Stage 1: tile maps, walls, fog of war, aggro, scrolling camera
ci / verify (push) Successful in 46s

Replaces the fixed centred arena with per-world tile geometry, which is the
foundation the remaining features sit on.

- MapGrid: tile grid with three independent flags -- blocks movement, bullets,
  sight -- so a pit stops feet but not bullets or eyes, and a barricade stops
  feet and bullets but not eyes. Circle collision with per-axis sliding, and
  Bresenham line of sight shared by fog and aggro.
- MapGen: rooms and corridors generated from (seed, depth), with hand-authored
  boss arenas from Rooms stamped in first so a corridor can never carve through
  a designed fight. Reachability from spawn to boss is asserted over 40 seeds --
  "usually connected" is the failure mode that ruins one run in twenty.
- Dungeons are populated at creation, per room, instead of gating on waves. You
  explore and choose your fights; the run ends when the boss dies, not when the
  map is swept. Boss rooms have no lock, so walking out is always available.
- Aggro: enemies need range AND line of sight, so a dungeon stays quiet until
  engaged and cover actually protects.
- Hard fog, scrolling camera, and terrain rendering.

Maps are streamed per peer in chunks around that peer's player, and the seed is
deliberately NOT sent -- a client holding it could regenerate the whole dungeon,
which is a map hack for free. Stream radius (900u) is wider than view radius
(460u) because the client predicts movement against walls and simulates bullets
that die on them; the accepted cost is a cheater seeing a little further than
the fog, never the floor plan.

Partial map knowledge means wall deaths must be announced rather than derived.
A test caught the subtle half of that: out-of-bounds tiles read as WALL by
design, so checking geometry before bounds reported every bullet leaving the map
as a wall kill.

128 tests (was 103); check.sh, test.sh and smoke.sh pass. 0.26 ms/tick with 4
players and a boss, ~65x headroom.
This commit is contained in:
claude committed 2026-09-03 20:49:27 +02:00
1 parent e1f9fa8096
commit 7af439341d
34 files changed
+1522 -196

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@@ -160,12 +160,24 @@ func send_welcome(peer_id: int) -> void:
s_welcome.rpc_id(peer_id, peer_id, Protocol.VERSION)
## Deliberately carries the map's SIZE and not its seed. Handing over the seed
## would let any client regenerate the whole dungeon locally, which is a map
## hack with no work required; tiles are streamed instead (send_map_chunks).
func send_enter_instance(peer_id: int, id: int, kind: int, server_tick: int,
boss_id: String, spawn: Vector2) -> void:
boss_id: String, spawn: Vector2, map_w: int, map_h: int,
portal: Vector2) -> void:
if _is_local(peer_id):
client.on_enter_instance(id, kind, server_tick, boss_id, spawn)
client.on_enter_instance(id, kind, server_tick, boss_id, spawn, map_w, map_h, portal)
else:
s_enter_instance.rpc_id(peer_id, id, kind, server_tick, boss_id, spawn)
s_enter_instance.rpc_id(peer_id, id, kind, server_tick, boss_id, spawn,
map_w, map_h, portal)
func send_map_chunks(peer_id: int, instance_id: int, data: PackedByteArray) -> void:
if _is_local(peer_id):
client.on_map_chunks(instance_id, data)
else:
s_map_chunks.rpc_id(peer_id, instance_id, data)
func send_snapshot(peer_id: int, data: PackedByteArray) -> void:
@@ -231,10 +243,16 @@ func s_welcome(peer_id: int, _version: int) -> void:
@rpc("authority", "call_remote", "reliable", 1)
func s_enter_instance(id: int, kind: int, server_tick: int, boss_id: String,
spawn: Vector2) -> void:
spawn: Vector2, map_w: int, map_h: int, portal: Vector2) -> void:
if client == null:
return
client.on_enter_instance(id, kind, server_tick, boss_id, spawn)
client.on_enter_instance(id, kind, server_tick, boss_id, spawn, map_w, map_h, portal)
@rpc("authority", "call_remote", "reliable", 1)
func s_map_chunks(instance_id: int, data: PackedByteArray) -> void:
if client != null:
client.on_map_chunks(instance_id, data)
@rpc("authority", "call_remote", "reliable", 1)