feat(composition): dive world assembled from a selected site definition
The calibration site spawn sat 16 m from the south bounds edge, inside the 40 m warning margin. The vehicle_test recipe now extends the terrain and playable bounds 42 m to the south so the spawn is inside the zone. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -0,0 +1,43 @@
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[gd_scene load_steps=7 format=3]
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[ext_resource type="PackedScene" path="res://game/world/sites/dive_site.tscn" id="1_site"]
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[ext_resource type="PackedScene" path="res://game/world/submarine/submarine_actor.tscn" id="2_submarine"]
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[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_camera_rig.tscn" id="3_camera"]
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[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_interior.tscn" id="4_cockpit"]
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[sub_resource type="ParticleProcessMaterial" id="SuspendedMotion"]
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emission_shape = 3
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emission_box_extents = Vector3(45, 28, 70)
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direction = Vector3(0.1, 0.04, 0)
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spread = 180.0
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initial_velocity_min = 0.02
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initial_velocity_max = 0.09
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gravity = Vector3(0, 0, 0)
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scale_min = 0.025
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scale_max = 0.08
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[sub_resource type="SphereMesh" id="SuspendedParticleMesh"]
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radius = 0.035
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height = 0.07
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[node name="DiveWorld" type="Node3D"]
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[node name="DiveSite" parent="." instance=ExtResource("1_site")]
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unique_name_in_owner = true
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[node name="SubmarineActor" parent="." instance=ExtResource("2_submarine")]
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unique_name_in_owner = true
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[node name="SuspendedParticles" type="GPUParticles3D" parent="SubmarineActor"]
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amount = 360
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lifetime = 14.0
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preprocess = 14.0
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visibility_aabb = AABB(-50, -35, -78, 100, 70, 156)
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process_material = SubResource("SuspendedMotion")
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draw_pass_1 = SubResource("SuspendedParticleMesh")
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[node name="CockpitInterior" parent="SubmarineActor" instance=ExtResource("4_cockpit")]
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unique_name_in_owner = true
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[node name="CockpitCameraRig" parent="SubmarineActor" instance=ExtResource("3_camera")]
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unique_name_in_owner = true
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@@ -1,20 +0,0 @@
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[gd_scene load_steps=5 format=3]
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[ext_resource type="PackedScene" path="res://game/world/sites/vehicle_test_environment.tscn" id="1_environment"]
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[ext_resource type="PackedScene" path="res://game/world/submarine/submarine_actor.tscn" id="2_submarine"]
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[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_camera_rig.tscn" id="3_camera"]
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[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_interior.tscn" id="4_cockpit"]
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[node name="VehicleTestWorld" type="Node3D"]
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[node name="Environment" parent="." instance=ExtResource("1_environment")]
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[node name="SubmarineActor" parent="." instance=ExtResource("2_submarine")]
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unique_name_in_owner = true
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position = Vector3(0, -12, 12)
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[node name="CockpitInterior" parent="SubmarineActor" instance=ExtResource("4_cockpit")]
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unique_name_in_owner = true
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[node name="CockpitCameraRig" parent="SubmarineActor" instance=ExtResource("3_camera")]
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unique_name_in_owner = true
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@@ -29,6 +29,12 @@ const SubmarineTelemetryAdapter = preload(
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const ReferenceBathymetryAcquisition = preload(
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"res://game/world/sonar/reference_bathymetry_acquisition.gd"
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)
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const DiveSiteDefinition = preload("res://game/domain/sites/dive_site_definition.gd")
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const DiveSite = preload("res://game/world/sites/dive_site.gd")
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const PlayableBoundsRule = preload("res://game/application/sites/playable_bounds_rule.gd")
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const PlayableBoundsStatus = preload(
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"res://game/application/sites/playable_bounds_status.gd"
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)
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const ProductionInputAdapter = preload(
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"res://game/infrastructure/input/production_input_adapter.gd"
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)
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@@ -51,9 +57,8 @@ const ConfirmationDialogScreen = preload(
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const RebindResult = preload("res://game/application/input/rebind_result.gd")
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const MAIN_MENU_SCENE = preload("res://game/presentation/main_menu/main_menu_screen.tscn")
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const VEHICLE_TEST_WORLD_SCENE_PATH := (
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"res://game/composition/vertical_slice/vehicle_test_world.tscn"
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)
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const DIVE_WORLD_SCENE_PATH := "res://game/composition/vertical_slice/dive_world.tscn"
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const DEFAULT_SITE_PATH := "res://content/sites/vehicle_test.tres"
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const COCKPIT_HUD_SCENE = preload("res://game/presentation/cockpit/cockpit_hud.tscn")
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const SONAR_DISPLAY_SCENE = preload(
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"res://game/presentation/sonar/sonar_display.tscn"
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@@ -87,6 +92,10 @@ var _sonar_service: SonarService
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var _sonar_display: SonarDisplay
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var _latest_update: DiveUpdate
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var _active_world: Node3D
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var _selected_site_path := DEFAULT_SITE_PATH
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var _dive_site: DiveSite
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var _bounds_rule: PlayableBoundsRule
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var _bounds_status: PlayableBoundsStatus
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var _active_screen: Control
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var _active_overlay: Control
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var _vehicle_command_sequence := 0
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@@ -105,7 +114,7 @@ func _ready() -> void:
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_show_main_menu()
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func _start_vehicle_test() -> void:
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func _start_dive() -> void:
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var rules = DiveRulesResolver.new().resolve(
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DiveDifficultyProfile.standard(),
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DiveUpgradeEffects.new(),
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@@ -117,12 +126,29 @@ func _start_vehicle_test() -> void:
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if not session.is_ready():
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return
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var world_scene := load(VEHICLE_TEST_WORLD_SCENE_PATH) as PackedScene
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var definition := load(_selected_site_path) as DiveSiteDefinition
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if definition == null:
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push_error("dive site definition %s cannot be loaded" % _selected_site_path)
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return
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var definition_error := definition.validation_error()
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if not definition_error.is_empty():
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push_error("dive site %s is invalid: %s" % [_selected_site_path, definition_error])
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return
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var world_scene := load(DIVE_WORLD_SCENE_PATH) as PackedScene
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if world_scene == null:
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return
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var world := world_scene.instantiate() as Node3D
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_replace_active_world(world)
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_dive_site = world.get_node("%DiveSite") as DiveSite
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var site_error := _dive_site.configure(definition)
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if not site_error.is_empty():
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push_error("dive site %s cannot be built: %s" % [_selected_site_path, site_error])
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_show_main_menu()
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return
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_actor = world.get_node("%SubmarineActor") as SubmarineActor
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_actor.global_transform = _dive_site.spawn_transform()
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_bounds_rule = PlayableBoundsRule.new(definition.playable_bounds_m)
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_bounds_status = _bounds_rule.evaluate(_actor.global_position)
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_camera_controller = world.get_node("%CockpitCameraRig") as CockpitCameraController
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_instrument_panel = world.get_node("%CockpitInterior") as CockpitInstrumentPanel
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_hud = COCKPIT_HUD_SCENE.instantiate() as CockpitHud
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@@ -154,6 +180,7 @@ func _start_vehicle_test() -> void:
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_runner.next_sequence()
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)
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_hud.present(_latest_update, initial_telemetry)
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_hud.present_bounds(_bounds_status)
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_instrument_panel.present(_latest_update, initial_telemetry)
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_camera_controller.present_telemetry(initial_telemetry)
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_input_adapter.set_gameplay_enabled(true)
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@@ -196,6 +223,8 @@ func _physics_process(delta: float) -> void:
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return_route
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)
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_hud.present(_latest_update, telemetry)
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_bounds_status = _bounds_rule.evaluate(_actor.global_position)
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_hud.present_bounds(_bounds_status)
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_instrument_panel.present(_latest_update, telemetry)
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_sonar_service.advance(delta)
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_present_sonar()
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@@ -243,6 +272,18 @@ func sonar_display() -> SonarDisplay:
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return _sonar_display
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func select_dive_site(definition_path: String) -> void:
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_selected_site_path = definition_path
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func dive_site() -> DiveSite:
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return _dive_site
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func latest_bounds_status() -> PlayableBoundsStatus:
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return _bounds_status
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func _finish_dive_motion() -> void:
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_dive_terminal = true
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_input_adapter.set_gameplay_enabled(false)
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@@ -444,6 +485,9 @@ func _show_main_menu() -> void:
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_pilot_use_case = null
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_telemetry_adapter = null
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_actor = null
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_dive_site = null
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_bounds_rule = null
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_bounds_status = null
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_camera_controller = null
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_instrument_panel = null
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_hud = null
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@@ -457,7 +501,7 @@ func _show_main_menu() -> void:
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_replace_active_world(null)
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var screen := MAIN_MENU_SCENE.instantiate() as MainMenuScreen
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_replace_active_screen(screen)
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screen.new_game_requested.connect(_start_vehicle_test)
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screen.new_game_requested.connect(_start_dive)
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screen.quit_requested.connect(_quit_game)
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@@ -5,9 +5,12 @@ const DiveUpdate = preload("res://game/domain/dive/dive_update.gd")
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const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
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const DiveTerminalReason = preload("res://game/domain/dive/dive_terminal_reason.gd")
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const VehicleTelemetry = preload("res://game/application/dive/vehicle_telemetry.gd")
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const PlayableBoundsStatus = preload("res://game/application/sites/playable_bounds_status.gd")
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@onready var _alert_panel: PanelContainer = %AlertPanel
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@onready var _alert_label: Label = %AlertLabel
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@onready var _bounds_panel: PanelContainer = %BoundsPanel
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@onready var _bounds_label: Label = %BoundsLabel
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@onready var _ejection_panel: PanelContainer = %EjectionPanel
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@onready var _ejection_label: Label = %EjectionLabel
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@onready var _terminal_panel: PanelContainer = %TerminalPanel
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@@ -29,6 +32,21 @@ func present(update: DiveUpdate, telemetry: VehicleTelemetry) -> void:
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]
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func present_bounds(status: PlayableBoundsStatus) -> void:
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if status == null or not status.requires_warning():
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_bounds_panel.visible = false
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return
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_bounds_panel.visible = true
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if status.state == PlayableBoundsStatus.State.OUTSIDE:
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_bounds_label.text = tr("HORS ZONE · FAITES DEMI-TOUR")
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else:
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_bounds_label.text = "%s · %d m" % [tr("LIMITE DE ZONE"), int(status.distance_to_edge_m)]
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func bounds_warning_visible() -> bool:
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return _bounds_panel.visible
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func alert_overlay_visible() -> bool:
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return _alert_panel.visible
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@@ -57,6 +57,27 @@ theme_override_font_sizes/font_size = 20
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text = "ALERTE · ATTENTION"
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horizontal_alignment = 1
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[node name="BoundsPanel" type="PanelContainer" parent="."]
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unique_name_in_owner = true
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visible = false
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layout_mode = 1
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anchors_preset = 10
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anchor_right = 1.0
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offset_left = 560.0
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offset_top = 88.0
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offset_right = -560.0
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offset_bottom = 136.0
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grow_horizontal = 2
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theme_override_styles/panel = SubResource("AlertStyle")
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[node name="BoundsLabel" type="Label" parent="BoundsPanel"]
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unique_name_in_owner = true
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layout_mode = 2
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theme_override_colors/font_color = Color(1, 0.82, 0.42, 1)
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theme_override_font_sizes/font_size = 18
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text = "LIMITE DE ZONE"
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horizontal_alignment = 1
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[node name="EjectionPanel" type="PanelContainer" parent="."]
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unique_name_in_owner = true
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visible = false
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@@ -1,153 +0,0 @@
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class_name VehicleTestEnvironment
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extends Node3D
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const TERRAIN_COLUMNS := 61
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const TERRAIN_ROWS := 69
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const TERRAIN_WIDTH_M := 180.0
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const TERRAIN_LENGTH_M := 200.0
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const TERRAIN_NEAR_Z := 28.0
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func _ready() -> void:
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_add_bathymetric_terrain()
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_place_calibration_target()
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_add_suspended_particles()
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func _add_suspended_particles() -> void:
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var particles := GPUParticles3D.new()
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particles.name = "SuspendedParticles"
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particles.position = Vector3(0.0, -34.0, -42.0)
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particles.amount = 360
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particles.lifetime = 14.0
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particles.preprocess = 14.0
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particles.visibility_aabb = AABB(
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Vector3(-50.0, -35.0, -78.0),
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Vector3(100.0, 70.0, 156.0)
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)
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var motion := ParticleProcessMaterial.new()
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motion.emission_shape = ParticleProcessMaterial.EMISSION_SHAPE_BOX
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motion.emission_box_extents = Vector3(45.0, 28.0, 70.0)
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motion.direction = Vector3(0.1, 0.04, 0.0)
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motion.spread = 180.0
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motion.initial_velocity_min = 0.02
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motion.initial_velocity_max = 0.09
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motion.gravity = Vector3.ZERO
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motion.scale_min = 0.025
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motion.scale_max = 0.08
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particles.process_material = motion
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var particle_mesh := SphereMesh.new()
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particle_mesh.radius = 0.035
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particle_mesh.height = 0.07
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particles.draw_pass_1 = particle_mesh
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add_child(particles)
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func _add_bathymetric_terrain() -> void:
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var surface := SurfaceTool.new()
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surface.begin(Mesh.PRIMITIVE_TRIANGLES)
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for row in range(TERRAIN_ROWS - 1):
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for column in range(TERRAIN_COLUMNS - 1):
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var top_left := _terrain_vertex(row, column)
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var top_right := _terrain_vertex(row, column + 1)
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var bottom_left := _terrain_vertex(row + 1, column)
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var bottom_right := _terrain_vertex(row + 1, column + 1)
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_add_terrain_triangle(surface, top_left, top_right, bottom_left)
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_add_terrain_triangle(surface, top_right, bottom_right, bottom_left)
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surface.generate_normals()
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var mesh := surface.commit()
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var body := StaticBody3D.new()
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body.name = "BathymetricTerrain"
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body.set_meta("sonar_material", 1)
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body.set_meta("sonar_reflectivity", 0.72)
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var mesh_instance := MeshInstance3D.new()
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mesh_instance.name = "Mesh"
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mesh_instance.mesh = mesh
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var material := StandardMaterial3D.new()
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material.albedo_color = Color(0.075, 0.19, 0.19)
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material.roughness = 0.92
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mesh_instance.material_override = material
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body.add_child(mesh_instance)
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var collision := CollisionShape3D.new()
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collision.name = "Collision"
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var height_map := HeightMapShape3D.new()
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height_map.map_width = TERRAIN_COLUMNS
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height_map.map_depth = TERRAIN_ROWS
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var height_data := PackedFloat32Array()
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height_data.resize(TERRAIN_COLUMNS * TERRAIN_ROWS)
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for row in TERRAIN_ROWS:
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for column in TERRAIN_COLUMNS:
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var vertex := _terrain_vertex(row, column)
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height_data[row * TERRAIN_COLUMNS + column] = vertex.y
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height_map.map_data = height_data
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collision.shape = height_map
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collision.position = Vector3(
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0.0,
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0.0,
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TERRAIN_NEAR_Z - TERRAIN_LENGTH_M * 0.5
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)
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collision.scale = Vector3(
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TERRAIN_WIDTH_M / float(TERRAIN_COLUMNS - 1),
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1.0,
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TERRAIN_LENGTH_M / float(TERRAIN_ROWS - 1)
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)
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body.add_child(collision)
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add_child(body)
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func _terrain_vertex(row: int, column: int) -> Vector3:
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var x := lerpf(
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-TERRAIN_WIDTH_M * 0.5,
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TERRAIN_WIDTH_M * 0.5,
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float(column) / float(TERRAIN_COLUMNS - 1)
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)
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var z := TERRAIN_NEAR_Z - (
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TERRAIN_LENGTH_M * float(row) / float(TERRAIN_ROWS - 1)
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)
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return Vector3(x, _terrain_height(x, z), z)
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func _terrain_height(x: float, z: float) -> float:
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var distance_ratio := clampf(
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(TERRAIN_NEAR_Z - z) / TERRAIN_LENGTH_M,
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0.0,
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1.0
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)
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var base := lerpf(-40.0, -78.0, distance_ratio)
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var left_ridge := 13.0 * exp(
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-(pow(x + 24.0, 2.0) / 210.0 + pow(z + 48.0, 2.0) / 980.0)
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)
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var right_ridge := 15.0 * exp(
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-(pow(x - 25.0, 2.0) / 250.0 + pow(z + 58.0, 2.0) / 1150.0)
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)
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var channel := -8.5 * exp(
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-(pow(x, 2.0) / 120.0 + pow(z + 66.0, 2.0) / 2500.0)
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)
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var rear_rise := 8.0 * exp(
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-(pow(x + 5.0, 2.0) / 900.0 + pow(z + 125.0, 2.0) / 620.0)
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)
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var undulation := 1.8 * sin(x * 0.075) * cos(z * 0.048)
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return base + left_ridge + right_ridge + channel + rear_rise + undulation
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func _add_terrain_triangle(
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surface: SurfaceTool,
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a: Vector3,
|
||||
b: Vector3,
|
||||
c: Vector3
|
||||
) -> void:
|
||||
surface.set_uv(Vector2(a.x, a.z) * 0.02)
|
||||
surface.add_vertex(a)
|
||||
surface.set_uv(Vector2(b.x, b.z) * 0.02)
|
||||
surface.add_vertex(b)
|
||||
surface.set_uv(Vector2(c.x, c.z) * 0.02)
|
||||
surface.add_vertex(c)
|
||||
|
||||
|
||||
func _place_calibration_target() -> void:
|
||||
var target := get_node_or_null("SonarCalibrationTarget") as Node3D
|
||||
if target != null:
|
||||
target.position.y = _terrain_height(target.position.x, target.position.z) + 2.5
|
||||
@@ -1,75 +0,0 @@
|
||||
[gd_scene load_steps=8 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://game/world/sites/vehicle_test_environment.gd" id="1_environment"]
|
||||
|
||||
[sub_resource type="Environment" id="EnvironmentUnderwater"]
|
||||
background_mode = 1
|
||||
background_color = Color(0.005, 0.045, 0.065, 1)
|
||||
ambient_light_source = 3
|
||||
ambient_light_color = Color(0.12, 0.32, 0.37, 1)
|
||||
ambient_light_energy = 0.42
|
||||
fog_enabled = true
|
||||
fog_light_color = Color(0.07, 0.25, 0.3, 1)
|
||||
fog_light_energy = 0.48
|
||||
fog_density = 0.014
|
||||
fog_height = -4.0
|
||||
fog_height_density = 0.025
|
||||
volumetric_fog_enabled = true
|
||||
volumetric_fog_density = 0.025
|
||||
volumetric_fog_length = 72.0
|
||||
|
||||
[sub_resource type="SphereMesh" id="BeaconMesh"]
|
||||
radius = 0.55
|
||||
height = 1.1
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="MetalTargetMaterial"]
|
||||
albedo_color = Color(0.24, 0.18, 0.08, 1)
|
||||
metallic = 0.88
|
||||
roughness = 0.27
|
||||
|
||||
[sub_resource type="BoxMesh" id="MetalTargetMesh"]
|
||||
size = Vector3(8, 5, 7)
|
||||
|
||||
[sub_resource type="BoxShape3D" id="MetalTargetShape"]
|
||||
size = Vector3(8, 5, 7)
|
||||
|
||||
[sub_resource type="StandardMaterial3D" id="BeaconMaterial"]
|
||||
shading_mode = 0
|
||||
albedo_color = Color(0.2, 0.78, 0.9, 1)
|
||||
emission_enabled = true
|
||||
emission = Color(0.2, 0.78, 0.9, 1)
|
||||
emission_energy_multiplier = 5.0
|
||||
|
||||
[node name="VehicleTestEnvironment" type="Node3D"]
|
||||
script = ExtResource("1_environment")
|
||||
|
||||
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
|
||||
environment = SubResource("EnvironmentUnderwater")
|
||||
|
||||
[node name="AmbientDirection" type="DirectionalLight3D" parent="."]
|
||||
rotation_degrees = Vector3(-52, -24, 0)
|
||||
light_color = Color(0.39, 0.65, 0.7, 1)
|
||||
light_energy = 0.38
|
||||
shadow_enabled = true
|
||||
|
||||
[node name="NavigationBeacon" type="MeshInstance3D" parent="."]
|
||||
position = Vector3(0, -15, -22)
|
||||
mesh = SubResource("BeaconMesh")
|
||||
material_override = SubResource("BeaconMaterial")
|
||||
|
||||
[node name="BeaconLight" type="OmniLight3D" parent="NavigationBeacon"]
|
||||
omni_range = 12.0
|
||||
light_color = Color(0.2, 0.78, 0.9, 1)
|
||||
light_energy = 4.0
|
||||
|
||||
[node name="SonarCalibrationTarget" type="StaticBody3D" parent="."]
|
||||
position = Vector3(0, -60, -58)
|
||||
metadata/sonar_material = 2
|
||||
metadata/sonar_reflectivity = 1.0
|
||||
|
||||
[node name="Mesh" type="MeshInstance3D" parent="SonarCalibrationTarget"]
|
||||
mesh = SubResource("MetalTargetMesh")
|
||||
material_override = SubResource("MetalTargetMaterial")
|
||||
|
||||
[node name="Collision" type="CollisionShape3D" parent="SonarCalibrationTarget"]
|
||||
shape = SubResource("MetalTargetShape")
|
||||
Reference in new issue
Block a user