refactor(M03): extract ADT water scene finalizer
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class_name AdtWaterSceneFinalizer
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extends RefCounted
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## Builds and attaches one ADT water subtree on the renderer main thread. The
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## supplied tile root owns the returned subtree; this service retains no state.
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const ADT_BUILDER_SCRIPT := preload("res://addons/mpq_extractor/loaders/adt_builder.gd")
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## Builds water from parsed ADT data and attaches it once to [param tile_root].
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## [param tile_origin_godot_units] is the existing Godot-world tile origin used
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## by [ADTBuilder]. When [param editor_owner] is non-null and is an ancestor,
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## ownership is assigned recursively for persisted Editor previews. Returns the
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## attached borrowed root, or null for empty/invalid input or dry ADT data.
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## This method mutates the SceneTree and must run on the main thread.
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func attach_water_scene(
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water_data: Dictionary,
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tile_origin_godot_units: Vector3,
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tile_root: Node,
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editor_owner: Node = null) -> Node3D:
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if water_data.is_empty() or tile_root == null or not is_instance_valid(tile_root):
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return null
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var water_root: Node3D = ADT_BUILDER_SCRIPT.build_tile_water_scene(
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water_data,
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tile_origin_godot_units
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)
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if water_root == null:
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return null
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tile_root.add_child(water_root)
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if editor_owner != null and is_instance_valid(editor_owner):
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_assign_owner_recursive(water_root, editor_owner)
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return water_root
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func _assign_owner_recursive(generated_node: Node, editor_owner: Node) -> void:
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generated_node.owner = editor_owner
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for child in generated_node.get_children():
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_assign_owner_recursive(child, editor_owner)
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uid://ck4sdc8a3kg00
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