Files
CosmicClash/Game/scripts/spectate_mode.gd
T
Josh Creek 08a0f74391 refactor(*): DRY up arena scenes, game modes, and HUD instruments
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.
2026-08-04 15:07:33 +01:00

47 lines
1.7 KiB
GDScript

extends GameMode
# Spectate: bot vs bot exhibition — both ships are AI-driven so two trained
# policies can be watched playing each other. Score tracking and kickoff
# resets like Match, but no timer. R resets the ball, Esc returns to the menu.
signal score_changed(score: Dictionary)
@export_group("Team 0 bot")
@export_file("*.json") var bot_a_model_path: String = ""
@export_range(1, 60) var bot_a_reaction_ticks: int = 8
@export_range(0.0, 1.0) var bot_a_action_noise: float = 0.0
@export_group("Team 1 bot")
@export_file("*.json") var bot_b_model_path: String = ""
@export_range(1, 60) var bot_b_reaction_ticks: int = 8
@export_range(0.0, 1.0) var bot_b_action_noise: float = 0.0
func _get_arena_scene_path() -> String:
return ArenaRegistry.random_path()
func _start() -> void:
spawn_ball()
# The main menu's dropdown selections (GameSettings autoload) win over the
# scene's exports, which stay as the fallback for direct-scene runs.
var path_a := bot_a_model_path if GameSettings.spectate_bot_a_path.is_empty() else GameSettings.spectate_bot_a_path
var path_b := bot_b_model_path if GameSettings.spectate_bot_b_path.is_empty() else GameSettings.spectate_bot_b_path
var ship_a := spawn_ship(0, 0, _build_opponent(path_a, bot_a_reaction_ticks, bot_a_action_noise, "SpectateMode"))
spawn_ship(1, 0, _build_opponent(path_b, bot_b_reaction_ticks, bot_b_action_noise, "SpectateMode"))
spawn_camera_rig(ship_a)
func _on_goal_scored(conceding_team: int) -> void:
var scoring_team := 1 - conceding_team
_record_goal(scoring_team)
score_changed.emit(score.duplicate())
reset_ball()
reset_ships()
func _unhandled_input(event):
if event.is_action_pressed("reset_ball"):
reset_ball()
else:
super(event)