feat(marine-harvest): ✨ Add new marine harvest event logic with special harvest types and improved yield calculations
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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@ -344,7 +344,8 @@ func apply_necro_bloom(game_map: RefCounted, axial: Vector2i) -> void:
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return # not a dead spot
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# Resurrect as merfolk_shallows (closest generic coastal resource)
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tile.resource_id = "merfolk_shallows" if BiomeRegistry.has_tag(tile.biome_id, "is_coast") else "leviathan_grounds"
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var is_coast: bool = BiomeRegistry.has_tag(tile.biome_id, "is_coast")
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tile.resource_id = "merfolk_shallows" if is_coast else "leviathan_grounds"
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tile.fish_stock = 50
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EventBus.fishing_spot_migrated.emit(axial, axial) # "migrated" back to same tile
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