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:
2026-07-18 11:40:15 -04:00
parent a94bccc57b
commit be5c41f82f
59 changed files with 1793 additions and 207 deletions
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@@ -2,13 +2,13 @@
## Concept
A 2D pixel-art top-down space shooter inspired by **Subspace Continuum**, built for **Steam Deck and PC**. Two alien races fight for control of a galaxy. Fast matchmaking like Rocket League — quick in, quick out.
A 2D pixel-art top-down space shooter inspired by **Subspace Continuum**, built for **Steam Deck and PC**. Two human factions — Inner Sphere Navy (disciplined military) and Outer Rim Collective (scrappy belters), not aliens — fight for control of a galaxy inside the tight corridors of factories, refineries, and shipyards. Fast matchmaking like Rocket League — quick in, quick out.
## Core Loop
1. Launch → Main Menu
2. Enter callsign → click CASUAL
3. World loads → pick your race (both offered every match) → pick your ship
2. Enter callsign (PROFILE overlay, auto-opens first time) → click QUICK PLAY
3. World loads → pick your faction (both offered every match) → pick your ship
4. Fight in a 25v25 battle
5. Return to main menu
@@ -16,45 +16,45 @@ A 2D pixel-art top-down space shooter inspired by **Subspace Continuum**, built
| Mode | Size | Status |
|------|------|--------|
| Casual | 25v25 (bots fill to 7v7 minimum) | In progress |
| Ranked | 5v5, competitive MMR | Disabled — coming later |
| Casual | 25v25 (bots fill to 7v7 minimum) | Live |
| Ranked | 5v5, competitive MMR | Removed (not just disabled) until it's real — see `CLAUDE.md` Current Tasks |
## Current Game Flow (as built)
```
Main Menu
└─ CASUAL ──► World loads immediately (game active)
Main Menu (HL2-style vertical nav: QUICK PLAY / SERVER SELECT / OPTIONS / PROFILE / QUIT)
└─ QUICK PLAY ──► matchmaking queue (casual) ──► World loads (game active)
(SERVER SELECT skips the queue, connects to a picked server directly)
└─ TeamSelect overlay appears
├─ Pick race (both offered every match)
└─ Pick ship (4 available, sprites shown)
└─ Player spawns centred, invincible briefly
├─ Pick faction (both offered every match)
└─ Pick ship (3 available, sprites shown)
└─ Player spawns centred, invincible briefly, flies in from a random direction
└─ ESC / Start ──► Pause menu overlay
├─ RESUME
├─ SETTINGS (stub)
├─ SELECT TEAM (stub)
├─ SETTINGS (live — audio, frame-rate cap, vsync, window mode, colorblind mode, key rebinding)
├─ SELECT TEAM (live — reopens TeamSelect mid-match, swaps faction/ship with a fresh respawn)
├─ QUIT TO MENU
└─ QUIT TO DESKTOP
```
## Races
## Factions
2 playable races (a third, Apex Dynamics, was cut to simplify the art pipeline) — see `racesclasses.md`. Each race has 5 ship classes:
2 playable factions (a third, Apex Dynamics, was cut to simplify the art pipeline) — see `racesclasses.md`. Each faction has 3 ship classes:
| Class | Role |
|-------|------|
| Interceptor | Fast, agile generalist |
| Bomber | Area damage, slow |
| Support | Heal/rally; allies can attach |
| Stealth | Assassin, hit-and-run |
| Heavy | Tank, massive firepower |
| Fighter | Single, high-precision, high-damage shot |
| Gunner | Rapid-fire spray/burst, more shots for less damage each |
| Tank | Bigger and slower; fires both bullets and missiles |
Races are visually distinct — critical for reading a 25v25 battlefield at a glance.
Factions are visually distinct — critical for reading a 25v25 battlefield at a glance.
## Match Setup
- Both races are fielded every match (order they're presented in is randomized)
- Both factions are fielded every match (order they're presented in is randomized)
- Player picks which of the 2 they fight for, then picks their ship
- Bot fill ensures a minimum of **7v7** in casual; no bots added beyond that
- Each ship has an energy pool spent on firing (Fighter 100/Gunner 150/Tank 250 max, regenerating over time) alongside health — see `CLAUDE.md` item 23
## Design Philosophy