Files
CosmicClash/Game/scripts/training_mode.gd
T
2026-08-08 14:56:17 +01:00

619 lines
26 KiB
GDScript

class_name TrainingMode
extends GameMode
# Headless self-play training mode: two RL-driven ships, no HUD, no camera.
# The scene also contains the godot_rl_agents Sync node, which speaks TCP to
# the Python trainer; this mode owns the environment rules — episodes, goal
# rewards, and randomized episode-start states (the RLGym "state setter"
# lesson: varied starts massively speed up learning versus kickoff-only).
#
# Run: godot --headless --path Game res://scenes/training.tscn
# (started automatically by training/train.py; boots into idle ships with a
# warning if no trainer is listening).
#
# Eval mode (used by training/evaluate.py): pass --eval_model_a=<path> and
# --eval_model_b=<path> (+ optional --eval_episodes=N) and both ships are
# instead driven by those exported policies via AIShipController; each episode
# ends at the first goal (or a draw on timeout), and a final machine-readable
# "EVAL_RESULT {...}" line is printed before quitting.
#
# Curriculum mode (used by training/train.py's --opponent-mode/--draw-penalty/
# etc. flags, see TRAINING.md): --opponent_mode=inert|frozen swaps team 1's
# live self-play agent for a do-nothing placeholder or a fixed exported
# policy; --ai_<name>=<value> and the TrainingMode-level overrides below let
# a run retune reward shaping / episode-start mix without touching script
# defaults. See _parse_curriculum_args.
@export var episode_length_seconds := 30.0
# Run01-vs-run02 eval (see training/eval_history.json) came back 87.5% draws:
# with a 30s episode, the dense per-tick terms on ShipAIController can sum to
# several times this value before it was raised, so scoring and forfeiting
# the rest of the episode's farmable reward was worse than never finishing.
# Raised well above that ceiling so a real scoring chance always beats
# continuing to farm dense reward for however long is left in the episode.
@export var goal_reward := 40.0
# One-time penalty applied to every agent when an episode times out with no
# goal scored (see _physics_process's truncation branch) — distinct from
# ShipAIController's per-tick time_penalty, which accrues regardless of
# outcome and doesn't specifically mark "this episode ended undecided."
# Default 0 (off) so ordinary runs are unaffected; curriculum stage 3 turns
# this on via --draw_penalty to teach that a draw is still a failure.
@export var draw_penalty := 0.0
# Episode-start state mix; remaining probability = fully random state.
@export_range(0.0, 1.0) var kickoff_state_chance := 0.2
# Raised from 0.2: fixing the reward incentive to score (see goal_reward,
# ball_touch_reward, time_penalty on ShipAIController) only helps if the
# policy also gets enough reps at actually finishing. At 0.2 that scenario
# was 1 in 5 episode starts; most training time was spent in generic
# midfield play where a finish never comes up.
@export_range(0.0, 1.0) var ball_near_goal_chance := 0.35
# Which goal _place_ball_near_goal() favors: 0.5 = uniform between both goals
# (default, matches historical behaviour). 1.0 = always the goal team 0
# attacks — used by curriculum stage 1 (--attack_goal_bias=1.0) so a lone
# trainee's near-goal resets are always finishing chances, not a coin flip
# between attacking and defending an empty net.
@export_range(0.0, 1.0) var attack_goal_bias := 0.5
# Fourth episode-start branch (after kickoff/near-goal, before the fully-
# random fallback): ball spawned high, both ships spawned low and lateral —
# unsolvable without climbing. Default 0 (off) so ordinary runs are
# unaffected. Added for curriculum generation 4: the existing random branch
# already samples ship/ball Y across the full arena height, but that only
# randomizes the *initial* state — under gravity+drag a floor-pinned policy
# sinks back to the floor in ~1.5s, so the *stationary* state distribution
# stayed floor-pinned even though the initial one wasn't. See
# _place_air_drill.
@export_range(0.0, 1.0) var air_drill_chance := 0.0
# Moving-ball aerial interception branch used by generation 5. Unlike the
# stationary/random air drill, the ball follows a reachable trajectory toward
# a real goal and ships start low behind/lateral to it, so a useful touch is
# naturally reinforced by the existing goal-directed ball rewards.
@export_range(0.0, 1.0) var air_intercept_chance := 0.0
# Ships per team. Default 1 preserves every existing curriculum script's 1v1
# behaviour unchanged; up to 5 matches ShipObservations.MAX_TEAMMATES/
# MAX_OPPONENTS. Plumbing only for this pass — no 2v2+ curriculum/reward
# design has been done, so a run above 1 is untested territory.
@export_range(1, 5) var team_size: int = 1
# Placement bounds for randomized episode starts, derived from the standard
# enclosure (ArenaBoundary). The inset keeps a randomly oriented ship (1x1x4
# box, worst-case half-extent ~2.05) from spawning intersecting the walls,
# ceiling, or goal sensors.
const SPAWN_INSET := 2.5
const FIELD_HALF_X := ArenaBoundary.INNER_HALF_X - SPAWN_INSET
const FIELD_HALF_Z := ArenaBoundary.GOAL_LINE_Z - SPAWN_INSET
const FIELD_MIN_Y := 1.5
const FIELD_MAX_Y := ArenaBoundary.INNER_HEIGHT - SPAWN_INSET
# The corner curves reach at most their chord plane |x| + |z| = INNER_HALF_X
# + INNER_HALF_Z - CORNER_RADIUS; spawns keep the same SPAWN_INSET clearance
# from that plane as from the walls (perpendicular distance, hence the
# sqrt(2) when expressed in |x| + |z| terms). The true curve bulges outward
# from the chord, so this is conservative.
const CORNER_LIMIT := ArenaBoundary.INNER_HALF_X + ArenaBoundary.INNER_HALF_Z \
- ArenaBoundary.CORNER_RADIUS - SPAWN_INSET * sqrt(2.0)
# Below this height a tilted ship could reach down into the wall-base
# fillets, so low spawns stay an extra BASE_RADIUS off the walls.
const FILLET_CLEAR_Y := ArenaBoundary.BASE_RADIUS + FIELD_MIN_Y
const MAX_RANDOM_BALL_SPEED := 12.0
const MAX_RANDOM_SHIP_SPEED := 8.0
# Minimum centre-to-centre separation enforced between ships placed in the
# same randomized reset (team_size > 1) — without it, _place_ships_random/
# _place_air_drill sample each ship independently and can spawn them
# interpenetrating. Twice the ~2.05m worst-case rotated half-extent noted
# above clears any relative orientation; matches arena_base.tscn's spawn
# marker spacing, which uses the same margin for the same reason.
const MIN_SHIP_SEPARATION := 4.5
# Sim runs at 60 physics ticks per sim-second regardless of speedup.
const TICKS_PER_SIM_SECOND := 60.0
var _agents: Array[ShipAIController] = []
# Eval mode state (see header comment)
var _eval := false
var _eval_models: Array[String] = ["", ""]
# Per-model locomotion mask — must match how each model was actually trained
# (see AIShipController's identical exports), so a stage 1/2 (grounded)
# candidate isn't unfairly penalized by untrained aerial noise during eval
# that its training environment never had.
var _eval_allow_vertical: Array[bool] = [true, true]
var _eval_allow_pitch_roll: Array[bool] = [true, true]
var _eval_episodes := 20
var _eval_goals := {0: 0, 1: 0}
var _eval_draws := 0
var _eval_episodes_done := 0
var _episode_ticks := 0
# Curriculum mode state (see _parse_curriculum_args). "self_play" (default)
# is today's only historical behaviour: both ships are live trainees sharing
# the policy. "inert" gives team 1 a do-nothing placeholder ship (no bot
# configured, same as MatchMode's fallback) so a lone trainee can drill
# scoring against an empty net. "frozen" gives team 1 a fixed exported
# policy via AIShipController — the same wiring the eval branch above
# already uses, just for one side of a live training episode.
var _opponent_mode := "self_play"
var _opponent_model_path := ""
var _opponent_model_pool: Array[String] = []
var _frozen_opponent_bots: Array[AIShipController] = []
# ShipAIController @export overrides collected from --ai_<name>=<value> args,
# applied to every ShipAIController this run creates (see _attach_agent).
var _ai_overrides := {}
# Ships excluded from _attach_agent (the "inert" opponent) skip randomized
# per-episode placement in _place_ships_random so they stay parked at their
# arena spawn instead of drifting into the play area as a stray obstacle.
var _inert_ships: Array[Ship] = []
# Whether this run's arena is an ELEVATED-goal variant (see
# ArenaBoundary.GoalMode) — read once _start() runs so _place_ball_near_goal
# can sample a height range matching the goal's real position. Read here
# rather than _ready(): TrainingMode has no _ready() override, and
# GameMode._ready() is what discovers `arena` before calling _start().
var _elevated := false
func _start() -> void:
_elevated = (arena.get_node("Boundary") as ArenaBoundary).goal_mode == ArenaBoundary.GoalMode.ELEVATED
_parse_eval_args()
_parse_curriculum_args()
spawn_ball()
if _eval:
for team in [0, 1]:
var bot := AIShipController.new()
bot.model_path = _eval_models[team]
bot.allow_vertical = _eval_allow_vertical[team]
bot.allow_pitch_roll = _eval_allow_pitch_roll[team]
spawn_ship(team, 0, bot)
return
var team0_ships: Array[Ship] = []
for i in team_size:
team0_ships.append(spawn_ship(0, i, RLShipController.new()))
# The opponent_mode branch applies uniformly to every ship on team 1: an
# "inert"/"frozen"/"league" run means the whole opposing team gets that treatment,
# not just one ship.
var team1_ships: Array[Ship] = []
for i in team_size:
var ship1: Ship
match _opponent_mode:
"inert":
ship1 = spawn_ship(1, i, ShipController.new())
_inert_ships.append(ship1)
"frozen":
var bot := AIShipController.new()
bot.model_path = _opponent_model_path
ship1 = spawn_ship(1, i, bot)
_frozen_opponent_bots.append(bot)
"league":
var bot := AIShipController.new()
bot.model_path = _opponent_model_pool[0] if not _opponent_model_pool.is_empty() else ""
ship1 = spawn_ship(1, i, bot)
_frozen_opponent_bots.append(bot)
_:
ship1 = spawn_ship(1, i, RLShipController.new())
team1_ships.append(ship1)
# All ships spawn before any agent attaches, so every agent's
# teammates/opponents lists see the other side's full roster.
for ship in team0_ships:
_attach_agent(ship, _other_ships(team0_ships, ship), team1_ships)
if _opponent_mode == "self_play":
for ship in team1_ships:
_attach_agent(ship, _other_ships(team1_ships, ship), team0_ships)
# `roster` minus `ship`, preserving order — rosters are built by spawn_index
# already, so this stays spawn_index-sorted (see ShipObservations' slot-
# stability requirement).
func _other_ships(roster: Array[Ship], ship: Ship) -> Array[Ship]:
var others: Array[Ship] = []
for s in roster:
if s != ship:
others.append(s)
return others
# Shared "--key=value" cmdline scan used by both eval and curriculum parsing.
func _cmdline_kv_args() -> Dictionary:
var args := {}
for argument in OS.get_cmdline_args():
if argument.begins_with("--") and argument.find("=") > -1:
var key_value := argument.lstrip("--").split("=", true, 1)
args[key_value[0]] = key_value[1]
return args
func _parse_eval_args() -> void:
var args := _cmdline_kv_args()
if args.has("eval_model_a") and args.has("eval_model_b"):
_eval = true
_eval_models[0] = args["eval_model_a"]
_eval_models[1] = args["eval_model_b"]
_eval_episodes = int(args.get("eval_episodes", str(_eval_episodes)))
_eval_allow_vertical[0] = _typed_like(args.get("eval_allow_vertical_a", "true"), true)
_eval_allow_vertical[1] = _typed_like(args.get("eval_allow_vertical_b", "true"), true)
_eval_allow_pitch_roll[0] = _typed_like(args.get("eval_allow_pitch_roll_a", "true"), true)
_eval_allow_pitch_roll[1] = _typed_like(args.get("eval_allow_pitch_roll_b", "true"), true)
# TrainingMode @export names a curriculum run may override from the cmdline.
# Explicit allow-list (not reflection) so a typo'd flag fails loudly instead
# of silently matching an unrelated inherited export.
const TRAINING_MODE_OVERRIDES := [
"goal_reward", "draw_penalty", "kickoff_state_chance",
"ball_near_goal_chance", "attack_goal_bias", "air_drill_chance",
"air_intercept_chance", "team_size",
]
# ShipAIController @export names a curriculum run may override, read as
# --ai_<name>=<value> to avoid colliding with the names above.
const SHIP_AI_OVERRIDES := [
"ball_touch_reward", "ball_touch_cooldown_ticks", "ball_touch_direction_floor",
"velocity_to_ball_weight", "ball_velocity_to_goal_weight", "ball_distance_penalty",
"forward_velocity_to_ball_weight", "wall_contact_penalty", "tilt_penalty",
"ground_tilt_penalty", "speed_reward_weight", "time_penalty",
"airborne_penalty",
]
func _parse_curriculum_args() -> void:
var args := _cmdline_kv_args()
if args.has("opponent_mode"):
_opponent_mode = args["opponent_mode"]
_opponent_model_path = args.get("opponent_model", _opponent_model_path)
if args.has("opponent_model_pool"):
for path in String(args["opponent_model_pool"]).split(",", false):
if not path.is_empty():
_opponent_model_pool.append(path)
if _opponent_mode == "league" and _opponent_model_pool.is_empty():
push_error("TrainingMode: opponent_mode=league requires --opponent_model_pool=path,path")
for name in TRAINING_MODE_OVERRIDES:
if args.has(name):
set(name, _typed_like(args[name], get(name)))
var start_probability := kickoff_state_chance + ball_near_goal_chance \
+ air_drill_chance + air_intercept_chance
if start_probability > 1.0:
push_error("TrainingMode: episode-start probabilities sum to %.3f (> 1.0)" % start_probability)
for name in SHIP_AI_OVERRIDES:
var key := "ai_%s" % name
if args.has(key):
_ai_overrides[name] = _typed_like(args[key], _ai_default(name))
# Parses a cmdline string into the same Variant type as `sample` (bool/int/
# float pass through Godot's str()-based conversions; anything else stays a
# String), so callers can `set()` it straight onto a typed @export var.
func _typed_like(value: String, sample) -> Variant:
match typeof(sample):
TYPE_BOOL:
return value.to_lower() in ["1", "true", "yes"]
TYPE_INT:
return value.to_int()
TYPE_FLOAT:
return value.to_float()
_:
return value
# ShipAIController isn't in the scene tree until _attach_agent instantiates
# one, so overrides need a default to type-match against up front; this
# mirrors ship_ai_controller.gd's own @export defaults.
func _ai_default(name: String) -> Variant:
match name:
"ball_touch_reward": return 0.4
"ball_touch_cooldown_ticks": return 60
"ball_touch_direction_floor": return 0.3
"velocity_to_ball_weight": return 0.02
"forward_velocity_to_ball_weight": return 0.0
"ball_velocity_to_goal_weight": return 0.004
"ball_distance_penalty": return 0.002
"wall_contact_penalty": return 0.0025
"tilt_penalty": return 0.0005
"ground_tilt_penalty": return 0.0
"speed_reward_weight": return 0.004
"time_penalty": return 0.001
"airborne_penalty": return 0.0
_: return null
func _attach_agent(ship: Ship, teammates: Array[Ship], opponents: Array[Ship]) -> void:
var agent := ShipAIController.new()
agent.name = "ShipAIController"
agent.reset_after = int(episode_length_seconds * TICKS_PER_SIM_SECOND)
for key in _ai_overrides:
agent.set(key, _ai_overrides[key])
ship.add_child(agent)
agent.setup(ship, ship.controller as RLShipController, ball, teammates, opponents, _attack_goal_position(ship.team))
_agents.append(agent)
# The goal a team scores into: the one the opponent defends/concedes.
func _goal_for_team(team: int) -> Goal:
for goal in arena.get_goals():
if goal.team == 1 - team:
return goal
push_error("TrainingMode: no goal found for team %d to attack" % team)
return null
func _attack_goal_position(team: int) -> Vector3:
var goal := _goal_for_team(team)
return goal.global_position if goal else Vector3.ZERO
func _physics_process(_delta):
_respawn_escaped_bodies()
if _eval:
_episode_ticks += 1
if _episode_ticks > int(episode_length_seconds * TICKS_PER_SIM_SECOND):
_eval_draws += 1
_end_eval_episode()
return
# Both trainer-requested resets and truncation (reset_after ticks elapsed)
# surface as needs_reset. Only truncation is an episode end the trainer
# must be told about via done — a trainer-requested reset already knows.
var needs_reset := false
var truncated := false
for agent in _agents:
needs_reset = needs_reset or agent.needs_reset
truncated = truncated or agent.n_steps > agent.reset_after
if needs_reset:
if truncated:
for agent in _agents:
agent.reward -= draw_penalty
agent.done = true
agent.goal_scored_this_episode = false
# Snapshot BEFORE _reset_episode() below, which moves the ship/
# ball and would otherwise make this the post-reset state, not
# the terminal one PPO needs to bootstrap V(s) from (see
# ShipAIController.get_info / cosmic_env.py's truncation remap).
# A goal (_on_goal_scored) does NOT do this — a goal is a
# genuine terminal, V(s)=0 is correct there.
agent.truncated_this_episode = true
agent.terminal_obs = ShipObservations.build(agent.ship, agent.teammates, agent.opponents, agent.ball, agent.attack_goal_position)
_reset_episode()
return
func _on_goal_scored(conceding_team: int) -> void:
if _eval:
_eval_goals[1 - conceding_team] += 1
_end_eval_episode()
return
for agent in _agents:
agent.reward += goal_reward if agent.ship.team != conceding_team else -goal_reward
agent.done = true
agent.goal_scored_this_episode = true
agent.truncated_this_episode = false # genuine terminal, not a timeout
_reset_episode()
func _end_eval_episode() -> void:
_eval_episodes_done += 1
_episode_ticks = 0
if _eval_episodes_done >= _eval_episodes:
print("EVAL_RESULT " + JSON.stringify({
"model_a": _eval_models[0],
"model_b": _eval_models[1],
"episodes": _eval_episodes_done,
"goals_a": _eval_goals[0],
"goals_b": _eval_goals[1],
"draws": _eval_draws,
}))
get_tree().quit()
return
# Randomized states (not kickoff): deterministic policies would otherwise
# replay the identical episode every time.
_reset_episode()
func _reset_episode() -> void:
for agent in _agents:
agent.reset()
_select_league_opponent()
var roll := randf()
if roll < kickoff_state_chance:
reset_ball()
reset_ships()
elif roll < kickoff_state_chance + ball_near_goal_chance:
_place_ships_random()
_place_ball_near_goal()
elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance:
_place_air_drill()
elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance + air_intercept_chance:
_place_air_intercept()
else:
_place_ships_random()
_place_ball_random()
func _place_ball_random() -> void:
var velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_BALL_SPEED)
_place_body(ball, Transform3D(Basis.IDENTITY, _random_position()), velocity, Vector3.ZERO)
# Extra clearance for the air drill's ball placement specifically — well
# beyond SPAWN_INSET, and well beyond the ball's own radius. The ball (unlike
# _random_position) has no collision-avoidance resample, so this is the
# anti-exploit measure: the RLGym wall-bounce exploit ("hits the ball off a
# wall high up instead of doing a real aerial") needs a wall to bounce off,
# so simply not generating ball states anywhere near one removes the exploit
# from the training distribution entirely, rather than trying to price it
# out via reward shaping.
const AIR_DRILL_BALL_WALL_CLEARANCE := 5.0
func _select_league_opponent() -> void:
if _opponent_mode != "league" or _opponent_model_pool.is_empty():
return
var path := _opponent_model_pool[randi() % _opponent_model_pool.size()]
for bot in _frozen_opponent_bots:
bot.load_policy(path)
# Air drill state (see air_drill_chance): ball spawned high, both ships
# spawned low and lateral, so the state is unsolvable without climbing.
func _place_air_drill() -> void:
var ball_half_x := ArenaBoundary.INNER_HALF_X - AIR_DRILL_BALL_WALL_CLEARANCE
var ball_half_z := ArenaBoundary.GOAL_LINE_Z - AIR_DRILL_BALL_WALL_CLEARANCE
var ball_position := Vector3(
randf_range(-ball_half_x, ball_half_x),
randf_range(ArenaBoundary.INNER_HEIGHT * 0.45, FIELD_MAX_Y),
randf_range(-ball_half_z, ball_half_z)
)
var ball_velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_BALL_SPEED * 0.5)
_place_body(ball, Transform3D(Basis.IDENTITY, ball_position), ball_velocity, Vector3.ZERO)
# Each ship's lateral offset is sampled independently, so with more than
# one ship per team (team_size > 1) two could otherwise land within their
# own hulls of each other — resample against every ship already placed
# this reset (see MIN_SHIP_SEPARATION).
var placed: Array[Vector3] = []
for ship in ships:
if ship in _inert_ships:
continue
var ship_position := Vector3.ZERO
for _attempt in 20:
var lateral_offset := Vector3(randf_range(-1, 1), 0.0, randf_range(-1, 1))
lateral_offset = lateral_offset.normalized() if lateral_offset.length_squared() > 0.001 else Vector3.FORWARD
lateral_offset *= randf_range(6.0, 14.0)
ship_position = Vector3(
clampf(ball_position.x + lateral_offset.x, -FIELD_HALF_X, FIELD_HALF_X),
randf_range(FIELD_MIN_Y, 4.0),
clampf(ball_position.z + lateral_offset.z, -FIELD_HALF_Z, FIELD_HALF_Z)
)
if _far_enough_from(ship_position, placed):
break
placed.append(ship_position)
var orientation := Basis.from_euler(Vector3(
randf_range(-0.4, 0.4), randf_range(-PI, PI), randf_range(-0.4, 0.4)
))
_place_body(ship, Transform3D(orientation, ship_position), Vector3.ZERO, Vector3.ZERO)
# Goal-relevant aerial intercept: a high ball is already travelling toward a
# randomly selected goal, while ships begin low and behind/lateral to its
# path. The generous wall clearance prevents rebound farming and an upright
# yaw-only spawn avoids wasting the short drill window on random recovery.
func _place_air_intercept() -> void:
var goal := _goal_for_team(randi() % 2)
var ball_position := Vector3(
randf_range(-8.0, 8.0),
randf_range(6.0, minf(12.0, FIELD_MAX_Y)),
randf_range(-10.0, 10.0)
)
var to_goal := (goal.global_position - ball_position).normalized()
var ball_velocity := (to_goal + Vector3(randf_range(-0.15, 0.15), randf_range(0.0, 0.15), 0.0)).normalized() \
* randf_range(6.0, 11.0)
_place_body(ball, Transform3D(Basis.IDENTITY, ball_position), ball_velocity, Vector3.ZERO)
var placed: Array[Vector3] = []
var behind := -Vector3(ball_velocity.x, 0.0, ball_velocity.z).normalized()
for ship in ships:
if ship in _inert_ships:
continue
var ship_position := Vector3.ZERO
for _attempt in 20:
var lateral := Vector3(-behind.z, 0.0, behind.x) * randf_range(-7.0, 7.0)
ship_position = ball_position + behind * randf_range(7.0, 13.0) + lateral
ship_position.x = clampf(ship_position.x, -FIELD_HALF_X, FIELD_HALF_X)
ship_position.y = randf_range(FIELD_MIN_Y, 3.0)
ship_position.z = clampf(ship_position.z, -FIELD_HALF_Z, FIELD_HALF_Z)
if _spawn_position_clear(ship_position) and _far_enough_from(ship_position, placed):
break
placed.append(ship_position)
var face_ball := ball_position - ship_position
var yaw := atan2(-face_ball.x, -face_ball.z)
_place_body(ship, Transform3D(Basis.from_euler(Vector3(0.0, yaw, 0.0)), ship_position), Vector3.ZERO, Vector3.ZERO)
# Attacking/defending drill states: ball close to a goal, moving toward it.
# Which goal is picked is biased by attack_goal_bias (0.5 = uniform between
# both, matching historical behaviour; 1.0 = always the goal team 0 attacks).
func _place_ball_near_goal() -> void:
var goal := _goal_for_team(0) if randf() < attack_goal_bias else _goal_for_team(1)
var toward_centre := -signf(goal.global_position.z)
# Upper Y bound is a no-op on FLOOR arenas (goal.global_position.y ~0.79,
# so maxf(4.0, ...) stays 4.0); on ELEVATED arenas it widens to sample
# near the goal's real height instead of always landing near the floor.
var position := Vector3(
randf_range(-4.0, 4.0),
randf_range(FIELD_MIN_Y, maxf(4.0, goal.global_position.y + 2.0)),
goal.global_position.z + toward_centre * randf_range(3.0, 6.0)
)
var to_goal := (goal.global_position - position).normalized()
var velocity := (to_goal + _random_direction() * 0.3).normalized() * randf_range(2.0, MAX_RANDOM_BALL_SPEED)
_place_body(ball, Transform3D(Basis.IDENTITY, position), velocity, Vector3.ZERO)
func _place_ships_random() -> void:
# Placed one at a time, resampling each against every position already
# placed this reset (see MIN_SHIP_SEPARATION) — otherwise a team_size > 1
# roster is sampled independently per ship and can spawn interpenetrating.
var placed: Array[Vector3] = []
for ship in ships:
# Inert opponents (opponent_mode=inert) stay parked at their arena
# spawn instead of drifting into the play area as a stray obstacle —
# see _inert_ships.
if ship in _inert_ships:
continue
var orientation := Basis.from_euler(Vector3(
randf_range(-0.4, 0.4),
randf_range(-PI, PI),
randf_range(-0.4, 0.4)
))
var velocity := _random_direction() * randf_range(0.0, MAX_RANDOM_SHIP_SPEED)
var position := _random_position(placed)
placed.append(position)
_place_body(ship, Transform3D(orientation, position), velocity, Vector3.ZERO)
func _random_position(exclude: Array[Vector3] = []) -> Vector3:
# Resample anything too close to a corner curve or wall-base fillet (see
# CORNER_LIMIT / FILLET_CLEAR_Y), or too close to an already-placed ship
# this same reset (see MIN_SHIP_SEPARATION); the violating region is a
# few percent of the volume, so 20 attempts effectively never fall
# through even placing a full 5v5 roster one at a time.
var position := Vector3.ZERO
for _attempt in 20:
position = Vector3(
randf_range(-FIELD_HALF_X, FIELD_HALF_X),
randf_range(FIELD_MIN_Y, FIELD_MAX_Y),
randf_range(-FIELD_HALF_Z, FIELD_HALF_Z)
)
if _spawn_position_clear(position) and _far_enough_from(position, exclude):
break
return position
func _far_enough_from(position: Vector3, others: Array[Vector3]) -> bool:
for other in others:
if position.distance_squared_to(other) < MIN_SHIP_SEPARATION * MIN_SHIP_SEPARATION:
return false
return true
func _spawn_position_clear(position: Vector3) -> bool:
if absf(position.x) + absf(position.z) > CORNER_LIMIT:
return false
if position.y >= FILLET_CLEAR_Y:
return true
return absf(position.x) <= FIELD_HALF_X - ArenaBoundary.BASE_RADIUS \
and absf(position.z) <= FIELD_HALF_Z - ArenaBoundary.BASE_RADIUS
func _random_direction() -> Vector3:
var direction := Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
return direction.normalized() if direction.length_squared() > 0.001 else Vector3.FORWARD
func _place_body(body: RigidBody3D, to: Transform3D, linear_velocity: Vector3, angular_velocity: Vector3) -> void:
# Deferred: a RigidBody3D transform can't be set mid-physics-step
body.set_deferred("global_transform", to)
body.set_deferred("linear_velocity", linear_velocity)
body.set_deferred("angular_velocity", angular_velocity)