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feat(*): add wall/ceiling surface pull and retune ball-ship materials
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@@ -43,6 +43,7 @@ The structure was deliberately chosen so an RL-trained AI opponent and, later, m
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- **Arena vs game mode**: `scenes/arena_01.tscn` (`scripts/arena.gd`, group `"arena"`) is a stateless stadium — a setting (space-platform floor, starfield sky, lighting), an enclosing `Boundary` (instance of `objects/arena_boundary.tscn`: floor/walls/ceiling colliders), two `Goal` instances (team 0 and 1), `BallSpawn` and `SpawnsTeam0/1` Marker3Ds — queried via `get_ball_spawn()`/`get_ship_spawns(team)`/`get_goals()`. All arenas are a standard size: they instance the shared `arena_boundary.tscn`, and `scripts/arena_boundary.gd` (`ArenaBoundary`) holds the canonical play-volume constants (inner x ±12, z ±18, height 12, goal lines z ±17) that field-size logic must derive from instead of restating numbers. Game modes extend `GameMode` (`scripts/game_mode.gd`, group `"game"`): the mode's scene contains an Arena + HUD, and the mode spawns ball/ships/controllers/camera **in code** (`spawn_ship(team, index, controller)` etc.) so ship counts and controller mixes stay flexible. `free_play.gd` and `match_mode.gd` override `_start()` and `_on_goal_scored(conceding_team)`.
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- **Goals are dumb sensors**: `scripts/goal.gd` (`Area3D`, group `"goal"`, `@export team`) only emits `goal_scored(team)` when a body in group `"ball"` enters; `GameMode` debounces it (`_handle_goal_scored`) and modes decide consequences. Never put scoring/reset logic in the goal.
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- **Ship physics**: all movement is force/torque-based (`_integrate_forces`), not kinematic — inputs become world-space forces/torques relative to ship orientation, with manual drag and speed clamps per tick. Physics formulas are commented inline; see `FLIGHT_MANUAL.md` for the player-facing flight model. Physics properties (mass, inertia, friction material) live in `objects/ship.tscn`, not in `_ready` overrides — keep the scene truthful; RL tuning depends on it.
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- **Surface pull (wall/ceiling grav-plating)**: `ArenaBoundary.get_surface_pull()` is a wall+ceiling-only proximity force field (the floor stays plain default gravity) that `Ship` and `Ball` (`scripts/ball.gd`) each apply in their own `_integrate_forces` with independently-tuned strength/range, discovered via the `"arena_boundary"` group — enabling wall-rides and ceiling shots with no collision-shape changes. Because it runs inside `Ship`'s shared `_integrate_forces`, it reaches trained bots too; see `TRAINING.md` for the retrain this warrants.
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- **Camera** (`scenes/ship_camera_rig.tscn`, `scripts/ship_camera.gd`, group `"ship_camera"`) is spawned by the game mode and given a `target` ship — ships have no camera/HUD dependency, so headless RL runs work (`godot --headless`).
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- **HUD / telemetry pattern**: `Ship` emits flight data via signals only when values change past thresholds (`_last_*` fields, `*_THRESHOLD` constants). `HUDController` (`scripts/HUDController.gd` on `scenes/HUD.tscn`, instanced by each mode's scene) discovers the ship, camera rig, and game mode via groups (`"ship"`, `"ship_camera"`, `"game"`), connects to signals, and only updates labels — no polling. Follow this discovery-by-group + signal-push pattern for new instruments or cross-node communication, not hardcoded `get_node` paths or per-frame polling.
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- **Input actions** are defined in `Game/project.godot` under `[input]` (`move_forward`, `turn_left`, `turbo`, `reset_ball`, etc.) and read only by `PlayerShipController` (plus mode-level `_unhandled_input` for `reset_ball`/`ui_cancel`) — add new controls there rather than hardcoding key checks.
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@@ -1,12 +1,13 @@
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[gd_scene load_steps=4 format=3 uid="uid://27u3tdc5yqnl"]
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[gd_scene load_steps=5 format=3 uid="uid://27u3tdc5yqnl"]
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[ext_resource type="ArrayMesh" uid="uid://ucw1lyo43yi4" path="res://assets/models/gold_ball.res" id="1_ct1s3"]
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[ext_resource type="Script" path="res://scripts/ball.gd" id="2_ball"]
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[sub_resource type="SphereShape3D" id="SphereShape3D_c5p07"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_ball"]
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bounce = 0.8
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friction = 0.3
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bounce = 0.5
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friction = 0.4
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[node name="Ball" type="RigidBody3D" groups=["ball"]]
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mass = 3
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@@ -16,6 +17,7 @@ inertia = Vector3(3, 3, 3)
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gravity_scale = 0.8
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linear_damp = 0.1
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angular_damp = 0.1
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script = ExtResource("2_ball")
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metadata/_edit_group_ = true
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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@@ -4,7 +4,7 @@
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_ship"]
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friction = 0.1
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bounce = 0.2
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bounce = 0.15
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_hull"]
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albedo_color = Color(0.35, 0.37, 0.42, 1)
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@@ -60,10 +60,42 @@ var _corner_visuals: Array[Dictionary] = []
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func _ready() -> void:
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add_to_group("arena_boundary")
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_build_corner_curves()
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_build_base_fillets()
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# Wall+ceiling-only proximity force field ("artificial gravity" grav-plating,
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# weaker than the floor's plain default gravity, which this deliberately
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# leaves untouched). Ship and Ball each call this with their own
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# strength/range so wall adherence and ceiling adherence can be tuned
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# independently per body — see ship.gd/ball.gd. Quadratic falloff keeps a
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# casual flyby near a wall almost force-free, concentrating the pull in
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# roughly the last third of the range so it only bites once something is
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# genuinely close to the surface.
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func get_surface_pull(
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global_pos: Vector3, wall_strength: float, wall_range: float,
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ceiling_strength: float, ceiling_range: float
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) -> Vector3:
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var p := to_local(global_pos)
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var pull := Vector3.ZERO
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pull += Vector3(1, 0, 0) * _falloff(INNER_HALF_X - p.x, wall_range) * wall_strength
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pull += Vector3(-1, 0, 0) * _falloff(INNER_HALF_X + p.x, wall_range) * wall_strength
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# End walls are gated off inside the goal mouth — there is no physical
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# wall there (see GOAL_MOUTH_HALF_WIDTH / _build_base_fillets), so a shot
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# heading straight for the net doesn't feel a phantom sideways tug.
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if abs(p.x) >= GOAL_MOUTH_HALF_WIDTH:
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pull += Vector3(0, 0, 1) * _falloff(INNER_HALF_Z - p.z, wall_range) * wall_strength
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pull += Vector3(0, 0, -1) * _falloff(INNER_HALF_Z + p.z, wall_range) * wall_strength
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pull += Vector3.UP * _falloff(INNER_HEIGHT - p.y, ceiling_range) * ceiling_strength
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return pull
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func _falloff(dist: float, field_range: float) -> float:
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var t: float = clamp(1.0 - dist / field_range, 0.0, 1.0)
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return t * t
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func _process(_delta: float) -> void:
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# The translucent field material tints everything behind it, so any face
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# the camera has crossed to the outside of is hidden entirely — looking
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@@ -0,0 +1,35 @@
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class_name Ball
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extends RigidBody3D
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# Physics ball. Floor gravity is untouched (gravity_scale in ball.tscn); this
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# only adds the wall/ceiling "surface pull" (see ArenaBoundary.get_surface_pull)
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# so the ball can cling near a wall for dribbling or hang against the ceiling
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# for ceiling shots, plus a safety speed clamp (the ball previously had none).
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@export_group("Surface Pull")
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@export var wall_pull_strength = 4.0 # Weaker than the ship's — assist, not adherence
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@export var wall_pull_range = 2.0
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@export var ceiling_pull_strength = 5.5 # Stays below the ball's effective gravity (0.8 * 9.8)
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@export var ceiling_pull_range = 2.0
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# Kept close to ship_observations.gd's BALL_SPEED_SCALE (30.0) so this feature
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# doesn't push ball velocity further out of the range trained policies expect.
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const MAX_SPEED := 32.0
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var _boundary: ArenaBoundary
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func _ready() -> void:
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_boundary = get_tree().get_first_node_in_group("arena_boundary")
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func _integrate_forces(state: PhysicsDirectBodyState3D) -> void:
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if _boundary:
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var pull := _boundary.get_surface_pull(
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global_position, wall_pull_strength, wall_pull_range,
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ceiling_pull_strength, ceiling_pull_range
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)
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state.apply_central_force(pull * mass)
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if state.linear_velocity.length() > MAX_SPEED:
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state.linear_velocity = state.linear_velocity.normalized() * MAX_SPEED
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@@ -0,0 +1 @@
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uid://da7cgcp5pt1ld
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@@ -19,6 +19,12 @@ extends RigidBody3D
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@export var drag_coefficient = 0.98 # Linear drag (air resistance)
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@export var angular_drag = 0.95 # Rotational drag
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@export_group("Surface Pull")
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@export var wall_pull_strength = 6.0 # Wall grav-plating strength (m/s^2-equivalent)
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@export var wall_pull_range = 3.0 # Metres from a wall where pull begins
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@export var ceiling_pull_strength = 11.5 # Ceiling grav-plating strength; nets above gravity so a ship can hold a ceiling
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@export var ceiling_pull_range = 3.0 # Metres from the ceiling where pull begins
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# Accent colours per team, applied to the nose and tail fin meshes so the
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# two sides are tellable apart at a glance.
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const TEAM_COLORS := {
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@@ -34,6 +40,7 @@ var team: int = 0:
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var controller: ShipController
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var _current_action: ShipAction = ShipAction.new()
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var _boundary: ArenaBoundary
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# Instrument signals for efficient data distribution
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signal speed_changed(speed: float)
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@@ -74,6 +81,8 @@ func _ready():
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_apply_team_color()
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_boundary = get_tree().get_first_node_in_group("arena_boundary")
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func _apply_team_color() -> void:
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if not is_inside_tree():
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@@ -112,6 +121,7 @@ func _integrate_forces(state):
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# === TRANSLATION (Movement) ===
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apply_thruster_forces(state, _current_action)
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apply_surface_pull(state)
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# === ROTATION (Turning) ===
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apply_rotation_forces(state, _current_action.rotation)
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@@ -153,6 +163,16 @@ func apply_thruster_forces(state: PhysicsDirectBodyState3D, action: ShipAction):
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state.apply_central_force(world_thrust)
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func apply_surface_pull(state: PhysicsDirectBodyState3D) -> void:
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if _boundary == null:
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return
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var pull := _boundary.get_surface_pull(
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global_position, wall_pull_strength, wall_pull_range,
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ceiling_pull_strength, ceiling_pull_range
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)
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state.apply_central_force(pull * mass)
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func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
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if rotation_input.length() < 0.01:
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return
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