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7 Commits

Author SHA1 Message Date
Josh Creek 401d882ff0 fix(assets): remove unreferenced duplicate planet_surface texture
assets/textures/planet_surface.png was byte-identical to and unused
in favor of assets/models/nebula_planet_planet_surface.png, the
sidecar Godot's glTF importer actually extracted from nebula_planet.glb
and uses at runtime. Deleted the orphan (+ its .import) and stopped
gen_planet_surface.py from writing it.

Also measured nebula_dust.gdshader's per-fragment depth-texture sample
cost (~0.07ms/frame at 500 particles, within noise) -- negligible, so
no budgeting concern for further particle work.
2026-08-05 09:51:33 +01:00
Josh Creek 9bdeb73fa7 docs: mark trained-bot compatibility items resolved in TODO.md
Records the drag/aperture/collider-bake/beyond-1v1 items as done, with a
short note on what actually shipped (scoped up to 5v5 mid-implementation)
and the explicit non-goals (no 2v2+ curriculum, no team-size UI) so it's
clear what's still open.
2026-08-05 09:18:08 +01:00
Josh Creek 3049c42867 feat(training): support N-vs-M matches with persistent per-ship spawn IDs
Extends ShipObservations beyond the old self+1-opponent layout to padded
teammate/opponent arrays (MAX_TEAMMATES=4, MAX_OPPONENTS=5, SIZE=83),
zero-filling slots past the real roster size the same way the old single-
opponent slot was zero-filled when absent.

Slot stability across ticks requires a persistent identity: Ship gains
spawn_index (set once by GameMode.spawn_ship, never reassigned — there's no
despawn path anywhere in this codebase, so a roster is fixed for the whole
episode/match). ai_ship_controller.gd's opponent discovery is rewritten from
"first non-self ship" to classify every other ship by team and sort by
spawn_index; training_mode.gd/ship_ai_controller.gd carry the equivalent
sorted lists through the training path so both agree on slot assignment for
the same roster.

training_mode.gd and match_mode.gd both gain a team_size export (default 1,
so every existing curriculum script and match keeps today's 1v1 behaviour
unchanged). This is plumbing only: no 2v2+ curriculum or reward design, and
no match-mode UI to pick team size, has been done yet. The two checkpoints
in Game/bots/promoted/ are fitted to the old 35-float layout and are not
migrated — expected to go stale until the next training run.
2026-08-05 09:17:56 +01:00
Josh Creek 18fdb0f232 feat(arena): resize for 5v5, cut a real goal-wall hole, and bake collision geometry
Retraining from scratch removes the constraint that blocked these: the
existing checkpoints in Game/bots/promoted/ no longer need byte-identical
geometry.

- Fix the goal aperture constants (were 1.85/1.65, now match
  objects/goal.tscn's actual sensor exactly at 1.75/1.5) so a ball crossing
  the visible edge can't fail to score.
- Cut a real navigable hole in each end wall's collision
  (_build_end_wall_colliders), replacing the previous solid box — the ball
  now genuinely enters the net instead of triggering the sensor a hair
  before hitting a solid wall. Correct for both FLOOR and ELEVATED goal
  modes via _goal_surround_bounds. A separate, slightly wider
  GOAL_VISUAL_APERTURE_* pair keeps the collision hole exact while still
  giving goal.gd's bezel/rim frame clearance to be seen against the hull cut.
- Resize the play volume 1.5x (INNER_HALF_X/Z/HEIGHT 12/18/12 -> 18/27/18) to
  comfortably fit a 5v5 roster: updates every hand-authored literal in
  arena_boundary.tscn/arena_base.tscn/the elevated arena variants that
  doesn't derive from those constants, adds 5 spawn markers per team, and
  rescales ship_observations.gd's normalization scales and arena_02's
  cosmetic decoration/nebula-dust shader uniforms to match.
- Bake the ~170 runtime-generated CollisionShape3D nodes into the scene via
  a new bake_colliders()/tools/bake_arena_boundary.gd instead of rebuilding
  them on every load — a real load-time cost repeated in every parallel
  headless training env. Colliders must be direct children of the
  StaticBody3D to register at all, so bake_colliders() parents them onto
  self and tags them with a group for idempotent re-baking, rather than
  grouping them under an intermediate container node. _ready() self-heals:
  it skips regenerating only when an existing bake's goal_mode metadata
  matches the current one, so the FLOOR-mode bake in the shared scene is
  never silently reused by an ELEVATED arena variant.
2026-08-05 09:17:13 +01:00
Josh Creek a02e0770af fix(training): avoid ship-ship overlap when placing a multi-ship roster
_place_ships_random/_place_air_drill sampled each ship's randomized episode-
start position independently, so a team_size > 1 roster could spawn
interpenetrating (ships are ~1x1x4). Both now resample (up to 20 attempts,
matching the existing corner/fillet rejection-sampling pattern) against
every ship already placed that reset, rejecting anything within
MIN_SHIP_SEPARATION (4.5m, matching the arena spawn-marker spacing) of one.
2026-08-05 09:16:35 +01:00
Josh Creek 661c588fef fix(game-mode): recover ships/ball that escape through an open goal in every mode
The goal mouths are now a real navigable hole in the end walls, sized to the
ball rather than the ship — a ship's 1x1 cross-section fits through it, and
there's nothing behind the net to stop it. The escape failsafe previously
only existed in TrainingMode (where a physics regression just wastes
training time); now that any ship can genuinely fly out through an open
goal, every mode needs it or a stray ship/ball falls into the void with no
way back short of quitting. Moved up to GameMode as the shared default
_physics_process, removing TrainingMode's now-duplicate copy.
2026-08-05 09:16:00 +01:00
Josh Creek 0f7603d3cb fix(ship): delta-scale drag so it stays correct at any physics tick rate
drag_coefficient/angular_drag/the idle angular-drag multiplier were applied
once per physics tick with no delta scaling, correct only because
project.godot never pins physics/common/physics_ticks_per_second and
Godot's default happens to be 60. _tick_scaled(k, state.step) makes the
decay rate invariant to tick rate instead. Also promotes the previously
hardcoded 0.9 idle angular-drag literal to an export, matching its sibling.
2026-08-05 09:13:52 +01:00
20 changed files with 1698 additions and 250 deletions
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path="res://.godot/imported/planet_surface.png-d3aaf8310508e4c85b26a3d093bcf9c8.ctex"
metadata={
"vram_texture": false
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[deps]
source_file="res://assets/textures/planet_surface.png"
dest_files=["res://.godot/imported/planet_surface.png-d3aaf8310508e4c85b26a3d093bcf9c8.ctex"]
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compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
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detect_3d/compress_to=1
File diff suppressed because it is too large Load Diff
+4 -4
View File
@@ -8,13 +8,13 @@
goal_mode = 1
[node name="GoalTeam0" parent="." index="5"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6.0, 18)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 9.0, 27)
[node name="GoalTeam1" parent="." index="6"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 6.0, -18)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 9.0, -27)
[node name="Spawn1" parent="SpawnsTeam0" index="0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.0, 2.8, 13.5)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.0, 2.8, 20.25)
[node name="Spawn1" parent="SpawnsTeam1" index="0"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -4.0, 2.8, -13.5)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -6.0, 2.8, -20.25)
+12 -12
View File
@@ -32,7 +32,7 @@ gradient = SubResource("Gradient_dust")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_dust"]
emission_shape = 3
emission_box_extents = Vector3(26, 11, 28)
emission_box_extents = Vector3(39, 16.5, 42)
direction = Vector3(0, 1, 0)
spread = 180.0
initial_velocity_min = 0.1
@@ -68,48 +68,48 @@ light_color = Color(0.55, 0.35, 0.65, 1)
light_energy = 0.45
[node name="NebulaDust" type="GPUParticles3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5, 0)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 7.5, 0)
amount = 500
lifetime = 22.0
preprocess = 8.0
randomness = 1.0
visibility_aabb = AABB(-30, -14, -32, 60, 28, 64)
visibility_aabb = AABB(-45, -21, -48, 90, 42, 96)
process_material = SubResource("ParticleProcessMaterial_dust")
draw_pass_1 = SubResource("QuadMesh_dust")
[node name="Decoration" type="Node3D" parent="."]
[node name="NebulaStationA" parent="Decoration" instance=ExtResource("8_station")]
transform = Transform3D(1.8, 0, 0, 0, 1.8, 0, 0, 0, 1.8, 28, 5, -6)
transform = Transform3D(1.8, 0, 0, 0, 1.8, 0, 0, 0, 1.8, 42, 7.5, -9)
rotation = Vector3(0, -0.436332, 0)
[node name="NebulaDebrisA" parent="Decoration" instance=ExtResource("9_debris")]
transform = Transform3D(1.2, 0, 0, 0, 1.2, 0, 0, 0, 1.2, -22, 9, 11)
transform = Transform3D(1.2, 0, 0, 0, 1.2, 0, 0, 0, 1.2, -33, 13.5, 16.5)
rotation = Vector3(0.261799, 0.698132, 0.087266)
[node name="NebulaDebrisB" parent="Decoration" instance=ExtResource("9_debris")]
transform = Transform3D(0.8, 0, 0, 0, 0.8, 0, 0, 0, 0.8, 34, 3, 15)
transform = Transform3D(0.8, 0, 0, 0, 0.8, 0, 0, 0, 0.8, 51, 4.5, 22.5)
rotation = Vector3(-0.174533, 1.919862, 0.349066)
[node name="NebulaDebrisC" parent="Decoration" instance=ExtResource("9_debris")]
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, -30, 11, -21)
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, -45, 16.5, -31.5)
rotation = Vector3(0.087266, -1.047198, -0.261799)
[node name="NebulaStationB" parent="Decoration" instance=ExtResource("8_station")]
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, -32, 7, 9)
transform = Transform3D(1.5, 0, 0, 0, 1.5, 0, 0, 0, 1.5, -48, 10.5, 13.5)
rotation = Vector3(0.05, 1.134464, -0.02)
[node name="NebulaStationC" parent="Decoration" instance=ExtResource("8_station")]
transform = Transform3D(1.3, 0, 0, 0, 1.3, 0, 0, 0, 1.3, 9, 8, 42)
transform = Transform3D(1.3, 0, 0, 0, 1.3, 0, 0, 0, 1.3, 13.5, 12, 63)
rotation = Vector3(-0.03, 2.740167, 0.06)
[node name="NebulaDebrisD" parent="Decoration" instance=ExtResource("9_debris")]
transform = Transform3D(1.0, 0, 0, 0, 1.0, 0, 0, 0, 1.0, 13, 15, -35)
transform = Transform3D(1.0, 0, 0, 0, 1.0, 0, 0, 0, 1.0, 19.5, 22.5, -52.5)
rotation = Vector3(0.4, 1.3, -0.2)
[node name="NebulaDebrisE" parent="Decoration" instance=ExtResource("9_debris")]
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, -11, 4, 33)
transform = Transform3D(0.9, 0, 0, 0, 0.9, 0, 0, 0, 0.9, -16.5, 6, 49.5)
rotation = Vector3(-0.3, -0.9, 0.15)
[node name="NebulaPlanet" parent="Decoration" instance=ExtResource("11_planet")]
transform = Transform3D(30, 0, 0, 0, 30, 0, 0, 0, 30, -55, 38, -80)
transform = Transform3D(30, 0, 0, 0, 30, 0, 0, 0, 30, -82.5, 57, -120)
+4 -4
View File
@@ -8,13 +8,13 @@
goal_mode = 1
[node name="GoalTeam0" parent="." index="5"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6.0, 18)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 9.0, 27)
[node name="GoalTeam1" parent="." index="6"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 6.0, -18)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 9.0, -27)
[node name="Spawn1" parent="SpawnsTeam0" index="0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.0, 2.8, 13.5)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.0, 2.8, 20.25)
[node name="Spawn1" parent="SpawnsTeam1" index="0"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -4.0, 2.8, -13.5)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -6.0, 2.8, -20.25)
+4 -4
View File
@@ -8,13 +8,13 @@
goal_mode = 1
[node name="GoalTeam0" parent="." index="5"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6.0, 18)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 9.0, 27)
[node name="GoalTeam1" parent="." index="6"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 6.0, -18)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 9.0, -27)
[node name="Spawn1" parent="SpawnsTeam0" index="0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.0, 2.8, 13.5)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 6.0, 2.8, 20.25)
[node name="Spawn1" parent="SpawnsTeam1" index="0"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -4.0, 2.8, -13.5)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -6.0, 2.8, -20.25)
+30 -6
View File
@@ -53,16 +53,16 @@ shadow_enabled = false
environment = SubResource("Environment_base")
[node name="ReflectionProbe" type="ReflectionProbe" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 6, 0)
size = Vector3(26, 14, 40)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 9, 0)
size = Vector3(38, 20, 58)
box_projection = true
update_mode = 0
[node name="GoalTeam0" parent="." instance=ExtResource("6_p57ef")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.79, 18)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.79, 27)
[node name="GoalTeam1" parent="." instance=ExtResource("6_p57ef")]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0.79, -18)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0.79, -27)
team = 1
[node name="BallSpawn" type="Marker3D" parent="."]
@@ -71,9 +71,33 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
[node name="SpawnsTeam0" type="Node3D" parent="."]
[node name="Spawn1" type="Marker3D" parent="SpawnsTeam0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.8, 13.5)
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -9, 2.8, 20.25)
[node name="Spawn2" type="Marker3D" parent="SpawnsTeam0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.5, 2.8, 20.25)
[node name="Spawn3" type="Marker3D" parent="SpawnsTeam0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.8, 20.25)
[node name="Spawn4" type="Marker3D" parent="SpawnsTeam0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4.5, 2.8, 20.25)
[node name="Spawn5" type="Marker3D" parent="SpawnsTeam0"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 9, 2.8, 20.25)
[node name="SpawnsTeam1" type="Node3D" parent="."]
[node name="Spawn1" type="Marker3D" parent="SpawnsTeam1"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 2.8, -13.5)
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -9, 2.8, -20.25)
[node name="Spawn2" type="Marker3D" parent="SpawnsTeam1"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, -4.5, 2.8, -20.25)
[node name="Spawn3" type="Marker3D" parent="SpawnsTeam1"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 2.8, -20.25)
[node name="Spawn4" type="Marker3D" parent="SpawnsTeam1"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 4.5, 2.8, -20.25)
[node name="Spawn5" type="Marker3D" parent="SpawnsTeam1"]
transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, -1, 9, 2.8, -20.25)
+29 -9
View File
@@ -35,7 +35,8 @@ var _action := ShipAction.new()
var _ticks_until_decision := 0
var _ship: Ship
var _opponent: Ship
var _teammates: Array[Ship] = []
var _opponents: Array[Ship] = []
var _ball: RigidBody3D
var _attack_goal_position: Vector3
var _scene_refs_ready := false
@@ -60,7 +61,7 @@ func get_action() -> ShipAction:
func _decide() -> void:
var obs := ShipObservations.build(_ship, _opponent, _ball, _attack_goal_position)
var obs := ShipObservations.build(_ship, _teammates, _opponents, _ball, _attack_goal_position)
var out := _policy.forward(obs)
# See ShipActionCodec for the decode — the single source of truth shared
# with the training side, so this must never reimplement layout/ordering
@@ -76,21 +77,40 @@ func _decide() -> void:
_action = ShipActionCodec.from_logits(out, action_noise)
# Find ship/ball/opponent/goal once everything is spawned. ShipAction axes
# are body-frame so only observations need team context (ShipObservations).
# Find ship/ball/teammates/opponents/goal once everything is spawned.
# ShipAction axes are body-frame so only observations need team context
# (ShipObservations). Rosters never change mid-match (no despawn path exists
# anywhere in this codebase), so this only needs to run once — sorted by
# spawn_index so a given ship keeps the same observation slot for the whole
# match, matching TrainingMode's identically-sorted lists.
func _discover_scene_refs() -> bool:
_ship = get_parent() as Ship
if _ship == null or not is_inside_tree():
return false
_ball = get_tree().get_first_node_in_group("ball")
if _ball == null:
return false
# Cleared, not just appended to: if an earlier call reached this point but
# a later check still failed, a retry must not re-append onto whatever it
# already collected — that would duplicate every ship in the roster.
_teammates.clear()
_opponents.clear()
for node in get_tree().get_nodes_in_group("ship"):
if node != _ship:
_opponent = node
break
var other := node as Ship
if other == _ship:
continue
if other.team == _ship.team:
_teammates.append(other)
else:
_opponents.append(other)
_teammates.sort_custom(_by_spawn_index)
_opponents.sort_custom(_by_spawn_index)
for goal in get_tree().get_nodes_in_group("goal"):
if goal.team == 1 - _ship.team:
_attack_goal_position = goal.global_position
if _ball == null:
return false
_scene_refs_ready = true
return true
static func _by_spawn_index(a: Ship, b: Ship) -> bool:
return a.spawn_index < b.spawn_index
+139 -20
View File
@@ -5,9 +5,9 @@ extends StaticBody3D
# instances objects/arena_boundary.tscn so all arenas share one size; code
# that needs field dimensions derives them from these constants rather than
# restating numbers.
const INNER_HALF_X := 12.0
const INNER_HALF_Z := 18.0
const INNER_HEIGHT := 12.0
const INNER_HALF_X := 18.0
const INNER_HALF_Z := 27.0
const INNER_HEIGHT := 18.0
# Goal-centre distance from arena centre. Flush with the end walls (see
# arena_01.tscn's goal transforms), so there is no floating gap between the
# goal and the wall for a ball to ramp across before reaching the sensor.
@@ -45,14 +45,30 @@ const BASE_RADIUS := 2.0
# The end-wall fillets stop short of the goal mouth so floor-level shots
# roll flat into the goal sensor (3.5 m wide) instead of ramping over it.
const GOAL_MOUTH_HALF_WIDTH := 2.5
# The aperture the visual shell leaves for the goal itself, and the opaque
# bulkhead surrounding it. Mirrors objects/goal.tscn's 3.5 x 1.5 sensor with a
# little clearance, so no sliver of panel shows through the goal frame. The
# surround has to be opaque hull: backed by the translucent field panel
# The real navigable hole in the wall's collision (see
# _build_end_wall_colliders) — must track objects/goal.tscn's BoxShape3D
# (3.5 x 1.5, i.e. half-width 1.75, height 1.5) exactly. Anything wider than
# the scoring sensor lets the ball cross the wall opening without entering
# the sensor and failing to score; this is collision-authoritative, do not
# widen it for cosmetic reasons — see GOAL_VISUAL_APERTURE_* below for that.
# Half-width matches the sensor exactly; height is a few cm off in FLOOR mode
# (the sensor is vertically offset by the goal node's own y=0.79 placement,
# while the hole itself is measured from the floor at y=0 — see
# _goal_surround_bounds), which is immaterial at the ball's radius but means
# "exact match" isn't literally true.
const GOAL_APERTURE_HALF_WIDTH := 1.75
const GOAL_APERTURE_HEIGHT := 1.5
# The (larger) aperture the visual shell/opaque bulkhead actually cuts —
# deliberately wider than the true collision hole above, so goal.gd's bezel/
# rim frame (built starting exactly at the sensor's own half-extents) has
# clearance to be seen against the hull's cut edge instead of sitting flush
# with it. Cosmetic only: collision still uses the exact GOAL_APERTURE_*
# pair above, so this can't reopen the "ball crosses without scoring" bug.
const GOAL_VISUAL_APERTURE_HALF_WIDTH := GOAL_APERTURE_HALF_WIDTH + 0.1
const GOAL_VISUAL_APERTURE_HEIGHT := GOAL_APERTURE_HEIGHT + 0.15
# The surround has to be opaque hull: backed by the translucent field panel
# instead, the goal's recess and net showed straight through the wall beside
# the mouth and read as a second, duplicated net.
const GOAL_APERTURE_HALF_WIDTH := 1.85
const GOAL_APERTURE_HEIGHT := 1.65
# ELEVATED only — in FLOOR mode the surround spans the deck to the fillet
# tangent, so its height is BASE_RADIUS and needs no constant.
const GOAL_SURROUND_HALF_HEIGHT := 1.6
@@ -102,12 +118,28 @@ var _field_material: ShaderMaterial
# pattern so the viewport lookup isn't repeated every frame.
var _camera: Camera3D
# Group every generated collider is tagged with. A CollisionShape3D only
# registers a shape with a CollisionObject3D that is its DIRECT parent — an
# earlier version of this code grouped generated colliders under an
# intermediate Node3D container for identification, which silently made
# every one of them inert (no shape ever reached the StaticBody3D). They must
# be direct children of `self`; the group tag is how bake_colliders()
# identifies (and clears, for idempotent re-baking) its own prior output
# without an intermediate node.
const GENERATED_COLLIDER_GROUP := "_arena_generated_collider"
func _ready() -> void:
add_to_group("arena_boundary")
_build_corner_colliders()
_build_fillet_colliders(BASE_FILLET)
_build_fillet_colliders(CEILING_FILLET)
# goal_mode affects the generated geometry itself (see _fillet_runs'
# `split` and _build_end_wall_colliders' hole placement), but it's an
# instance-level override each arena_0X_elevated.tscn applies to the
# shared arena_boundary.tscn's Boundary node — so a bake done in FLOOR
# mode (the shared .tscn's default) must not be silently reused by an
# ELEVATED instance. Only skip regenerating when the existing bake was
# actually made in the current goal_mode.
if get_meta("baked_goal_mode", -1) != goal_mode:
bake_colliders()
# Visuals are pure decoration and training spawns many headless instances
# that never render one, so skip the mesh build there entirely. Collision
# is unaffected either way.
@@ -117,6 +149,29 @@ func _ready() -> void:
_build_visual_shell()
# Builds every generated collider (corner curves, base/ceiling fillets, end-
# wall goal holes) as direct children of this ArenaBoundary (required for
# them to register with the StaticBody3D at all) and records the goal_mode
# they were built for. Idempotent: clears any of its own prior output first
# (identified via GENERATED_COLLIDER_GROUP), so calling this repeatedly — a
# stale bake whose goal_mode doesn't match (see _ready), or re-running
# tools/bake_arena_boundary.gd on an already-baked scene — replaces rather
# than duplicates. _ready() calls this itself for any scene that hasn't been
# baked yet, so behaviour is identical either way; baking only skips redoing
# this work on every subsequent load, which matters most for the many
# parallel headless training envs that would otherwise pay it on every
# episode reset.
func bake_colliders() -> void:
for child in get_children():
if child.is_in_group(GENERATED_COLLIDER_GROUP):
child.free()
_build_corner_colliders()
_build_fillet_colliders(BASE_FILLET)
_build_fillet_colliders(CEILING_FILLET)
_build_end_wall_colliders()
set_meta("baked_goal_mode", goal_mode)
# Wall+ceiling-only proximity force field ("artificial gravity" grav-plating,
# weaker than the floor's plain default gravity, which this deliberately
# leaves untouched). Ship and Ball each call this with their own
@@ -248,8 +303,10 @@ func _fillet_runs(rise: float) -> Array[Dictionary]:
# --- collision ---------------------------------------------------------------
# These build the tangent-box collider rings only. Their geometry is what
# trained policies in Game/bots/ were fitted against, so it must not change.
# Builds the tangent-box collider rings and each end wall's real goal hole.
# Geometry is free to evolve now that bots are retrained from scratch — just
# re-run tools/bake_arena_boundary.gd afterward so the baked scene (see
# bake_colliders) reflects the change.
# Vertical quarter-cylinder curves across the four wall-wall corners.
@@ -332,9 +389,65 @@ func _add_curve_collider(
box.size = Vector3(SURFACE_THICKNESS, run_length, face_width)
collision.shape = box
collision.transform = Transform3D(segment_basis, origin)
collision.add_to_group(GENERATED_COLLIDER_GROUP)
add_child(collision)
# A plain axis-aligned box collider centred on `center`. Used for the flat
# end-wall panels below, which aren't tangent to a curve so don't need
# _add_curve_collider's outward/along framing.
func _add_box_collider(center: Vector3, size: Vector3) -> void:
var collision := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = size
collision.shape = box
collision.transform = Transform3D(Basis.IDENTITY, center)
collision.add_to_group(GENERATED_COLLIDER_GROUP)
add_child(collision)
# One rectangular end-wall panel spanning x in [x0, x1] and y in [y0, y1] at
# the given wall_z, SURFACE_THICKNESS deep. No-ops for a degenerate (zero or
# negative area) range, which happens whenever the goal hole's aperture
# extends to the wall's own boundary (e.g. FLOOR mode's aperture bottom sits
# at the wall's own y0).
func _add_end_wall_panel(wall_z: float, x0: float, x1: float, y0: float, y1: float) -> void:
if x1 <= x0 or y1 <= y0:
return
_add_box_collider(
Vector3((x0 + x1) / 2.0, (y0 + y1) / 2.0, wall_z),
Vector3(x1 - x0, y1 - y0, SURFACE_THICKNESS)
)
# Real navigable hole in each end wall, sized to the goal's actual scoring
# aperture (GOAL_APERTURE_HALF_WIDTH/HEIGHT, which now track
# objects/goal.tscn's sensor — see that constant's comment) instead of the
# previous single solid box that let the ball trigger the goal sensor but
# never actually fly through the wall. _goal_surround_bounds() already knows
# the aperture's vertical placement for both FLOOR (floor-level) and ELEVATED
# (raised) goal modes, so this works unmodified for either. Left/right panels
# carry the full wall height; top/bottom panels close off the remainder of
# the aperture band above/below the hole. In FLOOR mode the bottom panel
# (y -1..0) is a harmless duplicate — FloorShape already occupies that
# region — rather than a true no-op: _add_end_wall_panel still emits it,
# since aperture_bottom (0) is above y_bottom (-1). Left in rather than
# special-cased since it costs one extra collider and can't create a gap.
func _build_end_wall_colliders() -> void:
var half_width := INNER_HALF_X + 1.0
var y_bottom := -1.0
var y_top := INNER_HEIGHT
var bounds := _goal_surround_bounds(GOAL_APERTURE_HEIGHT)
var aperture_bottom: float = bounds.z
var aperture_top: float = bounds.w
for sz in [-1.0, 1.0]:
var wall_z: float = sz * (INNER_HALF_Z + 0.5)
_add_end_wall_panel(wall_z, -half_width, -GOAL_APERTURE_HALF_WIDTH, y_bottom, y_top)
_add_end_wall_panel(wall_z, GOAL_APERTURE_HALF_WIDTH, half_width, y_bottom, y_top)
_add_end_wall_panel(wall_z, -GOAL_APERTURE_HALF_WIDTH, GOAL_APERTURE_HALF_WIDTH, aperture_top, y_top)
_add_end_wall_panel(wall_z, -GOAL_APERTURE_HALF_WIDTH, GOAL_APERTURE_HALF_WIDTH, y_bottom, aperture_bottom)
# --- visual shell ------------------------------------------------------------
# One mesh covering the inner surface of the play volume exactly once. Every
# piece is cut to meet its neighbours edge-on, so no two translucent surfaces
@@ -444,21 +557,27 @@ func _add_goal_aprons(st: SurfaceTool) -> void:
# panel, the recess and net behind it showed through the wall and the net read
# as duplicated either side of the frame.
func _add_goal_surrounds(st: SurfaceTool) -> void:
var bounds := _goal_surround_bounds()
var bounds := _goal_surround_bounds(GOAL_VISUAL_APERTURE_HEIGHT)
for side in [-1.0, 1.0]:
_add_aperture_panel(st,
Vector3(0, 0, side * INNER_HALF_Z), Vector3(-side, 0, 0), Vector3.UP,
Vector3(0, 0, -side), GOAL_MOUTH_HALF_WIDTH, bounds.x, bounds.y,
GOAL_APERTURE_HALF_WIDTH, bounds.z, bounds.w)
GOAL_VISUAL_APERTURE_HALF_WIDTH, bounds.z, bounds.w)
# (surround bottom, surround top, aperture bottom, aperture top) on the end
# wall. In FLOOR mode the surround spans deck to fillet tangent with the goal
# sitting on the deck; in ELEVATED it is a band centred on the raised goal.
func _goal_surround_bounds() -> Vector4:
# `aperture_height` is the caller's choice of GOAL_APERTURE_HEIGHT (the true,
# collision-matching size — see _build_end_wall_colliders) or
# GOAL_VISUAL_APERTURE_HEIGHT (the cosmetically-widened cut — see
# _add_goal_surrounds); it only affects the returned aperture bottom/top
# (z/w), not the surround bottom/top (x/y), which are independent of it in
# both modes.
func _goal_surround_bounds(aperture_height: float) -> Vector4:
if goal_mode == GoalMode.FLOOR:
return Vector4(0.0, BASE_RADIUS, 0.0, GOAL_APERTURE_HEIGHT)
var half := GOAL_APERTURE_HEIGHT / 2.0
return Vector4(0.0, BASE_RADIUS, 0.0, aperture_height)
var half := aperture_height / 2.0
return Vector4(
GOAL_CENTER_Y - GOAL_SURROUND_HALF_HEIGHT,
GOAL_CENTER_Y + GOAL_SURROUND_HALF_HEIGHT,
@@ -485,7 +604,7 @@ func _add_wall_panels(st: SurfaceTool) -> void:
var y0 := BASE_RADIUS
var y1 := INNER_HEIGHT - BASE_RADIUS
var elevated := goal_mode == GoalMode.ELEVATED
var bounds := _goal_surround_bounds()
var bounds := _goal_surround_bounds(GOAL_VISUAL_APERTURE_HEIGHT)
for side in [-1.0, 1.0]:
_add_aperture_panel(st,
Vector3(side * INNER_HALF_X, 0, 0), Vector3(0, 0, side), Vector3.UP,
+35
View File
@@ -90,6 +90,7 @@ func spawn_ship(team: int, spawn_index: int = 0, controller: ShipController = nu
var spawn_transform := spawns[spawn_index] if spawn_index < spawns.size() else Transform3D.IDENTITY
ship.global_transform = spawn_transform
ship.team = team
ship.spawn_index = spawn_index
if controller:
ship.set_controller(controller)
ships.append(ship)
@@ -175,3 +176,37 @@ func _reset_body(body: RigidBody3D, to: Transform3D) -> void:
func _unhandled_input(event):
if event.is_action_pressed("ui_cancel"):
get_tree().change_scene_to_file(ScenePaths.MAIN_MENU)
# Escape failsafe. The arena is meant to be fully enclosed, but the goal
# mouths are now a real navigable hole in the end walls (see
# ArenaBoundary._build_end_wall_colliders) sized to the ball, not the ship —
# a ship's 1x1 cross-section fits through it, and there is nothing behind the
# net to stop it. Previously this only existed in TrainingMode (a physics
# regression there just wastes training time); now that any ship can
# genuinely fly out through an open goal, every mode needs it, or a stray
# ship/ball falls into the void with no way back short of quitting. Runs by
# default every tick; TrainingMode overrides _physics_process entirely and
# calls this itself alongside its own episode logic.
const ESCAPE_MARGIN := 15.0
func _physics_process(_delta: float) -> void:
_respawn_escaped_bodies()
func _respawn_escaped_bodies() -> void:
for ship in ships:
if is_instance_valid(ship) and _is_escaped(ship.global_position):
push_warning("GameMode: ship escaped the enclosed arena — check boundary colliders")
_reset_body(ship, _ship_spawn_transforms[ship])
if is_instance_valid(ball) and _is_escaped(ball.global_position):
push_warning("GameMode: ball escaped the enclosed arena — check boundary colliders")
_reset_body(ball, arena.get_ball_spawn())
func _is_escaped(position: Vector3) -> bool:
return absf(position.x) > ArenaBoundary.INNER_HALF_X + ESCAPE_MARGIN \
or absf(position.z) > ArenaBoundary.INNER_HALF_Z + ESCAPE_MARGIN \
or position.y < -ESCAPE_MARGIN \
or position.y > ArenaBoundary.INNER_HEIGHT + ESCAPE_MARGIN
+10 -1
View File
@@ -20,6 +20,12 @@ const KICKOFF_COUNTDOWN_SECONDS := 3
@export var match_length_seconds := 150.0
# Ships per team. The player always controls one ship on team 0; every other
# ship (teammates and the whole opposing team) is AI-controlled — no local
# multiplayer input. Plumbing only for this pass: there's no menu UI yet to
# pick a team size above 1.
@export_range(1, 5) var team_size: int = 1
@export_group("AI opponent")
# Trained policy for the opponent; empty = inert placeholder ship.
@export_file("*.json") var bot_model_path: String = ""
@@ -41,7 +47,10 @@ func _start() -> void:
spawn_ball()
var player_ship := spawn_ship(0, 0, PlayerShipController.new())
spawn_camera_rig(player_ship)
spawn_ship(1, 0, _make_opponent_controller())
for i in range(1, team_size):
spawn_ship(0, i, _make_opponent_controller())
for i in team_size:
spawn_ship(1, i, _make_opponent_controller())
await _run_kickoff_countdown()
+22 -4
View File
@@ -18,6 +18,7 @@ extends RigidBody3D
@export var max_angular_speed = 3.0 # Maximum rotation speed
@export var drag_coefficient = 0.98 # Linear drag (air resistance)
@export var angular_drag = 0.95 # Rotational drag
@export var idle_angular_drag = 0.9 # Rotational drag when no rotation input is held
@export_group("Surface Pull")
@export var wall_pull_strength = 6.0 # Wall grav-plating strength (m/s^2-equivalent)
@@ -57,6 +58,13 @@ var team: int = 0:
team = value
_apply_team_color()
# This ship's index within its team's roster (0, 1, 2, ...), set once by
# GameMode.spawn_ship and never changed afterward. The stable identity
# AIShipController/ShipAIController sort teammates/opponents by, so both
# training and in-game inference assign the same ship to the same
# observation-vector slot for the whole match (see ShipObservations).
var spawn_index: int = -1
# Shared per-team accent material, built once per team and reused by every
# ship — avoids allocating a fresh StandardMaterial3D from both _ready and
# the team setter (previously ran at least twice per ship).
@@ -279,12 +287,22 @@ func apply_rotation_forces(state: PhysicsDirectBodyState3D, rotation_input: Vect
state.apply_torque(torque)
# Scales a per-tick decay multiplier `k` (defined at a 60 Hz reference rate)
# by the actual elapsed tick time `step`, so `v *= _tick_scaled(k, step)`
# decays at the same rate per second regardless of physics_ticks_per_second.
func _tick_scaled(k: float, step: float) -> float:
return pow(k, step * 60.0)
func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vector3):
# Linear drag (air resistance)
# Physics: F_drag = -½ * ρ * v² * C_d * A (drag force equation)
# Simplified: v_new = v_old * drag_coefficient (exponential decay)
# This simulates air resistance reducing velocity over time
state.linear_velocity *= drag_coefficient
# This simulates air resistance reducing velocity over time.
# _tick_scaled makes the decay rate invariant to the physics tick rate —
# drag_coefficient/angular_drag/idle_angular_drag are all defined as the
# per-tick multiplier at a 60 Hz reference rate.
state.linear_velocity *= _tick_scaled(drag_coefficient, state.step)
# Angular drag (rotational resistance)
# Physics: Similar to linear drag but for rotational motion
@@ -292,10 +310,10 @@ func apply_drag_and_limits(state: PhysicsDirectBodyState3D, rotation_input: Vect
# Simplified: ω_new = ω_old * angular_drag (exponential decay)
if rotation_input.length() < 0.01:
# More drag when not actively rotating to stop quicker
state.angular_velocity *= 0.9
state.angular_velocity *= _tick_scaled(idle_angular_drag, state.step)
else:
# Normal drag when actively rotating
state.angular_velocity *= angular_drag
state.angular_velocity *= _tick_scaled(angular_drag, state.step)
# Limit maximum speeds
# Physics: Terminal velocity concept - maximum achievable speed
+10 -5
View File
@@ -106,7 +106,8 @@ const MAX_BALL_DISTANCE := sqrt(
var ship: Ship
var rl_controller: RLShipController
var ball: RigidBody3D
var opponent: Ship
var teammates: Array[Ship] = []
var opponents: Array[Ship] = []
var attack_goal_position: Vector3
# Set directly by TrainingMode (_on_goal_scored / the timeout branch in
@@ -146,12 +147,16 @@ var _air_touches := 0
# Wire up references after the ship is spawned. `attack_goal` is the goal
# this ship scores into (goal.team == opponent's team).
func setup(p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D, p_opponent: Ship, p_attack_goal_position: Vector3) -> void:
# this ship scores into (goal.team == the opposing team's team).
func setup(
p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D,
p_teammates: Array[Ship], p_opponents: Array[Ship], p_attack_goal_position: Vector3
) -> void:
ship = p_ship
rl_controller = p_rl_controller
ball = p_ball
opponent = p_opponent
teammates = p_teammates
opponents = p_opponents
attack_goal_position = p_attack_goal_position
init(ship)
@@ -161,7 +166,7 @@ func setup(p_ship: Ship, p_rl_controller: RLShipController, p_ball: RigidBody3D,
func get_obs() -> Dictionary:
return {"obs": ShipObservations.build(ship, opponent, ball, attack_goal_position)}
return {"obs": ShipObservations.build(ship, teammates, opponents, ball, attack_goal_position)}
func get_reward() -> float:
+60 -28
View File
@@ -11,13 +11,13 @@ extends RefCounted
# The same rotation must be inverted when interpreting actions (see canon —
# it is its own inverse).
# Normalization scales. Standard arena volume (see ArenaBoundary): x ±12,
# z ±18, height 12, goals at z ±18 (flush with the end walls); positions are
# Normalization scales. Standard arena volume (see ArenaBoundary): x ±18,
# z ±27, height 18, goals at z ±27 (flush with the end walls); positions are
# soft-normalized to roughly [-1, 1]. Do not retune without retraining every
# model in Game/bots/.
const POSITION_SCALE := Vector3(20.0, 10.0, 20.0)
const POSITION_SCALE := Vector3(30.0, 15.0, 30.0)
const BALL_SPEED_SCALE := 30.0
const GOAL_DISTANCE_SCALE := 40.0
const GOAL_DISTANCE_SCALE := 60.0
# Contact normals with y above this are floor contact; below it they read as
# wall (sideways) or ceiling (downward) — mirrors
@@ -26,13 +26,23 @@ const GOAL_DISTANCE_SCALE := 40.0
# counts as "in contact" for the reward/observation to stay consistent).
const FLOOR_NORMAL_MIN_Y := 0.7
# Number of floats build() returns; the policy input size. APPEND-ONLY: new
# features go on the end and existing indices never move, so an old exported
# model (whose network was trained against a shorter SIZE) still decodes its
# first N inputs identically when SIZE grows — see PolicyNetwork.forward's
# input_size slice/guard. Do not retune an *existing* index without
# retraining every model in Game/bots/.
const SIZE := 35
# Fixed roster caps for the padded teammate/opponent slots below — the
# largest supported match size is 5v5. Slots beyond the real teammate/
# opponent count are zero-filled, mirroring the old single-opponent's
# null-zero-fill (see build()). Callers must pass teammates/opponents already
# sorted by Ship.spawn_index, so a given ship occupies the same slot in every
# tick's observation for the whole match, in both training and in-game
# inference (see AIShipController._discover_scene_refs /
# TrainingMode._start).
const MAX_TEAMMATES := 4
const MAX_OPPONENTS := 5
# Number of floats build() returns; the policy input size.
# 15 (own) + 6 (ball) + 6*MAX_TEAMMATES + 6*MAX_OPPONENTS + 4 (goal) + 4 (contact)
# Game/bots/promoted/*.json were exported against the old single-opponent,
# SIZE=35 layout and are not migrated — this is a from-scratch retrain, so
# those checkpoints are expected to go stale rather than keep decoding.
const SIZE := 15 + 6 + 6 * MAX_TEAMMATES + 6 * MAX_OPPONENTS + 4 + 4
# 180° rotation about Y for team 1; identity for team 0. A proper rotation
@@ -43,8 +53,14 @@ static func canon(v: Vector3, team: int) -> Vector3:
# attack_goal_position: centre of the goal this ship is trying to score in
# (the goal whose `team` == the opponent's team).
static func build(ship: Ship, opponent: Ship, ball: RigidBody3D, attack_goal_position: Vector3) -> Array:
# (the goal whose `team` == the opponent's team). teammates/opponents must
# already be sorted by Ship.spawn_index (ascending) by the caller — see
# MAX_TEAMMATES/MAX_OPPONENTS's comment for why slot stability matters; this
# function only pads/truncates to the fixed cap, it doesn't sort.
static func build(
ship: Ship, teammates: Array[Ship], opponents: Array[Ship],
ball: RigidBody3D, attack_goal_position: Vector3
) -> Array:
var team := ship.team
var obs := []
@@ -60,27 +76,23 @@ static func build(ship: Ship, opponent: Ship, ball: RigidBody3D, attack_goal_pos
_append(obs, canon(ball_rel, team) / POSITION_SCALE)
_append(obs, canon(ball.linear_velocity, team) / BALL_SPEED_SCALE)
# Opponent, relative to self (zeros if absent, e.g. a 1-ship drill)
if is_instance_valid(opponent):
var opp_rel := opponent.global_position - ship.global_position
_append(obs, canon(opp_rel, team) / POSITION_SCALE)
_append(obs, canon(opponent.linear_velocity, team) / ship.max_speed)
else:
_append(obs, Vector3.ZERO)
_append(obs, Vector3.ZERO)
# Teammates and opponents, relative to self, each padded/truncated to a
# fixed slot count (zeros past the real roster size, e.g. a 1v1 match or
# a solo drill) so the vector shape never depends on match size.
_append_ship_slots(obs, ship, team, teammates, MAX_TEAMMATES)
_append_ship_slots(obs, ship, team, opponents, MAX_OPPONENTS)
# Goal we are attacking, relative to self
var goal_rel := attack_goal_position - ship.global_position
_append(obs, canon(goal_rel, team) / POSITION_SCALE)
obs.append(goal_rel.length() / GOAL_DISTANCE_SCALE)
# Own contact state (appended — see SIZE's append-only invariant).
# Added for generation 4: ShipAIController's wall_contact_penalty used to
# fire on a condition the observation vector couldn't see coming,
# leaving the value function to predict a reward with no supporting
# signal. Also gives the policy a direct "am I resting on a surface"
# signal it can use to push off (a real aerial mechanic), distinct from
# inferring it indirectly from position/up-vector.
# Own contact state. Added for generation 4: ShipAIController's
# wall_contact_penalty used to fire on a condition the observation vector
# couldn't see coming, leaving the value function to predict a reward
# with no supporting signal. Also gives the policy a direct "am I resting
# on a surface" signal it can use to push off (a real aerial mechanic),
# distinct from inferring it indirectly from position/up-vector.
var normal := contact_normal(ship)
_append(obs, canon(normal, team))
obs.append(1.0 if normal != Vector3.ZERO else 0.0)
@@ -88,6 +100,26 @@ static func build(ship: Ship, opponent: Ship, ball: RigidBody3D, attack_goal_pos
return obs
# Appends up to `slot_count` other ships' (relative position, relative
# velocity) — 6 floats each — zero-filling any slots beyond the real roster
# size, or beyond slot_count if the roster somehow has more (sorted-by-
# spawn_index order means truncation drops the highest spawn_index ships,
# not the nearest ones — acceptable since slot_count already covers the
# largest supported match size, 5v5).
static func _append_ship_slots(
obs: Array, ship: Ship, team: int, others: Array[Ship], slot_count: int
) -> void:
for i in slot_count:
if i < others.size() and is_instance_valid(others[i]):
var other := others[i]
var rel := other.global_position - ship.global_position
_append(obs, canon(rel, team) / POSITION_SCALE)
_append(obs, canon(other.linear_velocity, team) / ship.max_speed)
else:
_append(obs, Vector3.ZERO)
_append(obs, Vector3.ZERO)
static func _append(obs: Array, v: Vector3) -> void:
obs.append(v.x)
obs.append(v.y)
+92 -54
View File
@@ -65,6 +65,12 @@ extends GameMode
# _place_air_drill.
@export_range(0.0, 1.0) var air_drill_chance := 0.0
# Ships per team. Default 1 preserves every existing curriculum script's 1v1
# behaviour unchanged; up to 5 matches ShipObservations.MAX_TEAMMATES/
# MAX_OPPONENTS. Plumbing only for this pass — no 2v2+ curriculum/reward
# design has been done, so a run above 1 is untested territory.
@export_range(1, 5) var team_size: int = 1
# Placement bounds for randomized episode starts, derived from the standard
# enclosure (ArenaBoundary). The inset keeps a randomly oriented ship (1x1x4
# box, worst-case half-extent ~2.05) from spawning intersecting the walls,
@@ -86,16 +92,17 @@ const CORNER_LIMIT := ArenaBoundary.INNER_HALF_X + ArenaBoundary.INNER_HALF_Z \
const FILLET_CLEAR_Y := ArenaBoundary.BASE_RADIUS + FIELD_MIN_Y
const MAX_RANDOM_BALL_SPEED := 12.0
const MAX_RANDOM_SHIP_SPEED := 8.0
# Minimum centre-to-centre separation enforced between ships placed in the
# same randomized reset (team_size > 1) — without it, _place_ships_random/
# _place_air_drill sample each ship independently and can spawn them
# interpenetrating. Twice the ~2.05m worst-case rotated half-extent noted
# above clears any relative orientation; matches arena_base.tscn's spawn
# marker spacing, which uses the same margin for the same reason.
const MIN_SHIP_SEPARATION := 4.5
# Sim runs at 60 physics ticks per sim-second regardless of speedup.
const TICKS_PER_SIM_SECOND := 60.0
# The arena is physically enclosed, so nothing should ever get this far out.
# If a body escapes anyway (physics regression, boundary edit), it is warned
# about and respawned with no reward change and no episode end — a multi-hour
# training run must survive it, and the escape must not shape rewards.
const ESCAPE_MARGIN := 15.0
var _agents: Array[ShipAIController] = []
# Eval mode state (see header comment)
@@ -152,22 +159,46 @@ func _start() -> void:
spawn_ship(team, 0, bot)
return
var ship_team0 := spawn_ship(0, 0, RLShipController.new())
var ship_team1: Ship
match _opponent_mode:
"inert":
ship_team1 = spawn_ship(1, 0, ShipController.new())
_inert_ships.append(ship_team1)
"frozen":
var bot := AIShipController.new()
bot.model_path = _opponent_model_path
ship_team1 = spawn_ship(1, 0, bot)
_:
ship_team1 = spawn_ship(1, 0, RLShipController.new())
var team0_ships: Array[Ship] = []
for i in team_size:
team0_ships.append(spawn_ship(0, i, RLShipController.new()))
_attach_agent(ship_team0, ship_team1)
# The opponent_mode branch applies uniformly to every ship on team 1: an
# "inert"/"frozen" run means the whole opposing team gets that treatment,
# not just one ship.
var team1_ships: Array[Ship] = []
for i in team_size:
var ship1: Ship
match _opponent_mode:
"inert":
ship1 = spawn_ship(1, i, ShipController.new())
_inert_ships.append(ship1)
"frozen":
var bot := AIShipController.new()
bot.model_path = _opponent_model_path
ship1 = spawn_ship(1, i, bot)
_:
ship1 = spawn_ship(1, i, RLShipController.new())
team1_ships.append(ship1)
# All ships spawn before any agent attaches, so every agent's
# teammates/opponents lists see the other side's full roster.
for ship in team0_ships:
_attach_agent(ship, _other_ships(team0_ships, ship), team1_ships)
if _opponent_mode == "self_play":
_attach_agent(ship_team1, ship_team0)
for ship in team1_ships:
_attach_agent(ship, _other_ships(team1_ships, ship), team0_ships)
# `roster` minus `ship`, preserving order — rosters are built by spawn_index
# already, so this stays spawn_index-sorted (see ShipObservations' slot-
# stability requirement).
func _other_ships(roster: Array[Ship], ship: Ship) -> Array[Ship]:
var others: Array[Ship] = []
for s in roster:
if s != ship:
others.append(s)
return others
# Shared "--key=value" cmdline scan used by both eval and curriculum parsing.
@@ -260,14 +291,14 @@ func _ai_default(name: String) -> Variant:
_: return null
func _attach_agent(ship: Ship, opponent: Ship) -> void:
func _attach_agent(ship: Ship, teammates: Array[Ship], opponents: Array[Ship]) -> void:
var agent := ShipAIController.new()
agent.name = "ShipAIController"
agent.reset_after = int(episode_length_seconds * TICKS_PER_SIM_SECOND)
for key in _ai_overrides:
agent.set(key, _ai_overrides[key])
ship.add_child(agent)
agent.setup(ship, ship.controller as RLShipController, ball, opponent, _attack_goal_position(ship.team))
agent.setup(ship, ship.controller as RLShipController, ball, teammates, opponents, _attack_goal_position(ship.team))
_agents.append(agent)
@@ -315,29 +346,11 @@ func _physics_process(_delta):
# A goal (_on_goal_scored) does NOT do this — a goal is a
# genuine terminal, V(s)=0 is correct there.
agent.truncated_this_episode = true
agent.terminal_obs = ShipObservations.build(agent.ship, agent.opponent, agent.ball, agent.attack_goal_position)
agent.terminal_obs = ShipObservations.build(agent.ship, agent.teammates, agent.opponents, agent.ball, agent.attack_goal_position)
_reset_episode()
return
# Escape failsafe: see ESCAPE_MARGIN.
func _respawn_escaped_bodies() -> void:
for ship in ships:
if is_instance_valid(ship) and _escaped(ship.global_position):
push_warning("TrainingMode: ship escaped the enclosed arena — check boundary colliders")
_place_body(ship, _ship_spawn_transforms[ship], Vector3.ZERO, Vector3.ZERO)
if is_instance_valid(ball) and _escaped(ball.global_position):
push_warning("TrainingMode: ball escaped the enclosed arena — check boundary colliders")
_place_body(ball, arena.get_ball_spawn(), Vector3.ZERO, Vector3.ZERO)
func _escaped(position: Vector3) -> bool:
return absf(position.x) > ArenaBoundary.INNER_HALF_X + ESCAPE_MARGIN \
or absf(position.z) > ArenaBoundary.INNER_HALF_Z + ESCAPE_MARGIN \
or position.y < -ESCAPE_MARGIN \
or position.y > ArenaBoundary.INNER_HEIGHT + ESCAPE_MARGIN
func _on_goal_scored(conceding_team: int) -> void:
if _eval:
_eval_goals[1 - conceding_team] += 1
@@ -416,17 +429,27 @@ func _place_air_drill() -> void:
var ball_velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_BALL_SPEED * 0.5)
_place_body(ball, Transform3D(Basis.IDENTITY, ball_position), ball_velocity, Vector3.ZERO)
# Each ship's lateral offset is sampled independently, so with more than
# one ship per team (team_size > 1) two could otherwise land within their
# own hulls of each other — resample against every ship already placed
# this reset (see MIN_SHIP_SEPARATION).
var placed: Array[Vector3] = []
for ship in ships:
if ship in _inert_ships:
continue
var lateral_offset := Vector3(randf_range(-1, 1), 0.0, randf_range(-1, 1))
lateral_offset = lateral_offset.normalized() if lateral_offset.length_squared() > 0.001 else Vector3.FORWARD
lateral_offset *= randf_range(6.0, 14.0)
var ship_position := Vector3(
clampf(ball_position.x + lateral_offset.x, -FIELD_HALF_X, FIELD_HALF_X),
randf_range(FIELD_MIN_Y, 4.0),
clampf(ball_position.z + lateral_offset.z, -FIELD_HALF_Z, FIELD_HALF_Z)
)
var ship_position := Vector3.ZERO
for _attempt in 20:
var lateral_offset := Vector3(randf_range(-1, 1), 0.0, randf_range(-1, 1))
lateral_offset = lateral_offset.normalized() if lateral_offset.length_squared() > 0.001 else Vector3.FORWARD
lateral_offset *= randf_range(6.0, 14.0)
ship_position = Vector3(
clampf(ball_position.x + lateral_offset.x, -FIELD_HALF_X, FIELD_HALF_X),
randf_range(FIELD_MIN_Y, 4.0),
clampf(ball_position.z + lateral_offset.z, -FIELD_HALF_Z, FIELD_HALF_Z)
)
if _far_enough_from(ship_position, placed):
break
placed.append(ship_position)
var orientation := Basis.from_euler(Vector3(
randf_range(-0.4, 0.4), randf_range(-PI, PI), randf_range(-0.4, 0.4)
))
@@ -453,6 +476,10 @@ func _place_ball_near_goal() -> void:
func _place_ships_random() -> void:
# Placed one at a time, resampling each against every position already
# placed this reset (see MIN_SHIP_SEPARATION) — otherwise a team_size > 1
# roster is sampled independently per ship and can spawn interpenetrating.
var placed: Array[Vector3] = []
for ship in ships:
# Inert opponents (opponent_mode=inert) stay parked at their arena
# spawn instead of drifting into the play area as a stray obstacle —
@@ -465,13 +492,17 @@ func _place_ships_random() -> void:
randf_range(-0.4, 0.4)
))
var velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_SHIP_SPEED)
_place_body(ship, Transform3D(orientation, _random_position()), velocity, Vector3.ZERO)
var position := _random_position(placed)
placed.append(position)
_place_body(ship, Transform3D(orientation, position), velocity, Vector3.ZERO)
func _random_position() -> Vector3:
func _random_position(exclude: Array[Vector3] = []) -> Vector3:
# Resample anything too close to a corner curve or wall-base fillet (see
# CORNER_LIMIT / FILLET_CLEAR_Y); the violating region is a few percent
# of the volume, so 20 attempts effectively never fall through.
# CORNER_LIMIT / FILLET_CLEAR_Y), or too close to an already-placed ship
# this same reset (see MIN_SHIP_SEPARATION); the violating region is a
# few percent of the volume, so 20 attempts effectively never fall
# through even placing a full 5v5 roster one at a time.
var position := Vector3.ZERO
for _attempt in 20:
position = Vector3(
@@ -479,11 +510,18 @@ func _random_position() -> Vector3:
randf_range(FIELD_MIN_Y, FIELD_MAX_Y),
randf_range(-FIELD_HALF_Z, FIELD_HALF_Z)
)
if _spawn_position_clear(position):
if _spawn_position_clear(position) and _far_enough_from(position, exclude):
break
return position
func _far_enough_from(position: Vector3, others: Array[Vector3]) -> bool:
for other in others:
if position.distance_squared_to(other) < MIN_SHIP_SEPARATION * MIN_SHIP_SEPARATION:
return false
return true
func _spawn_position_clear(position: Vector3) -> bool:
if absf(position.x) + absf(position.z) > CORNER_LIMIT:
return false
+2 -2
View File
@@ -11,8 +11,8 @@ uniform float soft_fade_distance : hint_range(0.0, 5.0) = 1.0;
// see ArenaBoundary.INNER_HALF_X/INNER_HALF_Z/INNER_HEIGHT. Dust is fully
// hidden inside that box and fades in over arena_clear_distance beyond it,
// so it reads as drifting around the station rather than through the pitch.
uniform vec3 arena_half_extents = vec3(12.0, 6.0, 18.0);
uniform vec3 arena_centre = vec3(0.0, 6.0, 0.0);
uniform vec3 arena_half_extents = vec3(18.0, 9.0, 27.0);
uniform vec3 arena_centre = vec3(0.0, 9.0, 0.0);
uniform float arena_clear_distance : hint_range(0.0, 10.0) = 2.0;
varying float v_flicker;
+47
View File
@@ -0,0 +1,47 @@
extends SceneTree
# One-off bake: runs ArenaBoundary's collider generation once and commits the
# result into objects/arena_boundary.tscn, so every arena load (and every
# parallel headless training env) skips regenerating ~170 CollisionShape3D
# nodes at runtime — ArenaBoundary._ready() already skips this itself once a
# bake matching the current goal_mode exists (see bake_colliders).
#
# Safe to re-run any time a geometry constant changes (arena size, corner/
# fillet radii, goal aperture, segment counts, etc.) — bake_colliders() clears
# its own prior output first, so this replaces rather than duplicates:
# godot --headless --path Game --script res://tools/bake_arena_boundary.gd
const ARENA_BOUNDARY_PATH := "res://objects/arena_boundary.tscn"
func _initialize() -> void:
var packed: PackedScene = load(ARENA_BOUNDARY_PATH)
var instance := packed.instantiate()
instance.bake_colliders()
# PackedScene.pack() only serializes nodes whose `owner` is set to the
# scene root — newly created nodes have no owner by default, so without
# this, pack() silently produces a scene with none of the just-built
# colliders in it.
_set_owner_recursive(instance, instance)
var rebaked := PackedScene.new()
var pack_result := rebaked.pack(instance)
if pack_result != OK:
push_error("bake_arena_boundary: pack() failed with error %d" % pack_result)
quit(1)
return
var save_result := ResourceSaver.save(rebaked, ARENA_BOUNDARY_PATH)
if save_result != OK:
push_error("bake_arena_boundary: save() failed with error %d" % save_result)
quit(1)
return
print("bake_arena_boundary: baked colliders into %s" % ARENA_BOUNDARY_PATH)
quit()
func _set_owner_recursive(node: Node, scene_root: Node) -> void:
for child in node.get_children():
child.owner = scene_root
_set_owner_recursive(child, scene_root)
-21
View File
@@ -10,18 +10,6 @@ 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.
- [ ] Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows (beyond the score/defend/draw staging already in place).
## Correctness
Bugs found in an adversarial review. None are gameplay- or physics-affecting, so all are safe to land against the current `Game/bots/` checkpoints.
- [ ] 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.
- [ ] Delete the duplicate 1 MB texture — `assets/textures/planet_surface.png` and `assets/models/nebula_planet_planet_surface.png` are byte-identical.
## Performance
- [ ] Measure `nebula_dust.gdshader`'s per-fragment depth-texture sample across 500 large soft billboards before adding more particle work.
- [ ] Bake `ArenaBoundary`'s ~160 runtime-generated `CollisionShape3D` nodes into the scene. Costs a load hitch on every arena entry and repeats in every parallel headless training env. **Blocked on the trained-bot decision below**`arena_boundary.gd:235` notes this geometry is what the shipped policies were fitted against, so the bake must be verified byte-identical.
## Presentation / AAA polish
The largest gap between this and a AAA-feeling product is presentation, not code. Sequenced after the above for pragmatic reasons, but this is the highest impact per hour.
@@ -37,15 +25,6 @@ The largest gap between this and a AAA-feeling product is presentation, not code
- [ ] Custom font + a real `Theme` resource for the HUD. The procedural instruments are well-engineered, but `ThemeDB.fallback_font` at 10-13 px reads as a debug overlay.
- [ ] Post-processing beyond glow: DoF, motion blur, vignette, chromatic aberration on turbo.
## Open decision — trained-bot compatibility
Four items collide with the checkpoints in `Game/bots/`. Decide the policy before scheduling any of them; everything in Correctness and DRY above is safe either way.
- [ ] **Per-tick drag** (`ship.gd`): `state.linear_velocity *= drag_coefficient` and `angular_velocity *= 0.9` aren't delta-scaled, and `project.godot` never pins `physics/common/physics_ticks_per_second`. Correct at 60 Hz, silently different at any other rate. Zero-risk option: pin the tick rate to 60 and document the dependency. Correct-but-breaking option: delta-scale it and retrain.
- [ ] **Goal aperture** — cutting a real opening in the end walls so the ball visibly enters the net changes collision geometry the policies were fitted against. Today the walls are solid and the pocket/net are unreachable decoration.
- [ ] **Collider bake** (see Performance above) — safe only if byte-identical to the current generated output.
- [ ] **Beyond 1v1**`ai_ship_controller.gd` takes the first non-self ship as "the opponent" and `ship_observations.gd` has room for exactly one. The observation space is the hardest thing to change later, so decide whether 2v2/3v3 is in scope before more training time is spent.
## Multiplayer (long term)
- [ ] `RemoteShipController extends ShipController` — feeds replicated `ShipAction`s from a network peer into the local ship simulation.
+11 -15
View File
@@ -1,11 +1,11 @@
"""Generates Game/assets/textures/planet_surface.png (and the byte-identical
Game/assets/models/nebula_planet_planet_surface.png sidecar that actually feeds
the live nebula_planet.glb material -- Godot's glTF importer extracted the
embedded image there at import time, so the imported scene references that
external file, not the glb's internal binary): a 2048x1024 equirectangular
decorative planet with latitude bands, storm vortices, and a lit/unlit
terminator, via layered FFT/domain-warped noise in the same style as
gen_nebula_sky.py (helpers duplicated here to keep both scripts standalone).
"""Generates Game/assets/models/nebula_planet_planet_surface.png, the sidecar
that actually feeds the live nebula_planet.glb material -- Godot's glTF
importer extracted the embedded image there at import time, so the imported
scene references that external file, not the glb's internal binary. A
2048x1024 equirectangular decorative planet with latitude bands, storm
vortices, and a lit/unlit terminator, via layered FFT/domain-warped noise in
the same style as gen_nebula_sky.py (helpers duplicated here to keep both
scripts standalone).
"""
from pathlib import Path
@@ -178,12 +178,8 @@ color = np.clip(color, 0.0, 1.0)
print("saving planet surface...")
root = Path(__file__).resolve().parents[2]
out_paths = [
root / "Game" / "assets" / "textures" / "planet_surface.png",
root / "Game" / "assets" / "models" / "nebula_planet_planet_surface.png",
]
out_path = root / "Game" / "assets" / "models" / "nebula_planet_planet_surface.png"
img = Image.fromarray((color * 255).astype(np.uint8), "RGB")
for p in out_paths:
img.save(p)
print("saved:", p)
img.save(out_path)
print("saved:", out_path)
print("done")