refactor(*): Restructure game into reusable Arena/GameMode architecture with controller-driven ships, adding Free Play and Match modes

This commit is contained in:
Josh Creek
2026-07-18 15:34:11 +01:00
parent 14a8907038
commit 328831df1f
46 changed files with 664 additions and 406 deletions
+68 -196
View File
@@ -1,9 +1,16 @@
class_name Ship
extends RigidBody3D
# Physics-driven spaceship. All movement is force/torque-based, applied in
# _integrate_forces from a ShipAction supplied by a pluggable ShipController
# child node (player input, AI policy, or network replication — see
# set_controller). A ship without a controller is inert but still simulated,
# which is what a placeholder opponent or a headless RL ship needs.
# Physics properties (mass, inertia, friction material) live in ship.tscn.
@export_group("Movement")
@export var thrust_power = 150.0 # Main thruster power
@export var maneuvering_thrust = 75.0 # Side/vertical thruster power
@export var maneuvering_thrust = 75.0 # Side thruster power
@export var vertical_thrust = 120.0 # Up/down thruster power
@export var turbo_multiplier = 2.5 # Turbo boost multiplier
@export var max_speed = 35.0 # Maximum velocity
@@ -12,15 +19,11 @@ extends RigidBody3D
@export var drag_coefficient = 0.98 # Linear drag (air resistance)
@export var angular_drag = 0.95 # Rotational drag
@export_group("Camera")
var camera_distance = 8.0
var camera_height = 4.0
var camera_smoothing = 10.0
# Which team this ship plays for (0 or 1). Set by the game mode on spawn.
var team: int = 0
@onready var camera : Camera3D = get_node("Camera3D")
@onready var ball = get_parent().get_node("Ball")
var ball_cam_enabled = true
var controller: ShipController
var _current_action: ShipAction = ShipAction.new()
# Instrument signals for efficient data distribution
signal speed_changed(speed: float)
@@ -28,7 +31,6 @@ signal attitude_changed(pitch: float, roll: float, yaw: float)
signal altitude_changed(altitude: float)
signal thrust_changed(thrust_percent: float)
signal angular_velocity_changed(angular_speed: float)
signal camera_mode_changed(is_ball_cam: bool)
signal heading_changed(heading_degrees: float)
# Performance optimization - track last emitted values to avoid unnecessary signals
@@ -40,7 +42,6 @@ var _last_roll: float = -999.0
var _last_yaw: float = -999.0
var _last_heading: float = -999.0
var _last_thrust: float = -1.0
var _last_camera_mode: bool = true
# Thresholds for signal emission (only emit if change is significant)
const SPEED_THRESHOLD = 0.1 # m/s
@@ -49,208 +50,84 @@ const ANGULAR_THRESHOLD = 0.01 # rad/s
const ATTITUDE_THRESHOLD = 1.0 # degrees
const THRUST_THRESHOLD = 1.0 # percent
func _ready():
mass = 5
gravity_scale = 1.0
# Add ship to group for instrument discovery
add_to_group("ship")
# Set custom inertia for better rotation
# Physics: I = m * r² (moment of inertia = mass × radius²)
# Lower inertia = easier to rotate, higher inertia = more stable
inertia = Vector3(1.0, 1.0, 1.0)
# Create and apply low-friction physics material
# Physics: F_friction = μ * N (friction force = coefficient × normal force)
# Lower μ (friction coefficient) = less resistance to sliding
var ship_material = PhysicsMaterial.new()
ship_material.friction = 0.1 # Very low friction
ship_material.bounce = 0.2 # Slight bounce
physics_material_override = ship_material
# Make sure the RigidBody is completely free to move and rotate
freeze = false
lock_rotation = false
# Ensure all axes can rotate
axis_lock_angular_x = false
axis_lock_angular_y = false
axis_lock_angular_z = false
print("Ship physics configured - Mass: ", mass, " Gravity scale: ", gravity_scale, " Inertia: ", inertia)
print("Rotation locks - X:", axis_lock_angular_x, " Y:", axis_lock_angular_y, " Z:", axis_lock_angular_z)
func _input(event):
if event.is_action_pressed("ui_accept"): # Enter key
ball_cam_enabled = !ball_cam_enabled
camera_mode_changed.emit(ball_cam_enabled)
# Pick up a controller placed in the scene, if any; game modes usually
# attach one at spawn time via set_controller instead.
for child in get_children():
if child is ShipController:
controller = child
break
func _physics_process(delta):
if camera:
_update_camera(delta)
# Attach the node that drives this ship (player, AI, or network). Replaces
# any existing controller; parents the new one under the ship if needed.
func set_controller(new_controller: ShipController) -> void:
if is_instance_valid(controller) and controller.get_parent() == self:
controller.queue_free()
controller = new_controller
if new_controller and new_controller.get_parent() == null:
add_child(new_controller)
func _physics_process(_delta):
_emit_telemetry_data()
func _update_camera(delta):
if ball_cam_enabled and ball:
_update_ball_cam(delta)
else:
_update_ship_cam(delta)
func _update_ball_cam(delta):
# In ball cam, camera positions itself so the ship is between camera and ball
# Physics: Vector mathematics for 3D positioning
var ship_pos = global_transform.origin
var ball_pos = ball.global_transform.origin
# Calculate direction from ball to ship
# Physics: Vector subtraction and normalization
# Direction vector: d̂ = (P₂ - P₁) / |P₂ - P₁|
var ball_to_ship = (ship_pos - ball_pos).normalized()
# Position camera behind the ship relative to the ball's position
# This ensures the ship is always between the camera and ball
# Physics: Vector addition for position calculation
# P_camera = P_ship + d̂ * distance + height_offset
var camera_target_pos = ship_pos + ball_to_ship * camera_distance + Vector3.UP * camera_height
# Smoothly move camera to target position
# Physics: Linear interpolation (LERP) for smooth motion
# P(t) = P₀ + t * (P₁ - P₀), where t ∈ [0,1]
# This creates exponential approach to target position
camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
# Make camera look at the ball
if camera.global_transform.origin.distance_to(ball_pos) > 0.1:
# Calculate direction to ball
var camera_pos = camera.global_transform.origin
var to_ball = (ball_pos - camera_pos).normalized()
# Create look-at transform manually
# Physics: 3D rotation matrices and basis vectors
# Uses right-hand rule: forward = -Z, up = Y, right = X
# Basis matrix transforms local coordinates to world coordinates
var camera_transform = Transform3D()
camera_transform.origin = camera_pos
camera_transform.basis = Basis.looking_at(to_ball, Vector3.UP)
# Apply the rotation smoothly
# Physics: Spherical linear interpolation (SLERP) for rotation
# SLERP provides smooth rotation along great circle on unit sphere
# Maintains constant angular velocity during interpolation
camera.global_transform.basis = camera.global_transform.basis.slerp(camera_transform.basis, camera_smoothing * delta)
func _update_ship_cam(delta):
# In ship cam, camera follows and looks in the same direction as the ship
var ship_pos = global_transform.origin
var ship_forward = -global_transform.basis.z
# Position camera behind and above the ship
var camera_target_pos = ship_pos - ship_forward * camera_distance + Vector3.UP * camera_height
# Smoothly move camera
camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
# Make camera look in the same direction as the ship
var look_target = ship_pos + ship_forward * 10.0 # Look ahead of the ship
camera.look_at(look_target, Vector3.UP)
func _integrate_forces(state):
# Get thruster input
var thrust_input = get_thrust_input()
var rotation_input = get_rotation_input()
# One action per physics tick, pulled from the controller (deterministic)
_current_action = controller.get_action() if controller else ShipAction.new()
# === TRANSLATION (Movement) ===
apply_thruster_forces(state, thrust_input)
apply_thruster_forces(state, _current_action)
# === ROTATION (Turning) ===
apply_rotation_forces(state, rotation_input)
apply_rotation_forces(state, _current_action.rotation)
# === DRAG AND LIMITS ===
apply_drag_and_limits(state, rotation_input)
apply_drag_and_limits(state, _current_action.rotation)
func get_thrust_input() -> Vector3:
var thrust = Vector3.ZERO
# Forward/Backward thrust (main engines)
if Input.is_action_pressed("move_forward"):
thrust.z += 1.0
if Input.is_action_pressed("move_back"):
thrust.z -= 1.0
# Strafe thrusters (left/right)
if Input.is_action_pressed("move_left"):
thrust.x -= 1.0
if Input.is_action_pressed("move_right"):
thrust.x += 1.0
# Vertical thrusters (up/down)
if Input.is_action_pressed("move_up"):
thrust.y += 1.0
if Input.is_action_pressed("move_down"):
thrust.y -= 1.0
return thrust
func get_rotation_input() -> Vector3:
var rotation = Vector3.ZERO
# Yaw (turn left/right around Y axis) - only use these if they exist
if Input.is_action_pressed("turn_left"):
rotation.y += 1.0
if Input.is_action_pressed("turn_right"):
rotation.y -= 1.0
# Pitch (nose up/down around X axis)
if Input.is_action_pressed("pitch_up"):
rotation.x -= 1.0
if Input.is_action_pressed("pitch_down"):
rotation.x += 1.0
# Roll (bank left/right around Z axis)
if Input.is_action_pressed("roll_left"):
rotation.z += 1.0
if Input.is_action_pressed("roll_right"):
rotation.z -= 1.0
return rotation
func apply_thruster_forces(state: PhysicsDirectBodyState3D, thrust_input: Vector3):
func apply_thruster_forces(state: PhysicsDirectBodyState3D, action: ShipAction):
var thrust_input := action.thrust
if thrust_input.length() < 0.01:
return
# Convert thrust input to world space forces based on ship orientation
# Physics: F = m * a (Newton's Second Law: Force = mass × acceleration)
# World force = Local force × Rotation matrix (basis transformation)
var ship_basis = global_transform.basis
var world_thrust = Vector3.ZERO
# All thrusters should work relative to ship orientation
# Physics: Vector transformation from local to world coordinates
# F_world = R * F_local (where R is rotation matrix)
# Forward/backward thrust (main engines)
world_thrust += -ship_basis.z * thrust_input.z * thrust_power
# Strafe thrust (left/right maneuvering thrusters)
world_thrust += ship_basis.x * thrust_input.x * maneuvering_thrust
# Vertical thrust (up/down thrusters relative to ship orientation)
world_thrust += ship_basis.y * thrust_input.y * vertical_thrust
# Check for turbo
var is_turbo = Input.is_action_pressed("turbo") and thrust_input.z > 0
if is_turbo:
# Turbo only boosts forward thrust
if action.turbo and thrust_input.z > 0:
world_thrust *= turbo_multiplier
# Apply the force
# Physics: Δv = F * Δt / m (change in velocity = force × time / mass)
state.apply_central_force(world_thrust)
func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
if rotation_input.length() < 0.01:
return
# Apply torque for rotation - simple and effective
# Physics: τ = I * α (torque = moment of inertia × angular acceleration)
# Also: α = τ / I (angular acceleration = torque / moment of inertia)
@@ -260,17 +137,18 @@ func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vect
rotation_input.y * rotation_power, # Yaw (rotation around Y-axis)
rotation_input.z * rotation_power # Roll (rotation around Z-axis)
)
# Physics: Δω = τ * Δt / I (change in angular velocity = torque × time / inertia)
state.apply_torque(torque)
func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
# Linear drag (air resistance)
# Physics: F_drag = -½ * ρ * v² * C_d * A (drag force equation)
# Simplified: v_new = v_old * drag_coefficient (exponential decay)
# This simulates air resistance reducing velocity over time
state.linear_velocity *= drag_coefficient
# Angular drag (rotational resistance)
# Physics: Similar to linear drag but for rotational motion
# τ_drag = -C_angular * ω² (angular drag torque)
@@ -281,7 +159,7 @@ func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vect
else:
# Normal drag when actively rotating
state.angular_velocity *= angular_drag
# Limit maximum speeds
# Physics: Terminal velocity concept - maximum achievable speed
# When thrust force = drag force, acceleration = 0, velocity = constant
@@ -289,50 +167,46 @@ func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vect
# Normalize to unit vector, then scale to max speed
# Physics: v̂ = v / |v| (unit vector), v_limited = v̂ * v_max
state.linear_velocity = state.linear_velocity.normalized() * max_speed
if state.angular_velocity.length() > max_angular_speed:
# Same concept for angular velocity
# Physics: ω̂ = ω / |ω|, ω_limited = ω̂ * ω_max
state.angular_velocity = state.angular_velocity.normalized() * max_angular_speed
func _emit_telemetry_data():
# Ship only calculates and emits data - HUD handles display
# Performance optimization: only emit signals when values change significantly
# Speed telemetry
# Physics: |v| = √(vₓ² + vᵧ² + vᵤ²) (magnitude of velocity vector)
var current_speed = linear_velocity.length()
if abs(current_speed - _last_speed) > SPEED_THRESHOLD:
speed_changed.emit(current_speed)
_last_speed = current_speed
# Altitude telemetry
# Altitude telemetry
# Physics: Height measurement from reference point (y = 0)
var current_altitude = global_transform.origin.y
if abs(current_altitude - _last_altitude) > ALTITUDE_THRESHOLD:
altitude_changed.emit(current_altitude)
_last_altitude = current_altitude
# Angular velocity telemetry
# Physics: |ω| = √(ωₓ² + ωᵧ² + ωᵤ²) (magnitude of angular velocity vector)
var angular_speed = angular_velocity.length()
if abs(angular_speed - _last_angular_speed) > ANGULAR_THRESHOLD:
angular_velocity_changed.emit(angular_speed)
_last_angular_speed = angular_speed
# Camera mode telemetry (only emit when it actually changes)
if ball_cam_enabled != _last_camera_mode:
camera_mode_changed.emit(ball_cam_enabled)
_last_camera_mode = ball_cam_enabled
# Attitude telemetry (pitch, roll, yaw from ship orientation)
# Physics: Euler angles from rotation matrix
# Pitch = rotation around X-axis, Roll = rotation around Z-axis
var ship_rotation = global_transform.basis.get_euler(EULER_ORDER_XYZ)
var pitch_deg = rad_to_deg(ship_rotation.x)
var roll_deg = rad_to_deg(ship_rotation.z)
var roll_deg = rad_to_deg(ship_rotation.z)
var yaw_deg = rad_to_deg(ship_rotation.y)
if abs(pitch_deg - _last_pitch) > ATTITUDE_THRESHOLD or \
abs(roll_deg - _last_roll) > ATTITUDE_THRESHOLD or \
abs(yaw_deg - _last_yaw) > ATTITUDE_THRESHOLD:
@@ -340,7 +214,7 @@ func _emit_telemetry_data():
_last_pitch = pitch_deg
_last_roll = roll_deg
_last_yaw = yaw_deg
# Heading telemetry (yaw - direction ship is facing)
# Physics: Yaw = rotation around Y-axis (compass heading)
# Convert to 0-360° range for traditional compass display
@@ -348,12 +222,10 @@ func _emit_telemetry_data():
if abs(heading - _last_heading) > ATTITUDE_THRESHOLD:
heading_changed.emit(heading)
_last_heading = heading
# Thrust telemetry
# Physics: Thrust output as percentage of maximum available thrust
var thrust_input = get_thrust_input()
var thrust_magnitude = thrust_input.length()
var thrust_percent = thrust_magnitude * 100.0
var thrust_percent = _current_action.thrust.length() * 100.0
if abs(thrust_percent - _last_thrust) > THRUST_THRESHOLD:
thrust_changed.emit(thrust_percent)
_last_thrust = thrust_percent