mirror of
https://github.com/jcreek/CosmicClash.git
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5193776d86
match_mode.gd fired the signal every frame while only the once-a-second value is displayed, forcing the HUD to re-format and re-shape the label each frame. Gate emission on the whole-second value changing, matching ship.gd's threshold-gated telemetry discipline.
145 lines
5.1 KiB
GDScript
145 lines
5.1 KiB
GDScript
extends GameMode
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# Timed match: two teams, score tracking, kickoff resets after each goal.
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# The opponent is a trained AI bot when a policy model is configured
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# (see TRAINING.md for training and promoting models into res://bots/),
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# otherwise an inert placeholder ship.
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signal timer_updated(minutes: int, seconds: int)
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signal score_changed(score: Dictionary)
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# winning_team is -1 for a draw. Never -1 when reached via overtime.
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signal match_ended(winning_team: int, score: Dictionary)
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# Counts 3, 2, 1, then 0 ("go", hide the label).
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signal kickoff_countdown(count: int)
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# Full time ended level: sudden-death golden goal, no clock.
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signal overtime_started
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# How long the result overlay stays up before returning to the menu.
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const RESULT_SCREEN_SECONDS := 5.0
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const KICKOFF_COUNTDOWN_SECONDS := 3
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@export var match_length_seconds := 150.0
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@export_group("AI opponent")
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# Trained policy for the opponent; empty = inert placeholder ship.
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@export_file("*.json") var bot_model_path: String = ""
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# Difficulty handicaps, applied on top of the model (see AIShipController).
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@export_range(1, 60) var bot_reaction_ticks: int = 8
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@export_range(0.0, 1.0) var bot_action_noise: float = 0.0
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var match_timer: Timer
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var _in_overtime := false
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var _match_over := false
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var _last_timer_remaining := -1
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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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var player_ship := spawn_ship(0, 0, PlayerShipController.new())
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spawn_camera_rig(player_ship)
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spawn_ship(1, 0, _make_opponent_controller())
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await _run_kickoff_countdown()
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match_timer = Timer.new()
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match_timer.one_shot = true
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match_timer.wait_time = match_length_seconds
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match_timer.timeout.connect(_on_match_timer_timeout)
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add_child(match_timer)
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match_timer.start()
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func _make_opponent_controller() -> ShipController:
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# The main menu's dropdown selection (GameSettings autoload) wins over the
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# scene's export, which stays as the fallback for direct-scene runs.
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var path := bot_model_path if GameSettings.selected_bot_path.is_empty() else GameSettings.selected_bot_path
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var reaction_ticks := bot_reaction_ticks if GameSettings.selected_bot_reaction_ticks < 0 else GameSettings.selected_bot_reaction_ticks
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var action_noise := bot_action_noise if GameSettings.selected_bot_action_noise < 0.0 else GameSettings.selected_bot_action_noise
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return _build_opponent(path, reaction_ticks, action_noise, "MatchMode")
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func _process(_delta):
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if match_timer and match_timer.time_left > 0:
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var remaining := ceili(match_timer.time_left)
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if remaining != _last_timer_remaining:
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_last_timer_remaining = remaining
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timer_updated.emit(floori(remaining / 60.0), remaining % 60)
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func _on_goal_scored(conceding_team: int) -> void:
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if _match_over:
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return
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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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if _in_overtime:
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# Golden goal: the first score after a draw ends the match outright.
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_end_match(scoring_team)
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return
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await _run_kickoff_countdown()
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# Used both for the initial kickoff and after every goal. Freezes ball/ships
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# via RigidBody3D.freeze — a built-in engine property — so this needs zero
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# changes to ship.gd/ball.gd/ship_controller.gd, keeping training_mode.gd
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# (which never calls into this file) completely untouched.
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func _run_kickoff_countdown() -> void:
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if _match_over:
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return
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reset_ball()
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reset_ships()
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_set_frozen(true)
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for count in range(KICKOFF_COUNTDOWN_SECONDS, 0, -1):
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kickoff_countdown.emit(count)
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# process_always=false: if full-time fires mid-countdown (see
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# _on_match_timer_timeout's get_tree().paused = true), this stalls
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# harmlessly in lockstep with the pause instead of ticking a
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# countdown label over the results screen. _end_match unpauses the
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# tree before the scene teardown actually lands, so the _match_over
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# check below is what stops this from resuming into a dying scene.
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await get_tree().create_timer(1.0, false).timeout
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if _match_over:
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return
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kickoff_countdown.emit(0)
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_set_frozen(false)
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func _set_frozen(frozen: bool) -> void:
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if is_instance_valid(ball):
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ball.set_deferred("freeze", frozen)
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for ship in ships:
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if is_instance_valid(ship):
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ship.set_deferred("freeze", frozen)
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func _on_match_timer_timeout() -> void:
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print("Full time! Score: %d - %d" % [score[0], score[1]])
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if score[0] == score[1]:
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await _start_overtime()
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return
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_end_match(0 if score[0] > score[1] else 1)
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# Full time ended level: sudden-death golden goal, no clock running.
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# _on_goal_scored checks _in_overtime and ends the match on the next goal.
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func _start_overtime() -> void:
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_in_overtime = true
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overtime_started.emit()
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await _run_kickoff_countdown()
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func _end_match(winning_team: int) -> void:
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_match_over = true
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print("Match over! Final score: %d - %d" % [score[0], score[1]])
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match_ended.emit(winning_team, score.duplicate())
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# Freeze gameplay while the HUD (process_mode ALWAYS) shows the result.
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get_tree().paused = true
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await get_tree().create_timer(RESULT_SCREEN_SECONDS).timeout
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# Unpause before leaving, or the menu arrives paused and unresponsive.
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get_tree().paused = false
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get_tree().change_scene_to_file(ScenePaths.MAIN_MENU)
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