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16 changed files with 467 additions and 87 deletions
+4
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@@ -5,3 +5,7 @@
training/.venv/ training/.venv/
training/smoke_run.log training/smoke_run.log
training/__pycache__/ training/__pycache__/
# Exported training binary: a regenerable build artifact (rebuilt by
# export_linux.sh / run_training.sh), not a training result.
training/build/
+28
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@@ -0,0 +1,28 @@
[preset.0]
name="Linux Training"
platform="Linux"
runnable=true
dedicated_server=false
custom_features="training"
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="../training/build/CosmicClash.x86_64"
encryption_include_filters=""
encryption_exclude_filters=""
encrypt_pck=false
encrypt_directory=false
script_encryption_key=""
[preset.0.options]
custom_template/debug=""
custom_template/release=""
debug/export_console_script=1
binary_format/embed_pck=true
texture_format/bptc=true
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false
binary_format/architecture="x86_64"
+1 -12
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@@ -18,6 +18,7 @@ config/name="Cosmic Clash"
config/description="A fast-paced, physics-based sports game set in space. From Raymond Studios." config/description="A fast-paced, physics-based sports game set in space. From Raymond Studios."
config/version="0.0.1" config/version="0.0.1"
run/main_scene="uid://bcq14356s3e2i" run/main_scene="uid://bcq14356s3e2i"
run/main_scene.training="res://scenes/training.tscn"
config/features=PackedStringArray("4.7", "Forward Plus") config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg" config/icon="res://icon.svg"
@@ -117,16 +118,4 @@ common/physics_interpolation=true
[autoload] [autoload]
GameSettings="*res://scripts/game_settings.gd" GameSettings="*res://scripts/game_settings.gd"
+102 -36
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@@ -1,4 +1,4 @@
[gd_scene load_steps=6 format=3 uid="uid://c8kak2l3m4n5"] [gd_scene load_steps=9 format=3 uid="uid://c8kak2l3m4n5"]
[ext_resource type="Script" uid="uid://du7y176h5aaq4" path="res://scripts/HUDController.gd" id="1_hud_controller"] [ext_resource type="Script" uid="uid://du7y176h5aaq4" path="res://scripts/HUDController.gd" id="1_hud_controller"]
[ext_resource type="Script" path="res://scripts/hud_attitude_indicator.gd" id="2_adi"] [ext_resource type="Script" path="res://scripts/hud_attitude_indicator.gd" id="2_adi"]
@@ -8,6 +8,36 @@
[sub_resource type="LabelSettings" id="LabelSettings_hud"] [sub_resource type="LabelSettings" id="LabelSettings_hud"]
font_size = 32 font_size = 32
[sub_resource type="LabelSettings" id="LabelSettings_kickoff"]
font_size = 96
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_scoreboard"]
bg_color = Color(0.05, 0.06, 0.09, 0.6)
corner_radius_top_left = 10
corner_radius_top_right = 10
corner_radius_bottom_right = 10
corner_radius_bottom_left = 10
content_margin_left = 20.0
content_margin_top = 8.0
content_margin_right = 20.0
content_margin_bottom = 8.0
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_result"]
bg_color = Color(0.05, 0.06, 0.09, 0.85)
border_width_left = 3
border_width_top = 3
border_width_right = 3
border_width_bottom = 3
border_color = Color(1, 1, 1, 0.2)
corner_radius_top_left = 20
corner_radius_top_right = 20
corner_radius_bottom_right = 20
corner_radius_bottom_left = 20
content_margin_left = 48.0
content_margin_top = 32.0
content_margin_right = 48.0
content_margin_bottom = 32.0
[node name="HUD" type="CanvasLayer"] [node name="HUD" type="CanvasLayer"]
process_mode = 3 process_mode = 3
script = ExtResource("1_hud_controller") script = ExtResource("1_hud_controller")
@@ -21,47 +51,79 @@ grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
mouse_filter = 2 mouse_filter = 2
[node name="TimerLabel" type="Label" parent="Control"] [node name="ScoreboardPanel" type="PanelContainer" parent="Control"]
layout_mode = 1 layout_mode = 1
anchors_preset = 5 anchors_preset = 5
anchor_left = 0.5 anchor_left = 0.5
anchor_right = 0.5 anchor_right = 0.5
offset_left = -90.5 offset_left = -220.0
offset_right = 90.5 offset_right = 220.0
offset_bottom = 62.0 offset_top = 8.0
offset_bottom = 60.0
grow_horizontal = 2 grow_horizontal = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_scoreboard")
[node name="ScoreRow" type="HBoxContainer" parent="Control/ScoreboardPanel"]
layout_mode = 2
alignment = 1
theme_override_constants/separation = 16
[node name="Team0Name" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
layout_mode = 2
size_flags_vertical = 4
theme_override_colors/font_color = Color(0.25, 0.55, 1, 1)
theme_override_font_sizes/font_size = 14
horizontal_alignment = 1
text = "BLUE"
[node name="Team0Score" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
layout_mode = 2
size_flags_vertical = 4
theme_override_colors/font_color = Color(0.25, 0.55, 1, 1)
theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "0"
[node name="TimerLabel" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
layout_mode = 2
size_flags_vertical = 4
label_settings = SubResource("LabelSettings_hud") label_settings = SubResource("LabelSettings_hud")
horizontal_alignment = 1 horizontal_alignment = 1
[node name="ScoreRow" type="HBoxContainer" parent="Control"] [node name="Team1Score" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -90.5
offset_right = 90.5
offset_top = 64.0
offset_bottom = 110.0
grow_horizontal = 2
alignment = 1
[node name="Team0Score" type="Label" parent="Control/ScoreRow"]
layout_mode = 2
theme_override_colors/font_color = Color(0.25, 0.55, 1, 1)
theme_override_font_sizes/font_size = 32
text = "0"
[node name="ScoreDash" type="Label" parent="Control/ScoreRow"]
layout_mode = 2
theme_override_font_sizes/font_size = 32
text = " - "
[node name="Team1Score" type="Label" parent="Control/ScoreRow"]
layout_mode = 2 layout_mode = 2
size_flags_vertical = 4
theme_override_colors/font_color = Color(1, 0.5, 0.15, 1) theme_override_colors/font_color = Color(1, 0.5, 0.15, 1)
theme_override_font_sizes/font_size = 32 theme_override_font_sizes/font_size = 32
horizontal_alignment = 1
text = "0" text = "0"
[node name="Team1Name" type="Label" parent="Control/ScoreboardPanel/ScoreRow"]
layout_mode = 2
size_flags_vertical = 4
theme_override_colors/font_color = Color(1, 0.5, 0.15, 1)
theme_override_font_sizes/font_size = 14
horizontal_alignment = 1
text = "ORANGE"
[node name="KickoffLabel" type="Label" parent="Control"]
visible = false
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -90.0
offset_top = -60.0
offset_right = 90.0
offset_bottom = 60.0
grow_horizontal = 2
grow_vertical = 2
label_settings = SubResource("LabelSettings_kickoff")
horizontal_alignment = 1
vertical_alignment = 1
[node name="ResultOverlay" type="Control" parent="Control"] [node name="ResultOverlay" type="Control" parent="Control"]
visible = false visible = false
layout_mode = 1 layout_mode = 1
@@ -88,19 +150,23 @@ anchor_bottom = 1.0
grow_horizontal = 2 grow_horizontal = 2
grow_vertical = 2 grow_vertical = 2
[node name="VBox" type="VBoxContainer" parent="Control/ResultOverlay/Center"] [node name="ResultPanel" type="PanelContainer" parent="Control/ResultOverlay/Center"]
layout_mode = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_result")
[node name="VBox" type="VBoxContainer" parent="Control/ResultOverlay/Center/ResultPanel"]
layout_mode = 2 layout_mode = 2
theme_override_constants/separation = 16 theme_override_constants/separation = 16
[node name="ResultLabel" type="Label" parent="Control/ResultOverlay/Center/VBox"] [node name="ResultLabel" type="Label" parent="Control/ResultOverlay/Center/ResultPanel/VBox"]
layout_mode = 2 layout_mode = 2
theme_override_font_sizes/font_size = 56 theme_override_font_sizes/font_size = 64
text = "Draw" text = "Draw"
horizontal_alignment = 1 horizontal_alignment = 1
[node name="FinalScoreLabel" type="Label" parent="Control/ResultOverlay/Center/VBox"] [node name="FinalScoreLabel" type="Label" parent="Control/ResultOverlay/Center/ResultPanel/VBox"]
layout_mode = 2 layout_mode = 2
theme_override_font_sizes/font_size = 36 theme_override_font_sizes/font_size = 44
text = "0 - 0" text = "0 - 0"
horizontal_alignment = 1 horizontal_alignment = 1
@@ -120,8 +186,8 @@ anchor_left = 0.5
anchor_right = 0.5 anchor_right = 0.5
offset_left = -180.0 offset_left = -180.0
offset_right = 180.0 offset_right = 180.0
offset_top = 116.0 offset_top = 68.0
offset_bottom = 156.0 offset_bottom = 108.0
grow_horizontal = 2 grow_horizontal = 2
mouse_filter = 2 mouse_filter = 2
script = ExtResource("3_tape") script = ExtResource("3_tape")
+80 -11
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@@ -5,13 +5,17 @@
extends CanvasLayer extends CanvasLayer
class_name HUDController class_name HUDController
@onready var timer_label = get_node("Control/TimerLabel") @onready var score_row = get_node_or_null("Control/ScoreboardPanel")
@onready var score_row = get_node_or_null("Control/ScoreRow") @onready var timer_label = get_node_or_null("Control/ScoreboardPanel/ScoreRow/TimerLabel")
@onready var team0_score_label = get_node_or_null("Control/ScoreRow/Team0Score") @onready var team0_name_label = get_node_or_null("Control/ScoreboardPanel/ScoreRow/Team0Name")
@onready var team1_score_label = get_node_or_null("Control/ScoreRow/Team1Score") @onready var team0_score_label = get_node_or_null("Control/ScoreboardPanel/ScoreRow/Team0Score")
@onready var team1_score_label = get_node_or_null("Control/ScoreboardPanel/ScoreRow/Team1Score")
@onready var team1_name_label = get_node_or_null("Control/ScoreboardPanel/ScoreRow/Team1Name")
@onready var kickoff_label = get_node_or_null("Control/KickoffLabel")
@onready var result_overlay = get_node_or_null("Control/ResultOverlay") @onready var result_overlay = get_node_or_null("Control/ResultOverlay")
@onready var result_label = get_node_or_null("Control/ResultOverlay/Center/VBox/ResultLabel") @onready var result_panel = get_node_or_null("Control/ResultOverlay/Center/ResultPanel")
@onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/VBox/FinalScoreLabel") @onready var result_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/ResultLabel")
@onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/FinalScoreLabel")
@onready var heading_tape: HudHeadingTape = get_node_or_null("Control/Instruments/HeadingTape") @onready var heading_tape: HudHeadingTape = get_node_or_null("Control/Instruments/HeadingTape")
@onready var attitude_indicator: HudAttitudeIndicator = get_node_or_null("Control/Instruments/Cluster/Dials/AttitudeIndicator") @onready var attitude_indicator: HudAttitudeIndicator = get_node_or_null("Control/Instruments/Cluster/Dials/AttitudeIndicator")
@@ -25,6 +29,7 @@ const TEAM_NAMES := {0: "Blue", 1: "Orange"}
const TEAM_COLORS := {0: Color(0.25, 0.55, 1.0), 1: Color(1.0, 0.5, 0.15)} const TEAM_COLORS := {0: Color(0.25, 0.55, 1.0), 1: Color(1.0, 0.5, 0.15)}
var ship: Node var ship: Node
var _last_score := {0: 0, 1: 0}
func _ready(): func _ready():
# Wait one frame to ensure ship is ready and added to group # Wait one frame to ensure ship is ready and added to group
@@ -66,12 +71,24 @@ func _initialize_hud():
var has_score = game_manager and game_manager.has_signal("score_changed") var has_score = game_manager and game_manager.has_signal("score_changed")
if has_score: if has_score:
game_manager.score_changed.connect(_on_score_changed) game_manager.score_changed.connect(_on_score_changed)
for label in [team0_name_label, team0_score_label, team1_score_label, team1_name_label]:
if label and is_instance_valid(label):
label.visible = has_score
# The banner itself (timer + score share one panel) only fully hides
# when neither signal exists at all.
if score_row and is_instance_valid(score_row): if score_row and is_instance_valid(score_row):
score_row.visible = has_score score_row.visible = has_timer or has_score
if game_manager and game_manager.has_signal("match_ended"): if game_manager and game_manager.has_signal("match_ended"):
game_manager.match_ended.connect(_on_match_ended) game_manager.match_ended.connect(_on_match_ended)
if game_manager and game_manager.has_signal("kickoff_countdown"):
game_manager.kickoff_countdown.connect(_on_kickoff_countdown)
if game_manager and game_manager.has_signal("overtime_started"):
game_manager.overtime_started.connect(_on_overtime_started)
func _connect_ship_signals(): func _connect_ship_signals():
# Route ship telemetry to the flight instruments # Route ship telemetry to the flight instruments
if ship.has_signal("speed_changed"): if ship.has_signal("speed_changed"):
@@ -122,10 +139,35 @@ func update_timer(time_text: String):
timer_label.text = time_text timer_label.text = time_text
func _on_score_changed(score: Dictionary): func _on_score_changed(score: Dictionary):
if team0_score_label and is_instance_valid(team0_score_label): _update_score_label(team0_score_label, score, 0)
team0_score_label.text = str(score.get(0, 0)) _update_score_label(team1_score_label, score, 1)
if team1_score_label and is_instance_valid(team1_score_label): _last_score = score.duplicate()
team1_score_label.text = str(score.get(1, 0))
func _update_score_label(label: Label, score: Dictionary, team: int):
if not label or not is_instance_valid(label):
return
label.text = str(score.get(team, 0))
if score.get(team, 0) > _last_score.get(team, 0):
_flash_score_label(label)
# Brief scale pop to draw the eye to whichever team just scored.
func _flash_score_label(label: Label) -> void:
label.pivot_offset = label.size / 2.0
var tween := create_tween()
tween.tween_property(label, "scale", Vector2(1.4, 1.4), 0.1)
tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.2)
func _on_overtime_started():
if timer_label and is_instance_valid(timer_label):
timer_label.text = "OT"
timer_label.add_theme_color_override("font_color", Color(1.0, 0.85, 0.2))
func _on_kickoff_countdown(count: int):
if not kickoff_label or not is_instance_valid(kickoff_label):
return
kickoff_label.visible = count > 0
if count > 0:
kickoff_label.text = str(count)
func _on_match_ended(winning_team: int, score: Dictionary): func _on_match_ended(winning_team: int, score: Dictionary):
if not result_overlay or not is_instance_valid(result_overlay): if not result_overlay or not is_instance_valid(result_overlay):
@@ -133,8 +175,35 @@ func _on_match_ended(winning_team: int, score: Dictionary):
if winning_team < 0: if winning_team < 0:
result_label.text = "Draw" result_label.text = "Draw"
result_label.remove_theme_color_override("font_color") result_label.remove_theme_color_override("font_color")
_set_result_panel_accent(Color(1, 1, 1, 0.2))
else: else:
result_label.text = "%s team wins!" % TEAM_NAMES[winning_team] result_label.text = "%s team wins!" % TEAM_NAMES[winning_team]
result_label.add_theme_color_override("font_color", TEAM_COLORS[winning_team]) result_label.add_theme_color_override("font_color", TEAM_COLORS[winning_team])
_set_result_panel_accent(TEAM_COLORS[winning_team])
final_score_label.text = "%d - %d" % [score.get(0, 0), score.get(1, 0)] final_score_label.text = "%d - %d" % [score.get(0, 0), score.get(1, 0)]
result_overlay.visible = true result_overlay.visible = true
_animate_result_panel_in()
# Tints the result panel's border to match the winning team (neutral for a draw).
func _set_result_panel_accent(color: Color) -> void:
if not result_panel or not is_instance_valid(result_panel):
return
var style: StyleBoxFlat = result_panel.get_theme_stylebox("panel").duplicate()
style.border_color = color
result_panel.add_theme_stylebox_override("panel", style)
# Quick scale/fade pop so the results screen doesn't just snap into view.
func _animate_result_panel_in() -> void:
if not result_panel or not is_instance_valid(result_panel):
return
result_panel.scale = Vector2(0.85, 0.85)
result_panel.modulate.a = 0.0
# ResultOverlay was hidden since scene start, so ResultPanel's
# container-computed size isn't valid until the next layout pass.
await get_tree().process_frame
if not is_instance_valid(result_panel):
return
result_panel.pivot_offset = result_panel.size / 2.0
var tween := create_tween().set_parallel(true)
tween.tween_property(result_panel, "scale", Vector2.ONE, 0.25).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
tween.tween_property(result_panel, "modulate:a", 1.0, 0.2)
+56 -5
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@@ -7,11 +7,16 @@ extends GameMode
signal timer_updated(minutes: int, seconds: int) signal timer_updated(minutes: int, seconds: int)
signal score_changed(score: Dictionary) signal score_changed(score: Dictionary)
# winning_team is -1 for a draw. # winning_team is -1 for a draw. Never -1 when reached via overtime.
signal match_ended(winning_team: int, score: Dictionary) signal match_ended(winning_team: int, score: Dictionary)
# Counts 3, 2, 1, then 0 ("go", hide the label).
signal kickoff_countdown(count: int)
# Full time ended level: sudden-death golden goal, no clock.
signal overtime_started
# How long the result overlay stays up before returning to the menu. # How long the result overlay stays up before returning to the menu.
const RESULT_SCREEN_SECONDS := 5.0 const RESULT_SCREEN_SECONDS := 5.0
const KICKOFF_COUNTDOWN_SECONDS := 3
@export var match_length_seconds := 150.0 @export var match_length_seconds := 150.0
@@ -24,6 +29,7 @@ const RESULT_SCREEN_SECONDS := 5.0
var score := {0: 0, 1: 0} var score := {0: 0, 1: 0}
var match_timer: Timer var match_timer: Timer
var _in_overtime := false
func _start() -> void: func _start() -> void:
@@ -32,6 +38,8 @@ func _start() -> void:
spawn_camera_rig(player_ship) spawn_camera_rig(player_ship)
spawn_ship(1, 0, _make_opponent_controller()) spawn_ship(1, 0, _make_opponent_controller())
await _run_kickoff_countdown()
match_timer = Timer.new() match_timer = Timer.new()
match_timer.one_shot = true match_timer.one_shot = true
match_timer.wait_time = match_length_seconds match_timer.wait_time = match_length_seconds
@@ -66,15 +74,58 @@ func _on_goal_scored(conceding_team: int) -> void:
score[scoring_team] += 1 score[scoring_team] += 1
score_changed.emit(score.duplicate()) score_changed.emit(score.duplicate())
print("Goal for team %d! Score: %d - %d" % [scoring_team, score[0], score[1]]) print("Goal for team %d! Score: %d - %d" % [scoring_team, score[0], score[1]])
if _in_overtime:
# Golden goal: the first score after a draw ends the match outright.
_end_match(scoring_team)
return
await _run_kickoff_countdown()
# Used both for the initial kickoff and after every goal. Freezes ball/ships
# via RigidBody3D.freeze — a built-in engine property — so this needs zero
# changes to ship.gd/ball.gd/ship_controller.gd, keeping training_mode.gd
# (which never calls into this file) completely untouched.
func _run_kickoff_countdown() -> void:
reset_ball() reset_ball()
reset_ships() reset_ships()
_set_frozen(true)
for count in range(KICKOFF_COUNTDOWN_SECONDS, 0, -1):
kickoff_countdown.emit(count)
# process_always=false: if full-time fires mid-countdown (see
# _on_match_timer_timeout's get_tree().paused = true), this stalls
# harmlessly in lockstep with the pause instead of ticking a
# countdown label over the results screen.
await get_tree().create_timer(1.0, false).timeout
kickoff_countdown.emit(0)
_set_frozen(false)
func _set_frozen(frozen: bool) -> void:
if is_instance_valid(ball):
ball.set_deferred("freeze", frozen)
for ship in ships:
if is_instance_valid(ship):
ship.set_deferred("freeze", frozen)
func _on_match_timer_timeout() -> void: func _on_match_timer_timeout() -> void:
print("Full time! Final score: %d - %d" % [score[0], score[1]]) print("Full time! Score: %d - %d" % [score[0], score[1]])
var winning_team := -1 if score[0] == score[1]:
if score[0] != score[1]: await _start_overtime()
winning_team = 0 if score[0] > score[1] else 1 return
_end_match(0 if score[0] > score[1] else 1)
# Full time ended level: sudden-death golden goal, no clock running.
# _on_goal_scored checks _in_overtime and ends the match on the next goal.
func _start_overtime() -> void:
_in_overtime = true
overtime_started.emit()
await _run_kickoff_countdown()
func _end_match(winning_team: int) -> void:
print("Match over! Final score: %d - %d" % [score[0], score[1]])
match_ended.emit(winning_team, score.duplicate()) match_ended.emit(winning_team, score.duplicate())
# Freeze gameplay while the HUD (process_mode ALWAYS) shows the result. # Freeze gameplay while the HUD (process_mode ALWAYS) shows the result.
get_tree().paused = true get_tree().paused = true
+17
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@@ -107,6 +107,15 @@ var ball: RigidBody3D
var opponent: Ship var opponent: Ship
var attack_goal_position: Vector3 var attack_goal_position: Vector3
# Set directly by TrainingMode (_on_goal_scored / the timeout branch in
# _physics_process) at the same time as `done = true`. Deliberately NOT
# cleared in reset(): TrainingMode's _reset_episode() (which calls reset())
# runs synchronously, immediately after done is set, before the Sync node
# ever reads get_info()/get_done() for that terminal tick — clearing it here
# would wipe the value that read needs. Both call sites always overwrite
# (true on goal, false on timeout) rather than toggle, so no reset is needed.
var goal_scored_this_episode := false
var _ticks_since_ball_touch := 1 << 30 # large so the first touch always pays var _ticks_since_ball_touch := 1 << 30 # large so the first touch always pays
@@ -135,6 +144,14 @@ func get_reward() -> float:
return reward return reward
# Symmetric across both self-play agents: reports whether this episode ended
# in a goal at all, not which team scored — a clean "goal rate" signal
# distinct from rollout/ep_rew_mean, which mixes this with dense shaping
# (ball chasing/touching). See train.py's GoalRateCallback.
func get_info() -> Dictionary:
return {"goal_scored": goal_scored_this_episode}
func get_action_space() -> Dictionary: func get_action_space() -> Dictionary:
return { return {
"thrust": {"size": 3, "action_type": "continuous"}, "thrust": {"size": 3, "action_type": "continuous"},
+2
View File
@@ -290,6 +290,7 @@ func _physics_process(_delta):
for agent in _agents: for agent in _agents:
agent.reward -= draw_penalty agent.reward -= draw_penalty
agent.done = true agent.done = true
agent.goal_scored_this_episode = false
_reset_episode() _reset_episode()
return return
@@ -320,6 +321,7 @@ func _on_goal_scored(conceding_team: int) -> void:
for agent in _agents: for agent in _agents:
agent.reward += goal_reward if agent.ship.team != conceding_team else -goal_reward agent.reward += goal_reward if agent.ship.team != conceding_team else -goal_reward
agent.done = true agent.done = true
agent.goal_scored_this_episode = true
_reset_episode() _reset_episode()
-8
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@@ -12,14 +12,6 @@ The training pipeline is built — see `TRAINING.md` (self-play PPO via the vend
- [ ] Frozen-opponent league: train the live policy against a *pool* of past exported checkpoints, sampled per-episode (today's `--opponent-mode=frozen` only supports one fixed model per run) to prevent self-play strategy collapse on long runs. - [ ] Frozen-opponent league: train the live policy against a *pool* of past exported checkpoints, sampled per-episode (today's `--opponent-mode=frozen` only supports one fixed model per run) to prevent self-play strategy collapse on long runs.
- [ ] Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows (beyond the score/defend/draw staging already in place). - [ ] Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows (beyond the score/defend/draw staging already in place).
- [ ] Main-menu difficulty picker (Match already takes `bot_model_path`/`bot_reaction_ticks`/`bot_action_noise` exports). - [ ] Main-menu difficulty picker (Match already takes `bot_model_path`/`bot_reaction_ticks`/`bot_action_noise` exports).
- [ ] Optional: exported headless Linux build for faster parallel training instances (train.py currently runs the project from source, which is fine but re-parses scripts per instance).
## Match mode polish
- [ ] Kickoff countdown (3-2-1) before play starts and after each goal, instead of instant reset.
- [ ] HUD scoreboard widget consuming the existing `score_changed` signal.
- [ ] Results screen on timer expiry (winner, final score) instead of dumping straight back to the main menu.
- [ ] Overtime / golden-goal rule on a draw.
## Multiplayer (long term) ## Multiplayer (long term)
+9 -2
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@@ -17,7 +17,10 @@ Python, no .NET, no network.
observation builder — training and in-game inference must stay identical, observation builder — training and in-game inference must stay identical,
so never fork it. so never fork it.
- `training/train.py` — PPO trainer; launches N parallel headless Godot - `training/train.py` — PPO trainer; launches N parallel headless Godot
instances (2 agents each). instances (2 agents each) — from source by default, or from a pre-built
binary via `--exported-binary` (see TRAINING_LINUX.md's "Exported-binary
training" section; `training/export_linux.sh` builds it from
`Game/export_presets.cfg`'s "Linux Training" preset).
- `training/export_policy.py` — SB3 checkpoint → JSON policy for the game. - `training/export_policy.py` — SB3 checkpoint → JSON policy for the game.
- `scripts/ai_ship_controller.gd` + `scripts/policy_network.gd` — in-game - `scripts/ai_ship_controller.gd` + `scripts/policy_network.gd` — in-game
inference (GDScript MLP forward pass). inference (GDScript MLP forward pass).
@@ -86,7 +89,11 @@ real behaviour needs tens of millions of steps (hours on the 3090 box).
Key curves: `rollout/ep_rew_mean` (should trend up), `rollout/ep_len_mean` Key curves: `rollout/ep_rew_mean` (should trend up), `rollout/ep_len_mean`
(should trend *down* from 225 as goals end episodes early — 225 action steps (should trend *down* from 225 as goals end episodes early — 225 action steps
= the 30s episode timeout). = the 30s episode timeout), `rollout/goal_rate` (fraction of recent episodes
that ended in an actual goal rather than timing out as a draw — the live
signal for "is the policy actually finishing more episodes by scoring",
since `ep_rew_mean` mixes that with dense reward-shaping (ball chasing/
touching) and doesn't isolate it).
### Reward/observation tuning ### Reward/observation tuning
+50
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@@ -112,6 +112,56 @@ On the Mac (or anywhere), collecting the results is just `git pull`. A
20M-step run adds roughly 40 MB of checkpoints — acceptable growth for the 20M-step run adds roughly 40 MB of checkpoints — acceptable growth for the
guarantee that training is never lost with a machine. guarantee that training is never lost with a machine.
## Exported-binary training (faster parallel startup)
By default (and in every example above) `train.py` runs the project from
source via `--godot_bin` — each of the `--n-parallel` instances re-parses
project settings and re-imports scripts/resources on launch. An **exported**
build skips that: resources are pre-imported and packed once at export time,
so each instance just loads a binary. Worth it once `--n-parallel` is large
enough that per-instance startup overhead adds up (i.e. this box, not the Mac
mini's `--n-parallel 6`).
Opt in once — `run_training.sh` (and so `start_training.sh`/`next_run.sh`/
`curriculum.sh`, which all funnel through it) takes it from there automatically:
```bash
./export_linux.sh # one-time opt-in: builds training/build/CosmicClash.x86_64
./next_run.sh # from here on, every standing/curriculum run uses it
```
You don't need to (and shouldn't) pass `--exported-binary` yourself through
those entry points — `run_training.sh` adds it whenever `training/build/`
exists, after re-exporting against whatever `git pull` just fetched. Calling
`train.py` directly still takes it explicitly, same as any other flag:
```bash
.venv/bin/python train.py --experiment run04 --exported-binary build/CosmicClash.x86_64 \
--timesteps 20000000 --n-parallel 14 --speedup 24
```
To go back to a source run permanently, delete `training/build/` — with it
gone, `run_training.sh` stops re-exporting and stops adding the flag, so
`next_run.sh`/`curriculum.sh` revert to plain source runs with no code changes.
`export_linux.sh` builds from the "Linux Training" preset in
`Game/export_presets.cfg`, which is training-only — its
`custom_features="training"` activates project.godot's
`run/main_scene.training` override, so the resulting binary boots straight
into `training.tscn` on its own. This indirection is required, not
incidental: official Godot export templates have path/scene overrides
compiled out, so passing `--scene` at launch time (the way the source run
does) hard-aborts an exported binary with "compiled without support for path
overrides" — there's no way to redirect an exported build to a different
scene at runtime. Because the main scene is baked in at export time, this
preset can't later double as a normal "ship the game" Linux build (which
would need `main_menu.tscn` and no training feature tag) — a real game export
would need its own separate preset.
`setup_linux.sh` installs the export templates this needs alongside the
Godot binary. If you never opt in (no `training/build/` directory), this
costs nothing — training stays a plain source run.
## Dashboard over the network ## Dashboard over the network
`start_training.sh` already serves TensorBoard on all interfaces — browse to `start_training.sh` already serves TensorBoard on all interfaces — browse to
+24 -8
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@@ -19,10 +19,27 @@ TRAINING_SCENE = "res://scenes/training.tscn"
class CosmicClashEnv(GodotEnv): class CosmicClashEnv(GodotEnv):
"""GodotEnv that launches `godot --path Game res://scenes/training.tscn`.""" """GodotEnv that launches either the project from source or an exported binary.
# env_path is a Godot binary, not an exported game: skip the suffix and Source mode (default): `godot --path Game res://scenes/training.tscn` — the
# platform checks stock GodotEnv applies to exported executables. positional scene argument overrides the project's normal main scene.
Exported mode (`exported=True`): `env_path` is a pre-built game executable
(see training/export_linux.sh, "Linux Training" preset) — no `--path` and
no scene override needed or possible: official Godot export templates have
path/scene overrides compiled out (`--scene`/a positional scene argument
hard-aborts with "compiled without support for path overrides"), so the
binary instead boots straight into training.tscn on its own via
project.godot's `run/main_scene.training` feature-tag override, activated
by that preset's `custom_features="training"`.
"""
def __init__(self, *args, exported: bool = False, **kwargs):
self.exported = exported
super().__init__(*args, **kwargs)
# env_path is a Godot binary (or, in exported mode, a game executable we
# built ourselves), not a stock godot_rl exported-project path: skip the
# suffix and platform checks stock GodotEnv applies to those.
def _set_platform_suffix(self, env_path: str) -> str: def _set_platform_suffix(self, env_path: str) -> str:
return env_path return env_path
@@ -32,11 +49,10 @@ class CosmicClashEnv(GodotEnv):
def _launch_env(self, env_path, port, show_window, framerate, seed, action_repeat, speedup, **kwargs): def _launch_env(self, env_path, port, show_window, framerate, seed, action_repeat, speedup, **kwargs):
# sync.gd reads --key=value pairs from the raw command line; they must # sync.gd reads --key=value pairs from the raw command line; they must
# NOT go after a `--` separator or OS.get_cmdline_args() drops them. # NOT go after a `--` separator or OS.get_cmdline_args() drops them.
cmd = [ cmd = [env_path]
env_path, if not self.exported:
"--path", cmd += ["--path", str(GAME_DIR), TRAINING_SCENE]
str(GAME_DIR), cmd += [
TRAINING_SCENE,
f"--port={port}", f"--port={port}",
f"--env_seed={seed}", f"--env_seed={seed}",
] ]
+21
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@@ -0,0 +1,21 @@
#!/usr/bin/env bash
# Build the exported Linux training binary from the "Linux Training" preset in
# Game/export_presets.cfg. That preset's custom_features="training" activates
# project.godot's `run/main_scene.training` override, so the resulting binary
# boots straight into training.tscn on its own — official Godot export
# templates have path/scene overrides compiled out, so this can't be done at
# launch time via --scene. Re-run any time training-relevant scripts/scenes
# change — an exported binary is a snapshot, not a live view of the source.
# See TRAINING_LINUX.md.
set -euo pipefail
cd "$(dirname "$0")"
GODOT_VERSION="4.7.1"
GODOT_BIN="${GODOT_BIN:-$HOME/ai-training/godot/Godot_v${GODOT_VERSION}-stable_linux.x86_64}"
OUT="build/CosmicClash.x86_64"
mkdir -p build
"$GODOT_BIN" --headless --path ../Game --export-release "Linux Training" "$(pwd)/$OUT"
chmod +x "$OUT"
echo "Exported: training/$OUT"
+19 -1
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@@ -16,10 +16,28 @@ shift
# Train on the latest code and checkpoints from any machine # Train on the latest code and checkpoints from any machine
git pull --rebase git pull --rebase
# Rebuild the exported training binary against the code we just pulled, so a
# --exported-binary run never trains on a stale snapshot. Only when the
# caller has already opted into the exported-binary flow (training/build/
# exists from a prior export) — a source-run caller pays no extra latency.
# Fails the whole run rather than silently falling through to train.py
# against a stale or partially-rebuilt binary (export_linux.sh sets -e, but
# that only exits *it*, not this script).
EXTRA_ARGS=()
if [ -d build ]; then
./export_linux.sh || { echo "export_linux.sh failed — aborting" >&2; exit 1; }
# Standing entry points (next_run.sh, curriculum.py) don't know about the
# exported binary and never pass --exported-binary themselves; default it
# here so opting in (by ever running export_linux.sh once) actually gets
# used, not just kept up to date. An explicit --exported-binary in "$@"
# still wins (argparse: later occurrence overrides).
EXTRA_ARGS=(--exported-binary build/CosmicClash.x86_64)
fi
# Let Ctrl-C stop train.py without killing this script, so the export and # Let Ctrl-C stop train.py without killing this script, so the export and
# commit below still run # commit below still run
trap ':' INT trap ':' INT
.venv/bin/python train.py --experiment "$EXP" "$@" .venv/bin/python train.py --experiment "$EXP" "${EXTRA_ARGS[@]}" "$@"
trap - INT trap - INT
if [ ! -f "checkpoints/$EXP/final.zip" ]; then if [ ! -f "checkpoints/$EXP/final.zip" ]; then
+18
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@@ -20,6 +20,24 @@ if [ ! -x "$GODOT_BIN" ]; then
fi fi
echo "Godot: $GODOT_BIN" echo "Godot: $GODOT_BIN"
# Export templates — needed to build the exported training binary
# (export_linux.sh); the editor binary alone can't produce release exports.
TEMPLATES_DIR="$HOME/.local/share/godot/export_templates/${GODOT_VERSION}.stable"
if [ ! -d "$TEMPLATES_DIR" ]; then
echo "Downloading Godot $GODOT_VERSION export templates to $TEMPLATES_DIR"
TMP_DL="$(mktemp -d)"
wget -q "https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}-stable/Godot_v${GODOT_VERSION}-stable_export_templates.tpz" \
-O "$TMP_DL/templates.tpz"
unzip -o -q "$TMP_DL/templates.tpz" -d "$TMP_DL"
mkdir -p "$(dirname "$TEMPLATES_DIR")"
# Single mv creates $TEMPLATES_DIR only on full success — if this script is
# interrupted any earlier, the guard above correctly sees "not installed"
# and retries, instead of finding a half-populated dir and skipping.
mv "$TMP_DL/templates" "$TEMPLATES_DIR"
rm -rf "$TMP_DL"
fi
echo "Export templates: $TEMPLATES_DIR"
# Python env # Python env
[ -d .venv ] || python3 -m venv .venv [ -d .venv ] || python3 -m venv .venv
.venv/bin/pip install -q -r requirements.txt .venv/bin/pip install -q -r requirements.txt
+36 -4
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@@ -16,7 +16,8 @@ import os
import pathlib import pathlib
from stable_baselines3 import PPO from stable_baselines3 import PPO
from stable_baselines3.common.callbacks import CheckpointCallback from stable_baselines3.common.callbacks import BaseCallback, CheckpointCallback
from stable_baselines3.common.utils import safe_mean
from stable_baselines3.common.vec_env.vec_monitor import VecMonitor from stable_baselines3.common.vec_env.vec_monitor import VecMonitor
from cosmic_env import CosmicClashVecEnv from cosmic_env import CosmicClashVecEnv
@@ -25,6 +26,27 @@ TRAINING_DIR = pathlib.Path(__file__).resolve().parent
DEFAULT_GODOT_MACOS = "/Applications/Godot.app/Contents/MacOS/Godot" DEFAULT_GODOT_MACOS = "/Applications/Godot.app/Contents/MacOS/Godot"
class GoalRateCallback(BaseCallback):
"""Logs rollout/goal_rate: the fraction of completed episodes in the
current ep_info_buffer that ended in an actual goal, vs. timing out as a
draw. rollout/ep_rew_mean mixes dense reward-shaping (ball chasing/
touching) with the sparse terminal goal reward, so it can trend up from
better shaping alone without the policy finishing more episodes by
actually scoring this isolates that. Requires VecMonitor(...,
info_keywords=("goal_scored",)), which copies ShipAIController.get_info()
into each completed episode's info["episode"] dict (see
training_mode.gd's _on_goal_scored / timeout branch)."""
def _on_step(self) -> bool:
return True
def _on_rollout_end(self) -> None:
if len(self.model.ep_info_buffer) == 0:
return
goal_rate = safe_mean([ep_info["goal_scored"] for ep_info in self.model.ep_info_buffer])
self.logger.record("rollout/goal_rate", goal_rate)
def parse_args(): def parse_args():
parser = argparse.ArgumentParser(description=__doc__) parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument( parser.add_argument(
@@ -32,6 +54,13 @@ def parse_args():
default=os.environ.get("GODOT_BIN", DEFAULT_GODOT_MACOS), default=os.environ.get("GODOT_BIN", DEFAULT_GODOT_MACOS),
help="Path to the Godot binary (or set GODOT_BIN)", help="Path to the Godot binary (or set GODOT_BIN)",
) )
parser.add_argument(
"--exported-binary",
default=None,
help="Path to a pre-built game executable (see export_linux.sh) instead of running the "
"project from source — skips per-instance script/resource import for faster parallel "
"startup. Overrides --godot_bin when set.",
)
parser.add_argument("--experiment", default="default", help="Run name for logs/checkpoints") parser.add_argument("--experiment", default="default", help="Run name for logs/checkpoints")
parser.add_argument("--timesteps", type=int, default=200_000) parser.add_argument("--timesteps", type=int, default=200_000)
parser.add_argument("--n-parallel", type=int, default=2, help="Parallel Godot instances (2 agents each)") parser.add_argument("--n-parallel", type=int, default=2, help="Parallel Godot instances (2 agents each)")
@@ -146,8 +175,10 @@ def main():
wandb.init(project="cosmic-clash-rl", name=args.experiment, sync_tensorboard=True) wandb.init(project="cosmic-clash-rl", name=args.experiment, sync_tensorboard=True)
exported_binary = args.exported_binary or None
env = CosmicClashVecEnv( env = CosmicClashVecEnv(
godot_bin=args.godot_bin, godot_bin=exported_binary or args.godot_bin,
exported=exported_binary is not None,
n_parallel=args.n_parallel, n_parallel=args.n_parallel,
seed=args.seed, seed=args.seed,
port=args.port, port=args.port,
@@ -155,7 +186,7 @@ def main():
speedup=args.speedup, speedup=args.speedup,
**_curriculum_kwargs(args), **_curriculum_kwargs(args),
) )
env = VecMonitor(env) env = VecMonitor(env, info_keywords=("goal_scored",))
if args.resume: if args.resume:
model = PPO.load( model = PPO.load(
@@ -195,11 +226,12 @@ def main():
save_path=str(checkpoint_dir), save_path=str(checkpoint_dir),
name_prefix="ppo", name_prefix="ppo",
) )
goal_rate_callback = GoalRateCallback()
try: try:
model.learn( model.learn(
args.timesteps, args.timesteps,
callback=checkpoint_callback, callback=[checkpoint_callback, goal_rate_callback],
tb_log_name=args.experiment, tb_log_name=args.experiment,
reset_num_timesteps=not args.resume, reset_num_timesteps=not args.resume,
) )