Initial commit: Transcience MVP
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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
This commit is contained in:
Adyrem
2026-09-03 16:03:57 +02:00
commit 651c4ad94a
385 changed files with 28725 additions and 0 deletions
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extends SceneTree
## Writes the project's input map into project.godot.
##
## Hand-editing the [input] section is error-prone -- the events are serialised
## engine objects with a long property list. Generating them through the real
## API means the file is always in the format the engine expects.
##
## godot --headless --path . --script tools/setup_input_map.gd
##
## Re-run after changing the bindings below. Physical keycodes are used so the
## bindings follow key position rather than layout.
func _init() -> void:
_action("move_up", [_key(KEY_W), _key(KEY_UP)])
_action("move_down", [_key(KEY_S), _key(KEY_DOWN)])
_action("move_left", [_key(KEY_A), _key(KEY_LEFT)])
_action("move_right", [_key(KEY_D), _key(KEY_RIGHT)])
_action("fire", [_mouse(MOUSE_BUTTON_LEFT), _key(KEY_SPACE)])
_action("emergency_escape", [_key(KEY_F)])
_action("interact", [_key(KEY_E)])
var err := ProjectSettings.save()
print("input map written, err=%d" % err)
quit(0 if err == OK else 1)
func _action(name: String, events: Array) -> void:
ProjectSettings.set_setting("input/" + name, {
"deadzone": 0.2,
"events": events,
})
## device -1 (DEVICE_ID_EMULATION) is what the editor writes and is the only
## value that matches input from a real device. A freshly constructed event
## defaults to 16, which silently matches nothing.
func _key(code: Key) -> InputEventKey:
var e := InputEventKey.new()
e.device = -1
e.physical_keycode = code
return e
func _mouse(button: MouseButton) -> InputEventMouseButton:
var e := InputEventMouseButton.new()
e.device = -1
e.button_index = button
return e