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CosmicClash/TODO.md
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# TODO
Deferred work, in rough priority order. The current architecture (ShipAction/ShipController seam, Arena/GameMode split, code-driven spawning, group-tagged ball/goals) was chosen specifically so these bolt on without rework.
## AI opponent (reinforcement learning)
The training pipeline is built — see `TRAINING.md` (self-play PPO via the vendored godot_rl_agents bridge, JSON policy export, in-game GDScript inference, eval ladder). Remaining:
- [ ] Long training runs on the Linux/3090 box to produce actually-good bots; promote checkpoints into `Game/bots/` as `easy`/`medium`/`hard` tiers.
- [x] Staged curriculum (score → defend → avoid draws → full mechanics) via `train.py`'s `--opponent-mode`/`--draw-penalty`/`--attack-goal-bias`/`--allow-vertical`/`--allow-pitch-roll` flags — see TRAINING.md's "Curriculum training" section. `--opponent-mode=frozen` is a single-fixed-model slice of the league idea below, not the full sampled pool.
- [ ] Frozen-opponent league: train the live policy against a *pool* of past exported checkpoints, sampled per-episode (today's `--opponent-mode=frozen` only supports one fixed model per run) to prevent self-play strategy collapse on long runs.
- [ ] Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows (beyond the score/defend/draw staging already in place).
- [ ] Main-menu difficulty picker (Match already takes `bot_model_path`/`bot_reaction_ticks`/`bot_action_noise` exports).
- [ ] Optional: exported headless Linux build for faster parallel training instances (train.py currently runs the project from source, which is fine but re-parses scripts per instance).
## Match mode polish
- [ ] Kickoff countdown (3-2-1) before play starts and after each goal, instead of instant reset.
- [ ] HUD scoreboard widget consuming the existing `score_changed` signal.
- [ ] Results screen on timer expiry (winner, final score) instead of dumping straight back to the main menu.
- [ ] Overtime / golden-goal rule on a draw.
## Multiplayer (long term)
- [ ] `RemoteShipController extends ShipController` — feeds replicated `ShipAction`s from a network peer into the local ship simulation.
- [ ] Networked `GameMode` subclass: per-peer ship spawning (MultiplayerSpawner or custom), authoritative server for ball/score.
- [ ] C# backend / online servers per README roadmap (not started).
- [ ] Possible v0.2 split-screen: spawn one `ship_camera_rig` + viewport per local player (camera is already outside the ship scene to allow this).
## General
- [ ] No autoloads yet by design — add a singleton only when cross-scene state is actually needed (e.g. passing match settings/results between menu, match, and results screens).
- [ ] More arenas: `arena_01.tscn` is the template — an arena is a setting (sky, lighting, decoration) + two team-tagged goals on the standard goal lines + spawn markers + an instance of the shared `objects/arena_boundary.tscn`, with no rules or state. All arenas share the standard play volume defined by `ArenaBoundary`'s constants.