Loads of crap
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725 changed files with 15096 additions and 191 deletions
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@ -2,39 +2,23 @@
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extends Node3D
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class_name GrassController
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# 229379
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@onready var grass_multimesh: MultiMeshInstance3D = $GrassMultimesh
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var parent_node: GroundTile = null
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var grass_density: float = 0.5
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var grass_instance_range: int = 10
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signal grass_data_ready()
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func _ready() -> void:
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# Use call_deferred to ensure parent is fully ready
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call_deferred("_setup_connections")
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func _setup_connections() -> void:
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parent_node = get_parent() as GroundTile
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if parent_node == null:
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Log.pr("Error: Parent node is not a GroundTile!")
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return
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parent_node.cell_info_updated.connect(_on_parent_data_changed)
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# Check if cell_info already exists and process it
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if parent_node.cell_info != null:
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_on_parent_data_changed(parent_node.cell_info)
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func _on_parent_data_changed(value):
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func spawn_grass_for_cell(value):
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if value == null:
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return
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grass_density = value.vegetation_density
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update_grass_density()
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grass_data_ready.emit()
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if grass_multimesh and grass_multimesh.has_method("setup_multimesh"):
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grass_multimesh.setup_multimesh()
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func update_grass_density() -> void:
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if parent_node == null or parent_node.rng == null:
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@ -1,31 +1,23 @@
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# GrassMultiMesh.gd (assuming this is your MultiMeshInstance3D script)
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# GrassMultiMesh.gd
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extends MultiMeshInstance3D
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var mm: MultiMesh
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@onready var parent_node: GrassController
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var parent_node: GrassController
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var rng: RandomClass = RandomClass.new()
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func _ready() -> void:
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# Use call_deferred to ensure proper initialization order
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call_deferred("_setup_connections")
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func _setup_connections() -> void:
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parent_node = get_parent() as GrassController
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if parent_node == null:
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Log.pr("Error: Parent node is not a GrassController!")
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return
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parent_node.grass_data_ready.connect(_on_grass_data_ready)
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Log.pr("Connected to grass_data_ready signal")
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func _on_grass_data_ready():
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Log.pr("Received grass_data_ready signal, setting up multimesh")
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setup_multimesh()
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func setup_multimesh() -> void:
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if parent_node == null:
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Log.pr("Error: Parent node not available in setup_multimesh")
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return
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# Use the same RNG seed as the parent for consistency
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if parent_node.parent_node and parent_node.parent_node.cell_info:
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rng.set_seed(parent_node.parent_node.cell_info.cell_seed)
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# Load the mesh resource directly
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var mesh = load("res://Stages/Test3D/assets/stylizedGrassMeshes/grass2_mesh.res")
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if mesh == null:
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@ -40,20 +32,18 @@ func setup_multimesh() -> void:
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mm.instance_count = parent_node.grass_instance_range
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mm.mesh = mesh
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Log.pr("Setting up MultiMesh with " + str(mm.instance_count) + " instances")
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# Generate random positions for grass
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# Generate random positions for grass using seeded RNG
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for i in range(mm.instance_count):
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var random_pos = Vector3(
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randf_range(-1.0, 1.0),
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rng.randf_range(-1.0, 1.0),
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0.0,
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randf_range(-1.0, 1.0)
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rng.randf_range(-1.0, 1.0)
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)
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var random_rotation = randf_range(0.0, TAU)
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var random_rotation = rng.randf_range(0.0, TAU)
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var basis = Basis(Vector3.UP, random_rotation)
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var random_scale = randf_range(0.05, 0.3)
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var random_scale = rng.randf_range(0.05, 0.3)
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basis = basis.scaled(Vector3(random_scale, random_scale, random_scale))
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var tx = Transform3D(basis, random_pos)
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@ -62,5 +52,3 @@ func setup_multimesh() -> void:
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# Assign the MultiMesh to this node
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multimesh = mm
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cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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Log.pr("MultiMesh setup complete with " + str(multimesh.instance_count) + " instances")
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@ -1,63 +1,37 @@
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extends Node3D
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# Array of tree scenes to randomly choose from
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@export var tree_scenes: Array[PackedScene] = []
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@export var spawn_area_size: Vector2 = Vector2(2.0, 2.0) # 2x2 area
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@export var max_trees: int = 3 # Maximum possible trees
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@export var min_distance: float = 0.5 # Minimum distance between trees
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@export var spawn_area_size: Vector2 = Vector2(2.0, 2.0)
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@export var max_trees: int = 3
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@export var min_distance: float = 0.5
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var spawned_positions: Array[Vector3] = []
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var parent_ground_tile: GroundTile
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var rng: RandomClass
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var rng: RandomClass = RandomClass.new()
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func _ready():
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# Get reference to parent GroundTile
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parent_ground_tile = get_parent() as GroundTile
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if parent_ground_tile:
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# Connect to the signal
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parent_ground_tile.cell_info_updated.connect(_on_cell_info_updated)
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# If cell_info already exists, spawn trees immediately
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if parent_ground_tile.cell_info != null:
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_on_cell_info_updated(parent_ground_tile.cell_info)
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func _on_cell_info_updated(cell_info: CellDataResource):
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# Initialize RNG with the cell's seed for consistent results
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rng = RandomClass.new()
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func spawn_trees_for_cell(cell_info: CellDataResource):
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if not cell_info:
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return
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rng.set_seed(cell_info.cell_seed)
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# Calculate number of trees based on vegetation_density
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var tree_count = calculate_tree_count(cell_info.vegetation_density)
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# Spawn the trees
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var tree_count = max(0, cell_info.trees.size())
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spawn_trees(tree_count)
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func calculate_tree_count(vegetation_density: float) -> int:
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if vegetation_density < 0.7:
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return 0
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# vegetation_density should be between 0.0 and 1.0
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# Scale it to our max_trees range
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var scaled_count = vegetation_density * max_trees
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# Round to nearest integer, but ensure at least 0
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return max(0, int(round(scaled_count)))
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func spawn_trees(tree_count: int):
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if tree_scenes.is_empty():
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print("No tree scenes assigned!")
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if tree_scenes.is_empty() or tree_count == 0:
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return
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if tree_count == 0:
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print("No trees to spawn (vegetation_density too low)")
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return
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# Clear existing trees WITHOUT queue_free()
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for child in get_children():
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child.free() # Immediate cleanup instead of queue_free()
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spawned_positions.clear()
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# Clear any existing trees
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clear_trees()
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# Try to place trees
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# Spawn new trees
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var attempts = 0
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var max_attempts = tree_count * 10 # Prevent infinite loops
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var max_attempts = tree_count * 10
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while spawned_positions.size() < tree_count and attempts < max_attempts:
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var pos = get_random_position()
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@ -67,39 +41,23 @@ func spawn_trees(tree_count: int):
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spawned_positions.append(pos)
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attempts += 1
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print("Spawned ", spawned_positions.size(), " trees")
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# Rest of your functions stay the same...
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func get_random_position() -> Vector3:
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var x = rng.randf_range(-spawn_area_size.x / 2, spawn_area_size.x / 2)
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var z = rng.randf_range(-spawn_area_size.y / 2, spawn_area_size.y / 2)
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return Vector3(x, 0, z)
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func is_position_valid(pos: Vector3) -> bool:
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# Check if position is too close to existing trees
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for existing_pos in spawned_positions:
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if pos.distance_to(existing_pos) < min_distance:
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return false
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return true
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func spawn_tree_at_position(pos: Vector3):
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# Pick a random tree scene using the seeded RNG
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var random_index = rng.randi() % tree_scenes.size()
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var random_tree_scene = tree_scenes[random_index]
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var tree_instance = random_tree_scene.instantiate()
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add_child(tree_instance)
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tree_instance.position = pos
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# Optional: Add some random rotation using seeded RNG
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tree_instance.rotation.y = rng.randf() * TAU
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func clear_trees():
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# Remove all existing tree children
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for child in get_children():
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child.queue_free()
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spawned_positions.clear()
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# Call this if you want to respawn trees manually
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func respawn_trees():
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if parent_ground_tile and parent_ground_tile.cell_info:
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_on_cell_info_updated(parent_ground_tile.cell_info)
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