The Cantor gets its own portal; bullets stop strobing
ci / verify (push) Successful in 48s

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>
This commit is contained in:
2026-09-07 10:36:06 +02:00
parent 42568a40ad
commit 4a98cf4b0e
15 changed files with 251 additions and 100 deletions
+32 -23
View File
@@ -20,8 +20,8 @@ What "everything passes" currently means. Numbers move; the shape does not.
| Gate | Covers | Runtime |
| --- | --- | --- |
| `tools/check.sh` | every script parses and type-checks | ~5s |
| `tools/test.sh` | 409 GUT tests, no SceneTree | ~4s |
| `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 |
| `tools/test.sh` | 414 GUT tests, no SceneTree | ~4s |
| `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 |
| `diag_prediction.tscn` | client-prediction gap, with injected clock drift | ~10s |
| `diag_progression.tscn` | kill → xp → level → health, death → retire → roster, swap guards | ~10s |
| `diag_loot.tscn` | drop → snapshot → pick up → persist → use → drop, and both loot visibilities on the wire | ~10s |
@@ -74,24 +74,33 @@ draws whatever it holds. The defence is what the server declines to send.
## Dungeon kinds · *done*
Two entrances stand side by side in the hub, labelled, and open different runs.
Three entrances stand side by side in the hub, labelled with the fight each one
ends in.
| Dungeon | `Dungeons` id | Enemy HP | Boss HP | Loot chance |
| --- | --- | --- | --- | --- |
| Warden's Descent | `warden_descent` | ×1 | ×1 (3600) | ×1 (trash 8%) |
| Proving Grounds | `proving_grounds` | ×0.2 | ×0.08 (288) | ×10 (trash 80%, clamped) |
| Dungeon | `Dungeons` id | Arena / boss | Enemy HP | Boss HP | Loot chance |
| --- | --- | --- | --- | --- | --- |
| Warden's Descent | `warden_descent` | `warden_hall` → the Warden | ×1 | ×1 | ×1 (trash 8%) |
| The Choir Vault | `choir_vault` | `choir_vault` → the Cantor | ×1 | ×1 | ×1 |
| Proving Grounds | `proving_grounds` | *whichever the seed rolls* | ×0.2 | ×0.08 | ×10 (clamped) |
**A dungeon names its arena, and the arena decides its boss.** Which boss you
are about to fight is the one thing a player chooses before walking into a
dungeon, so it must not be rolled for them. Only the Proving Grounds leaves
`arena` empty — it exists to reach *a* fight fast, and runs there last a couple
of minutes, so the one you want is one re-entry away.
The Proving Grounds is a **test harness you can walk into**: same generator,
same rooms, same enemies, the same four-phase Warden — everything simply dies
faster and drops more. A manual pass over loot, the inventory, dropping and all
four boss phases takes a couple of minutes instead of a quarter of an hour, and
because it is a portal rather than a launch flag you can compare the two back to
back without restarting the server.
same rooms, same enemies, but everything dies far faster and drops far more. A
manual pass over loot, the inventory, dropping and all four boss phases takes a
couple of minutes instead of a quarter of an hour, and because it is a portal
rather than a launch flag you can compare it to a real run without restarting
the server.
Adding a third dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker
in the lobby stamp — the Nth marker, in reading order, opens the Nth entry.
Adding a dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker in
the lobby stamp — the Nth marker, in reading order, opens the Nth entry, so the
two have to stay in the same order.
Three things worth knowing:
Two more things worth knowing:
- **It is multipliers over the shared content, not a copy of it.** A duplicated
`Content` would drift the moment anything was tuned, and "identical but
@@ -99,10 +108,9 @@ Three things worth knowing:
- **Which dungeon you enter comes from where you stand.** `SimWorld.portal_at()`
resolves the server-side position; the `PORTAL_USED` event carries the answer.
No client message names a dungeon, which is what stops anyone picking the
generous loot table from the real run.
- **`accepts_new_party_member` takes the dungeon id.** Without that, walking
into the Proving Grounds would drop you into whatever standard run happened
to still be forming.
generous loot table from a real run. `accepts_new_party_member` compares
dungeon ids too, so walking into one entrance can never drop you into
another's forming run on timing alone.
---
@@ -371,10 +379,11 @@ feet is a coin flip, the same burst with a second of notice is a question.
| Antiphon | chase at 220u | It comes for you; walls punish running straight. |
| Final Cadence | orbit | Movement and telegraphs at once. |
**Which boss you meet comes from the run's seed**, not its depth. Depth is a dev
flag nothing in play raises, so keying the arena to it left the second boss
existing and unreachable. Every run rolls a fresh seed, so it is a coin flip per
dungeon, and `test_both_bosses_are_reachable_at_the_depth_people_play` pins it.
**The Cantor has its own portal in the hub.** Which boss a run ends with follows
from the arena its dungeon names, not from the seed and certainly not from
`--depth`, which nothing in play raises.
`test_every_boss_has_a_dungeon_that_reaches_it` pins that adding a boss without
giving it a way in is a failing test rather than a boss nobody meets.
`Content.ALL_ENEMIES` / `ALL_BOSSES` exist because five places were
hand-maintaining their own copy of the content list, and `tools/export_content.gd`