#84: move 215 root files into a folder hierarchy
Everything lived in one flat directory, so a diff gave no clue what area it touched and finding the file you wanted meant knowing its exact name. Twelve folders now, grouped by what a thing IS rather than what type it is - a vessel's definition, its component scenes and its upgrade resources sit together, because that is the set you read when you change one of them. buildings core controllers enemies logistics planets resources shaders surface ui vessels vfx world 332 files moved and every res:// reference rewritten - 306 files touched, including the autoload and main-scene paths in project.godot. Nothing renamed: this is purely where files sit, so the diff is a pile of pure moves and no behaviour is buried in it. ui_theme.tres, icon.svg and web_shell.html stay at the root, where Godot and the export preset expect them. Verified three ways, because a suite alone would not have caught all of it: the full 117 pass, the web export builds clean, and the game renders. The export is why that matters. The FIRST export after the move failed with "Attempt to open script 'res://GameState.gd'" - the old path - while project.godot on disk plainly said res://core/GameState.gd. That is this project's documented Android FUSE mtime trap: Godot served a cached copy of a file whose content had changed. A `touch` fixed it. Nothing in the test suite would have found that, because the suite runs from a copy on a native filesystem - the one place the bug cannot happen. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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495 changed files with 571 additions and 567 deletions
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world/WorldGen.gd
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world/WorldGen.gd
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class_name WorldGen
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extends RefCounted
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const PLANET_DEFINITIONS = preload("res://planets/PlanetDefinitions.gd")
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# Deterministic procedural world generation: the world is divided into
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# square chunks, and each chunk's biome is derived from a seeded
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# low-frequency noise field sampled at the chunk's own coordinates - so
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# revisiting the same chunk always yields the same biome, and biomes form
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# smooth multi-chunk regions instead of a per-chunk random checkerboard.
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enum Biome { SPACE, ASTEROID_FIELD }
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const CHUNK_SIZE: float = 1200.0
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const NOISE_SEED: int = 1337
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const ASTEROID_FIELD_THRESHOLD: float = 0.15
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# Planets used to sit one per ~29 chunks - 35,000 world units of empty space
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# between them, which is a long flight to find anything at all. Lowered to
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# about one per 12 chunks (measured over 14,641 chunks, not estimated).
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#
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# The two thresholds moved by DIFFERENT amounts on purpose. Every planet in a
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# SPACE biome is a gas giant, so lowering both equally would have shifted the
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# mix as well as the density - dropping these to 0.20/0.40 more than tripled
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# the gas-giant share, from 10% of planets to 34%. 0.18/0.50 leaves it at 11%,
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# so this is a change in how OFTEN you find a planet and not in what you find.
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const PLANET_THRESHOLD: float = 0.18
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const GAS_GIANT_THRESHOLD: float = 0.50
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# A flat per-planet-chunk probability rather than another noise field: gas
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# giants already cover every SPACE-biome planet chunk (see GAS_GIANT_THRESHOLD
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# above), so making black holes noticeably rarer just needs a small, uniform
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# chance independent of biome - not a second smooth region to tune against
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# the first.
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const BLACK_HOLE_CHANCE: float = 0.05
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# #63/#74: findable without excessive exploration - research points gate
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# mid/late skill-tree nodes and vessel research, so a player needs to run
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# into one of these reasonably often, not just as a rare curiosity. Raised
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# from 0.08 after playtesting found that rate too scarce for how central
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# research points had become to progression.
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const RESEARCH_LAB_CHANCE: float = 0.16
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# DEV MODE ONLY: one of every planet type, parked in the chunks immediately
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# around the spawn so all four can be reached in seconds.
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#
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# This replaces the guaranteed gas giant that used to sit in the origin
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# chunk for every game. That was a play-testing convenience which had become
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# part of the real world's shape - every player got the same landmark in the
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# same place, and the surrounding space was generated as if it were normal.
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# Play-testing wants ALL the planet types to hand, not just gas, and a
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# normal game wants none of them handed over; those are different needs and
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# they now have different mechanisms.
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#
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# The local positions keep each planet off the spawn point itself: a fresh
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# fleet starts at world origin, which is the top-left corner of chunk (0,0).
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const DEV_PLANET_CHUNKS: Dictionary = {
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Vector2i(0, 0): PLANET_DEFINITIONS.GAS_GIANT_ID,
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Vector2i(1, 0): PLANET_DEFINITIONS.ROCKY_ID,
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Vector2i(0, 1): PLANET_DEFINITIONS.RESEARCH_LAB_ID,
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Vector2i(1, 1): PLANET_DEFINITIONS.BLACK_HOLE_ID,
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}
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const DEV_PLANET_LOCAL_POS: Vector2 = Vector2(600.0, 600.0)
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# Dev mode plants a fixed set of planets; a normal game must not see them.
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#
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# PUSHED here by GameState.dev_mode's setter rather than read back out of the
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# autoload. World generation is deliberately dependency-free - it is static,
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# seeded purely by chunk coordinates, and callable from anywhere - and an
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# autoload cannot be named from here anyway: `GameState` is not resolvable as
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# a global identifier this early, the same load-order hazard PlanetSetups.gd
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# and PlanetSurfaceController.gd already work around. GameState.dev_mode
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# stays the single source of truth; this is its mirror.
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static var dev_planets_enabled: bool = false
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static func _dev_planets_active() -> bool:
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return dev_planets_enabled
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static var _noise: FastNoiseLite
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static var _planet_noise: FastNoiseLite
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static func _get_noise() -> FastNoiseLite:
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if _noise == null:
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_noise = FastNoiseLite.new()
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_noise.seed = NOISE_SEED
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_noise.frequency = 0.06
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return _noise
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static func _get_planet_noise() -> FastNoiseLite:
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if _planet_noise == null:
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_planet_noise = FastNoiseLite.new()
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_planet_noise.seed = NOISE_SEED + 777
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# Higher frequency than the biome noise so it spikes on individual
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# chunks rather than forming its own smooth multi-chunk regions -
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# "once or twice per asteroid biome [region]" needs a sparse, mostly
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# independent chance per chunk, not another smooth blob.
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_planet_noise.frequency = 0.35
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return _planet_noise
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static func chunk_coords(world_pos: Vector2) -> Vector2i:
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return Vector2i(int(floor(world_pos.x / CHUNK_SIZE)), int(floor(world_pos.y / CHUNK_SIZE)))
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static func chunk_origin(chunk: Vector2i) -> Vector2:
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return Vector2(chunk.x * CHUNK_SIZE, chunk.y * CHUNK_SIZE)
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static func biome_at_chunk(chunk: Vector2i) -> int:
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var n: float = _get_noise().get_noise_2d(float(chunk.x), float(chunk.y))
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if n > ASTEROID_FIELD_THRESHOLD:
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return Biome.ASTEROID_FIELD
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return Biome.SPACE
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static func has_planet_at_chunk(chunk: Vector2i) -> bool:
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if _dev_planets_active() and DEV_PLANET_CHUNKS.has(chunk):
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return true
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var n: float = _get_planet_noise().get_noise_2d(float(chunk.x), float(chunk.y))
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return (biome_at_chunk(chunk) == Biome.ASTEROID_FIELD and n > PLANET_THRESHOLD) or (biome_at_chunk(chunk) == Biome.SPACE and n > GAS_GIANT_THRESHOLD)
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static func planet_data_at_chunk(chunk: Vector2i) -> Dictionary:
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# Single source of truth for a planet's identity within its chunk -
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# seeded purely from the chunk's own coordinates (same pattern as the
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# biome/planet noise fields above) so it's reproducible from anywhere,
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# without needing an actual spawned Planet node. Both PlanetField (to
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# actually spawn the planet) and the world map (to draw a marker for
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# an explored-but-not-currently-loaded chunk) call this, so the two
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# can never drift out of sync with each other.
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var rng: RandomNumberGenerator = RandomNumberGenerator.new()
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rng.seed = hash(chunk)
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var forced_definition_id: String = String(DEV_PLANET_CHUNKS.get(chunk, "")) \
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if _dev_planets_active() else ""
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var local_pos: Vector2 = DEV_PLANET_LOCAL_POS if not forced_definition_id.is_empty() \
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else Vector2(rng.randf() * CHUNK_SIZE, rng.randf() * CHUNK_SIZE)
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var shape_seed: int = rng.randi()
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# Drawn unconditionally, in the same fixed position every call,
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# regardless of biome or the gas-giant roll below - so adding this
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# roll doesn't shift which random values any LATER draw (planet_name,
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# below) consumes for chunks that would have existed before it.
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var black_hole_roll: float = rng.randf()
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# Same principle, its own independent roll (#63).
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var research_lab_roll: float = rng.randf()
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# A stable per-chunk roll makes gas giants persistent landmarks rather
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# than a different resource whenever the scene reloads.
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var gas_giant: bool = biome_at_chunk(chunk) == Biome.SPACE
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var definition_id: String = PLANET_DEFINITIONS.GAS_GIANT_ID if gas_giant else PLANET_DEFINITIONS.ROCKY_ID
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# A rare third outcome, seeded the same deterministic way as everything
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# else here.
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if black_hole_roll < BLACK_HOLE_CHANCE:
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definition_id = PLANET_DEFINITIONS.BLACK_HOLE_ID
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elif research_lab_roll < RESEARCH_LAB_CHANCE:
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definition_id = PLANET_DEFINITIONS.RESEARCH_LAB_ID
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# Dev mode's fixed planting wins over every roll above. Applied last, and
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# AFTER all the rng draws, so switching it on cannot shift which random
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# values any other chunk consumes - a dev world and a normal one differ
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# only in these four chunks.
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if not forced_definition_id.is_empty():
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definition_id = forced_definition_id
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var definition: Resource = PLANET_DEFINITIONS.get_definition(definition_id)
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var names: PackedStringArray = definition.names
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# Guarded for the same reason as the hangar grid: an empty names array
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# would be a modulo by zero, which traps on wasm and takes the whole
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# engine down rather than raising a script error.
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var planet_name: String = "Unnamed" if names.is_empty() \
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else names[rng.randi() % names.size()]
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var planet_id: String = "chunk:%d:%d" % [chunk.x, chunk.y]
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return {"planet_id": planet_id, "local_pos": local_pos, "name": planet_name, "shape_seed": shape_seed,
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"definition_id": definition_id}
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static func biome_color(biome: int) -> Color:
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match biome:
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Biome.ASTEROID_FIELD:
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return Color(0.55, 0.36, 0.18, 1.0)
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_:
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return Color(0.10, 0.13, 0.28, 1.0)
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