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Brachistochrone/addons/Assets/enviroment assets/grok-alec/fleet_godot47/naf_resolute.gd
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2026-10-04 19:37:48 -04:00

358 lines
13 KiB
GDScript

extends Node3D
## NAF Resolute CVT-07 — analog 0..1 clip driver.
## Keep node names stable: LandingGear, Radiators, hatch_airlock_outer, HelmCamera, PlayerSpawn.
##
## Effects are inspector toggles, not clips.
## Particle look is PARTICLE_FX.md. Drive and RCS are crossed additive ribbons, not sprays.
## drive_on plus throttle runs the plume. Radiator panels stay grey metal unless the burn is hard and has been hard for a while.
## rcs_direction fires only the bells that push that way. Off fires nothing.
## pdc_fire is a stream of short tracer bolts, not one beam. chaff_fire dumps the dispensers.
## Torpedo bodies are not particles. Use the torpedo door clip, then fly a real round later.
## Sockets: Vfx_DrivePlume, *_Vfx, PDT_*_Muzzle, Vfx_Chaff.
const Fx = preload("res://naf_fx.gd")
@export_range(0.0, 1.0) var gear_deploy := 1.0 : set = set_gear_deploy
@export_range(0.0, 1.0) var radiators_deploy := 1.0 : set = set_radiators_deploy
@export_range(0.0, 1.0) var hatch_airlock_open := 0.0 : set = set_hatch_airlock_open
@export_range(0.0, 1.0) var hatch_dock_open := 0.0 : set = set_hatch_dock_open
@export_range(0.0, 1.0) var hatch_cargo_open := 0.0 : set = set_hatch_cargo_open
@export_range(0.0, 1.0) var hatch_deck_open := 0.0 : set = set_hatch_deck_open
@export_range(0.0, 1.0) var torpedo_doors_open := 0.0 : set = set_torpedo_doors_open
@export_range(0.0, 1.0) var throttle := 0.0
@export var drive_on := false
@export_enum("Off", "Nose", "Tail", "Starboard", "Port", "Dorsal", "Ventral") var rcs_direction := 0
@export var pdc_fire := false
@export var chaff_fire := false
## Cabin practicals. Off is the normal warm watch. On drops the hab to dim red battle lighting.
@export var battle_lights := false : set = set_battle_lights
## Torch vector. Positive pitch swings the bell ventral and the nose down. Positive yaw swings the bell to starboard and the nose to port. No roll. Limit ±14°.
@export_range(-0.244, 0.244, 0.001) var gimbal_pitch := 0.0 : set = set_gimbal_pitch
@export_range(-0.244, 0.244, 0.001) var gimbal_yaw := 0.0 : set = set_gimbal_yaw
var _heat := 0.0
var _spool := 0.0
var _time := 0.0
var _rad_mats: Array[StandardMaterial3D] = []
var _drive_mats: Array[StandardMaterial3D] = []
var _drive_socket: Node3D
var _drive_core: Node3D
var _drive_sheath: Node3D
var _drive_light: SpotLight3D
var _rcs: Array[Node3D] = []
var _muzzles: Array[Node3D] = []
var _tracers: Array[Dictionary] = []
var _tracer_pool: Array[MeshInstance3D] = []
var _tracer_mesh: ArrayMesh
var _tracer_mat: StandardMaterial3D
var _chaff: Array[GPUParticles3D] = []
var _gimbal_rest: Basis
var _gimbal_ready := false
var _cabin_ready := false
var _cabin_lights: Array[Light3D] = []
var _cabin_rest: Array[Dictionary] = []
var _cabin_mats: Array[Dictionary] = []
const _RCS_THRUST := [
Vector3.ZERO,
Vector3(0, 1, 0),
Vector3(0, -1, 0),
Vector3(1, 0, 0),
Vector3(-1, 0, 0),
Vector3(0, 0, 1),
Vector3(0, 0, -1),
]
func _ready() -> void:
_seek("gear_deploy", gear_deploy)
_seek("radiators_deploy", radiators_deploy)
_collect_glow()
_arm_fx()
var pivot := find_child("gimbal_pivot", true, false) as Node3D
if pivot:
_gimbal_rest = pivot.transform.basis
_gimbal_ready = true
_apply_gimbal()
_collect_cabin()
set_physics_process(true)
func set_gimbal_pitch(v: float) -> void:
gimbal_pitch = clampf(v, -0.244, 0.244)
if _gimbal_ready:
_apply_gimbal()
func set_gimbal_yaw(v: float) -> void:
gimbal_yaw = clampf(v, -0.244, 0.244)
if _gimbal_ready:
_apply_gimbal()
func _apply_gimbal() -> void:
var pivot := find_child("gimbal_pivot", true, false) as Node3D
if pivot == null:
return
var spin := Basis(Vector3.UP, gimbal_yaw) * Basis(Vector3.RIGHT, -gimbal_pitch)
pivot.transform.basis = _gimbal_rest * spin
func _physics_process(delta: float) -> void:
_time += delta
var power := throttle if drive_on else 0.0
var open := 0.0 if radiators_deploy < 0.15 else clampf((radiators_deploy - 0.15) / 0.7, 0.0, 1.0)
var hard := 0.0 if power < 0.72 else (power - 0.72) / 0.28
var target := hard * open
var tau := 18.0 if target > _heat else 22.0
_heat = lerpf(_heat, target, 1.0 - exp(-delta / tau))
var glow := 0.0 if _heat < 0.55 else pow((_heat - 0.55) / 0.45, 1.7)
var hot := Color(1.0, 0.35, 0.08)
for mat in _rad_mats:
mat.emission_enabled = glow > 0.02
mat.emission = hot
mat.emission_energy_multiplier = glow * 1.15
for mat in _drive_mats:
mat.emission_enabled = power > 0.02
mat.emission = Color(0.55 * power, 0.72 * power, power)
mat.emission_energy_multiplier = power * 7.0
var spool_target := 1.0 if power > 0.04 else 0.0
_spool = Fx.smooth(_spool, spool_target, delta, 0.26 if spool_target > 0.0 else 0.07)
var plume := power * _spool
if _drive_core:
var scale := _drive_reach_scale()
Fx.set_spear(_drive_core, plume, scale, _time)
Fx.set_spear(_drive_sheath, plume * 0.82, scale, _time)
if _drive_light:
_drive_light.light_energy = plume * 5.0 if plume > 0.04 else 0.0
var reach := float(_drive_core.get_meta("len")) * scale
_drive_light.spot_range = minf(float(_drive_core.get_meta("len")), maxf(2.2, reach))
var thrust: Vector3 = _RCS_THRUST[clampi(rcs_direction, 0, _RCS_THRUST.size() - 1)]
var ship := global_transform.basis
for ribbon in _rcs:
var want := 0.0
if thrust != Vector3.ZERO:
var exhaust: Vector3 = ship.inverse() * ribbon.global_transform.basis.y
if exhaust.dot(-thrust) > 0.7:
want = 1.0
var burn := float(ribbon.get_meta("burn"))
burn = Fx.smooth(burn, want, delta, 0.08 if want > burn else 0.14)
ribbon.set_meta("burn", burn)
Fx.set_spear(ribbon, burn, 1.0, _time)
_step_pdc(delta)
for cloud in _chaff:
cloud.emitting = chaff_fire
func set_battle_lights(v: bool) -> void:
battle_lights = v
if _cabin_ready:
_apply_cabin()
func _cabin_light(n: Node) -> bool:
var nm := String(n.name)
if nm.begins_with("Nav"):
return false
if nm.begins_with("Light_") or nm == "HelmPracticalLight" or nm.begins_with("CabinLamp") or nm.begins_with("PointLight_") or nm == "CabinFill" or nm == "PanelLight" or nm == "AirlockFlood":
return true
var p := n.get_parent()
while p:
var pn := String(p.name)
if pn == "CompanionwayWalk" or pn == "Lights" or pn == "CabinLights":
return true
if pn.begins_with("Vfx"):
return false
p = p.get_parent()
return false
func _cabin_mesh(n: Node) -> bool:
var nm := String(n.name)
if nm.begins_with("Nav"):
return false
return "Lamp" in nm or nm.begins_with("LightStrip") or nm.begins_with("CabinGlow")
func _collect_cabin() -> void:
_cabin_lights.clear()
_cabin_rest.clear()
_cabin_mats.clear()
for n in find_children("*", "Light3D", true, false):
if not _cabin_light(n):
continue
_cabin_lights.append(n)
_cabin_rest.append({"energy": n.light_energy, "color": n.light_color})
for n in find_children("*", "MeshInstance3D", true, false):
if not _cabin_mesh(n):
continue
var mat := _override_std(n)
if mat == null:
continue
_cabin_mats.append({"mat": mat, "energy": mat.emission_energy_multiplier, "color": mat.emission, "on": mat.emission_enabled})
_cabin_ready = true
_apply_cabin()
func _apply_cabin() -> void:
for i in _cabin_lights.size():
var lamp := _cabin_lights[i]
var rest: Dictionary = _cabin_rest[i]
if battle_lights:
lamp.light_color = Color(1.0, 0.14, 0.1)
lamp.light_energy = maxf(0.05, float(rest.energy) * 0.2)
else:
lamp.light_color = rest.color
lamp.light_energy = float(rest.energy)
for row in _cabin_mats:
var mat := row.mat as StandardMaterial3D
if battle_lights:
mat.emission_enabled = true
mat.emission = Color(1.0, 0.13, 0.09)
mat.emission_energy_multiplier = maxf(0.28, float(row.energy) * 0.45)
else:
mat.emission_enabled = bool(row.on)
mat.emission = row.color
mat.emission_energy_multiplier = float(row.energy)
func set_gear_deploy(v: float) -> void:
gear_deploy = v
_seek("gear_deploy", v)
func set_radiators_deploy(v: float) -> void:
radiators_deploy = v
_seek("radiators_deploy", v)
func set_hatch_airlock_open(v: float) -> void:
hatch_airlock_open = v
_seek("hatch_airlock_open", v)
func set_hatch_dock_open(v: float) -> void:
hatch_dock_open = v
_seek("hatch_dock_open", v)
func set_hatch_cargo_open(v: float) -> void:
hatch_cargo_open = v
_seek("hatch_cargo_open", v)
func set_hatch_deck_open(v: float) -> void:
hatch_deck_open = v
_seek("hatch_deck_open", v)
func set_torpedo_doors_open(v: float) -> void:
torpedo_doors_open = v
_seek("torpedo_doors_open", v)
func _seek(clip: StringName, t: float) -> void:
var ap := get_node_or_null("AnimationPlayer") as AnimationPlayer
if ap == null:
ap = find_child("AnimationPlayer", true, false) as AnimationPlayer
if ap == null or not ap.has_animation(clip):
return
var len := ap.get_animation(clip).length
ap.play(clip)
ap.seek(clampf(t, 0.0, 1.0) * len, true)
ap.pause()
func _collect_glow() -> void:
for n in find_children("*", "MeshInstance3D", true, false):
var mat := _override_std(n)
if mat == null:
continue
if n.name.begins_with("Radiator_") and ("Fin_" in n.name or "Edge_" in n.name or "Rail" in n.name):
_rad_mats.append(mat)
elif n.name == "DriveGlow" or n.name == "DrivePlasma":
_drive_mats.append(mat)
func _override_std(mesh: MeshInstance3D) -> StandardMaterial3D:
var mat := mesh.get_active_material(0)
if mat == null or not (mat is StandardMaterial3D):
return null
var copy := (mat as StandardMaterial3D).duplicate() as StandardMaterial3D
mesh.set_surface_override_material(0, copy)
return copy
func _is_rcs_socket(n: Node) -> bool:
var nm := String(n.name)
if nm == "Vfx_DrivePlume" or nm == "Vfx_Chaff" or nm.begins_with("Vfx_Abort"):
return false
return nm.ends_with("_Vfx") or nm.begins_with("Vfx_RCS_")
func _is_muzzle(n: Node) -> bool:
var nm := String(n.name)
return nm.begins_with("PDT_") and nm.ends_with("_Muzzle")
func _arm_fx() -> void:
_tracer_mesh = Fx.tracer_mesh()
_tracer_mat = Fx.tracer_mat()
var drive := find_child("Vfx_DrivePlume", true, false) as Node3D
if drive:
_drive_socket = drive
# Ice-white core, 38 m, three crossed planes. Blue sheath is shorter and wider.
_drive_core = Fx.spear(drive, 38.0, 1.35, Color(0.957, 0.973, 1.0, 0.95), Color(0.47, 0.71, 1.0, 0.35), Color(0.24, 0.47, 1.0, 0.0), 0.95, 3, 1.0, "DriveCore")
_drive_sheath = Fx.spear(drive, 26.0, 3.2, Color(0.353, 0.659, 1.0, 0.95), Color(0.17, 0.47, 1.0, 0.35), Color(0.08, 0.22, 0.55, 0.0), 0.5, 3, 2.0, "DriveSheath")
_drive_light = Fx.spot(drive, 0.35, Color(0.773, 0.863, 1.0), 0.3, 7.5, 2.0)
for n in find_children("*", "Node3D", true, false):
if _is_rcs_socket(n):
# 1.2 m pale spear, two crossed planes. One per bell.
_rcs.append(Fx.spear(n, 1.2, 0.09, Color(0.863, 0.937, 1.0, 0.95), Color(0.41, 0.67, 1.0, 0.35), Color(0.25, 0.45, 0.8, 0.0), 0.82, 2, 1.0, "Spear"))
elif _is_muzzle(n):
_muzzles.append(n)
n.set_meta("acc", randf() * 0.02)
elif String(n.name) == "Vfx_Chaff":
_chaff.append(Fx.chaff(n))
func _drive_reach_scale() -> float:
if _drive_socket == null or _drive_core == null:
return 1.0
var length := float(_drive_core.get_meta("len"))
var exhaust: Vector3 = (_drive_socket.global_transform.basis * _drive_core.basis.y).normalized()
if exhaust.y >= -0.35:
return 1.0
# Pad is world y=-2.45. Clip only when the bell is above it.
var room := (_drive_socket.global_position.y - (-2.45 + 0.22)) / -exhaust.y
if room <= 0.0:
return 1.0
var reach := maxf(0.9, minf(length, room))
return reach / length
func _take_tracer() -> MeshInstance3D:
if _tracer_pool.size() > 0:
return _tracer_pool.pop_back()
var m := MeshInstance3D.new()
m.mesh = _tracer_mesh
m.material_override = _tracer_mat
m.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
m.visible = false
add_child(m)
return m
func _step_pdc(delta: float) -> void:
if pdc_fire:
for mz in _muzzles:
var acc := float(mz.get_meta("acc")) - delta
var shots := 0
while acc <= 0.0 and shots < 2 and _tracers.size() < 90:
acc += 1.0 / 42.0
shots += 1
_spawn_tracer(mz)
mz.set_meta("acc", acc)
for i in range(_tracers.size() - 1, -1, -1):
var t: Dictionary = _tracers[i]
t.life = float(t.life) - delta
var mesh := t.mesh as MeshInstance3D
if float(t.life) <= 0.0:
mesh.visible = false
_tracer_pool.append(mesh)
_tracers.remove_at(i)
continue
var local_dir: Vector3 = t.dir
mesh.position += local_dir * float(t.speed) * delta
func _spawn_tracer(mz: Node3D) -> void:
var mesh := _take_tracer()
var world_dir: Vector3 = (mz.global_transform.basis * Fx.exhaust_local(mz)).normalized()
var shot := Fx.cone(world_dir, 1.15)
var origin := mz.global_position + world_dir * 0.18
var local_dir: Vector3 = global_transform.basis.inverse() * shot
mesh.position = to_local(origin)
mesh.basis = Fx.basis_y(local_dir)
mesh.scale = Vector3(1, randf_range(1.5, 2.3), 1)
mesh.visible = true
_tracers.append({
"mesh": mesh,
"dir": local_dir,
"life": randf_range(0.12, 0.2),
"speed": randf_range(90.0, 140.0),
})