Give the Joke Shop a dark stucco wall and a photo-anchored concept
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@@ -76,12 +76,21 @@ func test_joke_shop_uses_the_real_sunset_strip_layout() -> bool:
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"the low entrance step is built")
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var g := TestUtils.check(root.find_child("AlleyWall", true, false) == null,
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"the old alley walls are gone")
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# The hall wall uses the dark stucco pick, not the grey sidewalk-paver tile,
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# so it reads as the real club's flat black plaster.
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var wall := root.find_child("Building", true, false) as Node3D
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var wall_mesh := wall.get_child(0) as MeshInstance3D if wall != null and wall.get_child_count() > 0 else null
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var wall_mat: Material = wall_mesh.mesh.surface_get_material(0) if wall_mesh != null and wall_mesh.mesh != null else null
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var g2 := TestUtils.check(wall_mat is StandardMaterial3D
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and (wall_mat as StandardMaterial3D).albedo_texture != null
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and (wall_mat as StandardMaterial3D).albedo_texture.resource_path.contains("dark_stucco"),
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"the hall wall carries the dark stucco texture")
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var placements: Array = builder.spec.get("prop_placements", [])
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var h := TestUtils.check(not placements.is_empty()
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and WorldBuilder.placement_problems(placements).is_empty(),
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"the Joke Shop prop placements stay on the sidewalk and clear the lane")
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root.free()
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return a and b and c and d and e and f and g and h
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return a and b and c and d and e and f and g and g2 and h
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func test_joke_shop_geometry_stays_inside_the_map_budget() -> bool:
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var root := Node3D.new()
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