Extends the proven region-1 pattern (6 placeholder POIs + a gate) to
the remaining 5 outer regions, and rewires the gate chain to match the
confirmed progression plan: visit all 6 outer regions in order, then
reach the center — not "region 1 unlocks the center directly" as it
was built initially.
- Repurposed the old GateToCenter into GateR1toR2 (still gated on
region1_pois, now leads into region 2 instead of the center).
- Added GateR2toR3 .. GateR5toR6, each gated on its own region's POI
group, sitting just off the radial ridge between two regions
(2.5 units perpendicular offset — a hard analytical lower bound on
clearance, since border props' jitter+radius can reach at most
~0.75 units off the ridge centerline).
- Added GateR6toCenter (gated on region6_pois) at the region-6 table
edge, using the same positioning approach as the original center
gate.
- 30 new POI instances (R2_Ort1..R6_Ort6), positions computed by
rotating region 1's verified-safe (angle-offset, radius) template by
60° per region rather than re-deriving hex geometry by hand again —
region 1's own Ort6 mistake was exactly this kind of hand-arithmetic
error, not repeating it this time.
Verified headless: all 6 groups have exactly 6 POIs; every gate stays
locked ("Verschlossen", non-interactive) until its whole group is
visited, then unlocks and its "Ja" teleports the player to exactly
target_position — checked for all 6 gates in sequence. Also measured
actual distance from every gate to the nearest border-prop hitbox
across 3 independent runs (border placement is randomized each scene
load) — consistently 1.3-2.2 units clear, no overlaps.
Description
No description provided
Languages
GDScript
100%