Files
client/matchmaking-api/app/models.py
T
anekdotin 7b44b2f2dc 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>
2026-07-15 17:56:33 -04:00

74 lines
2.8 KiB
Python

import enum
import uuid
from datetime import datetime
from sqlalchemy import DateTime, ForeignKey, Integer, String
from sqlalchemy import Enum as SAEnum
from sqlalchemy.orm import Mapped, mapped_column, relationship
from app.database import Base
class Mode(str, enum.Enum):
casual = "casual"
class ServerStatus(str, enum.Enum):
available = "available"
full = "full"
offline = "offline"
# No account/auth system yet (GodotSteam auth is still on the networking
# checklist), so callsign is the identity key for now — same as the game
# client itself, which only has a free-text name field today.
class Player(Base):
__tablename__ = "players"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
callsign: Mapped[str] = mapped_column(String(32), unique=True, index=True)
mmr: Mapped[int] = mapped_column(Integer, default=1000)
wins: Mapped[int] = mapped_column(Integer, default=0)
losses: Mapped[int] = mapped_column(Integer, default=0)
created_at: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
class GameServer(Base):
__tablename__ = "game_servers"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
ip: Mapped[str] = mapped_column(String(255))
port: Mapped[int] = mapped_column(Integer)
mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
status: Mapped[ServerStatus] = mapped_column(SAEnum(ServerStatus), default=ServerStatus.available)
last_heartbeat: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
# DB-stored fallback shown immediately in the server list; a live server
# is queried directly for its real-time count (see
# spacewar/autoload/network_manager.gd's UDP query responder and
# menu/server_select.gd's ping probe), which overrides this in the UI
# once that probe answers.
player_count: Mapped[int] = mapped_column(Integer, default=0)
max_players: Mapped[int] = mapped_column(Integer, default=50)
class Match(Base):
__tablename__ = "matches"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
server_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("game_servers.id"))
started_at: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
players: Mapped[list["MatchPlayer"]] = relationship(back_populates="match")
class MatchPlayer(Base):
__tablename__ = "match_players"
id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
match_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("matches.id"))
player_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("players.id"))
team: Mapped[int] = mapped_column(Integer) # 0 or 1
match: Mapped["Match"] = relationship(back_populates="players")