Add production bathymetric sonar slice

This commit is contained in:
chindit committed 2026-10-02 15:52:11 +02:00
1 parent a18e82eb44
commit 7613daee84
28 files changed
+1825 -87

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@@ -18,6 +18,7 @@ const VehicleCollisionSample = preload(
"res://game/application/vehicle/vehicle_collision_sample.gd"
)
const PilotUseCase = preload("res://game/application/vehicle/pilot_use_case.gd")
const SonarService = preload("res://game/application/sonar/sonar_service.gd")
const SubmarineActor = preload("res://game/world/submarine/submarine_actor.gd")
const SubmarineMotionAdapter = preload(
"res://game/world/submarine/submarine_motion_adapter.gd"
@@ -25,6 +26,9 @@ const SubmarineMotionAdapter = preload(
const SubmarineTelemetryAdapter = preload(
"res://game/world/submarine/submarine_telemetry_adapter.gd"
)
const ReferenceBathymetryAcquisition = preload(
"res://game/world/sonar/reference_bathymetry_acquisition.gd"
)
const ProductionInputAdapter = preload(
"res://game/infrastructure/input/production_input_adapter.gd"
)
@@ -35,6 +39,7 @@ const CockpitInstrumentPanel = preload(
"res://game/presentation/cockpit/cockpit_instrument_panel.gd"
)
const CockpitHud = preload("res://game/presentation/cockpit/cockpit_hud.gd")
const SonarDisplay = preload("res://game/presentation/sonar/sonar_display.gd")
const MainMenuScreen = preload("res://game/presentation/main_menu/main_menu_screen.gd")
const PauseMenu = preload("res://game/presentation/pause/pause_menu.gd")
const ControlsSettingsScreen = preload(
@@ -50,6 +55,9 @@ const VEHICLE_TEST_WORLD_SCENE_PATH := (
"res://game/composition/vertical_slice/vehicle_test_world.tscn"
)
const COCKPIT_HUD_SCENE = preload("res://game/presentation/cockpit/cockpit_hud.tscn")
const SONAR_DISPLAY_SCENE = preload(
"res://game/presentation/sonar/sonar_display.tscn"
)
const PAUSE_MENU_SCENE = preload("res://game/presentation/pause/pause_menu.tscn")
const CONTROLS_SETTINGS_SCENE = preload(
"res://game/presentation/settings/controls_settings_screen.tscn"
@@ -75,6 +83,8 @@ var _actor: SubmarineActor
var _camera_controller: CockpitCameraController
var _instrument_panel: CockpitInstrumentPanel
var _hud: CockpitHud
var _sonar_service: SonarService
var _sonar_display: SonarDisplay
var _latest_update: DiveUpdate
var _active_world: Node3D
var _active_screen: Control
@@ -90,6 +100,8 @@ var _dive_terminal := false
func _ready() -> void:
_input_adapter.pause_requested.connect(_on_pause_requested)
_input_adapter.rebind_result_available.connect(_on_rebind_result_available)
_input_adapter.sonar_scan_requested.connect(_on_sonar_scan_requested)
_input_adapter.sonar_view_toggle_requested.connect(_on_sonar_view_toggle_requested)
_show_main_menu()
@@ -115,10 +127,18 @@ func _start_vehicle_test() -> void:
_instrument_panel = world.get_node("%CockpitInterior") as CockpitInstrumentPanel
_hud = COCKPIT_HUD_SCENE.instantiate() as CockpitHud
_replace_active_screen(_hud)
_sonar_display = SONAR_DISPLAY_SCENE.instantiate() as SonarDisplay
_hud.add_child(_sonar_display)
_instrument_panel.attach_sonar_texture(_sonar_display.sonar_texture())
var motion_adapter := SubmarineMotionAdapter.new(_actor)
_pilot_use_case = PilotUseCase.new(motion_adapter)
_telemetry_adapter = SubmarineTelemetryAdapter.new(_actor)
var sonar_acquisition := ReferenceBathymetryAcquisition.new(
_actor.get_world_3d(),
_actor
)
_sonar_service = SonarService.new(sonar_acquisition, DIVE_SESSION_ID)
_runner = DiveTickRunner.new(session)
_latest_update = _runner.initial_update()
_vehicle_command_sequence = 0
@@ -177,6 +197,8 @@ func _physics_process(delta: float) -> void:
)
_hud.present(_latest_update, telemetry)
_instrument_panel.present(_latest_update, telemetry)
_sonar_service.advance(delta)
_present_sonar()
if _latest_update.snapshot.is_terminal():
_finish_dive_motion()
@@ -213,6 +235,14 @@ func active_overlay() -> Control:
return _active_overlay
func sonar_service() -> SonarService:
return _sonar_service
func sonar_display() -> SonarDisplay:
return _sonar_display
func _finish_dive_motion() -> void:
_dive_terminal = true
_input_adapter.set_gameplay_enabled(false)
@@ -242,6 +272,41 @@ func _on_collision_sampled(sample: VehicleCollisionSample) -> void:
_pending_collision_samples.append(sample)
func _on_sonar_scan_requested() -> void:
if _sonar_service == null or _actor == null or _dive_terminal:
return
var result = _sonar_service.request_scan(_sonar_sensor_transform())
if result.accepted:
_present_sonar()
func _on_sonar_view_toggle_requested() -> void:
if _sonar_display != null and not _dive_terminal:
_sonar_display.toggle_expanded()
func _present_sonar() -> void:
if _sonar_service == null or _sonar_display == null:
return
_sonar_display.present(
_sonar_service.current_scan(),
_sonar_service.previous_scan(),
_sonar_service.visible_row_count(),
_sonar_service.previous_scan_opacity()
)
func _sonar_sensor_transform() -> Transform3D:
var world_basis := _actor.global_basis
var contract_basis := Basis(
world_basis.x,
world_basis.y,
-world_basis.z
)
var sensor_origin := _actor.global_transform * Vector3(0.0, -0.75, -2.2)
return Transform3D(contract_basis, sensor_origin)
func _on_pause_requested() -> void:
if _runner == null:
return
@@ -382,6 +447,8 @@ func _show_main_menu() -> void:
_camera_controller = null
_instrument_panel = null
_hud = null
_sonar_service = null
_sonar_display = null
_latest_update = null
_pending_collision_samples.clear()
_dive_terminal = false