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refactor(*): DRY up arena scenes, game modes, and HUD instruments
Arenas inherit from a new arena_base.tscn instead of restating ~40 shared lines each; only sky/ambient/glow/tint/decoration vary, exposed via new Arena exports since nested Environment properties aren't overridable through scene inheritance. Bot construction and score-keeping move onto GameMode, shared by match and spectate modes while preserving their differing GameSettings-override behavior and the HUD's score-row duck-typing. HUD instruments share a HudInstrument base for the smoothing-weight calc and angle-lerp helper. Also dedupes MAIN_MENU_SCENE_PATH into ScenePaths and documents why DIFFICULTIES tiers share one checkpoint.
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@@ -1,5 +1,5 @@
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class_name HudGauge
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extends Control
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extends HudInstrument
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# Generic bar gauge (vertical or horizontal) with a short label and numeric
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# readout — used for speed, altitude, and thrust. A dumb display fed by
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@@ -9,8 +9,6 @@ const BG_COLOR := Color(0.05, 0.07, 0.11, 0.55)
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const FRAME_COLOR := Color(0.5, 0.85, 1.0, 0.7)
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const TEXT_COLOR := Color(0.85, 0.92, 1.0, 0.9)
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const SMOOTHING := 12.0
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@export var label := "SPD"
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@export var max_value := 100.0
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@export var horizontal := false
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@@ -27,7 +25,7 @@ func set_value(value: float) -> void:
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func _process(delta: float) -> void:
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var t := 1.0 - exp(-SMOOTHING * delta) # frame-rate independent
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var t := _smoothing_weight(delta)
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_value = lerpf(_value, _target, t)
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queue_redraw()
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