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:
claudeandClaude Opus 5 committed 2026-09-07 10:36:06 +02:00
1 parent 42568a40ad
commit 4a98cf4b0e
15 files changed
+251 -100

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+25 -1
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@@ -9,10 +9,12 @@ extends RefCounted
## one entry plus one marker.
const STANDARD := &"warden_descent"
const VAULT := &"choir_vault"
const PROVING := &"proving_grounds"
const ORDER: Array[StringName] = [
STANDARD,
VAULT,
PROVING,
]
@@ -24,6 +26,7 @@ static func default_id() -> StringName:
static func get_def(id: StringName) -> DungeonDef:
match id:
STANDARD: return standard()
VAULT: return vault()
PROVING: return proving_grounds()
return null
@@ -53,11 +56,28 @@ static func standard() -> DungeonDef:
var d := DungeonDef.new()
d.id = STANDARD
d.display_name = "Warden's Descent"
d.subtitle = "the real run"
d.subtitle = "the Warden of the Fold"
d.arena = &"warden_hall"
d.tint = Color(0.5, 0.9, 1.0)
return d
## The second boss's own run. Same generator and the same enemies as the
## Descent; what differs is the arena it ends in, and therefore who is waiting.
##
## A dedicated entrance rather than a coin flip on the run's seed: 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.
static func vault() -> DungeonDef:
var d := DungeonDef.new()
d.id = VAULT
d.display_name = "The Choir Vault"
d.subtitle = "the Cantor of the Vault"
d.arena = &"choir_vault"
d.tint = Color(0.75, 0.6, 1.0)
return d
## A test harness you can walk into.
##
## Same generator, same rooms, same enemies and the same Warden -- everything
@@ -71,6 +91,10 @@ static func proving_grounds() -> DungeonDef:
d.id = PROVING
d.display_name = "Proving Grounds"
d.subtitle = "for testing -- fragile, generous"
# Deliberately left to the seed. The harness exists to reach a fight fast,
# and either fight will do -- runs here last a couple of minutes, so the one
# you want is one re-entry away.
d.arena = &""
d.enemy_hp_mult = 0.2
d.boss_hp_mult = 0.08
# 0.08 -> 0.8 for trash. High enough that a handful of kills fills a bag,
+5 -5
View File
@@ -112,17 +112,17 @@ static func stamp(grid: MapGrid, s: PackedStringArray, origin: Vector2i) -> Dict
## P a dungeon portal S player spawn T practice target
## U the upgrade NPC
##
## Each `P`, in reading order, opens the matching entry in Dungeons.ORDER. Two
## of them now: the real run and the Proving Grounds, side by side so they can
## be compared without restarting anything. Adding a third dungeon means adding
## a third marker here.
## Each `P`, in reading order, opens the matching entry in Dungeons.ORDER: the
## Warden's Descent, the Choir Vault, and the Proving Grounds. Adding a dungeon
## means adding an entry there and a marker here, and they have to stay in the
## same order.
static func lobby() -> PackedStringArray:
return PackedStringArray([
"#########################################",
"#.......................................#",
"#.......................................#",
"#.......................................#",
"#..............P.........P..............#",
"#.........P.........P.........P.........#",
"#.......................................#",
"#.....o...........................o.....#",
"#.......................................#",