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303 lines
11 KiB
GDScript
303 lines
11 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 _hit_stop_generation := 0
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var _hit_stop_active := false
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var _time_scale_before_hit_stop := 1.0
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var _camera_rig: ShipCameraRig
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var _goal_slowmo_active := false
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var _time_scale_before_goal := 1.0
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var _goal_in_progress := false
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const GOAL_CELEBRATION_SECONDS := 1.6
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const GOAL_SLOWMO_SCALE := 0.22
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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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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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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: 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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await _on_goal_scored(conceding_team)
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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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_restore_hit_stop()
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_goal_slowmo_active = true
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_time_scale_before_goal = Engine.time_scale
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Engine.time_scale = minf(Engine.time_scale, GOAL_SLOWMO_SCALE)
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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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_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_CELEBRATION_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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# Defensive unwind: impact feedback is suppressed while goal slow-mo owns
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# time scale, but restore any hit-stop that was already queued this frame.
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_restore_hit_stop()
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_restore_goal_slowmo()
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func _restore_goal_slowmo() -> void:
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if not _goal_slowmo_active:
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return
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Engine.time_scale = _time_scale_before_goal
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_goal_slowmo_active = false
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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 = "ShipTeam%d_%d" % [team, ships.size()]
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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.target = target
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rig.impact_feedback.connect(_on_player_impact)
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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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func _on_player_impact(intensity: float) -> void:
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if not _goal_slowmo_active:
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_run_hit_stop(intensity)
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func _run_hit_stop(intensity: float) -> void:
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if _goal_slowmo_active:
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return
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_hit_stop_generation += 1
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var generation := _hit_stop_generation
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if not _hit_stop_active:
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_time_scale_before_hit_stop = Engine.time_scale
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_hit_stop_active = true
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Engine.time_scale = minf(
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Engine.time_scale, lerpf(0.22, 0.06, clampf(intensity, 0.0, 1.0))
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)
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await get_tree().create_timer(
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lerpf(0.025, 0.065, clampf(intensity, 0.0, 1.0)), true, false, true
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).timeout
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if generation == _hit_stop_generation:
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_restore_hit_stop()
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func _restore_hit_stop() -> void:
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if not _hit_stop_active:
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return
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Engine.time_scale = _time_scale_before_hit_stop
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_hit_stop_active = false
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func _exit_tree() -> void:
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# A scene change during the unscaled timer must never strand global time.
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_restore_hit_stop()
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_restore_goal_slowmo()
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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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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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func _jittered(to: Transform3D, position_jitter: float, yaw_jitter: float) -> Transform3D:
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var offset := Vector3(randf_range(-position_jitter, position_jitter), 0.0, 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, 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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# Deferred: a RigidBody3D transform can't be set mid-physics-step
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body.set_deferred("global_transform", to)
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body.set_deferred("linear_velocity", Vector3.ZERO)
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body.set_deferred("angular_velocity", Vector3.ZERO)
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# A kickoff reset is a teleport: without this, physics interpolation
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# smears the body across the arena for a frame
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body.call_deferred("reset_physics_interpolation")
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func _unhandled_input(event):
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if event.is_action_pressed("ui_cancel"):
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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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_respawn_escaped_bodies()
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func _respawn_escaped_bodies() -> void:
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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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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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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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