Make the arenas' cover actually stop bullets
The player's muzzle was fixed last commit; every enemy and boss emitter has one too, and theirs reach further. A ring sits 46px out, an arc sweep's outer arms sit past 100px, and a wall-gap curtain spans the whole arena -- most of a curtain is nowhere near the thing that fired it. The pool samples geometry once per tick and never sees the jump, so all of those were spawning bullets on the far side of whatever stood between. That matters here more than it sounds, because both boss arenas are authored out of cover. The hall has pillars; the vault has barricades, and its own comment says they are there so that knowing where the Cantor is does not hand you a firing lane to it. A barricade blocks bullets and deliberately does NOT block sight -- so it is exactly the cover this bug cancelled. Measured before fixing: the Warden's curtain put 13 shots through a one-tile wall and its arc sweep 13 more; the Cantor's curtain, 16. Two checks, not one. The path test skips its own starting tile so a shooter in a doorway still resolves, and that skip let a telegraphed burst whose centre and ring sit inside one wall tile through -- born in the wall, announced to every client, dead on the next tick. The destination is now asked separately, so a bullet never exists inside geometry. A telegraphed strike passes its own marker as the source rather than the boss: that burst is born where the player was warned, and a pillar between the boss and the spot has nothing to say about it. A strike marked on cover is now simply a dud, which is cover working; pinned by a test so it stays a known shape. First attempt at this used a turret behind a barricade and proved nothing -- a turret's 24px offset cannot clear its own 16px radius plus a 32px tile, so the test could not have failed. Replaced with the two emitters that can reach, plus both real arenas. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -54,7 +54,44 @@ func shot_index_at(local_tick: int) -> int:
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## Shared spawn path so every emitter produces bullets with identical physics.
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func emit_shot(ctx: EmitContext, angle: float, from: Vector2, speed_scale: float = 1.0) -> void:
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##
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## [param from] is where the shot appears, which for nearly every emitter is a
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## muzzle offset away from the shooter -- up to 46px here, and an arc sweep's
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## outer arms further still. That offset is a teleport: [BulletPool] samples
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## geometry once per tick and never sees the jump, so a shot could be born on
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## the far side of a 32px wall and fly away down the other side of it. A
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## barricade makes it worse than a curiosity, because a barricade stops bullets
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## while deliberately NOT stopping sight -- so an enemy behind one sees you,
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## aggros, fires, and hits you through the cover that exists to prevent exactly
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## that. Shots that cannot reach their own muzzle are dropped, which is what
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## would have happened a tick later anyway if they had had to travel there.
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func emit_shot(ctx: EmitContext, angle: float, from: Vector2,
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speed_scale: float = 1.0) -> void:
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emit_shot_from(ctx, angle, from, ctx.origin, speed_scale)
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## As [method emit_shot], for a burst that is not travelling out of the shooter.
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## [param travels_from] is the point the shot is treated as leaving -- a
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## telegraphed strike passes its own marker, because that burst is born at the
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## spot the player was warned about and has nothing to do with where the boss is
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## standing.
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func emit_shot_from(ctx: EmitContext, angle: float, from: Vector2,
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travels_from: Vector2, speed_scale: float = 1.0) -> void:
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# ctx.pool.map is null when a test fires a pattern into a bare pool, which
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# keeps EmitContext as narrow as its own comment promises.
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var map: MapGrid = ctx.pool.map
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if map != null:
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# Two questions, not one. The path check skips its own starting tile, so
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# a shooter standing in a doorway still resolves -- but that skip also
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# lets a burst whose centre and whose ring both sit inside one wall tile
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# through. Those bullets are born in the wall, announced to every client,
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# and die on the next tick: a flicker of shots inside a barricade. A
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# bullet must never exist inside geometry, so the destination is asked
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# separately.
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if map.bullet_blocked(from):
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return
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if not map.bullet_path_clear(travels_from, from):
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return
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var v := Vector2.RIGHT.rotated(angle) * speed * speed_scale
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ctx.pool.spawn(from, v, radius, lifetime, damage, SimConfig.TEAM_ENEMY, kind,
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accel, deg_to_rad(turn_deg))
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@@ -59,7 +59,10 @@ func _burst(ctx: EmitContext, at: Vector2) -> void:
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return
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for i in burst_count:
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var a := TAU * (float(i) / float(burst_count))
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emit_shot(ctx, a, at + Vector2.RIGHT.rotated(a) * (blast_radius * 0.25))
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# From the marker, not from the boss: this burst is born where the
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# player was warned it would be, and a pillar between the boss and the
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# spot has nothing to say about it.
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emit_shot_from(ctx, a, at + Vector2.RIGHT.rotated(a) * (blast_radius * 0.25), at)
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## Where volley [param volley]'s strike [param index] lands, inside
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