fix(hud): have game mode hand HUD its target ship instead of group lookup

HUDController found its ship via get_first_node_in_group("ship"), a group
that has 2+ members once a match has an AI opponent — it only worked
because the player ship happened to spawn first. spawn_camera_rig now
wires the HUD's ship the same way it already wires the camera rig's
target.
This commit is contained in:
Josh Creek
2026-08-04 19:54:55 +01:00
parent 5193776d86
commit 884b7799a0
4 changed files with 19 additions and 10 deletions
+1 -1
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@@ -59,7 +59,7 @@ The structure was deliberately chosen so an RL-trained AI opponent and, later, m
- **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.
- **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 camera rig and game mode via groups (`"ship_camera"`, `"game"`) but receives its target ship directly from the game mode via `GameMode.spawn_camera_rig` (mirroring the camera rig's `target`, not group lookup — the `"ship"` group can have 2+ members), 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.
- Physics engine is Jolt (`Game/project.godot`, `[physics] 3d/physics_engine="Jolt Physics"`).
+10 -7
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@@ -1,7 +1,9 @@
# HUD Controller - discovers the ship/camera/game mode via groups and routes
# their signals to the display widgets. All flight data is rendered by
# aircraft-style instruments (attitude indicator, heading tape, bar gauges) —
# this node is only the wiring hub; the instruments are dumb displays.
# HUD Controller - receives its target ship from the game mode (see
# GameMode.spawn_camera_rig), discovers the camera rig/game mode via groups,
# and routes their signals to the display widgets. All flight data is
# rendered by aircraft-style instruments (attitude indicator, heading tape,
# bar gauges) — this node is only the wiring hub; the instruments are dumb
# displays.
extends CanvasLayer
class_name HUDController
@@ -33,10 +35,11 @@ func _ready():
_initialize_hud()
func _initialize_hud():
# Find the ship
ship = get_tree().get_first_node_in_group("ship")
# `ship` is assigned by the game mode (GameMode.spawn_camera_rig) before
# this runs — not discovered via group, since the "ship" group can have
# 2+ members and there's no reliable way to tell which one is "ours".
if not ship:
push_error("HUDController: No ship found in 'ship' group")
push_error("HUDController: No ship assigned")
return
print("HUDController: Found ship: ", ship.name)
+7 -1
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@@ -13,6 +13,7 @@ extends Node3D
const CAMERA_RIG_SCENE = preload("res://scenes/ship_camera_rig.tscn")
var arena: Arena
var hud: HUDController
var ball: RigidBody3D
var ships: Array[Ship] = []
var _ship_spawn_transforms := {}
@@ -30,7 +31,8 @@ func _ready():
for child in get_children():
if child is Arena:
arena = child
break
elif child is HUDController:
hud = child
if not arena:
var path := _get_arena_scene_path()
if not path.is_empty():
@@ -99,6 +101,10 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig:
var rig: ShipCameraRig = CAMERA_RIG_SCENE.instantiate()
add_child(rig)
rig.target = target
# Also wires the scene's static HUD (if any) to the same ship, rather
# than letting it guess via the "ship" group.
if hud:
hud.ship = target
return rig
+1 -1
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@@ -19,7 +19,7 @@ Bugs found in an adversarial review. None are gameplay- or physics-affecting, so
- [ ] Goal scoring volume (3.5 x 1.5, `objects/goal.tscn`) is smaller than the drawn mouth (3.7 x 1.65, `ArenaBoundary.GOAL_APERTURE_*`) — a ball crossing the visible edge doesn't score. Derive the aperture constants from the goal's collision shape, the way `goal.gd:53` already measures its own visuals.
- [x] `match_mode.gd`: full time can fire mid-kickoff-countdown, and the stalled coroutine resumes into the dying scene (can re-emit `kickoff_countdown` / unfreeze bodies for a frame). Guard `_run_kickoff_countdown` with a match-over flag.
- [x] `match_mode.gd` emits `timer_updated` every frame for a value that changes once a second; the HUD re-formats and re-shapes the label each time. Emit only on change, matching `ship.gd`'s threshold-gated telemetry discipline.
- [ ] `HUDController` binds to `get_first_node_in_group("ship")` in a group that always has 2+ members — works only because the player ship happens to spawn first. Have the game mode hand the HUD its target ship.
- [x] `HUDController` binds to `get_first_node_in_group("ship")` in a group that always has 2+ members — works only because the player ship happens to spawn first. Have the game mode hand the HUD its target ship.
- [ ] Reuse a member `ShipAction` in `ship.gd` (controllerless path) and `player_ship_controller.gd` instead of allocating one per physics tick; `ai_ship_controller.gd` already does this correctly.
- [ ] Delete the duplicate 1 MB texture — `assets/textures/planet_surface.png` and `assets/models/nebula_planet_planet_surface.png` are byte-identical.