Quality Gate / Quality Gate (pull_request) Successful in 7m6s
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>
63 lines
2.0 KiB
GDScript
63 lines
2.0 KiB
GDScript
class_name CockpitAlertBox
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extends Node3D
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## Drives the three lamps of the imported alert box model. Exactly one lamp is
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## lit for the alert level carried by the dive snapshot; the lamps are also
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## distinguished by position and by their engraved ALERTE / ATTENTION / DANGER
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## plates, so the reading does not depend on colour alone.
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const DiveAlertLevel = preload("res://game/domain/dive/dive_alert_level.gd")
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const CockpitMeshFactory = preload("res://game/presentation/cockpit/cockpit_mesh_factory.gd")
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const LAMP_NAMES: Array[String] = ["Lamp_Alerte", "Lamp_Attention", "Lamp_Danger"]
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const LIT_ENERGY := 4.0
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const UNLIT_ENERGY := 0.0
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var _lamp_materials: Array[BaseMaterial3D] = []
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func _ready() -> void:
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for lamp_name: String in LAMP_NAMES:
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var lamp := find_child(lamp_name, true, false) as MeshInstance3D
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var material := CockpitMeshFactory.own_surface_material(lamp)
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if material == null:
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push_error("Alert box model has no usable %s lamp" % lamp_name)
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continue
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material.emission_energy_multiplier = UNLIT_ENERGY
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_lamp_materials.append(material)
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func present(alert_level: DiveAlertLevel.Value) -> void:
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var active_index := _lamp_index_for(alert_level)
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for lamp_index in _lamp_materials.size():
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_lamp_materials[lamp_index].emission_energy_multiplier = (
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LIT_ENERGY if lamp_index == active_index else UNLIT_ENERGY
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)
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func indicator_count() -> int:
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return _lamp_materials.size()
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func active_indicator_count() -> int:
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var count := 0
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for material: BaseMaterial3D in _lamp_materials:
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if material.emission_energy_multiplier > UNLIT_ENERGY:
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count += 1
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return count
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func active_indicator_name() -> String:
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for lamp_index in _lamp_materials.size():
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if _lamp_materials[lamp_index].emission_energy_multiplier > UNLIT_ENERGY:
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return LAMP_NAMES[lamp_index]
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return ""
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func _lamp_index_for(alert_level: DiveAlertLevel.Value) -> int:
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if alert_level >= DiveAlertLevel.Value.CRITICAL:
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return 2
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if alert_level >= DiveAlertLevel.Value.ATTENTION:
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return 1
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return 0
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