Maps are editor-built scenes: [Tool] Playground/Crag, headless rebuild for agents
scenes/maps/playground.tscn and crag.tscn are generated by the map scripts' Rebuild (inspector button, or godot-mono --headless --path . tools/rebuild_maps.tscn) and loaded as saved by the game, so hand edits stick. The crag route is saved as Marker3D nodes and crag_spike checks the saved scene. Layout verified identical to the code-built one (tools/map_dump.tscn). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -31,8 +31,8 @@ public partial class PlaygroundShots : Node3D
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floor.AddChild(new CollisionShape3D { Shape = new BoxShape3D { Size = new Vector3(80, 0.1f, 80) }, Position = new Vector3(0, -0.05f, 0) });
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floor.AddChild(new MeshInstance3D { Mesh = new PlaneMesh { Size = new Vector2(80, 80) } });
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AddChild(floor);
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AddChild(new Playground());
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AddChild(new Crag());
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AddChild(GD.Load<PackedScene>("res://scenes/maps/playground.tscn").Instantiate()); // the saved maps
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AddChild(GD.Load<PackedScene>("res://scenes/maps/crag.tscn").Instantiate());
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_cam = new Camera3D { Current = true };
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AddChild(_cam);
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SetView();
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