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