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feat(training): add wall and rebound curriculum states
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@@ -70,6 +70,11 @@ const SimConstants = preload("res://scripts/sim_constants.gd")
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# a real goal and ships start low behind/lateral to it, so a useful touch is
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# naturally reinforced by the existing goal-directed ball rewards.
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@export_range(0.0, 1.0) var air_intercept_chance := 0.0
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# Wall-play and rebound starts are separate: wall-play begins beside a wall
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# with the ball travelling inward, while rebound begins just before an
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# outward wall impact. Both default off to preserve existing distributions.
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@export_range(0.0, 1.0) var wall_play_chance := 0.0
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@export_range(0.0, 1.0) var rebound_chance := 0.0
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# Ground-start branch for the generation-5 handling stage: ships spawn level
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# and resting on the floor with a low, floor-level ball. Every other branch
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# samples ship Y uniformly across the full 18m volume (see _random_position),
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@@ -82,8 +87,8 @@ const SimConstants = preload("res://scripts/sim_constants.gd")
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# Ships per team. Default 1 preserves every existing curriculum script's 1v1
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# behaviour unchanged; up to 5 matches ShipObservations.MAX_TEAMMATES/
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# MAX_OPPONENTS. Plumbing only for this pass — no 2v2+ curriculum/reward
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# design has been done, so a run above 1 is untested territory.
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# MAX_OPPONENTS. Team-credit reward and paired 2v2 evaluation are opt-in;
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# no teamplay training stage is enabled by default.
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@export_range(1, 5) var team_size: int = 1
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# Placement bounds for randomized episode starts, derived from the standard
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@@ -100,6 +105,9 @@ const FIELD_MIN_Y := 1.5
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# spawning interpenetrated with it.
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const GROUND_START_Y := 0.35
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const GROUND_START_BALL_Y := 0.55
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const WALL_PLAY_BALL_CLEARANCE := 1.0
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const REBOUND_BALL_CLEARANCE := 0.75
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const WALL_PLAY_SPEED := Vector2(4.0, 9.0)
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const FIELD_MAX_Y := ArenaBoundary.INNER_HEIGHT - SPAWN_INSET
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# The corner curves reach at most their chord plane |x| + |z| = INNER_HALF_X
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# + INNER_HALF_Z - CORNER_RADIUS; spawns keep the same SPAWN_INSET clearance
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@@ -264,6 +272,7 @@ const TRAINING_MODE_OVERRIDES := [
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"goal_reward", "draw_penalty", "kickoff_state_chance",
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"ball_near_goal_chance", "attack_goal_bias", "air_drill_chance",
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"air_intercept_chance", "ground_start_chance", "team_size",
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"wall_play_chance", "rebound_chance",
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]
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# ShipAIController @export names a curriculum run may override, read as
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# --ai_<name>=<value> to avoid colliding with the names above.
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@@ -292,8 +301,8 @@ func _parse_curriculum_args() -> void:
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if args.has(name):
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set(name, _typed_like(args[name], get(name)))
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var start_probability := kickoff_state_chance + ball_near_goal_chance \
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+ air_drill_chance + air_intercept_chance
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start_probability += ground_start_chance
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+ air_drill_chance + air_intercept_chance + ground_start_chance \
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+ wall_play_chance + rebound_chance
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if start_probability > 1.0:
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push_error("TrainingMode: episode-start probabilities sum to %.3f (> 1.0)" % start_probability)
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@@ -455,6 +464,12 @@ func _reset_episode() -> void:
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elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance \
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+ air_intercept_chance + ground_start_chance:
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_place_ground_start()
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elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance \
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+ air_intercept_chance + ground_start_chance + wall_play_chance:
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_place_wall_state(false)
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elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance \
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+ air_intercept_chance + ground_start_chance + wall_play_chance + rebound_chance:
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_place_wall_state(true)
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else:
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_place_ships_random()
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_place_ball_random()
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@@ -564,6 +579,28 @@ func _place_ground_start() -> void:
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)
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# Wall-play/rebound states (see wall_play_chance/rebound_chance). The ball is
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# placed against a side wall, never in a corner or goal sensor. A wall-play
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# state starts after the bounce and sends the ball inward; a rebound state
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# starts before contact and sends it outward so the physics engine supplies
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# the reflected trajectory. Ships use the ordinary randomized placement, so
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# the policy has to read the wall/rebound context instead of memorising a
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# fixed attacker spawn.
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func _place_wall_state(rebound: bool) -> void:
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_place_ships_random()
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var side := -1.0 if randf() < 0.5 else 1.0
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var clearance := REBOUND_BALL_CLEARANCE if rebound else WALL_PLAY_BALL_CLEARANCE
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var ball_position := Vector3(
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side * (ArenaBoundary.INNER_HALF_X - clearance),
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randf_range(1.0, minf(FIELD_MAX_Y, 7.0)),
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randf_range(-FIELD_HALF_Z, FIELD_HALF_Z)
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)
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var toward_field := Vector3(-side, randf_range(-0.15, 0.15), randf_range(-0.15, 0.15)).normalized()
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var direction := -toward_field if rebound else toward_field
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var velocity := direction * randf_range(WALL_PLAY_SPEED.x, WALL_PLAY_SPEED.y)
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_place_body(ball, Transform3D(Basis.IDENTITY, ball_position), velocity, Vector3.ZERO)
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# Air-intercept drill geometry. These six ranges are not free tuning knobs —
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# together they decide whether the drill is solvable at all, and the original
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# values made it arithmetically impossible (see the Round 9 note in
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