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https://github.com/jcreek/CosmicClash.git
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076d27a564
Playing with a gamepad did not work: all six move_* actions had no joypad event at all, so a pad could yaw/pitch/roll/turbo but could not translate. Nothing caught it because every action existed and the game booted fine — no assertion checked that an action is reachable on *both* devices. Controller layout, on the 6DOF convention (left stick aims, right stick translates), using all six of the pad's analog axes for the ship's six degrees of freedom: left stick yaw + pitch right stick strafe + vertical LB / RB roll RT / LT forward / back L3 turbo R3 ball camera Input is now read with Input.get_axis instead of is_action_pressed, so triggers and sticks are proportional. Keyboard values are unchanged. Three rotation bugs found by measuring a real Ship rather than reading the code: - apply_torque() is world-space and the torque was never rotated into the hull's frame (unlike thrust, which uses -ship_basis.z). Roll input became pitch after a 90 degree turn and inverted at 180, so the controls were correct flying up-field and backwards flying back. - ship.tscn's inertia is Vector3(7, 1, 7) but a flat torque was applied to every axis, giving yaw 7x the angular acceleration of pitch and roll (172 deg/s vs 52). Torque is now scaled per-axis by inertia, so rotation_acceleration means rad/s^2 and all three axes match. Yaw is unchanged. - pitch_down pitched the nose UP: get_axis's arguments were reversed, so the I/K keys and the stick each did the opposite of their label. Menus were unusable on a pad for a separate reason: Godot 4.7 gives ui_up/down/left/right joypad events by default but leaves ui_accept and ui_cancel with none (verified against a pristine project), so a controller could move the highlight and never press anything. A confirms and B goes back. Gameplay exits on a new leave_gameplay action (Escape / Start) rather than ui_cancel, so carrying B for menus cannot abandon a live match. Bindings for both devices are rebindable in Settings -> Controls, persisted to user://input.cfg — a separate file from settings.cfg because VideoSettings.save() rewrites that file wholesale and would drop any section it does not know about. project.godot stays the source of truth for defaults; overrides are only ever a delta on top of a boot-time snapshot. Verified: 268 unit tests, the ENet integration gate, and a 16-sample before/after comparison of networked prediction residuals showing the physics change does not regress them (median 0.083m -> 0.065m). Note for follow-up: every policy in Game/bots/ was trained against the old sluggish, world-axis rotation and will over-rotate until retrained.
333 lines
13 KiB
GDScript
333 lines
13 KiB
GDScript
class_name GameMode
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extends Node3D
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# Base for game modes (Free Play, Match; later Vs-AI and multiplayer).
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# A mode's scene contains an Arena (the stadium) and a HUD; the mode itself
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# spawns the ball, ships, controllers, and camera in code — variable ship
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# counts with mixed controller types (player/AI/network) is exactly what
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# future modes need. Subclasses override _start() and _on_goal_scored().
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@export var ship_scene: PackedScene = preload("res://objects/ship.tscn")
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@export var ball_scene: PackedScene = preload("res://objects/ball.tscn")
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const CAMERA_RIG_SCENE = preload("res://scenes/ship_camera_rig.tscn")
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var arena: Arena
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var hud: HUDController
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var ball: RigidBody3D
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var ships: Array[Ship] = []
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var _ship_spawn_transforms := {}
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var _camera_rig: ShipCameraRig
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var _goal_in_progress := false
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const GOAL_CELEBRATION_SECONDS := 1.6
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# Shared by modes that keep score (Match, Spectate); Free Play never
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# references this or emits a score_changed signal, and HUDController relies
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# on has_signal("score_changed") to decide whether to show a score row — so
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# that signal stays declared per-subclass, not here.
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var score := {0: 0, 1: 0}
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func _ready():
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# Group lets the HUD discover the game mode for timer/score signals
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add_to_group("game")
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# At the default 8, a client hitching to ~20 fps runs up to 8 physics
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# ticks in one rendered frame — and each of those ticks costs roughly as
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# much as the frame that caused the hitch, so the client can spiral
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# further behind instead of recovering. 4 trades a lower worst-case
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# catch-up rate for bounded per-frame cost.
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Engine.max_physics_steps_per_frame = 4
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# A fresh RandomNumberGenerator defaults to a fixed internal state (unlike
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# the global randf_range, which Godot auto-randomizes at startup), so an
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# explicit randomize() is required unless a seed was set for reproducible
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# kickoffs (see kickoff_rng_seed above).
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if kickoff_rng_seed == 0:
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_kickoff_rng.randomize()
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for child in get_children():
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if child is Arena:
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arena = child
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elif child is HUDController:
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hud = child
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if not arena:
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var path := _get_arena_scene_path()
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if not path.is_empty():
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arena = (load(path) as PackedScene).instantiate()
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add_child(arena)
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if not arena:
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push_error("GameMode: scene has no Arena child")
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return
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if _owns_goal_logic():
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for goal in arena.get_goals():
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goal.goal_scored.connect(_handle_goal_scored)
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_start()
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# Virtual: subclasses whose scene has no fixed Arena child override this to
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# pick which arena scene to instantiate in code (see ArenaRegistry). Modes
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# that keep a fixed Arena child (training.tscn) never call this.
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func _get_arena_scene_path() -> String:
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return ""
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# Virtual: subclasses spawn their ball/ships/camera here.
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func _start() -> void:
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pass
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# Virtual: whether this mode decides goals from its own local Goal sensors.
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# True for every mode today. A future networked client mode overrides this
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# false — it must learn a goal happened from an authoritative server message,
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# not from an interpolated remote ball wandering through its local Goal
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# Area3D, which would score client-side against no one.
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func _owns_goal_logic() -> bool:
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return true
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# Virtual: whether this mode simulates and enforces its own world (escaped-
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# body respawn runs locally in _physics_process). True for every mode today.
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# A future networked client mode overrides this false — the server is
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# authoritative for body positions, and a client respawning a body itself
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# would fight that authority.
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func _owns_world_simulation() -> bool:
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return true
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# Virtual: how long the goal cinematic holds before resuming play. Subclasses
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# that want a different cadence override this instead of touching
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# GOAL_CELEBRATION_SECONDS directly.
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func _goal_pause_seconds() -> float:
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return GOAL_CELEBRATION_SECONDS
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# Virtual: the ball entered the goal owned (conceded) by `_conceding_team`.
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func _on_goal_scored(_conceding_team: int) -> void:
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pass
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# Virtual: immediate, non-presentational consequences at sensor time. Modes
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# with a score/clock override this so a last-second goal is authoritative
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# before the cinematic; reset/kickoff remains in _on_goal_scored afterwards.
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func _on_goal_registered(_conceding_team: int) -> void:
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pass
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# Debounce: a fast ball can re-trigger the goal area before the deferred
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# reset teleports it away, which would double-count the goal.
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func _handle_goal_scored(conceding_team: int) -> void:
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if _goal_in_progress:
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return
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_goal_in_progress = true
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_on_goal_registered(conceding_team)
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await _play_goal_celebration(1 - conceding_team, conceding_team)
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# A scene change (Esc, match end) queued during the celebration removes
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# this node from the tree before the await chain finishes; resuming past
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# that point would touch arena/hud state that is mid-teardown.
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if not is_inside_tree():
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return
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await _on_goal_scored(conceding_team)
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if not is_inside_tree():
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return
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_goal_in_progress = false
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func _play_goal_celebration(scoring_team: int, conceding_team: int) -> void:
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# Training/headless modes never spawn a camera or HUD and must not pay a
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# real-time presentation delay between episodes.
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if DisplayServer.get_name() == "headless" or not is_instance_valid(_camera_rig):
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return
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AudioManager.play_goal()
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var goal_position := Vector3.ZERO
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for goal in arena.get_goals():
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if goal.team == conceding_team:
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goal_position = goal.global_position
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break
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# The cinematic camera cut itself (hard FOV change, cut to a fixed angle)
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# carries the "moment" that Engine.time_scale slow-mo used to sell —
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# world simulation speed is never touched, so this behaves identically
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# for a future networked client watching a shared server sim.
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_camera_rig.begin_goal_cut(goal_position)
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if hud:
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hud.show_goal_celebration(scoring_team)
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await get_tree().create_timer(_goal_pause_seconds(), true, false, true).timeout
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if is_instance_valid(_camera_rig):
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_camera_rig.end_goal_cut()
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if hud and is_instance_valid(hud):
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hud.hide_goal_celebration()
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func spawn_ball() -> RigidBody3D:
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ball = ball_scene.instantiate()
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add_child(ball)
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ball.global_transform = arena.get_ball_spawn()
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return ball
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func spawn_ship(team: int, spawn_index: int = 0, controller: ShipController = null) -> Ship:
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var ship: Ship = ship_scene.instantiate()
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ship.name = "Ship_T%d_S%d" % [team, spawn_index]
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add_child(ship)
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var spawns := arena.get_ship_spawns(team)
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var spawn_transform := spawns[spawn_index] if spawn_index < spawns.size() else Transform3D.IDENTITY
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ship.global_transform = spawn_transform
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ship.team = team
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ship.spawn_index = spawn_index
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if controller:
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ship.set_controller(controller)
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ships.append(ship)
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_ship_spawn_transforms[ship] = spawn_transform
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return ship
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func spawn_camera_rig(target: Ship) -> ShipCameraRig:
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var rig: ShipCameraRig = CAMERA_RIG_SCENE.instantiate()
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add_child(rig)
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_camera_rig = rig
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rig.impact_feedback.connect(AudioManager.play_impact)
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rig.target = target
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# Also wires the scene's static HUD (if any) to the same ship, rather
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# than letting it guess via the "ship" group.
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if hud:
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hud.ship = target
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return rig
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# Given an already-resolved (path, reaction_ticks, action_noise) — callers
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# apply their own GameSettings-override logic first, which differs between
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# modes (Match lets GameSettings override all three fields, Spectate only
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# the path) — builds a trained-policy controller, or an inert placeholder if
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# the path is empty or missing.
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func _build_opponent(model_path: String, reaction_ticks: int, action_noise: float, label: String = "GameMode") -> ShipController:
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if not model_path.is_empty() and FileAccess.file_exists(model_path):
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var bot := AIShipController.new()
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bot.model_path = model_path
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bot.reaction_ticks = reaction_ticks
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bot.action_noise = action_noise
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return bot
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if not model_path.is_empty():
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push_warning("%s: bot model not found at %s, spawning inert opponent" % [label, model_path])
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return ShipController.new() # inert placeholder
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func _record_goal(scoring_team: int) -> void:
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score[scoring_team] += 1
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print("Goal for team %d! Score: %d - %d" % [scoring_team, score[0], score[1]])
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# Tiny per-reset randomization, well below anything a player would notice as
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# "not a real kickoff" — just enough that two ships running the identical
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# deterministic AI policy (action_noise = 0) don't start every kickoff from a
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# bit-for-bit mirror-symmetric state. A perfectly symmetric state feeds both
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# controllers identical (canonicalized) observations, so they emit mirrored
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# actions and can lock into a repetitive, non-scoring stalemate — much more
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# visible bot-vs-bot (same model both sides) than bot-vs-human, since a human
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# never satisfies "identical policy" in the first place. See training_mode.gd's
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# _end_eval_episode, which randomizes eval episode states for the same reason.
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const KICKOFF_POSITION_JITTER := 0.3
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const KICKOFF_YAW_JITTER := deg_to_rad(15.0)
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# Owned rather than global `randf_range`, so a fixed seed makes kickoffs
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# exactly reproducible (replay logs, deterministic tests) without disturbing
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# any other system's random stream.
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@export var kickoff_rng_seed: int = 0:
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set(value):
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kickoff_rng_seed = value
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if value != 0:
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_kickoff_rng.seed = value
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var _kickoff_rng := RandomNumberGenerator.new()
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func reset_ball() -> void:
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if is_instance_valid(ball):
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_reset_body(ball, _jittered(arena.get_ball_spawn(), KICKOFF_POSITION_JITTER, 0.0))
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func reset_ships() -> void:
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for ship in ships:
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if is_instance_valid(ship):
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_reset_body(ship, _jittered(_ship_spawn_transforms[ship], KICKOFF_POSITION_JITTER, KICKOFF_YAW_JITTER))
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if is_instance_valid(_camera_rig):
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# _reset_body's queue_teleport defers the actual transform write to
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# the ship's next _integrate_forces (task 0.15) — snapping the camera
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# now would read the pre-teleport position. Wait one physics tick so
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# the teleport has already landed; without this the camera would also
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# smoothly chase the teleported ship across the arena instead of
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# cutting with it.
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await get_tree().physics_frame
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if is_instance_valid(_camera_rig):
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_camera_rig.snap_to_target()
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func _jittered(to: Transform3D, position_jitter: float, yaw_jitter: float) -> Transform3D:
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var offset := Vector3(_kickoff_rng.randf_range(-position_jitter, position_jitter), 0.0, _kickoff_rng.randf_range(-position_jitter, position_jitter))
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var basis := to.basis
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if yaw_jitter > 0.0:
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basis = basis.rotated(Vector3.UP, _kickoff_rng.randf_range(-yaw_jitter, yaw_jitter))
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return Transform3D(basis, to.origin + offset)
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func _reset_body(body: RigidBody3D, to: Transform3D) -> void:
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# Queued and applied inside the body's own _integrate_forces — the only
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# Jolt-safe place to write state.transform — instead of racing the
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# physics step via set_deferred (task 0.15). Dynamic dispatch: Ship and
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# Ball both implement queue_teleport(), but RigidBody3D itself doesn't,
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# so a statically-typed call here won't resolve.
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body.call("queue_teleport", to)
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func _unhandled_input(event):
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# leave_gameplay (Escape / Start), NOT ui_cancel. ui_cancel carries the B
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# button so menus behave the way a controller player expects, and B is far
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# too easy to hit by accident for "abandon the match you are playing".
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# Menus and the lobby still use ui_cancel; only live gameplay is guarded.
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if event.is_action_pressed("leave_gameplay"):
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get_tree().change_scene_to_file(ScenePaths.MAIN_MENU)
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# Escape failsafe. The arena is meant to be fully enclosed, but the goal
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# mouths are now a real navigable hole in the end walls (see
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# ArenaBoundary._build_end_wall_colliders) sized to the ball, not the ship —
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# a ship's 1x1 cross-section fits through it, and there is nothing behind the
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# net to stop it. Previously this only existed in TrainingMode (a physics
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# regression there just wastes training time); now that any ship can
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# genuinely fly out through an open goal, every mode needs it, or a stray
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# ship/ball falls into the void with no way back short of quitting. Runs by
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# default every tick; TrainingMode overrides _physics_process entirely and
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# calls this itself alongside its own episode logic.
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const ESCAPE_MARGIN := 15.0
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func _physics_process(_delta: float) -> void:
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if _owns_world_simulation():
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_respawn_escaped_bodies()
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func _respawn_escaped_bodies() -> void:
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var respawned := false
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for ship in ships:
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if is_instance_valid(ship) and _is_escaped(ship.global_position):
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push_warning("GameMode: ship escaped the enclosed arena — check boundary colliders")
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_reset_body(ship, _ship_spawn_transforms[ship])
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respawned = true
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if is_instance_valid(ball) and _is_escaped(ball.global_position):
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push_warning("GameMode: ball escaped the enclosed arena — check boundary colliders")
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_reset_body(ball, arena.get_ball_spawn())
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respawned = true
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if respawned:
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_on_bodies_respawned()
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# Virtual (task 5.9). An escape respawn is a teleport, and a networked client
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# interpolating toward it would smoothly slide a body the width of the arena
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# and then fight the correction. NetworkedMatch overrides this to bump
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# reset_gen so clients hard-snap instead. Single-player modes need nothing.
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func _on_bodies_respawned() -> void:
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pass
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func _is_escaped(position: Vector3) -> bool:
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return absf(position.x) > ArenaBoundary.INNER_HALF_X + ESCAPE_MARGIN \
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or absf(position.z) > ArenaBoundary.INNER_HALF_Z + ESCAPE_MARGIN \
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or position.y < -ESCAPE_MARGIN \
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or position.y > ArenaBoundary.INNER_HEIGHT + ESCAPE_MARGIN
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