Add match structure (countdown, timer, scoreboard, banner, persistent stats) and capital-ship fleet polish
Match phases (autoload/match_manager.gd, world/game_modes/):
- New server-authoritative MatchManager loops PRE_MATCH (30s countdown,
ships held invisible/uncollidable, flagships creep into formation) ->
IN_PROGRESS (active GameMode's clock runs) -> POST_MATCH (winner
banner, result reported to matchmaking-api) -> back to a fresh
PRE_MATCH forever, matching the always-on server-pool model instead
of kicking players to the menu at match end.
- Win-condition logic lives in a new GameMode abstraction (game_mode.gd
base + team_deathmatch_mode.gd, the only mode so far) so a future
mode is a new subclass plus one factory branch, no timer/scoreboard/
banner code changes needed.
- Three new HUD pieces: match_timer.gd (countdown/clock), scoreboard.gd
(hold-Tab two-team panel), match_banner.gd (winner banner).
- New MatchStats autoload tracks per-match kills/deaths by peer_id
(including bots), hooked into kill_feed_manager's existing
report_kill() call site.
Persistent stats (matchmaking-api/):
- Player gains kills/deaths/hours_played columns; new
POST /matches/report endpoint (server-only, called once at
POST_MATCH) upserts each real player's totals by callsign via a
shared app/crud.py helper also used by the matchmaking-queue join
path. GET /stats/{callsign} returns the new fields alongside mmr/
wins/losses.
Capital-ship fleet polish (world/flagship.gd, world/world.gd,
ships/ship_movement.gd, autoload/game_config.gd):
- Flagship formations are now a clean vertical line (no per-ship
position/rotation jitter) so play_creep_in()'s rigid-group tween
reads as one disciplined fleet arriving together, rising from
directly below (not a random compass direction) over the full 30s
countdown.
- Fixed a real bug where the creep-in tween only ever played on the
server -- MatchManager._run_pre_match() called straight into World,
server-only code a remote client's own process never runs, leaving
their flagships static all match. World now triggers it off
MatchManager.phase_changed instead, which fires identically on every
peer.
- Fixed a second bug (only reachable on a fresh server boot's very
first spawn): a phase==PRE_MATCH check that's true even before the
match loop has genuinely started that phase for the first time fired
play_creep_in() with a bogus zero-duration tween, corrupting the
target the real 30s tween read moments later -- flagships would
settle 4000 units off from their intended formation slot and fire
from there instead. Guarded on get_remaining_seconds() > 0 too.
- The held ship's camera now actively tracks its own team's flagship
centroid every tick during the countdown (position_smoothing
disabled for the hold, since it fights a manually-driven target and
was the reason the fleet read as invisible) instead of sitting fixed
and wide-angle; local offset/zoom/smoothing are explicitly reset on
release so control handback doesn't inherit a stale camera transform.
- _apply_pre_match_hold()/_apply_respawn() now set _dead/
_held_for_pre_match inside the RPC itself, not just in the
server-only caller -- those flags never reached remote clients
before, so WASD wasn't actually blocked for them during the hold.
- Ships now launch from a narrow point directly beneath their own
flagship formation instead of a full-circle scatter around the spawn
marker (which could land a spawn behind/inside a hull). Bumped
flagship_defense_radius so it still comfortably reaches a player who
flies a straight line to the enemy side without correcting for that
new offset.
ISN gets a Stealth Corvette hull mixed into its flagship formation
(assets/images/ships/isn/), banner art renamed off opaque UUID
filenames to isn_banner.jpeg/orc_banner.jpeg.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
@@ -17,6 +17,11 @@
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## Ranked Mode — 5v5
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> **Status:** design ideas only — not implemented. The matchmaking API's ranked
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> queue path was built and then deleted (`CLAUDE.md` item 15) once it became
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> clear no client would hit it before casual was solid; it's absent from the
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> main menu entirely (not just disabled) until it's built for real.
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Competitive, skill-based, MMR/ELO ladder. Penalty for leaving mid-match. Small–medium maps only.
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### Ranked Mode Ideas
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@@ -36,10 +41,21 @@ Competitive, skill-based, MMR/ELO ladder. Penalty for leaving mid-match. Small
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No penalty for leaving. Larger maps. Chaotic and fun — you can drop in mid-match.
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> **Status:** **Team Deathmatch** (the first row below) is implemented — a
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> 7-minute timed version of Annihilation's "pure kills" idea (most kills when
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> the clock runs out wins, not last-team-standing), plus a 30s pre-match
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> countdown, live kill/death tracking, a Tab scoreboard, and a winner banner
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> (see `overview/map1.md`, `CLAUDE.md` item 26). It's built through a
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> `GameMode` abstraction (`spacewar/world/game_modes/`) specifically so the
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> other rows here — Sector Control, King of the Hill, Base Assault, Convoy
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> Escort — can each become a new `GameMode` subclass later without changing
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> the match-phase/timer/scoreboard/banner machinery around them.
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### Casual Mode Ideas
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| Mode | Description |
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|------|-------------|
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| **Team Deathmatch** *(implemented)* | Most kills when the match timer runs out wins. Timed variant of the Annihilation idea below. |
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| **Sector Control** | Map divided into sectors. Hold more sectors at time limit. Ties to galactic war meta. |
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| **King of the Hill** | One contested zone in the center. Hold it to rack up points. |
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| **Annihilation** | Pure kills. Last team standing or first to X kills. Chaos mode. |
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