mirror of
https://github.com/jcreek/CosmicClash.git
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0b6679e84b
20260816-2126-gen5-s4-handling-retry2 exhausted its three attempts and missed only the 0.80 training goal-rate floor, at 0.7731. Every evaluation gate passed: 65-22-13 versus promoted/easy.json, 87% non-draw against an 80% floor, 12.6% physical-side imbalance against a 20% ceiling, and both handling telemetry floors clear. The round improved the goal rate monotonically across attempts (0.537 -> 0.683 -> 0.773) and the checkpoint plays well by hand, so close Stage 4 by human override. Promote it to Game/bots/promoted/medium.json. Medium and Hard both point at the new policy: Hard stays a label-only duplicate until a stronger one earns hard.json, which keeps the tiers monotonic rather than leaving Hard weaker than Medium. generation5_state.json flips that log entry to "pass" with a decision_override block preserving the original verdict and reasoning, and advances to Stage 5 attempt 1. This is what passing_entry() needs to resolve Stage 5's resume checkpoint and evaluation reference, and what league_pool() will need at Stage 6; --skip-to-next-stage would advance the stage without marking anything as passing and die immediately. generation5.sh now pulls before launching. Each stage ends in commit_progress()'s push, which fails and kills the run hours in if the box is behind origin.
148 lines
5.9 KiB
GDScript
148 lines
5.9 KiB
GDScript
extends Control
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# Main menu: one handler per game mode. Match's opponent is a curated
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# Easy/Medium/Hard difficulty picker (DIFFICULTIES) rather than a raw
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# checkpoint list — see TRAINING.md for promoting new tiers into
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# res://bots/promoted/. Raw-checkpoint testing and Spectate (bot vs bot) are
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# dev-only tools, grouped under DevSection and hidden outside debug builds so
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# they disappear automatically from release exports. Selections are pushed
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# into the GameSettings autoload for the target mode to read, and restored
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# when returning to the menu within a session.
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const BOTS_DIR := "res://bots"
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# Every tier runs its promoted checkpoint at full trained capability —
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# difficulty is a genuinely different policy, never the same policy
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# handicapped with reaction delay or action noise. Easy and Medium are now
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# distinct models (medium.json beats easy.json 65-22-13 head-to-head); Hard
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# still points at medium.json, the strongest promoted policy, and stays a
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# label-only duplicate until a stronger one earns hard.json. Keep the tiers
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# monotonic: never leave a lower tier pointing at a stronger model than the
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# one above it.
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const DIFFICULTIES := [
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{"name": "Easy", "model": "res://bots/promoted/easy.json", "reaction_ticks": 8, "action_noise": 0.0},
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{"name": "Medium", "model": "res://bots/promoted/medium.json", "reaction_ticks": 8, "action_noise": 0.0},
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{"name": "Hard", "model": "res://bots/promoted/medium.json", "reaction_ticks": 8, "action_noise": 0.0},
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]
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@onready var difficulty_dropdown: OptionButton = %DifficultyDropdown
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@onready var arena_dropdown: OptionButton = %ArenaDropdown
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@onready var dev_section: Control = %DevSection
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@onready var dev_bot_dropdown: OptionButton = %DevBotDropdown
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@onready var bot_a_dropdown: OptionButton = %BotADropdown
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@onready var bot_b_dropdown: OptionButton = %BotBDropdown
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func _ready() -> void:
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_populate_difficulty_dropdown()
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_populate_arena_dropdown()
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dev_section.visible = OS.is_debug_build()
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if dev_section.visible:
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var bots := _list_bots()
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_populate_dropdown(dev_bot_dropdown, bots, GameSettings.dev_bot_override_path, true)
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_populate_dropdown(bot_a_dropdown, bots, GameSettings.spectate_bot_a_path)
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_populate_dropdown(bot_b_dropdown, bots, GameSettings.spectate_bot_b_path)
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$CenterContainer/VBoxContainer/FreePlayButton.grab_focus()
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func _populate_difficulty_dropdown() -> void:
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difficulty_dropdown.clear()
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for tier in DIFFICULTIES:
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difficulty_dropdown.add_item(tier["name"])
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var selected := 0
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for i in DIFFICULTIES.size():
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if DIFFICULTIES[i]["name"] == GameSettings.selected_difficulty_name:
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selected = i
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break
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difficulty_dropdown.select(selected)
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# Free Play only — Match/Spectate pick a random arena in code instead.
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func _populate_arena_dropdown() -> void:
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arena_dropdown.clear()
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for tier in ArenaRegistry.ARENAS:
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arena_dropdown.add_item(tier["name"])
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var selected := 0
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for i in ArenaRegistry.ARENAS.size():
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if ArenaRegistry.ARENAS[i]["path"] == GameSettings.selected_arena_path:
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selected = i
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break
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arena_dropdown.select(selected)
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# Lists bot checkpoints as paths relative to BOTS_DIR, including the
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# top-level curriculum checkpoints and anything under promoted/.
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func _list_bots() -> Array[String]:
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var files: Array[String] = []
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var dir := DirAccess.open(BOTS_DIR)
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if dir:
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for f in dir.get_files():
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if f.get_extension() == "json":
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files.append(f)
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var promoted_dir := DirAccess.open(BOTS_DIR + "/promoted")
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if promoted_dir:
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for f in promoted_dir.get_files():
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if f.get_extension() == "json":
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files.append("promoted/" + f)
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files.sort()
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return files
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# Fills a dropdown with bot names (metadata = full model path). When
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# include_none is true, prepends a "(Use difficulty)" sentinel (metadata "")
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# and defaults selection to it. Reselects `preferred_path` if it's still on
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# disk, else the newest (last) bot.
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func _populate_dropdown(dropdown: OptionButton, bots: Array[String], preferred_path: String, include_none: bool = false) -> void:
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dropdown.clear()
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if include_none:
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dropdown.add_item("(Use difficulty)")
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dropdown.set_item_metadata(0, "")
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for f in bots:
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dropdown.add_item(f.get_basename())
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dropdown.set_item_metadata(dropdown.item_count - 1, BOTS_DIR + "/" + f)
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if dropdown.item_count == 0:
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return
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dropdown.select(0 if include_none else dropdown.item_count - 1)
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for i in dropdown.item_count:
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if dropdown.get_item_metadata(i) == preferred_path:
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dropdown.select(i)
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break
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func _selected_path(dropdown: OptionButton) -> String:
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if dropdown.item_count > 0 and dropdown.selected >= 0:
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return dropdown.get_item_metadata(dropdown.selected)
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return ""
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func _on_free_play_pressed() -> void:
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var chosen: Dictionary = ArenaRegistry.ARENAS[0] if arena_dropdown.selected < 0 else ArenaRegistry.ARENAS[arena_dropdown.selected]
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GameSettings.selected_arena_path = chosen["path"]
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get_tree().change_scene_to_file("res://scenes/free_play.tscn")
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func _on_match_pressed() -> void:
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var tier: Dictionary = DIFFICULTIES[difficulty_dropdown.selected] if difficulty_dropdown.selected >= 0 else DIFFICULTIES[0]
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var override_path := _selected_path(dev_bot_dropdown) if dev_section.visible else ""
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GameSettings.dev_bot_override_path = override_path
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GameSettings.selected_difficulty_name = tier["name"]
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if override_path.is_empty():
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GameSettings.selected_bot_path = tier["model"]
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GameSettings.selected_bot_reaction_ticks = tier["reaction_ticks"]
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GameSettings.selected_bot_action_noise = tier["action_noise"]
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else:
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GameSettings.selected_bot_path = override_path
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GameSettings.selected_bot_reaction_ticks = -1
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GameSettings.selected_bot_action_noise = -1.0
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get_tree().change_scene_to_file("res://scenes/match.tscn")
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func _on_settings_pressed() -> void:
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get_tree().change_scene_to_file("res://scenes/settings.tscn")
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func _on_spectate_pressed() -> void:
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GameSettings.spectate_bot_a_path = _selected_path(bot_a_dropdown)
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GameSettings.spectate_bot_b_path = _selected_path(bot_b_dropdown)
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get_tree().change_scene_to_file("res://scenes/spectate.tscn")
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