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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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@@ -11,6 +11,10 @@ extends Control
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const BOTS_DIR := "res://bots"
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# All three tiers deliberately point at the one trained checkpoint
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# (easy.json) and differ only by reaction_ticks/action_noise handicap, not by
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# model skill. Superseded once real medium/hard checkpoints are promoted into
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# res://bots/promoted/ — see the "AI opponent" section of TODO.md.
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const DIFFICULTIES := [
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{"name": "Easy", "model": "res://bots/promoted/easy.json", "reaction_ticks": 24, "action_noise": 0.35},
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{"name": "Medium", "model": "res://bots/promoted/easy.json", "reaction_ticks": 14, "action_noise": 0.15},
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