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.
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@@ -27,6 +27,9 @@ static var listen: bool = false
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## Server-side dev switch: new dungeons open straight onto the boss, skipping
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## the trash waves. For iterating on a pattern without clearing two waves first.
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static var boss_rush: bool = false
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## Dev switch: depth of newly opened dungeons, which drives map size. Depth
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## progression is a later-stage concern; this makes big maps testable now.
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static var dungeon_depth: int = 1
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static var parsed: bool = false
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@@ -51,6 +54,10 @@ static func parse(argv: PackedStringArray = PackedStringArray()) -> void:
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listen = true
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"--boss-rush":
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boss_rush = true
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"--depth":
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i += 1
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if i < argv.size():
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dungeon_depth = int(argv[i])
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"--port":
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i += 1
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if i < argv.size():
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