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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.
  • Frozen-opponent league: train the live policy against a pool of past exported checkpoints (via AIShipController on the opponent ship in TrainingMode) to prevent self-play strategy collapse on long runs.
  • Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows.
  • 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.