class_name GameMode extends Node3D # Base for game modes (Free Play, Match; later Vs-AI and multiplayer). # A mode's scene contains an Arena (the stadium) and a HUD; the mode itself # spawns the ball, ships, controllers, and camera in code — variable ship # counts with mixed controller types (player/AI/network) is exactly what # future modes need. Subclasses override _start() and _on_goal_scored(). @export var ship_scene: PackedScene = preload("res://objects/ship.tscn") @export var ball_scene: PackedScene = preload("res://objects/ball.tscn") const CAMERA_RIG_SCENE = preload("res://scenes/ship_camera_rig.tscn") var arena: Arena var hud: HUDController var ball: RigidBody3D var ships: Array[Ship] = [] var _ship_spawn_transforms := {} var _hit_stop_generation := 0 var _hit_stop_active := false var _time_scale_before_hit_stop := 1.0 var _camera_rig: ShipCameraRig var _goal_slowmo_active := false var _time_scale_before_goal := 1.0 var _goal_in_progress := false const GOAL_CELEBRATION_SECONDS := 1.6 const GOAL_SLOWMO_SCALE := 0.22 # Shared by modes that keep score (Match, Spectate); Free Play never # references this or emits a score_changed signal, and HUDController relies # on has_signal("score_changed") to decide whether to show a score row — so # that signal stays declared per-subclass, not here. var score := {0: 0, 1: 0} func _ready(): # Group lets the HUD discover the game mode for timer/score signals add_to_group("game") for child in get_children(): if child is Arena: arena = child elif child is HUDController: hud = child if not arena: var path := _get_arena_scene_path() if not path.is_empty(): arena = (load(path) as PackedScene).instantiate() add_child(arena) if not arena: push_error("GameMode: scene has no Arena child") return for goal in arena.get_goals(): goal.goal_scored.connect(_handle_goal_scored) _start() # Virtual: subclasses whose scene has no fixed Arena child override this to # pick which arena scene to instantiate in code (see ArenaRegistry). Modes # that keep a fixed Arena child (training.tscn) never call this. func _get_arena_scene_path() -> String: return "" # Virtual: subclasses spawn their ball/ships/camera here. func _start() -> void: pass # Virtual: the ball entered the goal owned (conceded) by `_conceding_team`. func _on_goal_scored(_conceding_team: int) -> void: pass # Virtual: immediate, non-presentational consequences at sensor time. Modes # with a score/clock override this so a last-second goal is authoritative # before the cinematic; reset/kickoff remains in _on_goal_scored afterwards. func _on_goal_registered(_conceding_team: int) -> void: pass # Debounce: a fast ball can re-trigger the goal area before the deferred # reset teleports it away, which would double-count the goal. func _handle_goal_scored(conceding_team: int) -> void: if _goal_in_progress: return _goal_in_progress = true _on_goal_registered(conceding_team) await _play_goal_celebration(1 - conceding_team, conceding_team) await _on_goal_scored(conceding_team) _goal_in_progress = false func _play_goal_celebration(scoring_team: int, conceding_team: int) -> void: # Training/headless modes never spawn a camera or HUD and must not pay a # real-time presentation delay between episodes. if DisplayServer.get_name() == "headless" or not is_instance_valid(_camera_rig): return _restore_hit_stop() _goal_slowmo_active = true _time_scale_before_goal = Engine.time_scale Engine.time_scale = minf(Engine.time_scale, GOAL_SLOWMO_SCALE) var goal_position := Vector3.ZERO for goal in arena.get_goals(): if goal.team == conceding_team: goal_position = goal.global_position break _camera_rig.begin_goal_cut(goal_position) if hud: hud.show_goal_celebration(scoring_team) await get_tree().create_timer(GOAL_CELEBRATION_SECONDS, true, false, true).timeout if is_instance_valid(_camera_rig): _camera_rig.end_goal_cut() if hud and is_instance_valid(hud): hud.hide_goal_celebration() # Defensive unwind: impact feedback is suppressed while goal slow-mo owns # time scale, but restore any hit-stop that was already queued this frame. _restore_hit_stop() _restore_goal_slowmo() func _restore_goal_slowmo() -> void: if not _goal_slowmo_active: return Engine.time_scale = _time_scale_before_goal _goal_slowmo_active = false func spawn_ball() -> RigidBody3D: ball = ball_scene.instantiate() add_child(ball) ball.global_transform = arena.get_ball_spawn() return ball func spawn_ship(team: int, spawn_index: int = 0, controller: ShipController = null) -> Ship: var ship: Ship = ship_scene.instantiate() ship.name = "ShipTeam%d_%d" % [team, ships.size()] add_child(ship) var spawns := arena.get_ship_spawns(team) 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) _ship_spawn_transforms[ship] = spawn_transform return ship func spawn_camera_rig(target: Ship) -> ShipCameraRig: var rig: ShipCameraRig = CAMERA_RIG_SCENE.instantiate() add_child(rig) _camera_rig = rig rig.target = target rig.impact_feedback.connect(_on_player_impact) # Also wires the scene's static HUD (if any) to the same ship, rather # than letting it guess via the "ship" group. if hud: hud.ship = target return rig func _on_player_impact(intensity: float) -> void: if hud: hud.flash_impact(intensity) if not _goal_slowmo_active: _run_hit_stop(intensity) func _run_hit_stop(intensity: float) -> void: if _goal_slowmo_active: return _hit_stop_generation += 1 var generation := _hit_stop_generation if not _hit_stop_active: _time_scale_before_hit_stop = Engine.time_scale _hit_stop_active = true Engine.time_scale = minf( Engine.time_scale, lerpf(0.22, 0.06, clampf(intensity, 0.0, 1.0)) ) await get_tree().create_timer( lerpf(0.025, 0.065, clampf(intensity, 0.0, 1.0)), true, false, true ).timeout if generation == _hit_stop_generation: _restore_hit_stop() func _restore_hit_stop() -> void: if not _hit_stop_active: return Engine.time_scale = _time_scale_before_hit_stop _hit_stop_active = false func _exit_tree() -> void: # A scene change during the unscaled timer must never strand global time. _restore_hit_stop() _restore_goal_slowmo() # Given an already-resolved (path, reaction_ticks, action_noise) — callers # apply their own GameSettings-override logic first, which differs between # modes (Match lets GameSettings override all three fields, Spectate only # the path) — builds a trained-policy controller, or an inert placeholder if # the path is empty or missing. func _build_opponent(model_path: String, reaction_ticks: int, action_noise: float, label: String = "GameMode") -> ShipController: if not model_path.is_empty() and FileAccess.file_exists(model_path): var bot := AIShipController.new() bot.model_path = model_path bot.reaction_ticks = reaction_ticks bot.action_noise = action_noise return bot if not model_path.is_empty(): push_warning("%s: bot model not found at %s, spawning inert opponent" % [label, model_path]) return ShipController.new() # inert placeholder func _record_goal(scoring_team: int) -> void: score[scoring_team] += 1 print("Goal for team %d! Score: %d - %d" % [scoring_team, score[0], score[1]]) # Tiny per-reset randomization, well below anything a player would notice as # "not a real kickoff" — just enough that two ships running the identical # deterministic AI policy (action_noise = 0) don't start every kickoff from a # bit-for-bit mirror-symmetric state. A perfectly symmetric state feeds both # controllers identical (canonicalized) observations, so they emit mirrored # actions and can lock into a repetitive, non-scoring stalemate — much more # visible bot-vs-bot (same model both sides) than bot-vs-human, since a human # never satisfies "identical policy" in the first place. See training_mode.gd's # _end_eval_episode, which randomizes eval episode states for the same reason. const KICKOFF_POSITION_JITTER := 0.3 const KICKOFF_YAW_JITTER := deg_to_rad(15.0) func reset_ball() -> void: if is_instance_valid(ball): _reset_body(ball, _jittered(arena.get_ball_spawn(), KICKOFF_POSITION_JITTER, 0.0)) func reset_ships() -> void: for ship in ships: if is_instance_valid(ship): _reset_body(ship, _jittered(_ship_spawn_transforms[ship], KICKOFF_POSITION_JITTER, KICKOFF_YAW_JITTER)) func _jittered(to: Transform3D, position_jitter: float, yaw_jitter: float) -> Transform3D: var offset := Vector3(randf_range(-position_jitter, position_jitter), 0.0, randf_range(-position_jitter, position_jitter)) var basis := to.basis if yaw_jitter > 0.0: basis = basis.rotated(Vector3.UP, randf_range(-yaw_jitter, yaw_jitter)) return Transform3D(basis, to.origin + offset) func _reset_body(body: RigidBody3D, to: Transform3D) -> void: # Deferred: a RigidBody3D transform can't be set mid-physics-step body.set_deferred("global_transform", to) body.set_deferred("linear_velocity", Vector3.ZERO) body.set_deferred("angular_velocity", Vector3.ZERO) # A kickoff reset is a teleport: without this, physics interpolation # smears the body across the arena for a frame body.call_deferred("reset_physics_interpolation") 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