Modularized existing vessel systems into separate modules (AIS, GPS, Radar) and restructured the project for improved maintainability. Updated references and documentation accordingly.

This commit is contained in:
geoffsee
2025-07-03 11:58:55 -04:00
parent f0935f2b54
commit 3f694f4494
13 changed files with 440 additions and 419 deletions

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@@ -0,0 +1,107 @@
use bevy::prelude::Time;
use components::VesselData;
use crate::{SystemInteraction, SystemStatus, VesselSystem};
/// AIS (Automatic Identification System) implementation
pub struct AisSystem {
status: SystemStatus,
own_mmsi: u32,
receiving: bool,
}
impl AisSystem {
pub fn new() -> Self {
Self {
status: SystemStatus::Active,
own_mmsi: 123456789,
receiving: true,
}
}
}
impl VesselSystem for AisSystem {
fn id(&self) -> &'static str {
"ais"
}
fn display_name(&self) -> &'static str {
"AIS System"
}
fn update(&mut self, _yacht_data: &VesselData, _time: &Time) {
// AIS system is relatively static, but we could simulate
// vessel movements or signal strength variations here
}
fn render_display(&self, _yacht_data: &VesselData) -> String {
format!(
"AIS - AUTOMATIC IDENTIFICATION SYSTEM\n\n\
Status: {}\n\
Own Ship MMSI: {}\n\
\n\
NEARBY VESSELS:\n\
\n\
🛥️ M/Y SERENITY\n\
MMSI: 987654321\n\
Distance: 2.1 NM @ 045°\n\
Speed: 12.5 kts\n\
Course: 180°\n\
\n\
🚢 CARGO VESSEL ATLANTIS\n\
MMSI: 456789123\n\
Distance: 5.8 NM @ 270°\n\
Speed: 18.2 kts\n\
Course: 090°\n\
\n\
⛵ S/Y WIND DANCER\n\
MMSI: 789123456\n\
Distance: 1.3 NM @ 135°\n\
Speed: 6.8 kts\n\
Course: 225°",
if self.receiving { "RECEIVING" } else { "STANDBY" },
self.own_mmsi
)
}
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool {
match interaction {
SystemInteraction::Select => {
self.status = SystemStatus::Active;
self.receiving = true;
true
}
SystemInteraction::Configure(key, value) => {
match key.as_str() {
"mmsi" => {
if let Ok(mmsi) = value.parse::<u32>() {
self.own_mmsi = mmsi;
true
} else {
false
}
}
_ => false,
}
}
SystemInteraction::Toggle => {
self.receiving = !self.receiving;
self.status = if self.receiving {
SystemStatus::Active
} else {
SystemStatus::Inactive
};
true
}
SystemInteraction::Reset => {
self.own_mmsi = 123456789;
self.receiving = true;
self.status = SystemStatus::Active;
true
}
}
}
fn status(&self) -> SystemStatus {
self.status.clone()
}
}

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@@ -0,0 +1 @@
pub mod ais_system;

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@@ -0,0 +1,86 @@
use bevy::prelude::Time;
use components::VesselData;
use crate::{SystemInteraction, SystemStatus, VesselSystem};
/// GPS Navigation System implementation
pub struct GpsSystem {
status: SystemStatus,
satellites_connected: u8,
hdop: f32,
}
impl GpsSystem {
pub fn new() -> Self {
Self {
status: SystemStatus::Active,
satellites_connected: 12,
hdop: 0.8,
}
}
}
impl VesselSystem for GpsSystem {
fn id(&self) -> &'static str {
"gps"
}
fn display_name(&self) -> &'static str {
"GPS Navigation"
}
fn update(&mut self, _yacht_data: &VesselData, time: &Time) {
// Simulate satellite connection variations
let t = time.elapsed_secs();
self.satellites_connected = (12.0 + (t * 0.1).sin() * 2.0).max(8.0) as u8;
self.hdop = 0.8 + (t * 0.05).sin() * 0.2;
}
fn render_display(&self, yacht_data: &VesselData) -> String {
format!(
"GPS NAVIGATION SYSTEM\n\n\
Position: 43°38'19.5\"N 1°26'58.3\"W\n\
Heading: {:.0}°\n\
Speed: {:.1} knots\n\
Course Over Ground: {:.0}°\n\
Satellites: {} connected\n\
HDOP: {:.1} ({})\n\
\n\
Next Waypoint: MONACO HARBOR\n\
Distance: 127.3 NM\n\
ETA: 10h 12m",
yacht_data.heading,
yacht_data.speed,
yacht_data.heading + 5.0,
self.satellites_connected,
self.hdop,
if self.hdop < 1.0 { "Excellent" } else if self.hdop < 2.0 { "Good" } else { "Fair" }
)
}
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool {
match interaction {
SystemInteraction::Select => {
self.status = SystemStatus::Active;
true
}
SystemInteraction::Reset => {
self.satellites_connected = 12;
self.hdop = 0.8;
true
}
SystemInteraction::Toggle => {
self.status = match self.status {
SystemStatus::Active => SystemStatus::Inactive,
SystemStatus::Inactive => SystemStatus::Active,
_ => SystemStatus::Active,
};
true
}
_ => false,
}
}
fn status(&self) -> SystemStatus {
self.status.clone()
}
}

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@@ -0,0 +1 @@
pub mod gps_system;

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@@ -1,9 +1,10 @@
#![allow(clippy::type_complexity)]
pub mod player;
mod marine;
use marine::*;
mod world;
mod vessel;
mod ais;
mod gps;
mod radar;
// Re-export components from the components crate
pub use components::{
@@ -12,5 +13,6 @@ pub use components::{
InstrumentCluster, GpsIndicator, RadarIndicator, AisIndicator, SystemDisplay
};
pub use player::{get_vessel_systems, setup_instrument_cluster_system, PlayerPlugin};
pub use vessel_systems::{create_vessel_systems, AisSystem, GpsSystem, RadarSystem, SystemInteraction, SystemStatus, VesselSystem};
pub use world::player::{get_vessel_systems, setup_instrument_cluster_system, PlayerPlugin};
pub use vessel::vessel_systems::{create_vessel_systems, AisSystem, GpsSystem, RadarSystem, SystemInteraction, SystemStatus, VesselSystem};

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@@ -1,406 +0,0 @@
//! Concrete implementations of vessel systems using the SystemManager abstraction
//!
//! This module provides implementations of the VesselSystem trait for GPS, Radar, and AIS systems,
//! bridging the existing functionality with the new higher-level abstraction.
use bevy::prelude::*;
use components::VesselData;
/// Status of a vessel system
#[derive(Debug, Clone, PartialEq)]
pub enum SystemStatus {
Active,
Inactive,
Error(String),
Maintenance,
}
/// Interaction types for yacht systems
#[derive(Debug, Clone)]
pub enum SystemInteraction {
Select,
Toggle,
Reset,
Configure(String, String),
}
/// Common trait for all yacht systems
pub trait VesselSystem: Send + Sync {
fn id(&self) -> &'static str;
fn display_name(&self) -> &'static str;
fn update(&mut self, yacht_data: &VesselData, time: &Time);
fn render_display(&self, yacht_data: &VesselData) -> String;
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool;
fn status(&self) -> SystemStatus;
}
/// GPS Navigation System implementation
pub struct GpsSystem {
status: SystemStatus,
satellites_connected: u8,
hdop: f32,
}
impl GpsSystem {
pub fn new() -> Self {
Self {
status: SystemStatus::Active,
satellites_connected: 12,
hdop: 0.8,
}
}
}
impl VesselSystem for GpsSystem {
fn id(&self) -> &'static str {
"gps"
}
fn display_name(&self) -> &'static str {
"GPS Navigation"
}
fn update(&mut self, _yacht_data: &VesselData, time: &Time) {
// Simulate satellite connection variations
let t = time.elapsed_secs();
self.satellites_connected = (12.0 + (t * 0.1).sin() * 2.0).max(8.0) as u8;
self.hdop = 0.8 + (t * 0.05).sin() * 0.2;
}
fn render_display(&self, yacht_data: &VesselData) -> String {
format!(
"GPS NAVIGATION SYSTEM\n\n\
Position: 43°38'19.5\"N 1°26'58.3\"W\n\
Heading: {:.0}°\n\
Speed: {:.1} knots\n\
Course Over Ground: {:.0}°\n\
Satellites: {} connected\n\
HDOP: {:.1} ({})\n\
\n\
Next Waypoint: MONACO HARBOR\n\
Distance: 127.3 NM\n\
ETA: 10h 12m",
yacht_data.heading,
yacht_data.speed,
yacht_data.heading + 5.0,
self.satellites_connected,
self.hdop,
if self.hdop < 1.0 { "Excellent" } else if self.hdop < 2.0 { "Good" } else { "Fair" }
)
}
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool {
match interaction {
SystemInteraction::Select => {
self.status = SystemStatus::Active;
true
}
SystemInteraction::Reset => {
self.satellites_connected = 12;
self.hdop = 0.8;
true
}
SystemInteraction::Toggle => {
self.status = match self.status {
SystemStatus::Active => SystemStatus::Inactive,
SystemStatus::Inactive => SystemStatus::Active,
_ => SystemStatus::Active,
};
true
}
_ => false,
}
}
fn status(&self) -> SystemStatus {
self.status.clone()
}
}
/// Radar System implementation
pub struct RadarSystem {
status: SystemStatus,
range_nm: f32,
gain: String,
sea_clutter_db: i8,
rain_clutter: bool,
sweep_angle: f32,
}
impl RadarSystem {
pub fn new() -> Self {
Self {
status: SystemStatus::Active,
range_nm: 12.0,
gain: "AUTO".to_string(),
sea_clutter_db: -15,
rain_clutter: false,
sweep_angle: 0.0,
}
}
}
impl VesselSystem for RadarSystem {
fn id(&self) -> &'static str {
"radar"
}
fn display_name(&self) -> &'static str {
"Radar System"
}
fn update(&mut self, _yacht_data: &VesselData, time: &Time) {
// Update radar sweep angle
self.sweep_angle = (time.elapsed_secs() * 60.0) % 360.0;
}
fn render_display(&self, _yacht_data: &VesselData) -> String {
format!(
"RADAR SYSTEM - {:.0} NM RANGE\n\n\
Status: {}\n\
Sweep: {:.0}°\n\
Gain: {}\n\
Sea Clutter: {} dB\n\
Rain Clutter: {}\n\
\n\
CONTACTS DETECTED:\n\
• Vessel 1: 2.3 NM @ 045° (15 kts)\n\
• Vessel 2: 5.7 NM @ 180° (8 kts)\n\
• Land Mass: 8.2 NM @ 270°\n\
• Buoy: 1.1 NM @ 315°",
self.range_nm,
match self.status {
SystemStatus::Active => "ACTIVE",
SystemStatus::Inactive => "STANDBY",
SystemStatus::Error(_) => "ERROR",
SystemStatus::Maintenance => "MAINTENANCE",
},
self.sweep_angle,
self.gain,
self.sea_clutter_db,
if self.rain_clutter { "ON" } else { "OFF" }
)
}
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool {
match interaction {
SystemInteraction::Select => {
self.status = SystemStatus::Active;
true
}
SystemInteraction::Configure(key, value) => {
match key.as_str() {
"range" => {
if let Ok(range) = value.parse::<f32>() {
self.range_nm = range.clamp(1.0, 48.0);
true
} else {
false
}
}
"gain" => {
self.gain = value;
true
}
"sea_clutter" => {
if let Ok(db) = value.parse::<i8>() {
self.sea_clutter_db = db.clamp(-30, 0);
true
} else {
false
}
}
"rain_clutter" => {
self.rain_clutter = value.to_lowercase() == "on" || value == "true";
true
}
_ => false,
}
}
SystemInteraction::Reset => {
self.range_nm = 12.0;
self.gain = "AUTO".to_string();
self.sea_clutter_db = -15;
self.rain_clutter = false;
true
}
SystemInteraction::Toggle => {
self.status = match self.status {
SystemStatus::Active => SystemStatus::Inactive,
SystemStatus::Inactive => SystemStatus::Active,
_ => SystemStatus::Active,
};
true
}
}
}
fn status(&self) -> SystemStatus {
self.status.clone()
}
}
/// AIS (Automatic Identification System) implementation
pub struct AisSystem {
status: SystemStatus,
own_mmsi: u32,
receiving: bool,
}
impl AisSystem {
pub fn new() -> Self {
Self {
status: SystemStatus::Active,
own_mmsi: 123456789,
receiving: true,
}
}
}
impl VesselSystem for AisSystem {
fn id(&self) -> &'static str {
"ais"
}
fn display_name(&self) -> &'static str {
"AIS System"
}
fn update(&mut self, _yacht_data: &VesselData, _time: &Time) {
// AIS system is relatively static, but we could simulate
// vessel movements or signal strength variations here
}
fn render_display(&self, _yacht_data: &VesselData) -> String {
format!(
"AIS - AUTOMATIC IDENTIFICATION SYSTEM\n\n\
Status: {}\n\
Own Ship MMSI: {}\n\
\n\
NEARBY VESSELS:\n\
\n\
🛥️ M/Y SERENITY\n\
MMSI: 987654321\n\
Distance: 2.1 NM @ 045°\n\
Speed: 12.5 kts\n\
Course: 180°\n\
\n\
🚢 CARGO VESSEL ATLANTIS\n\
MMSI: 456789123\n\
Distance: 5.8 NM @ 270°\n\
Speed: 18.2 kts\n\
Course: 090°\n\
\n\
⛵ S/Y WIND DANCER\n\
MMSI: 789123456\n\
Distance: 1.3 NM @ 135°\n\
Speed: 6.8 kts\n\
Course: 225°",
if self.receiving { "RECEIVING" } else { "STANDBY" },
self.own_mmsi
)
}
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool {
match interaction {
SystemInteraction::Select => {
self.status = SystemStatus::Active;
self.receiving = true;
true
}
SystemInteraction::Configure(key, value) => {
match key.as_str() {
"mmsi" => {
if let Ok(mmsi) = value.parse::<u32>() {
self.own_mmsi = mmsi;
true
} else {
false
}
}
_ => false,
}
}
SystemInteraction::Toggle => {
self.receiving = !self.receiving;
self.status = if self.receiving {
SystemStatus::Active
} else {
SystemStatus::Inactive
};
true
}
SystemInteraction::Reset => {
self.own_mmsi = 123456789;
self.receiving = true;
self.status = SystemStatus::Active;
true
}
}
}
fn status(&self) -> SystemStatus {
self.status.clone()
}
}
/// Helper function to create and register all yacht systems
pub fn create_vessel_systems() -> Vec<Box<dyn VesselSystem>> {
vec![
Box::new(GpsSystem::new()),
Box::new(RadarSystem::new()),
Box::new(AisSystem::new()),
]
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_gps_system() {
let gps = GpsSystem::new();
assert_eq!(gps.id(), "gps");
assert_eq!(gps.display_name(), "GPS Navigation");
assert_eq!(gps.status(), SystemStatus::Active);
let yacht_data = VesselData::default();
let display = gps.render_display(&yacht_data);
assert!(display.contains("GPS NAVIGATION SYSTEM"));
assert!(display.contains("Satellites: 12 connected"));
}
#[test]
fn test_radar_system() {
let mut radar = RadarSystem::new();
assert_eq!(radar.id(), "radar");
assert_eq!(radar.display_name(), "Radar System");
// Test configuration
assert!(radar.handle_interaction(SystemInteraction::Configure("range".to_string(), "24".to_string())));
let display = radar.render_display(&VesselData::default());
assert!(display.contains("24 NM RANGE"));
}
#[test]
fn test_ais_system() {
let mut ais = AisSystem::new();
assert_eq!(ais.id(), "ais");
assert_eq!(ais.display_name(), "AIS System");
// Test toggle
assert!(ais.handle_interaction(SystemInteraction::Toggle));
assert_eq!(ais.status(), SystemStatus::Inactive);
}
#[test]
fn test_create_yacht_systems() {
let systems = create_vessel_systems();
assert_eq!(systems.len(), 3);
let ids: Vec<&str> = systems.iter().map(|s| s.id()).collect();
assert!(ids.contains(&"gps"));
assert!(ids.contains(&"radar"));
assert!(ids.contains(&"ais"));
}
}

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@@ -0,0 +1 @@
pub(crate) mod radar_system;

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@@ -0,0 +1,126 @@
use bevy::prelude::Time;
use components::VesselData;
use crate::{SystemInteraction, SystemStatus, VesselSystem};
/// Radar System implementation
pub struct RadarSystem {
status: SystemStatus,
range_nm: f32,
gain: String,
sea_clutter_db: i8,
rain_clutter: bool,
sweep_angle: f32,
}
impl RadarSystem {
pub fn new() -> Self {
Self {
status: SystemStatus::Active,
range_nm: 12.0,
gain: "AUTO".to_string(),
sea_clutter_db: -15,
rain_clutter: false,
sweep_angle: 0.0,
}
}
}
impl VesselSystem for RadarSystem {
fn id(&self) -> &'static str {
"radar"
}
fn display_name(&self) -> &'static str {
"Radar System"
}
fn update(&mut self, _yacht_data: &VesselData, time: &Time) {
// Update radar sweep angle
self.sweep_angle = (time.elapsed_secs() * 60.0) % 360.0;
}
fn render_display(&self, _yacht_data: &VesselData) -> String {
format!(
"RADAR SYSTEM - {:.0} NM RANGE\n\n\
Status: {}\n\
Sweep: {:.0}°\n\
Gain: {}\n\
Sea Clutter: {} dB\n\
Rain Clutter: {}\n\
\n\
CONTACTS DETECTED:\n\
• Vessel 1: 2.3 NM @ 045° (15 kts)\n\
• Vessel 2: 5.7 NM @ 180° (8 kts)\n\
• Land Mass: 8.2 NM @ 270°\n\
• Buoy: 1.1 NM @ 315°",
self.range_nm,
match self.status {
SystemStatus::Active => "ACTIVE",
SystemStatus::Inactive => "STANDBY",
SystemStatus::Error(_) => "ERROR",
SystemStatus::Maintenance => "MAINTENANCE",
},
self.sweep_angle,
self.gain,
self.sea_clutter_db,
if self.rain_clutter { "ON" } else { "OFF" }
)
}
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool {
match interaction {
SystemInteraction::Select => {
self.status = SystemStatus::Active;
true
}
SystemInteraction::Configure(key, value) => {
match key.as_str() {
"range" => {
if let Ok(range) = value.parse::<f32>() {
self.range_nm = range.clamp(1.0, 48.0);
true
} else {
false
}
}
"gain" => {
self.gain = value;
true
}
"sea_clutter" => {
if let Ok(db) = value.parse::<i8>() {
self.sea_clutter_db = db.clamp(-30, 0);
true
} else {
false
}
}
"rain_clutter" => {
self.rain_clutter = value.to_lowercase() == "on" || value == "true";
true
}
_ => false,
}
}
SystemInteraction::Reset => {
self.range_nm = 12.0;
self.gain = "AUTO".to_string();
self.sea_clutter_db = -15;
self.rain_clutter = false;
true
}
SystemInteraction::Toggle => {
self.status = match self.status {
SystemStatus::Active => SystemStatus::Inactive,
SystemStatus::Inactive => SystemStatus::Active,
_ => SystemStatus::Active,
};
true
}
}
}
fn status(&self) -> SystemStatus {
self.status.clone()
}
}

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@@ -0,0 +1,104 @@
//! Concrete implementations of vessel systems using the SystemManager abstraction
//!
//! This module provides implementations of the VesselSystem trait for GPS, Radar, and AIS systems,
//! bridging the existing functionality with the new higher-level abstraction.
pub use crate::ais::ais_system::AisSystem;
pub use crate::gps::gps_system::GpsSystem;
pub use crate::radar::radar_system::RadarSystem;
use bevy::prelude::*;
use components::VesselData;
/// Common trait for all yacht systems
pub trait VesselSystem: Send + Sync {
fn id(&self) -> &'static str;
fn display_name(&self) -> &'static str;
fn update(&mut self, yacht_data: &VesselData, time: &Time);
fn render_display(&self, yacht_data: &VesselData) -> String;
fn handle_interaction(&mut self, interaction: SystemInteraction) -> bool;
fn status(&self) -> SystemStatus;
}
/// Status of a vessel system
#[derive(Debug, Clone, PartialEq)]
pub enum SystemStatus {
Active,
Inactive,
Error(String),
Maintenance,
}
/// Interaction types for vessel systems
#[derive(Debug, Clone)]
pub enum SystemInteraction {
Select,
Toggle,
Reset,
Configure(String, String),
}
/// Helper function to create and register all vessel systems
pub fn create_vessel_systems() -> Vec<Box<dyn VesselSystem>> {
vec![
Box::new(GpsSystem::new()),
Box::new(RadarSystem::new()),
Box::new(AisSystem::new()),
]
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_gps_system() {
let gps = GpsSystem::new();
assert_eq!(gps.id(), "gps");
assert_eq!(gps.display_name(), "GPS Navigation");
assert_eq!(gps.status(), SystemStatus::Active);
let vessle_data = VesselData::default();
let display = gps.render_display(&vessle_data);
assert!(display.contains("GPS NAVIGATION SYSTEM"));
assert!(display.contains("Satellites: 12 connected"));
}
#[test]
fn test_radar_system() {
let mut radar = RadarSystem::new();
assert_eq!(radar.id(), "radar");
assert_eq!(radar.display_name(), "Radar System");
// Test configuration
assert!(radar.handle_interaction(SystemInteraction::Configure("range".to_string(), "24".to_string())));
let display = radar.render_display(&VesselData::default());
assert!(display.contains("24 NM RANGE"));
}
#[test]
fn test_ais_system() {
let mut ais = AisSystem::new();
assert_eq!(ais.id(), "ais");
assert_eq!(ais.display_name(), "AIS System");
// Test toggle
assert!(ais.handle_interaction(SystemInteraction::Toggle));
assert_eq!(ais.status(), SystemStatus::Inactive);
}
#[test]
fn test_create_vessel_systems() {
let systems = create_vessel_systems();
assert_eq!(systems.len(), 3);
let ids: Vec<&str> = systems.iter().map(|s| s.id()).collect();
assert!(ids.contains(&"gps"));
assert!(ids.contains(&"radar"));
assert!(ids.contains(&"ais"));
}
}

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@@ -0,0 +1 @@
pub mod player;

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@@ -1,6 +1,6 @@
use bevy::prelude::*;
use components::{setup_instrument_cluster, VesselData, update_vessel_data, update_instrument_displays};
use super::vessel_systems::{create_vessel_systems, VesselSystem};
use crate::vessel::vessel_systems::{create_vessel_systems, VesselSystem};
pub struct PlayerPlugin;
@@ -20,7 +20,7 @@ pub fn setup_instrument_cluster_system() -> impl Fn(Commands) {
setup_instrument_cluster
}
/// Initialize marine systems - returns the systems for registration
/// Initialize vessel systems - returns the systems for registration
pub fn get_vessel_systems() -> Vec<Box<dyn VesselSystem>> {
create_vessel_systems()
}

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@@ -13,9 +13,7 @@ use crate::core::system_manager::SystemManager;
use crate::ui::{LoadingPlugin, MenuPlugin};
use systems::{PlayerPlugin, setup_instrument_cluster, get_vessel_systems};
// This game uses States to separate logic
// See https://bevy-cheatbook.github.io/programming/states.html
// Or https://github.com/bevyengine/bevy/blob/main/examples/ecs/state.rs
#[derive(States, Default, Clone, Eq, PartialEq, Debug, Hash)]
enum GameState {
// During the loading State the LoadingPlugin will load our assets
@@ -29,8 +27,8 @@ enum GameState {
pub struct GamePlugin;
/// Initialize yacht systems in the SystemManager
fn initialize_yacht_systems(mut system_manager: ResMut<SystemManager>) {
/// Initialize systems in the SystemManager
fn initialize_vessel_systems(mut system_manager: ResMut<SystemManager>) {
let systems = get_vessel_systems();
for system in systems {
system_manager.register_system(system);
@@ -46,7 +44,7 @@ impl Plugin for GamePlugin {
SystemManagerPlugin,
PlayerPlugin,
))
.add_systems(OnEnter(GameState::Playing), (setup_instrument_cluster, initialize_yacht_systems));
.add_systems(OnEnter(GameState::Playing), (setup_instrument_cluster, initialize_vessel_systems));
#[cfg(debug_assertions)]
{