Add real server pool, race roster overhaul, and ship energy system

Server browsing & matchmaking:
- HL2-style main menu (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT)
  replaces the old CASUAL/RANKED tiles; RANKED removed end-to-end
  (menu, matchmaking-api's Mode.ranked queue path, MMR matching) until
  ranked is real.
- New menu/server_select.gd lists real servers from the matchmaking
  API's GET /servers and connects directly, retiring the old
  unreachable menu/server_browser.gd.
- Real game-server pool: NetworkManager.host_server() self-registers on
  boot and heartbeats every 8s with live player counts; API computes
  available/full status from player_count, and a background sweep marks
  any server offline once its heartbeat goes stale (catches a crashed
  server that never deregistered).
- Server-select rows get a live UDP ping probe (query port = game port
  + 10000) instead of trusting stale DB numbers; post-connect HUD shows
  live RTT off ENet's own peer stats.

Race roster overhaul:
- Swapped Terran/Mechanos/Vorg for the pivoted roster — Apex Dynamics,
  Inner Sphere Navy, Outer Rim Collective — each with a 3-ship
  Fighter/Gunner/Tank lineup, art cropped from concept sheets with
  background removal + orientation fixes per sheet.
- Live headcount + roster + "TEAM FULL" lock on the race-select screen,
  shared between the initial pre-spawn pick and the pause menu's live
  SELECT TEAM swap.
- Bot personalities (bots/bot_personality.gd): aggression/caution/
  accuracy/reaction/awareness traits rolled per bot instead of one
  fixed AI profile.

HUD additions:
- Player list (roster, teammates white/enemies yellow, bots flagged),
  kill feed, minimap, and explosion VFX on death.
- Health and energy now render as bars (hud/stat_bar.gd) instead of
  text in the top-left HUD.

Ship energy system:
- Per-role max energy (Fighter 100 / Gunner 150 / Tank 250), 75 energy
  per shot, flat regen (100 per 2.5s), fully server-authoritative and
  piggybacked on the existing per-tick state broadcast alongside health.
- New blue "mirrored" bar top-middle of the screen (hud/energy_bar.gd)
  whose fill drains from both edges toward the center instead of
  left-to-right.

Ship handling tuning:
- Turn rate reduced (4.0 -> 1.0 rad/s) so a quick tap no longer
  over-rotates; holding past 0.15s ramps to double speed (2.0 rad/s) for
  fast full turns, gated the same way damage already is so replay during
  reconciliation can't double-count the hold timer.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-15 17:56:33 -04:00
parent c0b5f421c5
commit 7b44b2f2dc
112 changed files with 3349 additions and 872 deletions
+14 -6
View File
@@ -20,22 +20,30 @@ README for how to run/extend it.
## Completed
1. **Server browser** — player name input, race toggles, server list (Trench Wars 0/32), JOIN button; stores name + race in `GameConfig` autoload
2. **Main menu** CASUAL / RANKED (disabled) buttons, callsign input, rank badge, QUIT; clears player state on load
3. **In-game pause menu** — ESC / controller Start button toggles overlay; game keeps running; RESUME, SETTINGS (stub), SELECT TEAM (stub), QUIT TO MENU, QUIT TO DESKTOP
1. ~~Server browser~~ — superseded by item 14's `menu/server_select.gd`
2. ~~Main menu CASUAL/RANKED tiles~~ — superseded by item 14's HL2-style nav menu
3. **In-game pause menu** — ESC / controller Start button toggles overlay; game keeps running; RESUME, SETTINGS (stub), SELECT TEAM (live team swap — see item 12), QUIT TO MENU, QUIT TO DESKTOP
4. **Team & ship selection** — shows on world load before player spawns; 2 races randomly offered per match, decided once by the server so every player sees the same pair; ship grid with sprites; player spawns with chosen ship after selection
5. **Real race art wired in** — Terran Republic, Mechanos Sovereignty, and Vorg Swarm each have their own 5-ship roster (Interceptor/Gunship/Bomber/Support/Heavy) with real sprites cropped from uploaded concept sheets (`assets/images/ships/<race>/`); placeholder `example_ships` removed
6. **Multiplayer networking (movement + combat)** — ENet authoritative server; networked ship spawning with client-side prediction + server reconciliation for movement; server-authoritative bullets, health, death/respawn all broadcast to every peer (see `overview/tech.md`)
7. **Matchmaking API + client wiring** — FastAPI + Postgres service (`matchmaking-api/`) for casual/ranked queueing; main menu CASUAL/RANKED buttons queue via the API, poll for a match, then connect to the assigned server. Currently only one dev server is registered (auto-seeded on API startup) — see Current Tasks
8. **In-game chat** — T focuses "all" chat (whole match, both teams), Y focuses "team" chat (peers sharing the sender's race, since race doubles as team); Enter sends, Esc cancels; last 10 messages shown bottom-left, WoW-style translucent log + input line (`chat/chat_box.gd`); server-relayed and team-filtered via `ChatManager` autoload (`autoload/chat_manager.gd`)
9. **Bot fill for casual** — each of the match's 2 offered races is kept at a minimum of `GameConfig.bot_min_team_size` (7) total humans+bots; bots spawn/despawn reactively as players join/leave (`bots/bot_manager.gd`, server-authoritative autoload). Bots always fly their race's fighter/Interceptor (`race.ships[0]`) and use negative peer_ids, which lets them ride every existing networked-ship system (spawning, loadout replication, position/health sync, bullet attribution) with zero special-casing. AI (`bots/bot_ai.gd`, `class_name BotAI`) is a simple seek-nearest-enemy-and-shoot brain, deliberately isolated from ship networking code so future tuning/behavior changes stay contained to that one file. See `bots.md`. Casual matchmaking now forms with just 1 real player queued (bots pad the rest) — see `matchmaking-api/README.md`.
10. **Borderless fullscreen, no UI/world scaling** — launches at the real screen resolution with stretch mode disabled (1 game pixel = 1 screen pixel), instead of scaling the Steam-Deck-matched 1280×800 design canvas up to fill PC monitors (which looked zoomed in). PC monitors now just reveal more world/HUD instead. Every menu screen (`main_menu.gd`, `team_select.gd`, `chat/chat_box.gd`) was reworked to position itself via anchors relative to the real window instead of hardcoded 1280×800 pixel coordinates — see `structure.md`'s Display section, including a real `push_opposite_anchor` footgun hit along the way. `menu/server_browser.gd` was NOT updated (still hardcoded, but unreachable in the live flow).
10. **Borderless fullscreen, no UI/world scaling** — launches at the real screen resolution with stretch mode disabled (1 game pixel = 1 screen pixel), instead of scaling the Steam-Deck-matched 1280×800 design canvas up to fill PC monitors (which looked zoomed in). PC monitors now just reveal more world/HUD instead. Every menu screen (`main_menu.gd`, `team_select.gd`, `chat/chat_box.gd`) was reworked to position itself via anchors relative to the real window instead of hardcoded 1280×800 pixel coordinates — see `structure.md`'s Display section, including a real `push_opposite_anchor` footgun hit along the way. `menu/server_browser.gd` was NOT updated at the time (still hardcoded, but unreachable in the live flow) — it has since been deleted, see item 14.
11. **Player list HUD** — top-left roster of every connected player, reactive to `PlayerRegistry`'s `loadout_updated`/`player_removed` signals rather than polled (`hud/player_list.gd`, added to `world.tscn`). White entries are the local player's team (same race), yellow are the enemy team; bots (negative peer_id) get a trailing " (b)". Teammates are sorted to the top.
12. **Select Team in pause menu (live team swap)** — pause menu's SELECT TEAM reopens `TeamSelect` mid-match instead of only offering it once pre-spawn; re-picking a race/ship reuses the existing `PlayerRegistry.submit_local_loadout``loadout_updated``Ship._init_player`/`_server_respawn` path, so the swap gets a fresh respawn + invincibility window for free. `GameConfig.team_select_focused` (mirrors `chat_focused`) blocks ship input while the picker is open, and Esc cancels back out without swapping (only once `TeamSelect` has already been used to reopen — the original mandatory pre-spawn pick still can't be cancelled). Fixed a bot-fill gap this surfaced: `PlayerRegistry.race_changed` now fires alongside `loadout_updated` so `BotManager` rebalances the race the player *left*, not just the one they joined.
13. **Live headcounts + roster + team-full lock on the race-selection screen** — each race box on `TeamSelect`'s "CHOOSE YOUR FACTION" screen now shows a live human player count and the roster of names below it, reactive to `PlayerRegistry.loadout_updated`/`player_removed` (bots excluded from both — they're padding, not a player's actual choice). If one race has more than 2 more humans than the other, the larger side is disabled and reads "TEAM FULL" (except for a player already on that race, so reopening the picker to pick a different ship never locks you out of your own team). This is one shared code path (`_show_race_selection()`/`_refresh_race_boxes()`), so it applies identically to the initial pre-spawn pick and to item 12's mid-match SELECT TEAM reopen — no separate implementation needed for the two.
14. **HL2-style main menu + real server select**`main_menu.gd` rebuilt as a plain white-on-space vertical nav (QUICK PLAY, SERVER SELECT, OPTIONS stub, PROFILE, QUIT) instead of the old big CASUAL/RANKED tiles; RANKED is gone entirely (not just disabled) until ranked matchmaking is real. Top-right shows callsign/rank/level (rank/level still placeholders, same as before). Callsign entry moved into a PROFILE overlay, auto-opened the first time QUICK PLAY is pressed with no callsign set. New `menu/server_select.gd`/`.tscn` replaces the retired `menu/server_browser.gd` — lists real servers from the matchmaking API's `GET /servers`, lets the player pick one and connect directly via `NetworkManager.join_server` (race/ship selection still happens in-world via TeamSelect, same as the matchmaking-queue path). `MatchmakingClient.list_servers()` added as the public wrapper other screens should use for this — don't call `_request` directly from outside the autoload.
15. **Ranked mode removed backend-side + server population/ping** — item 14 already dropped ranked from the menu UI, but the matchmaking API still had a `Mode.ranked` queue path (MMR-sorted matching, `RANKED_TEAM_SIZE`) with no client ever hitting it; that's now deleted (`app/models.py`/`config.py`/`queue_manager.py`/`schemas.py` in `matchmaking-api/`) — `Mode` only has `casual`. Note this is distinct from the CADET/PILOT/.../LEGEND rank-tier *display* system (`Player.mmr`, `/ranks`, `/stats`) backing the main menu's profile badge, which stays (still placeholder-driven, see Current Tasks). `GameServer` gained `player_count`/`max_players` columns, returned by `GET /servers` and settable via `POST /servers/register`; API startup now seeds 3 demo servers (`127.0.0.1:7777/7778/7779`, `player_count` 40/20/10 of 50) instead of one. `menu/server_select.gd` shows these as DB-fallback PLAYERS/PING columns, then actively overrides them per-row with a live probe: `NetworkManager` now runs a `UDPServer` on game-port+10000 (`_start_query_responder`) that answers a raw `"SPACEWAR_PING"` datagram with live `PlayerRegistry.players.size()`/`MAX_PLAYERS`, separate from the ENet game port since ENet won't answer arbitrary UDP itself — same game-port/query-port split classic server browsers use (offset is large, not +1, since local dev runs servers on sequential ports and a +1 query port would alias onto the next server's actual game port). Only `:7777` is realistically reachable without running extra local servers, so the other two demo rows show DB numbers with ping timing out until real servers register there. Post-connect, `hud/ping_display.gd` shows the local client's live RTT top-right using ENet's own `ENetPacketPeer.get_statistic(PEER_ROUND_TRIP_TIME)` on peer 1 (the server) — no custom protocol needed once already connected, unlike the pre-connect server-select probe.
16. **Real game-server pool (self-registration + heartbeat + stale sweep)**`NetworkManager.host_server()` now calls the new `MatchmakingClient.register_server()` once on boot and then every `HEARTBEAT_INTERVAL` (8s) via a `Timer`, reporting live `PlayerRegistry.players.size()`/`MAX_PLAYERS` — item 15's demo-seeded rows are no longer the only thing populating `GET /servers`; a real server registering on the same `(ip, port, mode)` as a demo row just takes it over in place, no special-casing needed. `--server-ip=` is a new cmdline arg for the IP a hosted server advertises (defaults to loopback for local dev — see the reachability note already in `matchmaking-api/README.md` about `DEV_SEED_SERVER_IP`, same constraint applies here). API-side, `POST /servers/register` now computes `status` from `player_count`/`max_players` (`full` vs `available`) instead of always writing `available`, and a new background loop (`sweep_stale_servers` in `app/routers/servers.py`, run every 5s from `main.py`'s lifespan) marks any server `offline` once its `last_heartbeat` exceeds `server_stale_seconds` (20s) — catches a crashed/killed server that never got to deregister cleanly, so a dead server doesn't sit in the list looking joinable forever. `menu/server_select.gd`'s connect button now also blocks (with a message) on `status == "full"`, not just `"offline"`.
17. **Race roster replaced (Terran/Mechanos/Vorg → Apex Dynamics/Inner Sphere Navy/Outer Rim Collective)**`team_select.gd`'s `RACES` now points at the 3 factions from `overview/racesclasses.md`'s pivot, each with a 3-ship Fighter/Gunner/Tank roster (Lancet/Pulsar/Sovereign, Patriot/Barrage/Behemoth, Rail-Jack/Scrap-Spitter/Iron-Clad) instead of the old 5-ship Interceptor/Gunship/Bomber/Support/Heavy set; `SPEED_BY_ROLE` shrunk to match. Art was extracted from 3 user-provided concept sheets (originally dropped at `assets/images/ship/`, now cropped per-ship into `assets/images/ships/apex|isn|orc/` with a `source/` copy of each sheet, same convention as the old race folders) — background removed via flood-fill + largest-connected-component matting (plain background for Apex, starfield for ORC, grid-lined UI panels for ISN, each needing different thresholding). ISN and ORC's source art was drawn nose-*sideways*; both were rotated 90° before saving since this project's ship rotation convention is nose-up at `rotation = 0` (`Vector2.UP.rotated(rotation)` in `ship_movement.gd`) — Apex's source art was already nose-up. `scale` values were computed with the same per-role target-on-screen-height normalization the old roster used (Fighter/Gunner/Tank targets reuse the old Interceptor/Gunship/Heavy heights, ~52.5/58.5/82.5px) so ship sizes read consistently across factions. Verified by hosting a real server and screenshotting bot fill flying with the new sprites — no load errors, transparency and nose-up orientation both correct. The old `terran/mech/vorg` asset folders are left on disk but unreferenced (no code points at them); not deleted since that wasn't asked for.
## Current Tasks
- [ ] Asteroids and environment hazards
- [ ] Sound effects (thrust, shoot, explosion, UI)
- [ ] Real game-server pool — servers self-register with the matchmaking API (`POST /servers/register` already exists, nothing calls it yet) instead of one hardcoded dev entry
- [ ] Options screen — currently just a disabled stub button on the main menu
- [ ] Real rank/level backend — main menu's top-right badge and RANK_DATA are still placeholders (`CURRENT_RANK`/`CURRENT_LEVEL` constants in `main_menu.gd`)
- [ ] Galaxy war meta / sector control for casual (see `multiplayer.md`)
- [ ] Ranked matchmaking refinement — MMR-window widening, real account-linked MMR (currently a naive nearest-neighbor sort on a per-callsign stub); GodotSteam auth + VAC still not started
- [ ] Real account-linked identity — GodotSteam auth + VAC still not started; `callsign` is the only player identity today
- [ ] Lag compensation (basic rewind) — matters once testing moves beyond localhost