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https://github.com/jcreek/CosmicClash.git
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08a0f74391
Arenas inherit from a new arena_base.tscn instead of restating ~40 shared lines each; only sky/ambient/glow/tint/decoration vary, exposed via new Arena exports since nested Environment properties aren't overridable through scene inheritance. Bot construction and score-keeping move onto GameMode, shared by match and spectate modes while preserving their differing GameSettings-override behavior and the HUD's score-row duck-typing. HUD instruments share a HudInstrument base for the smoothing-weight calc and angle-lerp helper. Also dedupes MAIN_MENU_SCENE_PATH into ScenePaths and documents why DIFFICULTIES tiers share one checkpoint.
47 lines
1.7 KiB
GDScript
47 lines
1.7 KiB
GDScript
extends GameMode
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# Spectate: bot vs bot exhibition — both ships are AI-driven so two trained
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# policies can be watched playing each other. Score tracking and kickoff
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# resets like Match, but no timer. R resets the ball, Esc returns to the menu.
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signal score_changed(score: Dictionary)
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@export_group("Team 0 bot")
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@export_file("*.json") var bot_a_model_path: String = ""
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@export_range(1, 60) var bot_a_reaction_ticks: int = 8
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@export_range(0.0, 1.0) var bot_a_action_noise: float = 0.0
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@export_group("Team 1 bot")
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@export_file("*.json") var bot_b_model_path: String = ""
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@export_range(1, 60) var bot_b_reaction_ticks: int = 8
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@export_range(0.0, 1.0) var bot_b_action_noise: float = 0.0
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func _get_arena_scene_path() -> String:
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return ArenaRegistry.random_path()
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func _start() -> void:
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spawn_ball()
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# The main menu's dropdown selections (GameSettings autoload) win over the
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# scene's exports, which stay as the fallback for direct-scene runs.
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var path_a := bot_a_model_path if GameSettings.spectate_bot_a_path.is_empty() else GameSettings.spectate_bot_a_path
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var path_b := bot_b_model_path if GameSettings.spectate_bot_b_path.is_empty() else GameSettings.spectate_bot_b_path
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var ship_a := spawn_ship(0, 0, _build_opponent(path_a, bot_a_reaction_ticks, bot_a_action_noise, "SpectateMode"))
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spawn_ship(1, 0, _build_opponent(path_b, bot_b_reaction_ticks, bot_b_action_noise, "SpectateMode"))
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spawn_camera_rig(ship_a)
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func _on_goal_scored(conceding_team: int) -> void:
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var scoring_team := 1 - conceding_team
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_record_goal(scoring_team)
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score_changed.emit(score.duplicate())
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reset_ball()
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reset_ships()
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func _unhandled_input(event):
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if event.is_action_pressed("reset_ball"):
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reset_ball()
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else:
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super(event)
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