrounding_tiles.append(Globals.TILE_WATER)
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var selected_tile = match_tile(surrounding_tiles)
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if selected_tile.x == -1 or selected_tile.y == -1:
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continue
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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Globals.world_map.set_cell(Globals.LAYER_TERRAIN, Vector2i(x, y), 2, selected_tile, 0)
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func set_tilemap_tiles() -> void:
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for y in map_tile_data.size():
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for x in map_tile_data[y].size():
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# layer | position coords | tilemap id | coords of the tile at tilemap | alternative tile
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# set water or ground
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match map_tile_data[y][x]:
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Globals.TILE_WATER:
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(x, y),
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2,
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Vector2i(15,5),
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0
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)
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Globals.TILE_TERRAIN:
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Globals.world_map.set_cell(
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Globals.LAYER_TERRAIN,
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Vector2i(x, y),
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2,
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Vector2i(0,0),
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choose_randomly([0,1,2,3])
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)
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_: #default
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pass
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# Fill water tiles, surrounded in 3-4 sides by land, with land.
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# Do it recursively with limit of n recursions!
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func smooth_land_features() -> void:
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# for testing avoid map borders to make it simpler to implement
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for y in range(1, Globals.map_image_size.y-1):
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for x in range(1, Globals.map_image_size.x-1):
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if map_tile_data[y][x] != Globals.TILE_WATER:
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continue
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smooth_recursively(Vector2i(x, y))
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func smooth_recursively(pos:Vector2i) -> void:
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# now we are supposed to be inspecting a tile with land
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# 1 = water 0 = land
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var surrounding_tiles:Array = []
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count += 1
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# determine which directions have land around the tile
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for dir in directions:
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if map_tile_data[pos.y+dir.y][pos.x+dir.x] == Globals.TILE_TERRAIN:
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surrounding_tiles.append(Globals.TILE_TERRAIN)
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elif map_tile_data[pos.y+dir.y][pos.x+dir.x] == Globals.TILE_WATER:
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surrounding_tiles.append(Globals.TILE_WATER)
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match surrounding_tiles:
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[1,1,1,0]: #west
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map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
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pos.x -= 1
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[1,1,0,1]: #north
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map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
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pos.y -= 1
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[1,0,1,1]: #east
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map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
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pos.x += 1
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[0,1,1,1]: #south
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map_tile_data[pos.y][pos.x] = Globals.TILE_TERRAIN
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pos.y += 1
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_:
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return
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smooth_recursively(pos)
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func validate_mapgen_params() -> bool:
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if !Globals.are_coords_valid(
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Globals.map_image_size.y,
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Vector2i(Globals.MAP_MIN_HEIGHT, Globals.MAP_MAX_HEIGHT),
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Globals.ERROR_IMAGE_HEIGHT_INCORRECT):
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return false
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elif !Globals.are_coords_valid(
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Globals.map_image_size.x,
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Vector2i(Globals.MAP_MIN_WIDTH, Globals.MAP_MAX_WIDTH),
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Globals.ERROR_IMAGE_WIDTH_INCORRECT):
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return false
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# Try to load the world tilemap where we place the tiles
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if (Globals.world_map == null):
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var errmsg = Globals.ERROR_WORLD_TILEMAP_NODE_MISSING % Globals.WORLD_NODE
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push_error(errmsg)
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return false
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return true
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