Files
Ransom-s-wake/game/presentation/cockpit/cockpit_instrument_panel.gd
OlivierandClaude Opus 5.5 2c1ea50aba
Quality Gate / Quality Gate (pull_request) Successful in 7m6s
feat(cockpit): replace procedural cockpit with twelve scripted models
Instance twelve Blender-scripted glTF models in the cockpit scene and
rebuild the cabin around them: gauge panel, sonar, switch panel, alert
box, speaker, porthole, hull wall, caged lamps, gas bottle, handrails
and side consoles. Presentation only; no domain, application or world
rule changes beyond enabling glow in the test environment.

- Needles, alert lamps and sonar screen are driven by the existing
  snapshots; the alert box now carries SYS/ATTN/ALRM.
- Depth dial reads percent of certified depth.
- Sonar display restyled as a turquoise holographic relief with a
  shader grid and height scale; SubViewport matches the glass (960x604).
- Cabin lighting retuned: warm pooled lamp light, cool porthole rim,
  lamp shadows, dial backlight.
- Procedural stand-ins removed (bulkhead, tanks, consoles, levers,
  indicator columns, placeholder pipe run, dial face PNGs).
- Tests adapted where nodes disappeared; one assertion removed
  (pipe_segment_count) until the pipe kit is placed.
- Model .glb files are committed without LFS; textures Godot extracts
  next to them at import are ignored.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 21:46:46 +02:00

151 lines
4.6 KiB
GDScript

class_name CockpitInstrumentPanel
extends Node3D
const DiveUpdate = preload("res://game/domain/dive/dive_update.gd")
const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
const ReturnEstimate = preload("res://game/domain/dive/return_estimate.gd")
const VehicleTelemetry = preload("res://game/application/dive/vehicle_telemetry.gd")
const CockpitDetailing = preload(
"res://game/presentation/cockpit/cockpit_detailing.gd"
)
const COLOR_NORMAL := Color(0.45, 0.89, 0.90, 1.0)
const COLOR_ATTENTION := Color(1.0, 0.75, 0.20, 1.0)
const COLOR_CRITICAL := Color(1.0, 0.42, 0.31, 1.0)
## 1.0 shows the sonar picture as rendered; slightly above lets its brightest
## lines bloom without clipping the surface colours.
const SONAR_SCREEN_ENERGY := 1.25
@onready var _resources_label: Label3D = %ResourcesLabel
@onready var _navigation_label: Label3D = %NavigationLabel
@onready var _integrity_label: Label3D = %IntegrityLabel
@onready var _return_label: Label3D = %ReturnLabel
@onready var _status_label: Label3D = %StatusLabel
@onready var _sonar_screen: MeshInstance3D = %SonarScreen
@onready var _sonar_placeholder: Label3D = %SonarPlaceholder
@onready var _detailing: CockpitDetailing = %CockpitDetailing
var _sonar_texture: Texture2D
func present(update: DiveUpdate, telemetry: VehicleTelemetry) -> void:
if update == null or update.snapshot == null or telemetry == null:
return
var snapshot = update.snapshot
_resources_label.text = (
"BAT %.1f kWh · O₂ %.0f %%\n%.0f kW · %.1f L/min"
% [
snapshot.battery.remaining_kwh,
snapshot.oxygen.ratio * 100.0,
snapshot.battery.current_power_kw,
snapshot.oxygen.consumption_l_per_min,
]
)
_navigation_label.text = (
"PROF. %.1f / %.1f m\nVIT. %.2f m/s"
% [
snapshot.depth.current_m,
snapshot.depth.certified_m,
telemetry.world_linear_velocity_mps.length(),
]
)
_integrity_label.text = (
"COQUE %.0f %% · %.2f bar\nLIMITE %.2f bar"
% [
snapshot.hull.ratio * 100.0,
snapshot.hull.exterior_pressure_bar,
snapshot.hull.certified_pressure_bar,
]
)
_return_label.text = _return_text(snapshot.return_estimate)
_status_label.text = "SYSTÈMES · %s" % _alert_text(snapshot.alerts.maximum)
_resources_label.modulate = _alert_color(
maxi(snapshot.alerts.battery, snapshot.alerts.oxygen)
)
_integrity_label.modulate = _alert_color(
maxi(snapshot.alerts.hull, snapshot.alerts.depth)
)
_status_label.modulate = _alert_color(snapshot.alerts.maximum)
_detailing.present(update, telemetry)
func resources_text() -> String:
return _resources_label.text
func navigation_text() -> String:
return _navigation_label.text
func integrity_text() -> String:
return _integrity_label.text
func return_text() -> String:
return _return_label.text
func attach_sonar_texture(texture: Texture2D) -> void:
_sonar_texture = texture
# The glass shows the picture by emission only: black albedo, no specular,
# so cabin lights add nothing to it, and the energy can lift the brightest
# lines just above 1.0 for the environment glow to pick up.
var material := StandardMaterial3D.new()
material.albedo_color = Color.BLACK
material.metallic_specular = 0.0
material.roughness = 1.0
material.emission_enabled = true
material.emission = Color.WHITE
material.emission_operator = BaseMaterial3D.EMISSION_OP_MULTIPLY
material.emission_texture = texture
material.emission_energy_multiplier = SONAR_SCREEN_ENERGY
_sonar_screen.material_override = material
_sonar_placeholder.visible = false
func sonar_texture() -> Texture2D:
return _sonar_texture
func detailing() -> CockpitDetailing:
return _detailing
func _return_text(estimate: ReturnEstimate) -> String:
match estimate.status:
ReturnEstimate.Status.SAFE:
return "RETOUR %.1f kWh · MARGE %.1f kWh" % [
estimate.required_kwh,
estimate.margin_kwh,
]
ReturnEstimate.Status.TIGHT:
return "RETOUR SERRÉ · MARGE %.1f kWh" % estimate.margin_kwh
ReturnEstimate.Status.INSUFFICIENT:
return "RETOUR INSUFFISANT · MANQUE %.1f kWh" % absf(
estimate.margin_kwh
)
return "RETOUR · INCONNU"
func _alert_text(level: DiveAlertLevel.Value) -> String:
match level:
DiveAlertLevel.Value.NORMAL:
return "NORMAL"
DiveAlertLevel.Value.ATTENTION:
return "ATTENTION"
DiveAlertLevel.Value.RETURN:
return "RETOUR"
DiveAlertLevel.Value.CRITICAL:
return "CRITIQUE"
DiveAlertLevel.Value.FAILURE:
return "DÉFAILLANCE"
return "INCONNU"
func _alert_color(level: DiveAlertLevel.Value) -> Color:
if level >= DiveAlertLevel.Value.CRITICAL:
return COLOR_CRITICAL
if level >= DiveAlertLevel.Value.ATTENTION:
return COLOR_ATTENTION
return COLOR_NORMAL