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
+12 -3
View File
@@ -1,15 +1,20 @@
# Task Log
Task 1
I want to build an energy system for each ship. Below the health put an energy of 100/100 for the fighter/ 150/150 for middle ship and big ship 250 energy. Each bullet takes 75 to shoot. Have a blue energy bar that is mirrord top middle appear at the top . Have it take 2.5 seconds to refill 100
## Completed
| # | Task | Notes |
|---|------|-------|
| 0 | Format all design docs as Markdown | Done |
| 24 | Energy system (Fighter 100 / Gunner 150 / Tank 250, 75 per shot, blue center-out mirrored bar top-middle, +100 per 2.5s regen) | `GameConfig.ship_max_energy_by_role`/`bullet_energy_cost`/`ship_energy_regen_rate`; server-authoritative in `ships/ship_movement.gd` (broadcast via `_receive_state`, same pattern as health); role threaded through `PlayerRegistry` loadout + bots; text readout `HUD/EnergyLabel` below HP, visual bar `hud/energy_bar.gd`/`.tscn` |
| 1 | Design 10 races, pick 3 | Races 1, 4, 5 chosen — see `racesclasses.md` |
| 2 | Ranked + casual mode ideas | See `multiplayer.md` |
| 3 | Multiplayer engineering doc | See `tech.md` |
| 4 | Server browser screen | Player name, race buttons, server list, JOIN — stores in `GameConfig` |
| 5 | Main menu | CASUAL / RANKED (disabled), callsign input, rank badge, quit button |
| 4 | ~~Server browser screen~~ | Superseded by #21's `menu/server_select.gd` |
| 5 | ~~Main menu (CASUAL/RANKED tiles)~~ | Superseded by #21's HL2-style nav menu |
| 6 | In-game pause menu | ESC / controller Start; game runs behind it; working: RESUME, QUIT TO MENU, QUIT TO DESKTOP |
| 7 | Team & ship selection | On world load; 2 random races offered; ship grid with real sprites; player spawns after |
| 8 | Replace placeholder races with chosen 3 (Terran Republic, Mechanos Sovereignty, Vorg Swarm) | Done |
@@ -17,6 +22,9 @@
| 13 | Multiplayer networking — ENet authoritative server | Done |
| 18 | In-game chat (T=all, Y=team, last 10 messages, bottom-left) | `chat/chat_box.gd` + `autoload/chat_manager.gd` — see `chat.md` |
| 11 | Bot fill for casual (min 7v7) | `bots/bot_manager.gd` + `bots/bot_ai.gd` — see `bots.md` |
| 17 | Select Team in pause menu (live team swap) | Reopens `TeamSelect` mid-match via `PlayerRegistry.submit_local_loadout`'s existing respawn path; bot fill rebalances the vacated race too (`PlayerRegistry.race_changed`) |
| 20 | Live headcount/roster + TEAM FULL lock on race select | Shared by the initial pick and #17's reopen; humans only (bots excluded), blocks joining a race >2 humans ahead of the other, exempts your own current race |
| 21 | HL2-style main menu + real server select | `main_menu.gd` rebuilt as plain white vertical nav (QUICK PLAY/SERVER SELECT/OPTIONS/PROFILE/QUIT); RANKED removed entirely; new `menu/server_select.gd` lists real servers via `MatchmakingClient.list_servers()` (`GET /servers`) and connects directly, retiring `menu/server_browser.gd` |
## Up Next
@@ -27,4 +35,5 @@
| 14 | Galaxy war meta + sector control | Low (post-networking) |
| 15 | Ranked matchmaking + MMR | Low (post-networking) |
| 16 | Settings screen (audio, controls, display) | Low |
| 17 | Select Team in pause menu (live team swap) | Low |
| 22 | Options screen (currently a disabled stub on the main menu) | Low |
| 23 | Real rank/level backend for the main menu's top-right badge | Low |