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08ab782a9a
Upstream's update added telemetry that is on by default. Sets the three opt-out env vars on the blender server in .mcp.json, which also suppresses the consent prompt it would otherwise raise through the MCP client. Documents the addon-side 'Allow Telemetry' preference as a separate switch: it defaults to on, covers prompts, code snippets, screenshots and trajectory data, and lives inside Blender where these env vars cannot reach it.
87 lines
12 KiB
Markdown
87 lines
12 KiB
Markdown
# CLAUDE.md
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This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
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Important rule: never create co-authored commits. Never mention Claude in commits.
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## Project overview
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Cosmic Clash is an open-source, physics-based "vehicle soccer" game (a spiritual successor to Rocket League) built in Godot 4.7, using space ships instead of cars. The project is GDScript/Godot only right now — the "C# backend" mentioned in README.md is planned but not yet started. There is no server-side code; the MVP is local-only play against bots.
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Because the gameplay concept (vehicle soccer) can't be copyrighted but specific expression can, all code/art/assets must be original — this is why the project uses Godot instead of Unreal/Unity and ships instead of cars. Keep this in mind when writing code or pulling in assets: don't port or closely mirror Rocket League's actual implementation.
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## Godot MCP server
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This repo vendors [godot-mcp](https://github.com/tugcantopaloglu/godot-mcp) as a git submodule at `mcp/godot-mcp` and registers it in `.mcp.json`. **Prefer the godot-mcp tools over manual file edits or shell commands** when the task involves inspecting or modifying the Godot project — reading/editing scenes, nodes, scripts, running the project, or interacting with a live Godot editor/runtime instance. It understands Godot's scene tree and `.tscn`/`.gd` structures directly, which is more reliable than hand-parsing them.
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Setup after cloning (submodules aren't checked out by default):
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```bash
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git submodule update --init --recursive
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cd mcp/godot-mcp
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npm install
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npm run build
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```
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`GODOT_PATH` (env var in `.mcp.json`) is left blank to auto-detect the Godot executable; set it explicitly if auto-detection fails on your machine.
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## Blender MCP server
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This repo vendors [blender-mcp](https://github.com/ahujasid/blender-mcp) as a git submodule at `mcp/blender-mcp` and registers it in `.mcp.json`. **Prefer the blender-mcp tools over manual scripting** when the task involves creating or editing 3D models, materials, or scenes in Blender (e.g. ship/arena assets) — it drives a live Blender instance directly rather than hand-writing `.blend`/Python scene-manipulation code.
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Setup after cloning (same submodule caveat as godot-mcp above): `git submodule update --init --recursive`.
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**Preflight — run this before the first blender-mcp tool call in a session** (both commands are idempotent and quick when already current; don't repeat them for later calls in the same session):
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```bash
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cd mcp/blender-mcp
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uv sync # the submodule pointer moves often and deps drift with it
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uv run blender-mcp install-addon # copies the bundled addon into Blender's user addons dir
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```
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`install-addon` replaced the old manual GUI install (Preferences → Add-ons → Install → `addon.py`). It discovers Blender's addons directory itself (`uv run blender-mcp addon-paths` lists candidates; `--addons-dir` or `BLENDERMCP_ADDONS_DIR` overrides), backs up any existing copy, and is version-aware — it compares `ADDON_PROTOCOL_VERSION` in the installed file against the bundled one and rewrites only when the installed copy is missing or older, so a no-op run is cheap. The source of truth is `src/blender_mcp/bundled/addon.py`; the repo-root `addon.py` is an identical copy kept for the legacy manual path.
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What still cannot be scripted, and is the user's job — ask them rather than retrying a failing tool call:
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- Blender must be running with "Interface: Blender MCP" enabled and its socket server started (default `localhost:9876`; override via `BLENDER_HOST` / `BLENDER_PORT` in `.mcp.json`).
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- If `install-addon` rewrote the addon while Blender was open, the new code isn't loaded until Blender restarts or the addon is disabled/re-enabled. Treat "install-addon reported an update" as a signal to tell the user to restart Blender before continuing.
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Upstream ships telemetry, and there are **two independent switches** — turning off one does not affect the other:
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- *Server side*: disabled here via `DISABLE_TELEMETRY` / `BLENDER_MCP_DISABLE_TELEMETRY` / `MCP_DISABLE_TELEMETRY` in the server's `env` block in `.mcp.json`. This also suppresses the consent prompt that would otherwise arrive through the MCP client on first use. Keep these set when editing `.mcp.json`.
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- *Addon side*, inside Blender: an "Allow Telemetry" checkbox in the addon's preferences that **defaults to on** and covers prompts, code snippets, screenshots and trajectory data, plus manual-edit capture handlers. The env vars above cannot reach it — it is a Blender preference. Untick it at Preferences → Add-ons → Blender MCP, or clear it with `set_telemetry_consent(false)` via the addon's command channel.
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## Commands
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There is no build step, linter, or automated test suite for the GDScript project itself — Godot projects run directly from source.
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- **Open the project**: open `Game/` as a project in the Godot 4.7 editor, or run `godot --path Game` from the repo root.
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- **Run the game**: press Play in the editor, or `godot --path Game res://scenes/main_menu.tscn`.
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- **Headless smoke test** (RL/CI precondition — the game must run without rendering): `godot --headless --path Game res://scenes/free_play.tscn`.
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- The `mcp/godot-mcp` submodule is a separate Node/TypeScript project with its own `npm install` / `npm run build` (see above) — it is tooling, not part of the game itself.
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## Architecture
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The structure was deliberately chosen so an RL-trained AI opponent and, later, multiplayer bolt on without rework (see `TODO.md` for the deferred work). The three load-bearing seams are the controller abstraction, the arena/game-mode split, and code-driven spawning.
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- **Scene flow**: `scenes/main_menu.tscn` (`main_menu.gd`, one handler per mode) → `scenes/free_play.tscn` (practice: no timer, R resets ball) or `scenes/match.tscn` (150s timer, per-team score, kickoff resets). Esc returns to the menu from either mode.
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- **Controller seam (do not bypass)**: `Ship` (`scripts/ship.gd`, `RigidBody3D`) never reads `Input`. Each physics tick, `_integrate_forces` pulls one `ShipAction` (`scripts/ship_action.gd`: thrust `Vector3`, rotation `Vector3`, turbo `bool`, each axis -1..1) from its `ShipController` child (`scripts/ship_controller.gd`, base returns a zero action). `PlayerShipController` reads input actions; a future `AIShipController` (RL policy) or network-replication controller implements the same `get_action()` interface. A ship with no controller is inert but simulated. The ShipAction shape *is* the future RL action space — change it deliberately.
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- **Arena vs game mode**: `scenes/arena_01.tscn` (`scripts/arena.gd`, group `"arena"`) is a stateless stadium — a setting (space-platform floor, starfield sky, lighting), an enclosing `Boundary` (instance of `objects/arena_boundary.tscn`: floor/walls/ceiling colliders), two `Goal` instances (team 0 and 1), `BallSpawn` and `SpawnsTeam0/1` Marker3Ds — queried via `get_ball_spawn()`/`get_ship_spawns(team)`/`get_goals()`. All arenas are a standard size: they instance the shared `arena_boundary.tscn`, and `scripts/arena_boundary.gd` (`ArenaBoundary`) holds the canonical play-volume constants (inner x ±12, z ±18, height 12, goal lines z ±17) that field-size logic must derive from instead of restating numbers. Game modes extend `GameMode` (`scripts/game_mode.gd`, group `"game"`): the mode's scene contains an Arena + HUD, and the mode spawns ball/ships/controllers/camera **in code** (`spawn_ship(team, index, controller)` etc.) so ship counts and controller mixes stay flexible. `free_play.gd` and `match_mode.gd` override `_start()` and `_on_goal_scored(conceding_team)`.
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- **Goals are dumb sensors**: `scripts/goal.gd` (`Area3D`, group `"goal"`, `@export team`) only emits `goal_scored(team)` when a body in group `"ball"` enters; `GameMode` debounces it (`_handle_goal_scored`) and modes decide consequences. Never put scoring/reset logic in the goal.
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- **Ship physics**: all movement is force/torque-based (`_integrate_forces`), not kinematic — inputs become world-space forces/torques relative to ship orientation, with manual drag and speed clamps per tick. Physics formulas are commented inline; see `FLIGHT_MANUAL.md` for the player-facing flight model. Physics properties (mass, inertia, friction material) live in `objects/ship.tscn`, not in `_ready` overrides — keep the scene truthful; RL tuning depends on it.
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- **Surface pull (wall/ceiling grav-plating)**: `ArenaBoundary.get_surface_pull()` is a wall+ceiling-only proximity force field (the floor stays plain default gravity) that `Ship` and `Ball` (`scripts/ball.gd`) each apply in their own `_integrate_forces` with independently-tuned strength/range, discovered via the `"arena_boundary"` group — enabling wall-rides and ceiling shots with no collision-shape changes. Because it runs inside `Ship`'s shared `_integrate_forces`, it reaches trained bots too; see `TRAINING.md` for the retrain this warrants.
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- **Camera** (`scenes/ship_camera_rig.tscn`, `scripts/ship_camera.gd`, group `"ship_camera"`) is spawned by the game mode and given a `target` ship — ships have no camera/HUD dependency, so headless RL runs work (`godot --headless`).
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- **HUD / telemetry pattern**: `Ship` emits flight data via signals only when values change past thresholds (`_last_*` fields, `*_THRESHOLD` constants). `HUDController` (`scripts/HUDController.gd` on `scenes/HUD.tscn`, instanced by each mode's scene) discovers the camera rig and game mode via groups (`"ship_camera"`, `"game"`) but receives its target ship directly from the game mode via `GameMode.spawn_camera_rig` (mirroring the camera rig's `target`, not group lookup — the `"ship"` group can have 2+ members), connects to signals, and only updates labels — no polling. Follow this discovery-by-group + signal-push pattern for new instruments or cross-node communication, not hardcoded `get_node` paths or per-frame polling.
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- **Input actions** are defined in `Game/project.godot` under `[input]` (`move_forward`, `turn_left`, `turbo`, `reset_ball`, etc.) and read only by `PlayerShipController` (plus mode-level `_unhandled_input` for `reset_ball`/`ui_cancel`) — add new controls there rather than hardcoding key checks.
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- Physics engine is Jolt (`Game/project.godot`, `[physics] 3d/physics_engine="Jolt Physics"`).
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## Reinforcement learning / AI bots
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See `TRAINING.md` for the full workflow (training, exporting, evaluating, difficulty tiers). Architecture summary:
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- `scenes/training.tscn` (`scripts/training_mode.gd`, extends `GameMode`) is the headless self-play environment: two ships driven by `RLShipController`s, with `ShipAIController` (extends the vendored plugin's `AIController3D`) as the only class touching godot_rl types. The plugin is vendored (not a submodule) at `Game/addons/godot_rl_agents` — see its `VENDORED.md`; its C#/ONNX files are unused.
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- `scripts/ship_observations.gd` is the shared observation builder used by both training and in-game inference — never fork or diverge these two paths. Team 1's observations are mirrored (180° about Y) so one policy plays both sides.
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- In-game bots: `scripts/ai_ship_controller.gd` (a `ShipController`) runs the exported policy JSON via `scripts/policy_network.gd` (pure-GDScript MLP) — no .NET/ONNX/Python at runtime. Models live in `Game/bots/`; Match mode's `bot_model_path`/`bot_reaction_ticks`/`bot_action_noise` exports configure the opponent.
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- Python side lives in `training/` (venv, not committed): `train.py` (SB3 PPO, launches parallel headless Godot instances from source), `export_policy.py` (checkpoint → JSON with parity check), `evaluate.py` (head-to-head eval, appends `training/eval_history.json`).
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- The flattened action space is Box(7) in gymnasium's **sorted-key order**: rotation xyz, thrust xyz, turbo (>0 = on). The fields are `ShipAction`'s, but gymnasium alphabetizes Dict spaces, so the flat order is NOT ShipAction's thrust-first declaration order — `AIShipController._decide` consumes exported policies in sorted order; change the action space only deliberately and everywhere together.
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