# Bots — Casual Mode Fill ## Rules - Each casual match fields both races (order presented is randomized) - Bots fill empty slots until the match reaches **7v7** (14 total) - Once 7v7 is reached, **no more bots are added** — additional human players replace bots as they join - Bots are removed when real players join their team slot ## Why 7v7 Minimum - Ensures the match feels active even at low population - Avoids the ghost-town feeling of a 25v25 map with 3 players - Bots are not added beyond 7v7 so human players always dominate strategy ## Implementation Notes - **`bots/bot_manager.gd`** (server-authoritative autoload) owns bot lifecycle. All spawn/despawn decisions funnel through one function, `_reconcile_race(race_id)`, triggered by `PlayerRegistry`'s existing `loadout_updated`/`player_removed` signals (join/leave) and `World.decide_offered_races()` (match start) — no polling. This is the one place to change for future tweaks (fill curve, per-map team size, etc.) - Bots get **negative peer_ids** (`-1, -2, ...`), assigned by `BotManager`. This lets them reuse every existing networked-ship system for free — spawning (`MultiplayerSpawner`), loadout replication/backfill (`PlayerRegistry`), position/health/visibility sync, bullet damage attribution — none of which cares whether a `peer_id` came from ENet or from `BotManager` - Bots always fly **the race's fighter/Interceptor** (`race.ships[0]` in `team_select.gd`'s `RACES` data) - AI (`bots/bot_ai.gd`, `class_name BotAI`): thrust toward nearest living enemy, turn to face it, shoot when roughly aimed and in range — simplified seek-and-shoot, intentionally easy (casual bots are filler, not a challenge). Fully isolated from `ship_movement.gd`'s networking code so future difficulty/behavior tuning only ever touches this one file - Bot names: `bots/bot_names.gd`, a flat pool of procedural callsigns - Tunables live in `GameConfig` (`bot_min_team_size`, `bot_engage_range`, `bot_stop_distance`, `bot_aim_tolerance_deg`)