Arena polish: in-run HUD, no free loot, retire-with-winnings

- HUD arena status (top center): live wave number and run gold,
  driven by GameState signals, torn down cleanly on HUD.reset()
- Free floor weapons removed: the initial sword/shield spawn is gone
  and manually placed level.tscn weapons are deleted server-side at
  init. Gear now only enters play via the armory or enemy drops.
- Retire to Camp: new escape-menu button (shown only while alive in
  an active run) banks 100% of run gold and keeps all gear - the
  counterweight to death's 10% settlement. Exit Game and window close
  also bank winnings before quitting.
- CLAUDE.md rewritten for the gladiator arena era: core loop,
  autoloads, economy API, RPC patterns, verification workflow.
This commit is contained in:
2026-07-01 23:47:03 +01:00
parent 1562b37563
commit f5e0642b39
5 changed files with 253 additions and 158 deletions
+30
View File
@@ -39,6 +39,11 @@ signal loadout_changed(loadout: Dictionary)
func _ready() -> void:
load_save()
func _notification(what: int) -> void:
# Closing the window mid-run counts as walking out alive - bank the winnings
if what == NOTIFICATION_WM_CLOSE_REQUEST and run_active:
retire_run()
# --- Persistence ---------------------------------------------------------
func load_save() -> void:
@@ -186,6 +191,31 @@ func end_run() -> Dictionary:
run_ended.emit(last_run_stats)
return last_run_stats
## Walk out of the arena alive: bank 100% of run gold, keep all gear.
## The reward for retiring instead of dying (death only keeps 10%).
func retire_run() -> Dictionary:
if not run_active:
return last_run_stats
run_active = false
last_run_stats = {
"waves": current_wave,
"kills": kills_this_run,
"time": get_run_time(),
"gold_earned": run_gold,
"total_value": get_total_value(),
"kept": banked_gold + run_gold,
"retired": true,
}
banked_gold += run_gold
run_gold = 0
gold_changed.emit(banked_gold)
run_gold_changed.emit(run_gold)
save_game()
run_ended.emit(last_run_stats)
return last_run_stats
# --- Multiplayer crediting (server -> owning peer) ------------------------
# GameState is an autoload, so it exists at the same path on every peer with
# the server (peer 1) as its multiplayer authority. The server decides who
+14 -72
View File
@@ -100,11 +100,9 @@ func initialize_multiplayer():
Network.connect("player_connected", Callable(self, "_on_player_connected"))
multiplayer.peer_disconnected.connect(_remove_player)
# Initialize any manually placed weapons in the scene
_initialize_manual_weapons()
# Spawn initial weapons when server starts
_spawn_initial_weapons()
# Remove any manually placed weapons - free floor loot undermines the shop.
# Weapons only enter the arena via the armory or dropped by slain enemies.
_remove_manual_weapons_on_server()
# Spawn practice dummies
_spawn_practice_dummies()
@@ -154,81 +152,25 @@ func _cleanup_manual_weapons_on_client():
weapons_container.remove_child(weapon)
weapon.free()
func _initialize_manual_weapons():
"""Initialize any WorldWeapon nodes manually placed in the level scene"""
func _remove_manual_weapons_on_server():
"""Remove WorldWeapon nodes manually placed in level.tscn (server side).
Clients already remove their local copies in _cleanup_manual_weapons_on_client.
The arena economy requires gear to be bought or looted from slain enemies."""
if not multiplayer.is_server():
return
if not weapons_container:
return
# Find all WorldWeapon nodes in the weapons container
var manual_weapons = []
var removed = 0
for child in weapons_container.get_children():
if child is WorldWeapon:
manual_weapons.append(child)
if child is WorldWeapon and child.weapon_id == -1:
weapons_container.remove_child(child)
child.free()
removed += 1
if manual_weapons.is_empty():
print("[Server] No manually placed weapons found")
return
print("[Server] Found ", manual_weapons.size(), " manually placed weapon(s)")
# Initialize each manually placed weapon
for weapon in manual_weapons:
# Skip if already initialized (weapon_id != -1)
if weapon.weapon_id != -1:
continue
# Assign unique ID
_weapon_spawn_counter += 1
weapon.weapon_id = _weapon_spawn_counter
# Set deterministic name for networking
var old_name = weapon.name
weapon.name = "WorldWeapon_" + str(weapon.weapon_id)
# Track in active weapons
_active_weapons[weapon.weapon_id] = weapon
# Connect cleanup signal
weapon.tree_exiting.connect(_on_weapon_removed.bind(weapon.weapon_id))
print("[Server] Initialized manual weapon '", old_name, "' with ID: ", weapon.weapon_id, " at position: ", weapon.global_position)
# Verify weapon_data is set
if not weapon.weapon_data:
push_error("Manual weapon '", old_name, "' has no WeaponData assigned!")
continue
func _spawn_initial_weapons():
if not multiplayer.is_server():
return
# Wait a frame for everything to be ready
await get_tree().process_frame
print("[Server] _spawn_initial_weapons - Connected peers: ", multiplayer.get_peers())
# Spawn a sword
_weapon_spawn_counter += 1
print("[Server] Calling RPC to spawn sword with ID: ", _weapon_spawn_counter)
rpc("spawn_world_weapon",
"res://level/resources/weapon_sword.tres",
Vector3(5, 1, 0),
Vector3.ZERO,
_weapon_spawn_counter
)
# Spawn a shield
_weapon_spawn_counter += 1
print("[Server] Calling RPC to spawn shield with ID: ", _weapon_spawn_counter)
rpc("spawn_world_weapon",
"res://level/resources/weapon_shield.tres",
Vector3(-5, 1, 0),
Vector3.ZERO,
_weapon_spawn_counter
)
if removed > 0:
print("[Server] Removed ", removed, " manually placed floor weapon(s)")
func _on_player_connected(peer_id, player_info):
print("[Server] _on_player_connected called for peer ", peer_id, " with info: ", player_info)
+42
View File
@@ -9,11 +9,27 @@ var is_visible: bool = false
# Player reference (to control mouse mode)
var player: Character = null
var _retire_button: Button = null
func _ready():
# Start hidden
hide()
is_visible = false
# Insert "Retire to Camp" between Resume and Exit - leave alive, bank everything
var vbox = get_node_or_null("Panel/MarginContainer/VBoxContainer")
var exit_button = get_node_or_null("Panel/MarginContainer/VBoxContainer/ExitButton")
if vbox and exit_button:
_retire_button = Button.new()
_retire_button.name = "RetireButton"
_retire_button.custom_minimum_size = Vector2(0, 50)
_retire_button.add_theme_color_override("font_color", Color.WHITE)
_retire_button.add_theme_color_override("font_hover_color", Color(1, 0.8, 0))
_retire_button.add_theme_font_size_override("font_size", 20)
_retire_button.pressed.connect(_on_retire_pressed)
vbox.add_child(_retire_button)
vbox.move_child(_retire_button, exit_button.get_index())
func _input(event):
# Toggle on Escape press
if event.is_action_pressed("quit"):
@@ -29,6 +45,7 @@ func toggle_menu():
is_visible = !is_visible
if is_visible:
show()
_update_retire_button()
# Release mouse when opening menu
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
else:
@@ -37,10 +54,35 @@ func toggle_menu():
if player and player.is_multiplayer_authority():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
## Retiring is only possible while alive with an active run
func _update_retire_button():
if not _retire_button:
return
var can_retire = GameState.run_active and player and not player.is_dead
_retire_button.visible = can_retire
if can_retire:
_retire_button.text = "Retire to Camp (+%dg)" % GameState.run_gold
## Called when Resume button is clicked
func _on_resume_pressed():
toggle_menu()
## Walk out alive: bank all run gold, keep gear, return to the menu
func _on_retire_pressed():
GameState.retire_run()
multiplayer.multiplayer_peer = null
Network.players.clear()
if has_node("/root/HUD"):
get_node("/root/HUD").reset()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
get_tree().reload_current_scene()
## Called when Exit button is clicked
func _on_exit_pressed():
# Leaving alive still banks your winnings (GameState also catches window close)
if GameState.run_active and player and not player.is_dead:
GameState.retire_run()
get_tree().quit()
+65
View File
@@ -11,6 +11,9 @@ var tab_hint: Control = null
var keybind_hint: Control = null
var escape_menu: Control = null
var run_results: Control = null
var arena_status: Control = null
var _wave_label: Label = null
var _gold_label: Label = null
# Player reference
var local_player: Character = null
@@ -81,6 +84,7 @@ func _create_ui_components():
_create_tab_hint()
_create_keybind_hint()
_create_escape_menu()
_create_arena_status()
## Create action bar at bottom of screen
func _create_action_bar():
@@ -150,6 +154,57 @@ func _create_escape_menu():
else:
push_error("[HUD] Failed to load escape_menu.tscn")
## Create the arena status readout (wave + run gold, top center)
func _create_arena_status():
arena_status = PanelContainer.new()
arena_status.name = "ArenaStatus"
arena_status.set_anchors_preset(Control.PRESET_CENTER_TOP)
arena_status.offset_top = 10
arena_status.grow_horizontal = Control.GROW_DIRECTION_BOTH
add_child(arena_status)
var margin = MarginContainer.new()
margin.add_theme_constant_override("margin_left", 18)
margin.add_theme_constant_override("margin_right", 18)
margin.add_theme_constant_override("margin_top", 6)
margin.add_theme_constant_override("margin_bottom", 6)
arena_status.add_child(margin)
var hbox = HBoxContainer.new()
hbox.add_theme_constant_override("separation", 24)
margin.add_child(hbox)
_wave_label = Label.new()
_wave_label.add_theme_font_size_override("font_size", 22)
_wave_label.add_theme_color_override("font_color", Color(1.0, 0.8, 0.0))
_wave_label.add_theme_color_override("font_outline_color", Color.BLACK)
_wave_label.add_theme_constant_override("outline_size", 2)
hbox.add_child(_wave_label)
_gold_label = Label.new()
_gold_label.add_theme_font_size_override("font_size", 22)
_gold_label.add_theme_color_override("font_color", Color(1.0, 0.85, 0.2))
_gold_label.add_theme_color_override("font_outline_color", Color.BLACK)
_gold_label.add_theme_constant_override("outline_size", 2)
hbox.add_child(_gold_label)
# Live updates from the economy
GameState.wave_changed.connect(_on_wave_changed)
GameState.run_gold_changed.connect(_on_run_gold_changed)
# Seed with current values (run may already be underway)
_on_wave_changed(GameState.current_wave)
_on_run_gold_changed(GameState.run_gold)
print("[HUD] Arena status created")
func _on_wave_changed(wave: int):
if _wave_label:
_wave_label.text = "Wave %d" % wave if wave > 0 else "Prepare..."
func _on_run_gold_changed(gold: int):
if _gold_label:
_gold_label.text = "Gold +%d" % gold
## Show all UI components
func show_hud():
show()
@@ -165,6 +220,13 @@ func reset():
_disconnect_player_signals()
local_player = null
# Drop GameState connections so they don't fire on freed labels
# (and don't double-connect when the next run creates a new status bar)
if GameState.wave_changed.is_connected(_on_wave_changed):
GameState.wave_changed.disconnect(_on_wave_changed)
if GameState.run_gold_changed.is_connected(_on_run_gold_changed):
GameState.run_gold_changed.disconnect(_on_run_gold_changed)
for child in get_children():
child.queue_free()
@@ -176,6 +238,9 @@ func reset():
keybind_hint = null
escape_menu = null
run_results = null
arena_status = null
_wave_label = null
_gold_label = null
print("[HUD] Reset - all UI components removed")
## Player signal callbacks