updated sonar logic
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@ -140,8 +140,8 @@ while running:
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if ray_y >= seafloor[int(ray_x)]:
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blips.append((sonar_angle, i, now))
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break
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elif sonar_mode == "passive":
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# Passive sonar "listens" and picks up nearby terrain noise randomly
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for _ in range(2):
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angle = random.uniform(0, 360)
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distance = random.randint(30, sonar_radius)
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@ -185,8 +185,12 @@ while running:
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screen.blit(surf, (bx - 2, by - 2))
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end_x = sonar_center[0] + math.cos(sweep_radians) * sonar_radius
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end_y = sonar_center[1] + math.sin(sweep_radians) * sonar_radius
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pygame.draw.line(screen, CYAN, sonar_center, (end_x, end_y), 2)
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pygame.draw.circle(screen, CYAN, sonar_center, 3)
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if sonar_mode == "active":
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pygame.draw.line(screen, CYAN, sonar_center, (end_x, end_y), 2)
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pygame.draw.circle(screen, CYAN, sonar_center, 3)
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else:
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pygame.draw.circle(screen, CYAN, sonar_center, 1)
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mode_text = font.render(f"Sonar: {sonar_mode.upper()} (TAB)", True, WHITE)
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screen.blit(mode_text, (sonar_center[0] - 60, sonar_center[1] + sonar_radius + 10))
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