7b44b2f2dc
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>
74 lines
2.8 KiB
Python
74 lines
2.8 KiB
Python
import enum
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import uuid
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from datetime import datetime
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from sqlalchemy import DateTime, ForeignKey, Integer, String
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from sqlalchemy import Enum as SAEnum
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from sqlalchemy.orm import Mapped, mapped_column, relationship
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from app.database import Base
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class Mode(str, enum.Enum):
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casual = "casual"
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class ServerStatus(str, enum.Enum):
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available = "available"
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full = "full"
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offline = "offline"
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# No account/auth system yet (GodotSteam auth is still on the networking
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# checklist), so callsign is the identity key for now — same as the game
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# client itself, which only has a free-text name field today.
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class Player(Base):
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__tablename__ = "players"
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id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
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callsign: Mapped[str] = mapped_column(String(32), unique=True, index=True)
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mmr: Mapped[int] = mapped_column(Integer, default=1000)
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wins: Mapped[int] = mapped_column(Integer, default=0)
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losses: Mapped[int] = mapped_column(Integer, default=0)
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created_at: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
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class GameServer(Base):
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__tablename__ = "game_servers"
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id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
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ip: Mapped[str] = mapped_column(String(255))
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port: Mapped[int] = mapped_column(Integer)
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mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
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status: Mapped[ServerStatus] = mapped_column(SAEnum(ServerStatus), default=ServerStatus.available)
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last_heartbeat: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
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# DB-stored fallback shown immediately in the server list; a live server
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# is queried directly for its real-time count (see
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# spacewar/autoload/network_manager.gd's UDP query responder and
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# menu/server_select.gd's ping probe), which overrides this in the UI
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# once that probe answers.
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player_count: Mapped[int] = mapped_column(Integer, default=0)
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max_players: Mapped[int] = mapped_column(Integer, default=50)
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class Match(Base):
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__tablename__ = "matches"
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id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
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mode: Mapped[Mode] = mapped_column(SAEnum(Mode))
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server_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("game_servers.id"))
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started_at: Mapped[datetime] = mapped_column(DateTime, default=datetime.utcnow)
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players: Mapped[list["MatchPlayer"]] = relationship(back_populates="match")
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class MatchPlayer(Base):
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__tablename__ = "match_players"
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id: Mapped[uuid.UUID] = mapped_column(primary_key=True, default=uuid.uuid4)
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match_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("matches.id"))
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player_id: Mapped[uuid.UUID] = mapped_column(ForeignKey("players.id"))
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team: Mapped[int] = mapped_column(Integer) # 0 or 1
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match: Mapped["Match"] = relationship(back_populates="players")
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