Build validated industrial submarine cockpit

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chindit committed 2026-10-04 10:39:56 +02:00
1 parent dffe790926
commit fdebbafeae
19 files changed
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class_name CockpitPracticalLighting
extends Node3D
const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
const CockpitMaterialPalette = preload(
"res://game/presentation/cockpit/cockpit_material_palette.gd"
)
const CockpitMeshFactory = preload(
"res://game/presentation/cockpit/cockpit_mesh_factory.gd"
)
var _materials: CockpitMaterialPalette
var _warm_lights: Array[OmniLight3D] = []
var _emergency_light: OmniLight3D
func _init(materials: CockpitMaterialPalette) -> void:
_materials = materials
name = "PracticalLighting"
_add_caged_lamp(-0.76, -8.0)
_add_caged_lamp(0.76, 8.0)
_add_fill_light()
_add_emergency_light()
func present(alert_level: DiveAlertLevel.Value) -> void:
_emergency_light.visible = alert_level >= DiveAlertLevel.Value.CRITICAL
for light: OmniLight3D in _warm_lights:
light.light_energy = 0.22 if alert_level >= DiveAlertLevel.Value.CRITICAL else 0.48
func practical_light_count() -> int:
return _warm_lights.size()
func _add_caged_lamp(x: float, roll_degrees: float) -> void:
var root := Node3D.new()
root.name = "CagedLamp"
root.position = Vector3(x, 0.88, -1.16)
root.rotation_degrees.z = roll_degrees
add_child(root)
CockpitMeshFactory.add_box(
"LampHousing",
root,
Vector3(0.0, 0.0, -0.025),
Vector3(0.14, 0.11, 0.055),
_materials.dark_steel
)
CockpitMeshFactory.add_sphere(
"WarmBulb",
root,
Vector3(0.0, 0.0, 0.04),
0.038,
_materials.warm_glass
)
for x_offset: float in [-0.048, -0.024, 0.0, 0.024, 0.048]:
CockpitMeshFactory.add_box(
"LampGuard",
root,
Vector3(x_offset, 0.0, 0.095),
Vector3(0.007, 0.10, 0.007),
_materials.brushed_steel
)
for y_offset: float in [-0.04, 0.04]:
CockpitMeshFactory.add_box(
"LampGuardRail",
root,
Vector3(0.0, y_offset, 0.095),
Vector3(0.115, 0.007, 0.007),
_materials.brushed_steel
)
var light := OmniLight3D.new()
light.name = "WarmPracticalLight"
light.position = Vector3(0.0, -0.03, 0.16)
light.light_color = Color(1.0, 0.55, 0.26)
light.light_energy = 0.48
light.omni_range = 1.75
light.shadow_enabled = false
root.add_child(light)
_warm_lights.append(light)
func _add_fill_light() -> void:
var cool_fill := OmniLight3D.new()
cool_fill.name = "CoolRearFill"
cool_fill.position = Vector3(0.0, 0.42, 0.35)
cool_fill.light_color = Color(0.24, 0.46, 0.47)
cool_fill.light_energy = 0.36
cool_fill.omni_range = 3.0
cool_fill.shadow_enabled = false
add_child(cool_fill)
func _add_emergency_light() -> void:
_emergency_light = OmniLight3D.new()
_emergency_light.name = "EmergencyLight"
_emergency_light.position = Vector3(-0.58, 0.44, -0.83)
_emergency_light.light_color = Color(1.0, 0.04, 0.015)
_emergency_light.light_energy = 1.4
_emergency_light.omni_range = 2.4
_emergency_light.visible = false
add_child(_emergency_light)