Implement production vertical slice foundation

This commit is contained in:
chindit committed 2026-10-02 15:27:48 +02:00
1 parent 9d4a89f355
commit a18e82eb44
104 files changed
+10595 -268

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@@ -0,0 +1,20 @@
class_name DiagnosticTelemetrySource
extends RefCounted
const VehicleTelemetry = preload("res://game/application/dive/vehicle_telemetry.gd")
func sample(session_id: StringName, sequence: int) -> VehicleTelemetry:
return VehicleTelemetry.new(
session_id,
sequence,
Vector3(0.0, -24.0, 0.0),
Quaternion.IDENTITY,
Vector3(0.0, 0.0, -1.5),
Vector3.ZERO,
24.0,
0.25,
0.0,
0.0,
false
)
@@ -0,0 +1,20 @@
[gd_scene load_steps=5 format=3]
[ext_resource type="PackedScene" path="res://game/world/sites/vehicle_test_environment.tscn" id="1_environment"]
[ext_resource type="PackedScene" path="res://game/world/submarine/submarine_actor.tscn" id="2_submarine"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_camera_rig.tscn" id="3_camera"]
[ext_resource type="PackedScene" path="res://game/presentation/cockpit/cockpit_interior.tscn" id="4_cockpit"]
[node name="VehicleTestWorld" type="Node3D"]
[node name="Environment" parent="." instance=ExtResource("1_environment")]
[node name="SubmarineActor" parent="." instance=ExtResource("2_submarine")]
unique_name_in_owner = true
position = Vector3(0, -12, 12)
[node name="CockpitInterior" parent="SubmarineActor" instance=ExtResource("4_cockpit")]
unique_name_in_owner = true
[node name="CockpitCameraRig" parent="SubmarineActor" instance=ExtResource("3_camera")]
unique_name_in_owner = true
@@ -0,0 +1,426 @@
class_name VerticalSliceRoot
extends Node
const DiveDifficultyProfile = preload("res://game/domain/rules/dive_difficulty_profile.gd")
const DiveUpgradeEffects = preload("res://game/domain/rules/dive_upgrade_effects.gd")
const DiveAccessibilityAdjustments = preload(
"res://game/domain/rules/dive_accessibility_adjustments.gd"
)
const DiveRulesResolver = preload("res://game/domain/rules/dive_rules_resolver.gd")
const DiveSession = preload("res://game/domain/dive/dive_session.gd")
const DiveTickRunner = preload("res://game/application/dive/dive_tick_runner.gd")
const DiveUpdate = preload("res://game/domain/dive/dive_update.gd")
const CollisionObservation = preload("res://game/domain/dive/collision_observation.gd")
const EjectionIntent = preload("res://game/domain/dive/ejection_intent.gd")
const ReturnRouteSample = preload("res://game/domain/dive/return_route_sample.gd")
const VehicleCommand = preload("res://game/application/vehicle/vehicle_command.gd")
const VehicleCollisionSample = preload(
"res://game/application/vehicle/vehicle_collision_sample.gd"
)
const PilotUseCase = preload("res://game/application/vehicle/pilot_use_case.gd")
const SubmarineActor = preload("res://game/world/submarine/submarine_actor.gd")
const SubmarineMotionAdapter = preload(
"res://game/world/submarine/submarine_motion_adapter.gd"
)
const SubmarineTelemetryAdapter = preload(
"res://game/world/submarine/submarine_telemetry_adapter.gd"
)
const ProductionInputAdapter = preload(
"res://game/infrastructure/input/production_input_adapter.gd"
)
const CockpitCameraController = preload(
"res://game/presentation/cockpit/cockpit_camera_controller.gd"
)
const CockpitInstrumentPanel = preload(
"res://game/presentation/cockpit/cockpit_instrument_panel.gd"
)
const CockpitHud = preload("res://game/presentation/cockpit/cockpit_hud.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(
"res://game/presentation/settings/controls_settings_screen.gd"
)
const ConfirmationDialogScreen = preload(
"res://game/presentation/confirmation/confirmation_dialog.gd"
)
const RebindResult = preload("res://game/application/input/rebind_result.gd")
const MAIN_MENU_SCENE = preload("res://game/presentation/main_menu/main_menu_screen.tscn")
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 PAUSE_MENU_SCENE = preload("res://game/presentation/pause/pause_menu.tscn")
const CONTROLS_SETTINGS_SCENE = preload(
"res://game/presentation/settings/controls_settings_screen.tscn"
)
const CONFIRMATION_SCENE = preload(
"res://game/presentation/confirmation/confirmation_dialog.tscn"
)
const DIVE_SESSION_ID := &"vertical_slice_vehicle_test"
const CONFIRM_ABANDON := &"abandon_dive"
const CONFIRM_MAIN_MENU := &"return_main_menu"
const CONFIRM_QUIT := &"quit_game"
@onready var _world_content: Node3D = %WorldContent
@onready var _content: Control = %Content
@onready var _overlay_content: Control = %OverlayContent
@onready var _input_adapter: ProductionInputAdapter = %ProductionInputAdapter
var _runner: DiveTickRunner
var _pilot_use_case: PilotUseCase
var _telemetry_adapter: SubmarineTelemetryAdapter
var _actor: SubmarineActor
var _camera_controller: CockpitCameraController
var _instrument_panel: CockpitInstrumentPanel
var _hud: CockpitHud
var _latest_update: DiveUpdate
var _active_world: Node3D
var _active_screen: Control
var _active_overlay: Control
var _vehicle_command_sequence := 0
var _pending_collision_samples: Array[VehicleCollisionSample] = []
var _dive_start_position := Vector3.ZERO
var _dive_start_depth_m := 0.0
var _confirmed_ejection_pending := false
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)
_show_main_menu()
func _start_vehicle_test() -> void:
var rules = DiveRulesResolver.new().resolve(
DiveDifficultyProfile.standard(),
DiveUpgradeEffects.new(),
DiveAccessibilityAdjustments.new()
)
if rules == null:
return
var session := DiveSession.new(DIVE_SESSION_ID, rules)
if not session.is_ready():
return
var world_scene := load(VEHICLE_TEST_WORLD_SCENE_PATH) as PackedScene
if world_scene == null:
return
var world := world_scene.instantiate() as Node3D
_replace_active_world(world)
_actor = world.get_node("%SubmarineActor") as SubmarineActor
_camera_controller = world.get_node("%CockpitCameraRig") as CockpitCameraController
_instrument_panel = world.get_node("%CockpitInterior") as CockpitInstrumentPanel
_hud = COCKPIT_HUD_SCENE.instantiate() as CockpitHud
_replace_active_screen(_hud)
var motion_adapter := SubmarineMotionAdapter.new(_actor)
_pilot_use_case = PilotUseCase.new(motion_adapter)
_telemetry_adapter = SubmarineTelemetryAdapter.new(_actor)
_runner = DiveTickRunner.new(session)
_latest_update = _runner.initial_update()
_vehicle_command_sequence = 0
_pending_collision_samples.clear()
_confirmed_ejection_pending = false
_dive_terminal = false
_dive_start_position = _actor.global_position
_dive_start_depth_m = _actor.current_depth_m()
_actor.collision_sampled.connect(_on_collision_sampled)
var initial_telemetry = _telemetry_adapter.sample(
DIVE_SESSION_ID,
_runner.next_sequence()
)
_hud.present(_latest_update, initial_telemetry)
_instrument_panel.present(_latest_update, initial_telemetry)
_camera_controller.present_telemetry(initial_telemetry)
_input_adapter.set_gameplay_enabled(true)
set_physics_process(true)
func _physics_process(delta: float) -> void:
if _runner == null or _actor == null or _dive_terminal:
return
var command: VehicleCommand = _input_adapter.sample_vehicle_command(
_vehicle_command_sequence
)
if _latest_update.snapshot.battery.remaining_kwh <= 0.0:
command = VehicleCommand.neutral(_vehicle_command_sequence)
var pilot_result = _pilot_use_case.execute(command)
if pilot_result.accepted:
_vehicle_command_sequence += 1
_camera_controller.apply_look(_input_adapter.take_camera_look_command())
var telemetry = _telemetry_adapter.sample(DIVE_SESSION_ID, _runner.next_sequence())
_camera_controller.present_telemetry(telemetry)
var collisions := _consume_collision_observations(_runner.next_sequence())
var ejection := EjectionIntent.new(
_input_adapter.ejection_active(),
_confirmed_ejection_pending
)
_confirmed_ejection_pending = false
var return_route := ReturnRouteSample.new(
true,
_actor.global_position.distance_to(_dive_start_position),
maxf(_actor.current_depth_m() - _dive_start_depth_m, 0.0)
)
_latest_update = _runner.advance(
telemetry,
delta,
collisions,
[],
ejection,
return_route
)
_hud.present(_latest_update, telemetry)
_instrument_panel.present(_latest_update, telemetry)
if _latest_update.snapshot.is_terminal():
_finish_dive_motion()
func latest_update() -> DiveUpdate:
return _latest_update
func active_screen() -> Control:
return _active_screen
func active_world() -> Node3D:
return _active_world
func submarine_actor() -> SubmarineActor:
return _actor
func camera_controller() -> CockpitCameraController:
return _camera_controller
func cockpit_instrument_panel() -> CockpitInstrumentPanel:
return _instrument_panel
func input_adapter() -> ProductionInputAdapter:
return _input_adapter
func active_overlay() -> Control:
return _active_overlay
func _finish_dive_motion() -> void:
_dive_terminal = true
_input_adapter.set_gameplay_enabled(false)
var neutral: VehicleCommand = VehicleCommand.neutral(_vehicle_command_sequence)
if _pilot_use_case.execute(neutral).accepted:
_vehicle_command_sequence += 1
func _consume_collision_observations(
tick_sequence: int
) -> Array[CollisionObservation]:
var observations: Array[CollisionObservation] = []
for sample: VehicleCollisionSample in _pending_collision_samples:
observations.append(
CollisionObservation.new(
sample.sample_id,
sample.sequence,
tick_sequence,
sample.normal_impact_speed_mps
)
)
_pending_collision_samples.clear()
return observations
func _on_collision_sampled(sample: VehicleCollisionSample) -> void:
_pending_collision_samples.append(sample)
func _on_pause_requested() -> void:
if _runner == null:
return
if not get_tree().paused:
_open_pause_menu()
elif _active_overlay is ConfirmationDialogScreen:
_show_pause_menu_overlay()
elif _active_overlay is ControlsSettingsScreen:
_show_pause_menu_overlay()
else:
_resume_dive()
func _open_pause_menu() -> void:
get_tree().paused = true
_input_adapter.set_gameplay_enabled(false)
_show_pause_menu_overlay()
func _show_pause_menu_overlay() -> void:
var menu := PAUSE_MENU_SCENE.instantiate() as PauseMenu
_replace_overlay(menu)
menu.resume_requested.connect(_resume_dive)
menu.controls_requested.connect(_show_controls_overlay)
menu.abandon_requested.connect(_confirm_abandon)
menu.main_menu_requested.connect(_confirm_main_menu)
menu.quit_requested.connect(_confirm_quit)
func _resume_dive() -> void:
_replace_overlay(null)
get_tree().paused = false
_input_adapter.set_gameplay_enabled(not _dive_terminal)
func _show_controls_overlay() -> void:
var screen := CONTROLS_SETTINGS_SCENE.instantiate() as ControlsSettingsScreen
_replace_overlay(screen)
screen.present_bindings(_input_adapter.binding_snapshots())
screen.rebind_requested.connect(_on_rebind_requested)
screen.restore_defaults_requested.connect(_on_restore_defaults_requested)
screen.conflict_resolution_requested.connect(_on_conflict_resolution_requested)
screen.back_requested.connect(_show_pause_menu_overlay)
func _on_rebind_requested(action_id: StringName) -> void:
var result: RebindResult = _input_adapter.begin_rebind(action_id)
var screen := _active_overlay as ControlsSettingsScreen
if screen != null:
screen.present_rebind_result(result)
screen.show_waiting_for_key()
func _on_rebind_result_available(result: RebindResult) -> void:
var screen := _active_overlay as ControlsSettingsScreen
if screen == null:
return
screen.present_rebind_result(result)
if result.accepted:
screen.present_bindings(_input_adapter.binding_snapshots())
func _on_conflict_resolution_requested(swap_bindings: bool) -> void:
var result: RebindResult = _input_adapter.resolve_pending_conflict(swap_bindings)
var screen := _active_overlay as ControlsSettingsScreen
if screen != null:
screen.present_rebind_result(result)
screen.present_bindings(_input_adapter.binding_snapshots())
func _on_restore_defaults_requested() -> void:
_input_adapter.restore_default_bindings()
var screen := _active_overlay as ControlsSettingsScreen
if screen != null:
screen.present_bindings(_input_adapter.binding_snapshots())
func _confirm_abandon() -> void:
_show_confirmation(
CONFIRM_ABANDON,
"Abandonner la plongée ?",
"Vous serez éjecté puis évacué. Le sous-marin et sa cargaison non sécurisée resteront au fond. Une franchise sera appliquée.",
"S'ÉJECTER ET ABANDONNER"
)
func _confirm_main_menu() -> void:
_show_confirmation(
CONFIRM_MAIN_MENU,
"Retourner au menu principal ?",
"La plongée actuelle sera interrompue et aucune progression sous-marine ne sera sauvegardée.",
"RETOURNER AU MENU"
)
func _confirm_quit() -> void:
_show_confirmation(
CONFIRM_QUIT,
"Quitter le jeu ?",
"La plongée actuelle sera interrompue.",
"QUITTER LE JEU"
)
func _show_confirmation(
action_id: StringName,
title: String,
message: String,
confirm_label: String
) -> void:
var dialog := CONFIRMATION_SCENE.instantiate() as ConfirmationDialogScreen
_replace_overlay(dialog)
dialog.configure(action_id, title, message, confirm_label)
dialog.cancelled.connect(_show_pause_menu_overlay)
dialog.confirmed.connect(_on_confirmation_accepted)
func _on_confirmation_accepted(action_id: StringName) -> void:
match action_id:
CONFIRM_ABANDON:
_confirmed_ejection_pending = true
_replace_overlay(null)
get_tree().paused = false
_input_adapter.set_gameplay_enabled(true)
CONFIRM_MAIN_MENU:
_show_main_menu()
CONFIRM_QUIT:
_quit_game()
func _show_main_menu() -> void:
get_tree().paused = false
_input_adapter.set_gameplay_enabled(false)
_runner = null
_pilot_use_case = null
_telemetry_adapter = null
_actor = null
_camera_controller = null
_instrument_panel = null
_hud = null
_latest_update = null
_pending_collision_samples.clear()
_dive_terminal = false
set_physics_process(false)
_replace_overlay(null)
_replace_active_world(null)
var screen := MAIN_MENU_SCENE.instantiate() as MainMenuScreen
_replace_active_screen(screen)
screen.new_game_requested.connect(_start_vehicle_test)
screen.quit_requested.connect(_quit_game)
func _replace_active_world(next_world: Node3D) -> void:
if _active_world != null:
_world_content.remove_child(_active_world)
_active_world.queue_free()
_active_world = next_world
if _active_world != null:
_world_content.add_child(_active_world)
func _replace_active_screen(next_screen: Control) -> void:
if _active_screen != null:
_content.remove_child(_active_screen)
_active_screen.queue_free()
_active_screen = next_screen
if _active_screen != null:
_content.add_child(_active_screen)
func _replace_overlay(next_overlay: Control) -> void:
if _active_overlay != null:
_overlay_content.remove_child(_active_overlay)
_active_overlay.queue_free()
_active_overlay = next_overlay
if _active_overlay != null:
_overlay_content.add_child(_active_overlay)
func _quit_game() -> void:
get_tree().paused = false
get_tree().quit()
@@ -0,0 +1,35 @@
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://game/composition/vertical_slice/vertical_slice_root.gd" id="1_root"]
[ext_resource type="Script" path="res://game/infrastructure/input/production_input_adapter.gd" id="2_input"]
[node name="VerticalSliceRoot" type="Node"]
script = ExtResource("1_root")
[node name="WorldContent" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="Content" type="Control" parent="."]
unique_name_in_owner = true
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="OverlayContent" type="Control" parent="."]
unique_name_in_owner = true
process_mode = 3
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
mouse_filter = 2
[node name="ProductionInputAdapter" type="Node" parent="."]
unique_name_in_owner = true
process_mode = 3
script = ExtResource("2_input")