5fe7c01052
Drop Apex Dynamics from the playable roster (2 races now: Inner Sphere Navy, Outer Rim Collective) to simplify the 2D art pipeline; World's race-offer logic just shuffles both remaining races instead of picking 2 of N. Also fix bullets using a constant muzzle velocity instead of adding the shooter's own velocity, and shrink the bullet hitbox/sprite. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2.0 KiB
2.0 KiB
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 byPlayerRegistry's existingloadout_updated/player_removedsignals (join/leave) andWorld.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 byBotManager. 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 apeer_idcame from ENet or fromBotManager - Bots always fly the race's fighter/Interceptor (
race.ships[0]inteam_select.gd'sRACESdata) - 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 fromship_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)