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>
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@@ -55,14 +55,7 @@ class QueueManager:
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def _waiting(self, mode: Mode) -> list[Ticket]:
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tickets = [t for t in self._tickets.values() if t.mode == mode and t.status == "queued"]
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if mode == Mode.ranked:
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# Simple MMR-sorted grouping. No widening-window-by-wait-time yet
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# (real ranked matchmaking will want that) — nearest-neighbor by
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# mmr is a reasonable placeholder until ranked queue volume
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# exists to tune against.
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tickets.sort(key=lambda t: t.mmr)
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else:
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tickets.sort(key=lambda t: t.queued_at)
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tickets.sort(key=lambda t: t.queued_at)
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return tickets
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async def _try_form_match(self, mode: Mode, required: int, cap: int, db: AsyncSession) -> None:
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@@ -98,20 +91,12 @@ class QueueManager:
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while True:
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await asyncio.sleep(2)
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async with async_session() as db:
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# Casual has bot fill (spacewar/bots/bot_manager.gd) — bots pad
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# both teams up to GameConfig.bot_min_team_size, so a single
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# queued player is enough to form a match. Still group in
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# anyone else who queues in the same tick, up to the real
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# casual_team_size*2 target, rather than capping at 1v1.
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# Ranked has no bots, so it still needs the full
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# ranked_team_size*2 real players queued before forming.
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# Bot fill (spacewar/bots/bot_manager.gd) pads both teams up
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# to GameConfig.bot_min_team_size, so a single queued player
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# is enough to form a match. Still group in anyone else who
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# queues in the same tick, up to the real casual_team_size*2
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# target, rather than capping at 1v1.
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await self._try_form_match(Mode.casual, required=1, cap=settings.casual_team_size * 2, db=db)
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await self._try_form_match(
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Mode.ranked,
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required=settings.ranked_team_size * 2,
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cap=settings.ranked_team_size * 2,
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db=db,
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)
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queue_manager = QueueManager()
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