Files
client/overview/task.md
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

3.2 KiB

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 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
9 Real ship sprites for all 3 races (5 ships each) Done
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

# Task Priority
10 Asteroids + environment hazards Medium
12 Sound effects (thrust, shoot, explosion, UI clicks) Medium
14 Galaxy war meta + sector control Low (post-networking)
15 Ranked matchmaking + MMR Low (post-networking)
16 Settings screen (audio, controls, display) 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