feat(biome): abyssal bioluminescent + glow blocks + abyssal jellyfish + particles
- BlockDatabase: GLOW_CORAL_CYAN(10), GLOW_CORAL_VIOLET(11), LAVA_VENT(12) with emission data - WorldGenerator: abyssal blocks at y<-40 (cyan 4%, violet 1%, vent 0.5% via 3D noise) - Chunk.gd: multi-surface mesh (solid + 3 emissive surfaces with StandardMaterial3D emission) - MobSpawner: abyssal jellyfish spawn when player y<-30, max 8 - AbyssalJellyfish: cyan fluo, slower, double damage (10), bioluminescent flash on attack - BioluminescentParticles: 200 cyan-green particles follow player, only emit in abyss Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -6,10 +6,12 @@ extends Node3D
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@export var max_fish_schools: int = 3
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@export var max_jellyfish: int = 5
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@export var max_sharks: int = 1
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@export var abyssal_jellyfish_max: int = 8
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const FISH_SCHOOL_SCENE := "res://scenes/mobs/FishSchool.tscn"
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const JELLYFISH_SCENE := "res://scenes/mobs/Jellyfish.tscn"
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const SHARK_SCENE := "res://scenes/mobs/Shark.tscn"
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const ABYSSAL_JELLYFISH_SCENE := "res://scenes/mobs/AbyssalJellyfish.tscn"
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var _player_node: CharacterBody3D = null
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var _chunk_manager: Node = null
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@@ -19,6 +21,7 @@ const SPAWN_INTERVAL: float = 5.0
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var _fish_schools: Array[Node3D] = []
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var _jellyfish_list: Array[Node3D] = []
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var _sharks: Array[Node3D] = []
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var _abyssal_jellyfish_list: Array[Node3D] = []
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func _ready() -> void:
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@@ -67,6 +70,7 @@ func _tick_spawner() -> void:
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_cull_array(_fish_schools, player_pos)
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_cull_array(_jellyfish_list, player_pos)
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_cull_array(_sharks, player_pos)
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_cull_array(_abyssal_jellyfish_list, player_pos)
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# --- Spawn fish schools ---
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while _fish_schools.size() < max_fish_schools:
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@@ -100,6 +104,18 @@ func _tick_spawner() -> void:
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else:
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break
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# --- Spawn abyssal jellyfish only in deep zone ---
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if player_pos.y < -30.0:
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while _abyssal_jellyfish_list.size() < abyssal_jellyfish_max:
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var pos: Vector3 = _random_abyss_spawn_pos(player_pos)
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if _is_valid_spawn(pos):
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var inst: Node3D = _load_and_instantiate(ABYSSAL_JELLYFISH_SCENE, pos)
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if inst != null:
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_connect_mob_signal(inst)
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_abyssal_jellyfish_list.append(inst)
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else:
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break
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func _cull_array(arr: Array[Node3D], player_pos: Vector3) -> void:
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var i: int = arr.size() - 1
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@@ -123,6 +139,18 @@ func _random_spawn_pos(player_pos: Vector3) -> Vector3:
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)
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func _random_abyss_spawn_pos(player_pos: Vector3) -> Vector3:
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var angle: float = randf_range(0.0, TAU)
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var dist: float = randf_range(10.0, spawn_radius)
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var depth: float = randf_range(player_pos.y - 15.0, player_pos.y + 5.0)
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depth = min(depth, -30.0)
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return Vector3(
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player_pos.x + cos(angle) * dist,
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depth,
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player_pos.z + sin(angle) * dist
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)
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func _is_valid_spawn(pos: Vector3) -> bool:
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if _chunk_manager == null:
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return true
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