feat(*): add wall/ceiling surface pull and retune ball-ship materials

This commit is contained in:
Josh Creek
2026-07-20 19:33:28 +01:00
parent e23d780402
commit 46c8275523
7 changed files with 95 additions and 4 deletions
+1
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@@ -43,6 +43,7 @@ The structure was deliberately chosen so an RL-trained AI opponent and, later, m
- **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)`.
- **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.
- **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.
- **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.
- **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`).
- **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.
- **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.