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CosmicClash/Game/tools/bake_arena_boundary.gd
T
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

48 lines
1.8 KiB
GDScript

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)