A dungeon now names the boss arena it ends in, and the arena decides the boss. Three entrances in the hub: Warden's Descent, The Choir Vault, Proving Grounds. That replaces the seed coin-flip from the last commit, which was the wrong call. Which boss you are about to fight is the single thing a player decides before walking into a dungeon, and rolling it for them makes that decision unavailable. Only the Proving Grounds still leaves its arena open, because a harness you re-enter every couple of minutes wants whichever fight comes up first -- and it is the one place where "either will do" is true. test_every_boss_has_a_dungeon_that_reaches_it is the check that matters here: adding a boss and forgetting to give it a way in is now a failing test rather than a boss nobody meets. The smoke test asserts all three portals open over a real socket -- bots pick theirs by account id, so a run exercises each. Bullets no longer animate. The sheet's eight frames are a COLOUR cycle rather than a shape change, so running it had every bullet on screen strobing through a palette in unison, which with a few hundred in the air is exactly as hard to look at as it sounds. Each bullet holds one frame and turns slowly instead, offset by its own id so a ring of twenty does not rotate as one rigid wheel. The rate is slow enough that nothing completes a full turn inside its own lifetime, so it reads as drift rather than spin, and a test pins that against the longest-lived bullet in the game. The renderer slices four textures at startup now instead of thirty-two. check.sh clean, 414 tests, SMOKE PASS (22 assertions), all four diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -403,6 +403,29 @@ asserts the burst lands where the marker promised.
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other thing in the view. A warning you cannot see is an unavoidable hit with
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extra steps, which is the opposite of what a telegraph is for.
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**Which boss a run has comes from its seed, not its depth.** Depth is a dev flag
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that nothing in play raises, so keying the arena to it meant the second boss
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existed and no player could ever reach it.
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**Each boss has its own entrance in the hub.** A dungeon names the arena it ends
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in, and the arena decides the boss. Which fight you are walking into is the one
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thing a player chooses before a run, so it is not rolled for them — not from the
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depth (a dev flag nothing in play raises, which left the second boss
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unreachable) and not from the seed either. Only the Proving Grounds leaves it
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open, because a harness you re-enter every couple of minutes wants whichever
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fight comes up first.
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---
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## Bullets do not animate
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**One frame, and a slow turn.** The bullet sheet's eight frames are a colour
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cycle rather than a shape change, and running it meant every bullet on screen
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strobed through a palette in unison — genuinely hard to look at with a few
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hundred in the air, which is the normal case for this game.
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Each bullet now holds one frame and rotates at `Art.BULLET_SPIN_RATE`, offset by
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its own id so a ring of twenty does not turn as one rigid wheel. The rate is
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slow enough that nothing completes a full turn inside its own lifetime, so it
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reads as drift rather than as spin — a test pins that against the
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longest-lived bullet in the game.
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The other seven frames stay in the atlas because that is what the source art is.
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Nothing draws them, and the renderer now slices four textures at startup instead
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of thirty-two.
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+32
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@@ -20,8 +20,8 @@ What "everything passes" currently means. Numbers move; the shape does not.
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| Gate | Covers | Runtime |
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| --- | --- | --- |
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| `tools/check.sh` | every script parses and type-checks | ~5s |
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| `tools/test.sh` | 409 GUT tests, no SceneTree | ~4s |
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| `tools/smoke.sh` | 19 assertions over a real ENet socket: handshake, auth, character creation and persistence, both dungeon kinds, escape, hard kill, polite disconnect | ~40s |
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| `tools/test.sh` | 414 GUT tests, no SceneTree | ~4s |
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| `tools/smoke.sh` | 22 assertions over a real ENet socket: handshake, auth, character creation and persistence, both dungeon kinds, escape, hard kill, polite disconnect | ~40s |
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| `diag_prediction.tscn` | client-prediction gap, with injected clock drift | ~10s |
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| `diag_progression.tscn` | kill → xp → level → health, death → retire → roster, swap guards | ~10s |
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| `diag_loot.tscn` | drop → snapshot → pick up → persist → use → drop, and both loot visibilities on the wire | ~10s |
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@@ -74,24 +74,33 @@ draws whatever it holds. The defence is what the server declines to send.
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## Dungeon kinds · *done*
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Two entrances stand side by side in the hub, labelled, and open different runs.
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Three entrances stand side by side in the hub, labelled with the fight each one
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ends in.
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| Dungeon | `Dungeons` id | Enemy HP | Boss HP | Loot chance |
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| --- | --- | --- | --- | --- |
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| Warden's Descent | `warden_descent` | ×1 | ×1 (3600) | ×1 (trash 8%) |
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| Proving Grounds | `proving_grounds` | ×0.2 | ×0.08 (288) | ×10 (trash 80%, clamped) |
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| Dungeon | `Dungeons` id | Arena / boss | Enemy HP | Boss HP | Loot chance |
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| --- | --- | --- | --- | --- | --- |
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| Warden's Descent | `warden_descent` | `warden_hall` → the Warden | ×1 | ×1 | ×1 (trash 8%) |
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| The Choir Vault | `choir_vault` | `choir_vault` → the Cantor | ×1 | ×1 | ×1 |
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| Proving Grounds | `proving_grounds` | *whichever the seed rolls* | ×0.2 | ×0.08 | ×10 (clamped) |
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**A dungeon names its arena, and the arena decides its boss.** Which boss you
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are about to fight is the one thing a player chooses before walking into a
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dungeon, so it must not be rolled for them. Only the Proving Grounds leaves
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`arena` empty — it exists to reach *a* fight fast, and runs there last a couple
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of minutes, so the one you want is one re-entry away.
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The Proving Grounds is a **test harness you can walk into**: same generator,
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same rooms, same enemies, the same four-phase Warden — everything simply dies
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faster and drops more. A manual pass over loot, the inventory, dropping and all
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four boss phases takes a couple of minutes instead of a quarter of an hour, and
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because it is a portal rather than a launch flag you can compare the two back to
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back without restarting the server.
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same rooms, same enemies, but everything dies far faster and drops far more. A
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manual pass over loot, the inventory, dropping and all four boss phases takes a
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couple of minutes instead of a quarter of an hour, and because it is a portal
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rather than a launch flag you can compare it to a real run without restarting
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the server.
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Adding a third dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker
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in the lobby stamp — the Nth marker, in reading order, opens the Nth entry.
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Adding a dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker in
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the lobby stamp — the Nth marker, in reading order, opens the Nth entry, so the
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two have to stay in the same order.
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Three things worth knowing:
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Two more things worth knowing:
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- **It is multipliers over the shared content, not a copy of it.** A duplicated
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`Content` would drift the moment anything was tuned, and "identical but
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@@ -99,10 +108,9 @@ Three things worth knowing:
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- **Which dungeon you enter comes from where you stand.** `SimWorld.portal_at()`
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resolves the server-side position; the `PORTAL_USED` event carries the answer.
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No client message names a dungeon, which is what stops anyone picking the
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generous loot table from the real run.
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- **`accepts_new_party_member` takes the dungeon id.** Without that, walking
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into the Proving Grounds would drop you into whatever standard run happened
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to still be forming.
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generous loot table from a real run. `accepts_new_party_member` compares
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dungeon ids too, so walking into one entrance can never drop you into
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another's forming run on timing alone.
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---
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@@ -371,10 +379,11 @@ feet is a coin flip, the same burst with a second of notice is a question.
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| Antiphon | chase at 220u | It comes for you; walls punish running straight. |
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| Final Cadence | orbit | Movement and telegraphs at once. |
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**Which boss you meet comes from the run's seed**, not its depth. Depth is a dev
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flag nothing in play raises, so keying the arena to it left the second boss
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existing and unreachable. Every run rolls a fresh seed, so it is a coin flip per
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dungeon, and `test_both_bosses_are_reachable_at_the_depth_people_play` pins it.
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**The Cantor has its own portal in the hub.** Which boss a run ends with follows
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from the arena its dungeon names, not from the seed and certainly not from
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`--depth`, which nothing in play raises.
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`test_every_boss_has_a_dungeon_that_reaches_it` pins that adding a boss without
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giving it a way in is a failing test rather than a boss nobody meets.
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`Content.ALL_ENEMIES` / `ALL_BOSSES` exist because five places were
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hand-maintaining their own copy of the content list, and `tools/export_content.gd`
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