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:
2026-09-03 20:49:27 +02:00
parent e1f9fa8096
commit 7af439341d
34 changed files with 1522 additions and 196 deletions
+26 -2
View File
@@ -20,6 +20,10 @@ var team := PackedByteArray()
var kind := PackedByteArray()
var alive := PackedByteArray()
## The geometry bullets die against. Set by the owning SimWorld; identical on
## server and client, which is what keeps the replica in step.
var map: MapGrid = null
var live_count := 0
## Exclusive upper bound over slots that have ever been used, so the hot loops
## do not walk the whole 4096-slot table while the arena is nearly empty.
@@ -33,6 +37,13 @@ var _next_uid := 1
## arrive from the wire already.
var spawn_log := PackedInt32Array()
## uids of bullets killed by hitting solid geometry this tick. Lifetime and
## out-of-bounds deaths are NOT recorded: both sides can derive those from the
## spawn event alone. A wall death cannot be derived by a client that has not
## been streamed that wall yet, so the server announces those explicitly --
## otherwise partial map knowledge shows bullets sailing through walls.
var wall_kill_log := PackedInt32Array()
func _init() -> void:
var n := SimConfig.MAX_BULLETS
@@ -55,6 +66,7 @@ func clear() -> void:
uid[i] = 0
_free.clear()
spawn_log.clear()
wall_kill_log.clear()
live_count = 0
high_water = 0
@@ -97,6 +109,7 @@ func spawn(p: Vector2, v: Vector2, r: float, lifetime: int, dmg: int,
func clear_spawn_log() -> void:
spawn_log.clear()
wall_kill_log.clear()
func despawn(slot: int) -> void:
@@ -134,7 +147,17 @@ func step() -> void:
var p: Vector2 = pos[i] + v * dt
pos[i] = p
life[i] -= 1
if life[i] <= 0 or Movement.outside_arena(p):
if life[i] <= 0:
despawn(i)
continue
# Bounds first: out-of-bounds tiles read as WALL by design (that is what
# seals the world), so testing geometry first would report every bullet
# that simply left the map as a wall kill and announce it needlessly.
if Movement.outside_map(p, map):
despawn(i)
continue
if map != null and map.bullet_blocked(p):
wall_kill_log.append(uid[i])
despawn(i)
@@ -156,6 +179,7 @@ func advance_slot(slot: int, ticks: int) -> void:
vel[slot] = v
pos[slot] = pos[slot] + v * dt
life[slot] -= 1
if life[slot] <= 0 or Movement.outside_arena(pos[slot]):
if life[slot] <= 0 or Movement.bullet_stopped(pos[slot], map):
despawn(slot)
return
+183
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@@ -0,0 +1,183 @@
class_name MapGen
extends RefCounted
## Builds a dungeon: generated rooms and corridors around a hand-authored boss
## arena (see [Rooms]).
##
## Deterministic from (seed, depth) alone, so the server can hand a client the
## same two numbers instead of a map, and a failing run can be reproduced from
## its log line.
## The single entry point both server and client use.
##
## Maps are never sent as tile data: they are a pure function of
## (kind, seed, depth), so the server ships three integers and the client
## rebuilds the identical grid. tests/unit/test_map_gen.gd pins the determinism
## that makes that safe, and it keeps a big dungeon free on the wire.
static func build(kind: Protocol.InstanceKind, seed_value: int, depth: int) -> Dictionary:
if kind == Protocol.InstanceKind.LOBBY:
return _build_lobby()
return generate(seed_value, depth)
static func _build_lobby() -> Dictionary:
var stamp := Rooms.lobby()
var size := Rooms.size_of(stamp)
var grid := MapGrid.new(size.x, size.y, MapGrid.Kind.WALL)
grid.centre_on_origin()
var markers := Rooms.stamp(grid, stamp, Vector2i.ZERO)
var spawn := grid.tile_centre(size.x / 2, size.y - 4)
if not markers["S"].is_empty():
var m: Vector2i = markers["S"][0]
spawn = grid.tile_centre(m.x, m.y)
var portal := grid.tile_centre(size.x / 2, 3)
if not markers["P"].is_empty():
var m: Vector2i = markers["P"][0]
portal = grid.tile_centre(m.x, m.y)
var target := grid.tile_centre(size.x / 4, size.y / 2)
if not markers["T"].is_empty():
var m: Vector2i = markers["T"][0]
target = grid.tile_centre(m.x, m.y)
return {
"grid": grid,
"rooms": [] as Array[Rect2i],
"spawn": spawn,
"portal": portal,
"dummy": target,
"boss_pos": Vector2.ZERO,
"boss_room": Rect2i(),
}
## Result keys: grid, rooms (Array[Rect2i]), spawn (Vector2), boss_pos
## (Vector2), boss_room (Rect2i).
static func generate(seed_value: int, depth: int) -> Dictionary:
var rng := RandomNumberGenerator.new()
rng.seed = seed_value
var d := maxi(depth, 1)
# Size grows with depth. Depth 1 is a little under two screens across --
# enough that fog and exploration mean something without a first run
# becoming a hike.
var w := 56 + d * 10
var h := 36 + d * 7
var grid := MapGrid.new(w, h, MapGrid.Kind.WALL)
grid.centre_on_origin()
# The boss arena is placed first and everything else works around it, so a
# generated corridor can never carve through the authored fight.
var stamp := Rooms.warden_hall() if d % 2 == 1 else Rooms.choir_vault()
var bs := Rooms.size_of(stamp)
var boss_origin := Vector2i(w - bs.x - 2, (h - bs.y) / 2)
var markers := Rooms.stamp(grid, stamp, boss_origin)
var boss_room := Rect2i(boss_origin, bs)
var boss_pos := grid.tile_centre(
boss_origin.x + bs.x / 2, boss_origin.y + bs.y / 2)
if not markers["B"].is_empty():
var m: Vector2i = markers["B"][0]
boss_pos = grid.tile_centre(m.x, m.y)
var door := Vector2i(boss_origin.x, boss_origin.y + bs.y / 2)
if not markers["D"].is_empty():
door = markers["D"][0]
# Generated rooms, confined to the space left of the arena.
var rooms: Array[Rect2i] = []
var usable_w := boss_origin.x - 2
var attempts := 0
var wanted := 5 + d
while rooms.size() < wanted and attempts < wanted * 40:
attempts += 1
var rw := rng.randi_range(6, 12)
var rh := rng.randi_range(5, 10)
var rx := rng.randi_range(1, maxi(usable_w - rw - 1, 2))
var ry := rng.randi_range(1, maxi(h - rh - 2, 2))
var candidate := Rect2i(rx, ry, rw, rh)
# One tile of padding so two rooms never share a wall and merge into an
# ambiguous blob.
var padded := candidate.grow(1)
var clash := false
for existing in rooms:
if padded.intersects(existing.grow(1)):
clash = true
break
if clash:
continue
rooms.append(candidate)
grid.fill_rect(candidate, MapGrid.Kind.FLOOR)
# Connect each room to the previous one, then the last to the arena door,
# so every room is reachable by construction rather than by luck.
for i in range(1, rooms.size()):
_carve_corridor(grid, _centre_of(rooms[i - 1]), _centre_of(rooms[i]))
if not rooms.is_empty():
_carve_corridor(grid, _centre_of(rooms[rooms.size() - 1]), door)
# The door tile itself, and the tile outside it, must be floor.
grid.set_tile(door.x, door.y, MapGrid.Kind.FLOOR)
grid.set_tile(door.x - 1, door.y, MapGrid.Kind.FLOOR)
_scatter_cover(grid, rooms, rng)
var spawn := boss_pos
if not rooms.is_empty():
var c := _centre_of(rooms[0])
# Cover is scattered before the spawn is chosen, so the spawn tile can
# have had a pillar dropped on it. Clear it rather than hunting for a
# free tile: this is the one tile in the map that must be standable.
grid.set_tile(c.x, c.y, MapGrid.Kind.FLOOR)
spawn = grid.tile_centre(c.x, c.y)
return {
"grid": grid,
"rooms": rooms,
"spawn": spawn,
"portal": Vector2.ZERO,
"dummy": Vector2.ZERO,
"boss_pos": boss_pos,
"boss_room": boss_room,
}
static func _centre_of(r: Rect2i) -> Vector2i:
return Vector2i(r.position.x + r.size.x / 2, r.position.y + r.size.y / 2)
## L-shaped, with the corner order chosen by parity so corridors do not all
## bend the same way.
static func _carve_corridor(grid: MapGrid, from: Vector2i, to: Vector2i) -> void:
if (from.x + from.y) % 2 == 0:
_carve_h(grid, from.x, to.x, from.y)
_carve_v(grid, from.y, to.y, to.x)
else:
_carve_v(grid, from.y, to.y, from.x)
_carve_h(grid, from.x, to.x, to.y)
static func _carve_h(grid: MapGrid, x0: int, x1: int, y: int) -> void:
for x in range(mini(x0, x1), maxi(x0, x1) + 1):
grid.set_tile(x, y, MapGrid.Kind.FLOOR)
static func _carve_v(grid: MapGrid, y0: int, y1: int, x: int) -> void:
for y in range(mini(y0, y1), maxi(y0, y1) + 1):
grid.set_tile(x, y, MapGrid.Kind.FLOOR)
## A few pillars and pits inside generated rooms, so open rooms still have
## something to fight around. Never placed on a room's edge, where they could
## seal a corridor mouth.
static func _scatter_cover(grid: MapGrid, rooms: Array[Rect2i], rng: RandomNumberGenerator) -> void:
for r in rooms:
if r.size.x < 7 or r.size.y < 6:
continue
var centre := _centre_of(r)
var count := rng.randi_range(1, 3)
for _i in count:
var tx := rng.randi_range(r.position.x + 2, r.end.x - 3)
var ty := rng.randi_range(r.position.y + 2, r.end.y - 3)
# Room centres are where corridors meet and where the spawn goes;
# blocking one can pinch a junction shut.
if tx == centre.x and ty == centre.y:
continue
var kind := MapGrid.Kind.PILLAR if rng.randf() < 0.6 else MapGrid.Kind.PIT
grid.set_tile(tx, ty, kind)
+1
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@@ -0,0 +1 @@
uid://dfj588h3drql3
+280
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@@ -0,0 +1,280 @@
class_name MapGrid
extends RefCounted
## The static geometry of one world: a tile grid with per-tile movement, bullet
## and sight blocking.
##
## A grid rather than freeform shapes because three separate systems need to ask
## spatial questions cheaply and identically on both server and client -- circle
## collision, bullet collision, and line of sight for fog and interest
## management. On a grid all three are array lookups; on polygons they are
## intersection tests, and the fog algorithm in particular stops being tractable.
##
## Coordinates: the grid's top-left tile is world (0, 0), and world space runs
## to (width * TILE, height * TILE). The old centre-origin arena is gone -- with
## maps of varying size there is no meaningful centre to anchor to.
const TILE := 32.0
enum Kind {
FLOOR,
## Full-height: stops movement, bullets and sight.
WALL,
## Same as WALL, drawn differently. Kept distinct so generators can place
## cover without it reading as a room boundary.
PILLAR,
## Cross it with a bullet or your eyes, but not with your feet.
PIT,
## Chest height: blocks movement and bullets, but you can see over it.
BARRICADE,
## Not yet streamed to this client. Only ever appears in a client's copy --
## a server map is fully known by construction. Treated as empty so an
## un-streamed region cannot wrongly stop a prediction; the stream radius is
## kept well ahead of the player so this never decides anything visible.
UNKNOWN,
}
## Tiles per chunk edge. Small enough that a player near one corner of a map
## learns a small fraction of it, which is the entire point of streaming rather
## than sending the map (or its seed) up front.
const CHUNK := 8
## Parallel flag tables, indexed by Kind. Three independent booleans rather than
## one "solid" flag, because the interesting tiles are exactly the ones that
## block some things and not others.
const BLOCKS_MOVE := [false, true, true, true, true, false]
const BLOCKS_BULLET := [false, true, true, false, true, false]
const BLOCKS_SIGHT := [false, true, true, false, false, false]
var width: int = 0
var height: int = 0
## Row-major, width * height entries of Kind.
var tiles := PackedByteArray()
## World position of tile (0, 0)'s top-left corner. Generated maps set this to
## -world_size()/2 so the world stays centred on the origin, which keeps every
## existing coordinate (spawn points, portal, boss placement) meaningful and
## avoids an all-positive coordinate space where "0" is a corner.
var origin := Vector2.ZERO
func _init(w: int = 1, h: int = 1, fill: Kind = Kind.WALL) -> void:
resize(w, h, fill)
func resize(w: int, h: int, fill: Kind = Kind.WALL) -> void:
width = maxi(w, 1)
height = maxi(h, 1)
tiles.resize(width * height)
tiles.fill(fill)
func in_bounds(tx: int, ty: int) -> bool:
return tx >= 0 and ty >= 0 and tx < width and ty < height
## Out-of-bounds reads as WALL so callers never have to bounds-check before
## asking; the world is sealed by construction.
func at(tx: int, ty: int) -> Kind:
if not in_bounds(tx, ty):
return Kind.WALL
return tiles[ty * width + tx] as Kind
func set_tile(tx: int, ty: int, kind: Kind) -> void:
if in_bounds(tx, ty):
tiles[ty * width + tx] = kind
func fill_rect(rect: Rect2i, kind: Kind) -> void:
for ty in range(rect.position.y, rect.end.y):
for tx in range(rect.position.x, rect.end.x):
set_tile(tx, ty, kind)
# --- Space conversion -------------------------------------------------------
func world_size() -> Vector2:
return Vector2(float(width), float(height)) * TILE
## Centre of a tile, which is what actors are placed on.
func tile_centre(tx: int, ty: int) -> Vector2:
return origin + Vector2(float(tx) + 0.5, float(ty) + 0.5) * TILE
func to_tile(world: Vector2) -> Vector2i:
var local := world - origin
# floor(), never int(): truncation folds -0.5 onto tile 0 and would let an
# actor stand half a tile outside the map.
return Vector2i(int(floor(local.x / TILE)), int(floor(local.y / TILE)))
## Centre the map on the world origin.
func centre_on_origin() -> void:
origin = -world_size() * 0.5
## World-space rectangle the map occupies.
func world_rect() -> Rect2:
return Rect2(origin, world_size())
# --- Queries ----------------------------------------------------------------
func blocks_move(tx: int, ty: int) -> bool:
return BLOCKS_MOVE[at(tx, ty)]
func blocks_bullet(tx: int, ty: int) -> bool:
return BLOCKS_BULLET[at(tx, ty)]
func blocks_sight(tx: int, ty: int) -> bool:
return BLOCKS_SIGHT[at(tx, ty)]
## True when a bullet at this world point should die. Bullets are small enough
## that a point test against the tile they are in is indistinguishable from a
## circle test, and it keeps server and client trivially identical.
func bullet_blocked(world: Vector2) -> bool:
var t := to_tile(world)
return blocks_bullet(t.x, t.y)
## Circle-vs-grid overlap for actor collision.
func circle_blocked(centre: Vector2, radius: float) -> bool:
var lo := to_tile(centre - Vector2(radius, radius))
var hi := to_tile(centre + Vector2(radius, radius))
for ty in range(lo.y, hi.y + 1):
for tx in range(lo.x, hi.x + 1):
if not blocks_move(tx, ty):
continue
if _circle_hits_tile(centre, radius, tx, ty):
return true
return false
func _circle_hits_tile(centre: Vector2, radius: float, tx: int, ty: int) -> bool:
# Closest point on the tile's AABB to the circle centre.
var lo := origin + Vector2(float(tx), float(ty)) * TILE
var closest := Vector2(
clampf(centre.x, lo.x, lo.x + TILE),
clampf(centre.y, lo.y, lo.y + TILE))
return centre.distance_squared_to(closest) < radius * radius
## Move a circle by [param delta], resolving each axis separately so that
## running into a wall at an angle slides along it instead of stopping dead.
func slide_circle(pos: Vector2, delta: Vector2, radius: float) -> Vector2:
var out := pos
var try_x := Vector2(out.x + delta.x, out.y)
if not circle_blocked(try_x, radius):
out = try_x
var try_y := Vector2(out.x, out.y + delta.y)
if not circle_blocked(try_y, radius):
out = try_y
return out
## Bresenham-style sight test between two world points. Used for fog on the
## client and for aggro on the server, so it has to agree on both.
func has_line_of_sight(from: Vector2, to: Vector2) -> bool:
var a := to_tile(from)
var b := to_tile(to)
var dx := absi(b.x - a.x)
var dy := -absi(b.y - a.y)
var sx := 1 if a.x < b.x else -1
var sy := 1 if a.y < b.y else -1
var err := dx + dy
var x := a.x
var y := a.y
# Guard against a pathological ray in a huge map costing unbounded time.
var steps := 0
var limit := width + height + 4
while steps < limit:
steps += 1
if x == b.x and y == b.y:
return true
# The endpoints themselves never block: standing in a doorway, or
# shooting at something embedded in a wall, must still resolve.
if not (x == a.x and y == a.y) and blocks_sight(x, y):
return false
var e2 := 2 * err
if e2 >= dy:
err += dy
x += sx
if e2 <= dx:
err += dx
y += sy
return false
# --- Chunked streaming ------------------------------------------------------
# The server never sends a whole map, and never sends the seed it was generated
# from: either would let a modified client draw the entire dungeon. Tiles are
# streamed per peer in chunks around where that player actually is, so a map
# hack can reveal a little more than the fog shows and no more.
func chunks_wide() -> int:
return int(ceil(float(width) / float(CHUNK)))
func chunks_high() -> int:
return int(ceil(float(height) / float(CHUNK)))
func chunk_count() -> int:
return chunks_wide() * chunks_high()
func chunk_id_at(tx: int, ty: int) -> int:
return (ty / CHUNK) * chunks_wide() + (tx / CHUNK)
## Tile-space rect a chunk covers, clipped to the map.
func chunk_rect(chunk_id: int) -> Rect2i:
var cw := chunks_wide()
if cw <= 0:
return Rect2i()
var cx := (chunk_id % cw) * CHUNK
var cy := (chunk_id / cw) * CHUNK
return Rect2i(cx, cy, mini(CHUNK, width - cx), mini(CHUNK, height - cy))
## Chunk ids whose tiles fall within [param radius] world units of [param at].
func chunks_near(at: Vector2, radius: float) -> PackedInt32Array:
var out := PackedInt32Array()
var lo := to_tile(at - Vector2(radius, radius))
var hi := to_tile(at + Vector2(radius, radius))
var cw := chunks_wide()
var ch := chunks_high()
var c_lo_x := clampi(lo.x / CHUNK, 0, cw - 1)
var c_hi_x := clampi(hi.x / CHUNK, 0, cw - 1)
var c_lo_y := clampi(lo.y / CHUNK, 0, ch - 1)
var c_hi_y := clampi(hi.y / CHUNK, 0, ch - 1)
for cy in range(c_lo_y, c_hi_y + 1):
for cx in range(c_lo_x, c_hi_x + 1):
out.append(cy * cw + cx)
return out
func encode_chunk(chunk_id: int) -> PackedByteArray:
var r := chunk_rect(chunk_id)
var out := PackedByteArray()
out.resize(r.size.x * r.size.y)
var i := 0
for ty in range(r.position.y, r.end.y):
for tx in range(r.position.x, r.end.x):
out[i] = tiles[ty * width + tx]
i += 1
return out
func apply_chunk(chunk_id: int, data: PackedByteArray) -> void:
var r := chunk_rect(chunk_id)
if data.size() != r.size.x * r.size.y:
return # malformed or from a different map; ignore rather than corrupt
var i := 0
for ty in range(r.position.y, r.end.y):
for tx in range(r.position.x, r.end.x):
tiles[ty * width + tx] = data[i]
i += 1
+1
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@@ -0,0 +1 @@
uid://cly0bi7sxe5gf
+5
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@@ -15,6 +15,11 @@ var local_tick := 0
## How many times this emitter has fired in this phase. Drives spin/step.
var shot_index := 0
var rng: RandomNumberGenerator
## The space this pattern should fill: a boss's arena, or a box around a trash
## enemy. Curtain-style emitters span it. Was a global arena constant, which
## stopped meaning anything once maps varied in size and fights happened in
## rooms rather than in "the arena".
var bounds := Rect2(Vector2(-620.0, -340.0), Vector2(1240.0, 680.0))
func aim_angle() -> float:
+12 -7
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@@ -15,18 +15,22 @@ extends BulletEmitter
@export var randomize_gap: bool = false
func _axis() -> Dictionary:
## Direction of travel, the axis the curtain is strung along, and how far the
## curtain reaches -- all measured from the room the pattern is filling rather
## than from a fixed arena.
func _axis(bounds: Rect2) -> Dictionary:
var half := bounds.size * 0.5
match direction:
1: return {"dir": Vector2.UP, "along": Vector2.RIGHT, "extent": SimConfig.ARENA_HALF.x, "edge": SimConfig.ARENA_HALF.y}
2: return {"dir": Vector2.RIGHT, "along": Vector2.DOWN, "extent": SimConfig.ARENA_HALF.y, "edge": SimConfig.ARENA_HALF.x}
3: return {"dir": Vector2.LEFT, "along": Vector2.DOWN, "extent": SimConfig.ARENA_HALF.y, "edge": SimConfig.ARENA_HALF.x}
_: return {"dir": Vector2.DOWN, "along": Vector2.RIGHT, "extent": SimConfig.ARENA_HALF.x, "edge": SimConfig.ARENA_HALF.y}
1: return {"dir": Vector2.UP, "along": Vector2.RIGHT, "extent": half.x, "edge": half.y}
2: return {"dir": Vector2.RIGHT, "along": Vector2.DOWN, "extent": half.y, "edge": half.x}
3: return {"dir": Vector2.LEFT, "along": Vector2.DOWN, "extent": half.y, "edge": half.x}
_: return {"dir": Vector2.DOWN, "along": Vector2.RIGHT, "extent": half.x, "edge": half.y}
func fire(ctx: EmitContext) -> void:
if count <= 0:
return
var ax := _axis()
var ax := _axis(ctx.bounds)
var dir: Vector2 = ax["dir"]
var along: Vector2 = ax["along"]
var extent: float = ax["extent"]
@@ -38,7 +42,8 @@ func fire(ctx: EmitContext) -> void:
else:
gap = posmod(gap_index + gap_step * ctx.shot_index, maxi(count - gap_width + 1, 1))
var start := -dir * (edge + 8.0)
var centre := ctx.bounds.get_center()
var start := centre - dir * (edge + 8.0)
var angle := dir.angle()
for i in count:
if i >= gap and i < gap + gap_width:
+4
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@@ -11,6 +11,10 @@ var alive: bool = true
var phase_index: int = 0
## Ticks since entering the current phase.
var phase_tick: int = 0
## The arena this boss may occupy, in world space. A boss never leaves it, so a
## player can always disengage by walking out -- which is the trade for the
## boss room having no door that locks.
var room := Rect2()
func hp_fraction() -> float:
+4
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@@ -15,6 +15,10 @@ var local_tick: int = 0
## Staggers identical enemies so a pack does not fire in lockstep.
var phase_offset: int = 0
var target_dir := Vector2.ZERO
## Whoever this enemy is currently aggroed on: within range and in line of
## sight. Refreshed by the world every tick; null means idle, which is the
## normal state for most of a dungeon.
var target: SimPlayer = null
func hp_fraction() -> float:
+91 -33
View File
@@ -25,8 +25,15 @@ var boss: SimBoss = null
## Drained by the owner every tick. See [SimEvent].
var events: Array[Dictionary] = []
## The world's static geometry. Never null: worlds without a generated map get
## a plain walled room, which keeps every caller free of null checks and lets a
## unit test build a world without thinking about terrain.
var map: MapGrid = null
## Set on a lobby world so the interact button can open a dungeon.
var portal_enabled: bool = false
## Where the hub's dungeon portal sits. Per-world now that maps vary in size.
var portal_pos := Vector2.ZERO
var spawn_point := Vector2(0.0, 240.0)
## Arrival protection granted to players entering this world. 0 in the hub,
## SimConfig.SPAWN_GRACE_TICKS in a dungeon.
@@ -39,6 +46,22 @@ var _ctx := EmitContext.new()
func _init(seed_value: int = 0) -> void:
rng.seed = seed_value
_ctx.rng = rng
set_map(_default_room())
## A walled box roughly the size of the old fixed arena, so a world built with
## no map behaves the way the game did before terrain existed.
static func _default_room() -> MapGrid:
var g := MapGrid.new(42, 24, MapGrid.Kind.WALL)
g.fill_rect(Rect2i(1, 1, 40, 22), MapGrid.Kind.FLOOR)
g.centre_on_origin()
return g
func set_map(new_map: MapGrid) -> void:
map = new_map
# The pool culls bullets against the same geometry, on both sides.
pool.map = new_map
func next_actor_id() -> int:
@@ -140,6 +163,7 @@ func step() -> void:
_step_boss()
pool.step()
_resolve_bullet_hits()
_emit_wall_kill_events()
_emit_spawn_events()
else:
# Replica: bullets only. Actor state arrives in snapshots.
@@ -167,7 +191,7 @@ func _step_players() -> void:
continue
p.aim = frame.aim
p.pos = Movement.step_player(p.pos, frame.move, SimConfig.PLAYER_SPEED, SimConfig.ARENA_HALF)
p.pos = Movement.step_player(p.pos, frame.move, SimConfig.PLAYER_SPEED, map)
if frame.pressed(InputFrame.BTN_FIRE) and p.can_fire():
_fire_player_shot(p)
@@ -175,7 +199,7 @@ func _step_players() -> void:
_step_escape(p, frame)
if portal_enabled and frame.pressed(InputFrame.BTN_INTERACT):
if p.pos.distance_to(SimConfig.PORTAL_POS) <= SimConfig.PORTAL_RADIUS:
if p.pos.distance_to(portal_pos) <= SimConfig.PORTAL_RADIUS:
events.append({"t": SimEvent.Type.PORTAL_USED, "peer": p.peer_id})
@@ -229,10 +253,30 @@ func _step_enemies() -> void:
for e in enemies.values():
if not e.alive:
continue
# Aggro is re-evaluated every tick and gates both movement and fire, so
# a dungeon full of enemies is quiet until you walk into it -- which is
# what makes exploring a decision rather than a countdown.
e.target = _aggro_target(e)
_move_enemy(e)
_run_emitters(e.def.emitters, e.pos,
posmod(e.local_tick + e.phase_offset, maxi(e.def.pattern_loop_ticks, 1)))
e.local_tick += 1
if e.target != null:
_run_emitters(e.def.emitters, e.pos,
posmod(e.local_tick + e.phase_offset, maxi(e.def.pattern_loop_ticks, 1)))
e.local_tick += 1
## Nearest living player within aggro range and in line of sight. Sight matters
## as much as range: an enemy that shoots you through a wall makes cover
## meaningless, and one that never loses you makes retreating impossible.
func _aggro_target(e: SimEnemy) -> SimPlayer:
var t := nearest_player(e.pos)
if t == null:
return null
var range_sq: float = e.def.aggro_range * e.def.aggro_range
if e.pos.distance_squared_to(t.pos) > range_sq:
return null
if not map.has_line_of_sight(e.pos, t.pos):
return null
return t
func _move_enemy(e: SimEnemy) -> void:
@@ -242,41 +286,41 @@ func _move_enemy(e: SimEnemy) -> void:
EnemyDef.Move.STATIC:
pass
EnemyDef.Move.DRIFT:
var next := e.pos + e.heading * speed * dt
# Bounce off the arena so a drifter never leaves the fight.
if absf(next.x) > SimConfig.ARENA_HALF.x - e.def.radius:
# Drifters patrol whether or not they have seen anyone; everything
# else only moves once aggroed.
var delta := e.heading * speed * dt
var next := map.slide_circle(e.pos, delta, e.def.radius)
# Reflect on whichever axis the map refused. Works for the outer
# wall and an interior pillar alike, with no special cases.
if absf(next.x - e.pos.x) < absf(delta.x) - 0.001:
e.heading.x = -e.heading.x
next.x = clampf(next.x, -SimConfig.ARENA_HALF.x + e.def.radius, SimConfig.ARENA_HALF.x - e.def.radius)
if absf(next.y) > SimConfig.ARENA_HALF.y - e.def.radius:
if absf(next.y - e.pos.y) < absf(delta.y) - 0.001:
e.heading.y = -e.heading.y
next.y = clampf(next.y, -SimConfig.ARENA_HALF.y + e.def.radius, SimConfig.ARENA_HALF.y - e.def.radius)
e.pos = next
EnemyDef.Move.ORBIT:
var a := float(e.local_tick + e.phase_offset) * dt * (speed / maxf(e.def.move_param, 1.0))
e.pos = e.home + Vector2.RIGHT.rotated(a) * e.def.move_param
var want := e.home + Vector2.RIGHT.rotated(a) * e.def.move_param
e.pos = map.slide_circle(e.pos, want - e.pos, e.def.radius)
EnemyDef.Move.APPROACH:
if e.target == null:
return
if e.local_tick % maxi(e.def.retarget_interval, 1) == 0:
var t := nearest_player(e.pos)
e.target_dir = Vector2.ZERO if t == null else (t.pos - e.pos).normalized()
e.pos += e.target_dir * speed * dt
e.target_dir = (e.target.pos - e.pos).normalized()
e.pos = map.slide_circle(e.pos, e.target_dir * speed * dt, e.def.radius)
EnemyDef.Move.STRAFE:
if e.target == null:
return
if e.local_tick % maxi(e.def.retarget_interval, 1) == 0:
var t := nearest_player(e.pos)
if t == null:
e.target_dir = Vector2.ZERO
else:
var to_player := t.pos - e.pos
var d := to_player.length()
var radial := 0.0
if d > e.def.move_param + 20.0:
radial = 1.0
elif d < e.def.move_param - 20.0:
radial = -1.0
var toward := Vector2.ZERO if d < 0.001 else to_player / d
e.target_dir = (toward * radial + toward.orthogonal() * 0.7).normalized()
e.pos += e.target_dir * speed * dt
e.pos.x = clampf(e.pos.x, -SimConfig.ARENA_HALF.x, SimConfig.ARENA_HALF.x)
e.pos.y = clampf(e.pos.y, -SimConfig.ARENA_HALF.y, SimConfig.ARENA_HALF.y)
var to_player := e.target.pos - e.pos
var d := to_player.length()
var radial := 0.0
if d > e.def.move_param + 20.0:
radial = 1.0
elif d < e.def.move_param - 20.0:
radial = -1.0
var toward := Vector2.ZERO if d < 0.001 else to_player / d
e.target_dir = (toward * radial + toward.orthogonal() * 0.7).normalized()
e.pos = map.slide_circle(e.pos, e.target_dir * speed * dt, e.def.radius)
func _step_boss() -> void:
@@ -292,18 +336,25 @@ func _step_boss() -> void:
return
if boss.phase_tick >= phase.telegraph_ticks:
var local := posmod(boss.phase_tick - phase.telegraph_ticks, maxi(phase.loop_ticks, 1))
_run_emitters(phase.emitters, boss.pos, local)
_run_emitters(phase.emitters, boss.pos, local, boss.room)
boss.phase_tick += 1
## Shared emitter driver for enemies and bosses -- the reason a boss pattern can
## be dropped onto a trash mob and vice versa.
func _run_emitters(emitters: Array[BulletEmitter], origin: Vector2, local_tick: int) -> void:
func _run_emitters(emitters: Array[BulletEmitter], origin: Vector2, local_tick: int,
bounds: Rect2 = Rect2()) -> void:
if emitters.is_empty():
return
var target := nearest_player(origin)
_ctx.pool = pool
_ctx.origin = origin
# Curtain patterns span the room they are fired in. Without a room, fall
# back to a box around the shooter rather than the whole map, or a trash
# enemy would sweep bullets across the entire dungeon.
_ctx.bounds = bounds if bounds.size != Vector2.ZERO \
else Rect2(origin - Vector2(400.0, 300.0), Vector2(800.0, 600.0))
_ctx.origin = origin
_ctx.local_tick = local_tick
_ctx.has_target = target != null
_ctx.target = origin + Vector2.DOWN * 200.0 if target == null else target.pos
@@ -388,6 +439,13 @@ func _damage_boss(amount: int) -> void:
events.append({"t": SimEvent.Type.BOSS_DIED})
## Bullets that died against geometry. A client is only streamed the map near
## itself, so it cannot be relied on to work these out for itself.
func _emit_wall_kill_events() -> void:
for dead_uid in pool.wall_kill_log:
events.append({"t": SimEvent.Type.BULLET_DESPAWN, "uid": dead_uid})
func _emit_spawn_events() -> void:
for slot in pool.spawn_log:
if pool.alive[slot] == 0: