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
+6 -21
View File
@@ -55,14 +55,7 @@ class QueueManager:
def _waiting(self, mode: Mode) -> list[Ticket]:
tickets = [t for t in self._tickets.values() if t.mode == mode and t.status == "queued"]
if mode == Mode.ranked:
# Simple MMR-sorted grouping. No widening-window-by-wait-time yet
# (real ranked matchmaking will want that) — nearest-neighbor by
# mmr is a reasonable placeholder until ranked queue volume
# exists to tune against.
tickets.sort(key=lambda t: t.mmr)
else:
tickets.sort(key=lambda t: t.queued_at)
tickets.sort(key=lambda t: t.queued_at)
return tickets
async def _try_form_match(self, mode: Mode, required: int, cap: int, db: AsyncSession) -> None:
@@ -98,20 +91,12 @@ class QueueManager:
while True:
await asyncio.sleep(2)
async with async_session() as db:
# Casual has bot fill (spacewar/bots/bot_manager.gd) — bots pad
# both teams up to GameConfig.bot_min_team_size, so a single
# queued player is enough to form a match. Still group in
# anyone else who queues in the same tick, up to the real
# casual_team_size*2 target, rather than capping at 1v1.
# Ranked has no bots, so it still needs the full
# ranked_team_size*2 real players queued before forming.
# Bot fill (spacewar/bots/bot_manager.gd) pads both teams up
# to GameConfig.bot_min_team_size, so a single queued player
# is enough to form a match. Still group in anyone else who
# queues in the same tick, up to the real casual_team_size*2
# target, rather than capping at 1v1.
await self._try_form_match(Mode.casual, required=1, cap=settings.casual_team_size * 2, db=db)
await self._try_form_match(
Mode.ranked,
required=settings.ranked_team_size * 2,
cap=settings.ranked_team_size * 2,
db=db,
)
queue_manager = QueueManager()