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.
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+14
-72
@@ -100,11 +100,9 @@ func initialize_multiplayer():
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Network.connect("player_connected", Callable(self, "_on_player_connected"))
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multiplayer.peer_disconnected.connect(_remove_player)
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# Initialize any manually placed weapons in the scene
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_initialize_manual_weapons()
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# Spawn initial weapons when server starts
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_spawn_initial_weapons()
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# Remove any manually placed weapons - free floor loot undermines the shop.
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# Weapons only enter the arena via the armory or dropped by slain enemies.
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_remove_manual_weapons_on_server()
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# Spawn practice dummies
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_spawn_practice_dummies()
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@@ -154,81 +152,25 @@ func _cleanup_manual_weapons_on_client():
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weapons_container.remove_child(weapon)
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weapon.free()
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func _initialize_manual_weapons():
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"""Initialize any WorldWeapon nodes manually placed in the level scene"""
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func _remove_manual_weapons_on_server():
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"""Remove WorldWeapon nodes manually placed in level.tscn (server side).
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Clients already remove their local copies in _cleanup_manual_weapons_on_client.
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The arena economy requires gear to be bought or looted from slain enemies."""
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if not multiplayer.is_server():
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return
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if not weapons_container:
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return
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# Find all WorldWeapon nodes in the weapons container
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var manual_weapons = []
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var removed = 0
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for child in weapons_container.get_children():
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if child is WorldWeapon:
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manual_weapons.append(child)
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if child is WorldWeapon and child.weapon_id == -1:
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weapons_container.remove_child(child)
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child.free()
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removed += 1
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if manual_weapons.is_empty():
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print("[Server] No manually placed weapons found")
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return
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print("[Server] Found ", manual_weapons.size(), " manually placed weapon(s)")
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# Initialize each manually placed weapon
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for weapon in manual_weapons:
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# Skip if already initialized (weapon_id != -1)
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if weapon.weapon_id != -1:
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continue
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# Assign unique ID
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_weapon_spawn_counter += 1
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weapon.weapon_id = _weapon_spawn_counter
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# Set deterministic name for networking
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var old_name = weapon.name
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weapon.name = "WorldWeapon_" + str(weapon.weapon_id)
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# Track in active weapons
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_active_weapons[weapon.weapon_id] = weapon
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# Connect cleanup signal
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weapon.tree_exiting.connect(_on_weapon_removed.bind(weapon.weapon_id))
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print("[Server] Initialized manual weapon '", old_name, "' with ID: ", weapon.weapon_id, " at position: ", weapon.global_position)
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# Verify weapon_data is set
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if not weapon.weapon_data:
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push_error("Manual weapon '", old_name, "' has no WeaponData assigned!")
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continue
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func _spawn_initial_weapons():
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if not multiplayer.is_server():
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return
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# Wait a frame for everything to be ready
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await get_tree().process_frame
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print("[Server] _spawn_initial_weapons - Connected peers: ", multiplayer.get_peers())
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# Spawn a sword
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_weapon_spawn_counter += 1
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print("[Server] Calling RPC to spawn sword with ID: ", _weapon_spawn_counter)
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rpc("spawn_world_weapon",
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"res://level/resources/weapon_sword.tres",
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Vector3(5, 1, 0),
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Vector3.ZERO,
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_weapon_spawn_counter
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)
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# Spawn a shield
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_weapon_spawn_counter += 1
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print("[Server] Calling RPC to spawn shield with ID: ", _weapon_spawn_counter)
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rpc("spawn_world_weapon",
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"res://level/resources/weapon_shield.tres",
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Vector3(-5, 1, 0),
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Vector3.ZERO,
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_weapon_spawn_counter
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)
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if removed > 0:
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print("[Server] Removed ", removed, " manually placed floor weapon(s)")
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func _on_player_connected(peer_id, player_info):
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print("[Server] _on_player_connected called for peer ", peer_id, " with info: ", player_info)
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