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feat(arena): add elevated-goal arena variants
Each of the three arenas gains an ELEVATED sibling scene that inherits the base arena and overrides the boundary's goal_mode, the two goal transforms and the ship spawns, so the goal sits at mid-wall height instead of flush with the deck. Registered in ArenaRegistry alongside the floor-level arenas, plus a training_elevated scene for self-play on them. TrainingMode reads the arena's goal_mode once in _start() and widens the ball-placement height range to match the goal's real position; on FLOOR arenas the bound is a no-op, so floor-level training is unchanged. It is read in _start() rather than _ready() because TrainingMode has no _ready() override and GameMode._ready() is what discovers the arena first. Policies trained against floor-level goals are not expected to score on an elevated one, so the two are kept as separate arenas rather than a variant of the same entry.
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@@ -1,14 +1,26 @@
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class_name ArenaRegistry
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# Single source of truth for available arenas: the Free Play menu dropdown
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# lists these, and Match/Spectate pick one at random each session. Training
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# is exempt — training.tscn keeps its own fixed arena_01 child.
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# lists all of these, and Match/Spectate pick at random each session from
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# those with "random" true. Training is exempt — training.tscn/
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# training_elevated.tscn each keep their own fixed Arena child.
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#
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# Elevated-goal variants are Free-Play-only ("random": false) until a
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# checkpoint trained on training_elevated.tscn is promoted — the current
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# promoted bots (see main_menu.gd's DIFFICULTIES) were trained exclusively
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# on floor-level goals and can't be expected to score on an elevated one.
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# Flip a variant's "random" flag to true once that training/promotion has
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# happened.
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const ARENAS := [
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{"name": "Starfield", "path": "res://scenes/arena_01.tscn"},
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{"name": "Nebula", "path": "res://scenes/arena_02.tscn"},
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{"name": "Asteroid Field", "path": "res://scenes/arena_03.tscn"},
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{"name": "Starfield (Floor Goals)", "path": "res://scenes/arena_01.tscn", "random": true},
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{"name": "Starfield (Elevated Goals)", "path": "res://scenes/arena_01_elevated.tscn", "random": false},
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{"name": "Nebula (Floor Goals)", "path": "res://scenes/arena_02.tscn", "random": true},
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{"name": "Nebula (Elevated Goals)", "path": "res://scenes/arena_02_elevated.tscn", "random": false},
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{"name": "Asteroid Field (Floor Goals)", "path": "res://scenes/arena_03.tscn", "random": true},
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{"name": "Asteroid Field (Elevated Goals)", "path": "res://scenes/arena_03_elevated.tscn", "random": false},
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]
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static func random_path() -> String:
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return ARENAS[randi() % ARENAS.size()]["path"]
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var candidates := ARENAS.filter(func(arena): return arena["random"])
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return candidates[randi() % candidates.size()]["path"]
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