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
+31 -7
View File
@@ -9,17 +9,30 @@ from app.database import Base, async_session, engine
from app.models import GameServer, Mode, ServerStatus
from app.queue_manager import queue_manager
from app.routers import matchmaking, ranks, servers, stats
from app.routers.servers import sweep_stale_servers
async def _seed_dev_server() -> None:
# Three fake rows so server_select.gd has a realistic-looking list before a
# real server pool exists (see README's "Not set up yet"). Only the first
# port matches DEV_SEED_SERVER_IP/PORT, so it's the only one of the three
# that's actually reachable by running a real Godot server locally — the
# other two are display-only until real servers self-register on those
# ports. player_count here is just the DB fallback; a live server overrides
# it via the UDP query responder the client probes directly (see
# spacewar/autoload/network_manager.gd).
_DEMO_PLAYER_COUNTS = [40, 20, 10]
async def _seed_demo_servers() -> None:
async with async_session() as db:
for mode in (Mode.casual, Mode.ranked):
for i, player_count in enumerate(_DEMO_PLAYER_COUNTS):
port = settings.dev_seed_server_port + i
existing = (
await db.execute(
select(GameServer).where(
GameServer.ip == settings.dev_seed_server_ip,
GameServer.port == settings.dev_seed_server_port,
GameServer.mode == mode,
GameServer.port == port,
GameServer.mode == Mode.casual,
)
)
).scalars().first()
@@ -27,22 +40,33 @@ async def _seed_dev_server() -> None:
db.add(
GameServer(
ip=settings.dev_seed_server_ip,
port=settings.dev_seed_server_port,
mode=mode,
port=port,
mode=Mode.casual,
status=ServerStatus.available,
player_count=player_count,
max_players=50,
)
)
await db.commit()
async def _run_stale_sweep_loop() -> None:
while True:
await asyncio.sleep(5)
async with async_session() as db:
await sweep_stale_servers(db)
@asynccontextmanager
async def lifespan(app: FastAPI):
async with engine.begin() as conn:
await conn.run_sync(Base.metadata.create_all)
await _seed_dev_server()
await _seed_demo_servers()
matching_task = asyncio.create_task(queue_manager.run_matching_loop())
sweep_task = asyncio.create_task(_run_stale_sweep_loop())
yield
matching_task.cancel()
sweep_task.cancel()
app = FastAPI(title="Spacewar Matchmaking API", lifespan=lifespan)