Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
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class_name Movement
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extends RefCounted
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## Pure movement helpers. These run on the server (authoritative) and on the
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## client (prediction). They must stay side-effect free so a client can replay
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## them over a history of inputs and land on the same result as the server.
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## Clamp a raw analogue/keyboard vector to a unit disc.
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static func sanitize_move(raw: Vector2) -> Vector2:
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if raw.length_squared() > 1.0:
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return raw.normalized()
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return raw
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## One tick of player locomotion. Returns the new position.
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static func step_player(pos: Vector2, move: Vector2, speed: float, bounds: Vector2) -> Vector2:
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var next := pos + sanitize_move(move) * speed * SimConfig.TICK_DELTA
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next.x = clampf(next.x, -bounds.x, bounds.x)
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next.y = clampf(next.y, -bounds.y, bounds.y)
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return next
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## Circle-vs-circle overlap test used for every hit in the game.
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static func circles_overlap(a: Vector2, ar: float, b: Vector2, br: float) -> bool:
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var r := ar + br
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return a.distance_squared_to(b) <= r * r
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## True when a point has drifted outside the arena plus the cull margin.
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static func outside_arena(p: Vector2, margin: float = SimConfig.BULLET_CULL_MARGIN) -> bool:
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return absf(p.x) > SimConfig.ARENA_HALF.x + margin \
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or absf(p.y) > SimConfig.ARENA_HALF.y + margin
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