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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.
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@@ -59,7 +59,7 @@ The structure was deliberately chosen so an RL-trained AI opponent and, later, m
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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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- **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.
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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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- Physics engine is Jolt (`Game/project.godot`, `[physics] 3d/physics_engine="Jolt Physics"`).
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