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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@@ -66,7 +66,9 @@ static func make_dungeon(instance_id: int, dungeon_seed: int, dungeon_depth: int
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inst.depth = maxi(dungeon_depth, 1)
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inst.dungeon_id = dungeon if not dungeon.is_empty() else Dungeons.default_id()
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inst.world = SimWorld.new(dungeon_seed)
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var built := MapGen.build(Protocol.InstanceKind.DUNGEON, dungeon_seed, inst.depth)
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var flavour := Dungeons.get_or_default(inst.dungeon_id)
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var built := MapGen.build(Protocol.InstanceKind.DUNGEON, dungeon_seed,
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inst.depth, flavour.arena)
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inst.world.set_map(built["grid"])
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inst.rooms = built["rooms"]
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inst.boss_spawn = built["boss_pos"]
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