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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:

  • Promote a first tier: curric-s6-unmask copied into Game/bots/promoted/easy.json as the shipped "easy" bot (see TRAINING.md's "Promoted bots" section) — match.tscn/spectate.tscn now default there instead of run05.json.
  • Long training runs on the Linux/3090 box to produce actually-good bots; promote further checkpoints into Game/bots/promoted/ as medium/hard tiers once they clear easy.json in evaluate.py.
  • 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 ShipActions 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.