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
+29
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@@ -47,6 +47,9 @@ func test_every_animation_frame_is_inside_the_tileset() -> void:
"frame %d of strip %s runs off the atlas at %s" % [n, strip, f])
## Only BULLET_STILL_FRAME is ever drawn, but the whole sheet still has to be
## the shape the atlas builder produced -- a short one would mean the still
## frame of a later kind is cut from the wrong row.
func test_every_bullet_frame_is_inside_the_sheet() -> void:
var sheet := Art.bullets_texture()
if sheet == null:
@@ -59,6 +62,32 @@ func test_every_bullet_frame_is_inside_the_sheet() -> void:
"bullet kind %d frame %d is outside the sheet at %s" % [kind, n, r])
func test_the_still_frame_exists_for_every_kind() -> void:
var sheet := Art.bullets_texture()
if sheet == null:
pass_test("bullet sheet not present locally")
return
assert_lt(Art.BULLET_STILL_FRAME, Art.BULLET_FRAMES)
for kind in SimConfig.KIND_HEAVY + 1:
var r := Art.bullet_region(kind, Art.BULLET_STILL_FRAME)
assert_true(_fits(sheet, r), "kind %d has no still frame" % kind)
## Slow enough that nothing completes a turn inside its own lifetime. A bullet
## that visibly spins is the flicker this replaced, wearing a different hat.
func test_bullets_turn_slowly_enough_to_read_as_drift() -> void:
var longest := float(SimConfig.PLAYER_BULLET_LIFETIME)
for id in Content.ALL_ENEMIES:
for e in Content.enemy(id).emitters:
longest = maxf(longest, float(e.lifetime))
for id in Content.ALL_BOSSES:
for phase in Content.boss(id).phases:
for e in phase.emitters:
longest = maxf(longest, float(e.lifetime))
var turn := Art.BULLET_SPIN_RATE * longest * SimConfig.TICK_DELTA
assert_lt(turn, TAU, "the longest-lived bullet turns %.2f rad in its life" % turn)
## The atlas has one row per kind. A short sheet would silently draw the wrong
## bullet rather than error.
func test_the_bullet_atlas_has_a_row_for_every_kind() -> void:
+36 -20
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@@ -180,34 +180,50 @@ func test_each_arena_summons_its_own_boss() -> void:
assert_eq(Rooms.boss_for_arena(&"choir_vault"), Content.BOSS_CANTOR)
## Seed parity picks the arena, and the boss follows it. Deliberately NOT the
## depth: depth is a dev flag nothing in play raises, so keying the arena to it
## left the second boss unreachable in an actual game.
func test_a_generated_dungeon_gets_the_boss_its_arena_belongs_to() -> void:
var even := MapGen.generate(1234, 1)
var odd := MapGen.generate(1235, 1)
assert_eq(StringName(even["boss_id"]), Content.BOSS_WARDEN)
assert_eq(StringName(odd["boss_id"]), Content.BOSS_CANTOR)
assert_not_null(Content.boss(StringName(even["boss_id"])))
assert_not_null(Content.boss(StringName(odd["boss_id"])))
## The arena a dungeon names decides its boss, whatever the seed. 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.
func test_the_named_arena_decides_the_boss_whatever_the_seed() -> void:
for run in 12:
var seed_value := run * 7919 + 3
assert_eq(StringName(MapGen.generate(seed_value, 1, &"warden_hall")["boss_id"]),
Content.BOSS_WARDEN)
assert_eq(StringName(MapGen.generate(seed_value, 1, &"choir_vault")["boss_id"]),
Content.BOSS_CANTOR)
## Both bosses have to actually turn up. A run picks its seed at random, so
## this is the check that neither is effectively unreachable.
func test_both_bosses_are_reachable_at_the_depth_people_play() -> void:
## Only the test harness leaves its arena open, and then the seed decides. Both
## fights still have to turn up there, or half the harness is unreachable.
func test_an_unnamed_arena_still_produces_both_fights() -> void:
var seen := {}
for run in 40:
seen[StringName(MapGen.generate(run * 7919 + 3, 1)["boss_id"])] = true
for id in Content.ALL_BOSSES:
assert_true(seen.has(id), "%s never appears at depth 1" % id)
assert_true(seen.has(id), "%s never appears with the arena left open" % id)
func test_an_instance_spawns_the_boss_its_map_asked_for() -> void:
var inst := Instance.make_dungeon(2, 4321, 1)
assert_eq(inst.boss_id, Content.BOSS_CANTOR)
assert_eq(inst.world.boss.def.id, Content.BOSS_CANTOR)
assert_true(inst.world.boss.room.has_point(inst.world.boss.pos),
"and it starts inside its own arena")
## The real check that a boss is reachable in play: some dungeon in the hub ends
## with it. Adding a boss and forgetting to give it a way in is exactly the
## mistake this catches.
func test_every_boss_has_a_dungeon_that_reaches_it() -> void:
var reachable := {}
for dungeon_id in Dungeons.ORDER:
var arena := Dungeons.get_def(dungeon_id).arena
if arena.is_empty():
continue # the harness rolls; covered above
reachable[Rooms.boss_for_arena(arena)] = true
for id in Content.ALL_BOSSES:
assert_true(reachable.has(id), "no hub portal leads to %s" % id)
func test_an_instance_spawns_the_boss_its_dungeon_asked_for() -> void:
for pair in [[Dungeons.STANDARD, Content.BOSS_WARDEN],
[Dungeons.VAULT, Content.BOSS_CANTOR]]:
var inst := Instance.make_dungeon(2, 4321, 1, pair[0])
assert_eq(inst.boss_id, pair[1], "%s should end with %s" % pair)
assert_eq(inst.world.boss.def.id, pair[1])
assert_true(inst.world.boss.room.has_point(inst.world.boss.pos),
"and it starts inside its own arena")
## The Cantor exists to prove the boss format stretched to movement and
+2 -2
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@@ -254,8 +254,8 @@ func test_a_replica_never_moves_a_boss() -> void:
## circuit, chases, orbits and telegraphs runs for thousands of ticks without
## leaving its room, standing in a wall, or firing nothing.
func test_the_cantor_survives_its_own_fight() -> void:
var inst := Instance.make_dungeon(2, 9183, 1)
assert_eq(inst.boss_id, Content.BOSS_CANTOR, "setup: an odd seed is the vault")
var inst := Instance.make_dungeon(2, 9183, 1, Dungeons.VAULT)
assert_eq(inst.boss_id, Content.BOSS_CANTOR, "setup: the vault is the Cantor's")
var b := inst.world.boss
var bait := inst.world.add_player(1, "bait")
bait.pos = b.pos + Vector2(180.0, 0.0)
+29 -2
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@@ -80,9 +80,36 @@ func test_scaling_one_dungeon_does_not_leak_into_the_next() -> void:
# --- Instances --------------------------------------------------------------
## Every dungeon in the hub names its arena, so a player knows what they are
## walking into. Only the harness leaves it to the seed.
func test_only_the_test_harness_leaves_its_boss_to_chance() -> void:
for id in Dungeons.ORDER:
var d := Dungeons.get_def(id)
if id == Dungeons.PROVING:
assert_true(d.arena.is_empty(), "the harness takes either fight")
else:
assert_false(d.arena.is_empty(), "%s must name its arena" % id)
assert_not_null(Content.boss(Rooms.boss_for_arena(d.arena)))
func test_each_real_dungeon_leads_somewhere_different() -> void:
var arenas := {}
for id in Dungeons.ORDER:
var arena := Dungeons.get_def(id).arena
if arena.is_empty():
continue
assert_false(arenas.has(arena), "two portals lead to the same fight")
arenas[arena] = true
## The seed is even on purpose. The harness rolls its arena, and only a run
## that landed in the SAME arena is comparable -- a different one is a different
## size, which moves the rooms and therefore the enemy count.
func test_a_proving_run_is_built_weaker_than_a_standard_one() -> void:
var hard := Instance.make_dungeon(2, 4242, 1, Dungeons.STANDARD)
var easy := Instance.make_dungeon(3, 4242, 1, Dungeons.PROVING)
var same_arena := 4242
assert_eq(posmod(same_arena, 2), 0, "setup: this seed has to roll warden_hall")
var hard := Instance.make_dungeon(2, same_arena, 1, Dungeons.STANDARD)
var easy := Instance.make_dungeon(3, same_arena, 1, Dungeons.PROVING)
assert_lt(easy.world.boss.hp, hard.world.boss.hp)
assert_eq(easy.world.map.width, hard.world.map.width,
"same seed and depth must still give the same size of map")