Fog lit by rays: shadows cut through tiles, and walls stay visible
ci / verify (push) Successful in 52s

The fog asked one question per tile -- can I see its centre? -- and drew or
skipped the whole tile on the answer. Every shadow was a staircase, tiles
snapped in and out as you walked, and a wall beside you vanished whenever
its centre happened to sit behind its neighbour.

Visibility casts rays from the eye instead: a fixed sweep, plus two aimed
either side of every wall corner, which is what makes each shadow edge a
straight line rather than a smear between rays. The view now draws terrain
and actors first and then darkness over whatever the rays did not reach,
so a shadow runs straight through a tile and an enemy rounding a corner
appears a slice at a time. Bullets are a child node and are still drawn
over the dark; telegraphs are drawn after it, as they must be.

"A bit less strict" is three specific things. A wall face you can see is
lit 26 units in, measured perpendicular to the face; shadows end in a
short fade rather than a line; and sight fades over its last 64 units
rather than stopping at a circle. Still hard fog -- nothing remembered.

The first version measured that depth along the ray, and a screenshot
caught what no test had: a wall you look along got a sliver, so the wall
beside you in a tunnel looked missing -- the old fog's own complaint.
Perpendicular depth fixes it, and light stops the instant a ray steps
back into the open, so it never rounds a corner, never reaches the far
side of a one-tile wall, and never leaves a stepped wall through its
other face. Two tiles touching only at a corner are closed.

About half a millisecond a frame. Measured against the old fog in the
same scene: hub 68 fps against 62, dungeon 240 against 240. The hub's
own low rate predates this.

MapGrid gains a revision counter so the corner list is rebuilt only when
the map changes or the eye crosses a tile. screenshot.tscn now captures a
dungeon, a tunnel and the tunnel with F1's overlay, which draws where
each ray stopped -- and makes SHOT_DIR rather than failing every capture
when it does not exist.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
claudeandClaude Opus 5.5 committed 2026-10-05 10:07:33 +02:00
1 parent 83c3b920fb
commit 855669a665
12 files changed
+871 -45

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+8 -3
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@@ -13,7 +13,7 @@ the obvious default.
```bash
tools/check.sh # parse-check every script (~5s) -- run after every edit
tools/test.sh # 468 GUT tests, headless (~4s)
tools/test.sh # 534 GUT tests, headless (~4s)
tools/smoke.sh # real server + 4 bot clients over ENet (~40s)
tools/server.sh # dedicated server
tools/client.sh --listen # host and play, no menu
@@ -29,7 +29,7 @@ godot --headless --path . res://tools/diag_loot.tscn # drop -> pick up
godot --headless --path . res://tools/diag_upgrades.tscn # level -> choice -> taken at the NPC -> new stats
godot --headless --path . --script tools/bench.gd # sim cost per tick
python3 tools/build_local_assets.py # rebuild the local-only bullet atlas
SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # capture the menus and HUD (needs a display)
SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # menus, HUD, roster, and the fog in a dungeon and a tunnel (needs a display)
```
`diag_progression`, `diag_loot` and `diag_upgrades` exist because the bot smoke
@@ -243,8 +243,13 @@ ticks in milliseconds with no SceneTree.
enemies and the boss all go through the same lerp. The boss did not for a
long time, which is invisible while bosses stand still and looks broken the
moment one moves.
- **The fog works by draw order, not by deciding per object.** `WorldView._draw`
draws terrain and every actor within sight range, then the darkness from
`Visibility` over them, then whatever must stay visible. That is what lets a
tile or an enemy be half lit. Anything new that fog may hide goes *before*
`_draw_darkness`; anything it must not goes after.
- **A telegraph must be visible through fog.** `WorldView._draw_telegraphs`
ignores line of sight on purpose; everything else in the view respects it. A
is drawn after the darkness on purpose; everything else in the view is under it. A
warning you cannot see is an unavoidable hit with extra steps.
- **No i-frames.** Every bullet that touches a player lands; `spawn_grace` is
the only invulnerable state. Do not reintroduce post-hit immunity — it makes
+6 -3
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@@ -48,8 +48,10 @@ This project deliberately does not, for four reasons:
The trade is that there is no physics engine, so collision is hand-written.
Since Stage 1 that means a tile grid ([MapGrid](../src/sim/map_grid.gd)):
circle-vs-tile for actors, a point test for bullets, and Bresenham line of sight
shared by fog and aggro. Actor-vs-actor hits stay circle-vs-circle, which is the
genre convention anyway.
for aggro. Actor-vs-actor hits stay circle-vs-circle, which is the genre
convention anyway. The client's fog no longer shares that line test: it casts
exact rays through the same grid ([Visibility](../src/view/visibility.gd)), so
shadows cut through tiles rather than snapping to them.
That was the right call rather than a compromise: the same grid answers
collision, sight, and per-peer interest management as array lookups. On arbitrary
@@ -186,7 +188,8 @@ nothing from `net`, `view` or `ui`, and never touches `Net`.**
| File | Role |
| --- | --- |
| `src/view/world_view.gd` | Everything that is not a bullet. Fog, actors, loot, telegraphs. |
| `src/view/world_view.gd` | Everything that is not a bullet. Fog, actors, loot, telegraphs. Draw order is the fog's mechanism: everything it may hide, then the darkness, then what it must not. |
| `src/view/visibility.gd` | The fog's geometry: rays from the eye, wall corners, the shadow mesh. Pure, so `test_visibility.gd` asks it which points are lit. |
| `src/view/bullet_renderer.gd` | The bullet field: one MultiMesh per bullet kind. |
| `src/view/art.gd` | Every atlas rect and sound path, in one table. |
| `src/view/ui_theme.gd` | The control theme, built in code from the UI pack. |
+22
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@@ -89,6 +89,28 @@ about as often as a good one.
**Hard fog.** *(User, this session.)* No remembered terrain — anything outside
current line of sight is not drawn, including ground already walked over.
**The fog is geometry, not a verdict per tile — and a little less strict.**
*(User asked: "no longer grid based ... able to light up cells partially", and
"a bit less strict". How strict was left to me.)* `Visibility` casts rays from
the eye — a fixed sweep plus two aimed either side of every wall corner, which
is what makes each shadow edge a straight line — and the view draws terrain and
actors first, then darkness over everything the rays did not reach. A shadow
edge runs straight through a tile; an enemy rounding a corner appears a slice
at a time instead of popping in whole.
"Less strict" is three specific things. The face of a wall you can see is lit
26 units deep, measured perpendicular to the face — along the ray it was a
sliver for any wall seen at a grazing angle, and the wall beside you vanished,
which is the complaint the old fog had. Shadows end in an 8-unit fade instead
of a hard line. And the edge of sight fades over its last 64 units instead of
stopping at a circle. Nothing is remembered: still hard fog.
Two lines this deliberately does not cross: light stops the moment a ray steps
back out of the wall it was in, so it never rounds a corner or reaches the far
side of a one-tile wall; and two blocking tiles that touch only at a corner are
closed, not a crack. Bullets are drawn over the darkness, as they always were —
a shot out of the black is still one you can dodge.
**Dungeon size scales with depth.** *(User, this session.)* `--depth N` is a dev
flag; what raises depth in actual play is still open.
+10 -7
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@@ -40,11 +40,14 @@ and more specific than the table above.
### Known flake
`tools/smoke.sh` failed once in a pre-push hook and then passed on four
consecutive runs with no stray processes. It was not reproduced and is not
diagnosed. The suspicion is machine load — the smoke test has fixed tick budgets
and was competing with a full suite run — but that is a guess. If it recurs,
that is the first thing to check.
`tools/smoke.sh` has failed twice, **both times inside the pre-push hook**, and
then passed on every direct run after: four in a row the first time, eight the
second (six in a background loop plus two more, one of them the hook itself).
Neither failure's logs survived, because the hook runs smoke without `KEEP`.
The first suspicion was machine load, but the second failure had nothing else
running. What is different about the hook is its context — stdin is git's
pipe of ref lines, which every bot inherits. Unconfirmed. Push with
`KEEP=1 git push` so the logs of the next one survive.
---
@@ -90,7 +93,7 @@ against itself.
| Walls, pillars, pits, barricades | done | `MapGrid.Kind` + the three `BLOCKS_*` tables |
| Enemies placed per room at creation | done | `Instance._populate()` |
| Scrolling camera | done | [src/view/game_scene.gd](../src/view/game_scene.gd) |
| Hard fog of war | done | `WorldView._draw_terrain` / `_visible` |
| Hard fog of war, lit by rays rather than per tile | done | [src/view/visibility.gd](../src/view/visibility.gd), `WorldView._draw_darkness` |
| Per-peer map streaming (anti map-hack) | done | `ServerRuntime._stream_map` |
| Aggro: range **and** line of sight | done | `SimWorld._aggro_target` |
| Cursor-to-world aiming under a scrolling camera | done | `ClientRuntime.screen_to_world` |
@@ -427,7 +430,7 @@ feet is a coin flip, the same burst with a second of notice is a question.
- **`EmitContext` gained an `events` list**, the only thing an emitter can do
besides spawn bullets.
- **Markers are drawn through fog and through walls.** Everything else in the
view respects line of sight; a warning you cannot see is not a warning. See
view is covered by the darkness; a warning you cannot see is not a warning. See
`WorldView._draw_telegraphs`.
### The Cantor of the Vault
+17 -2
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@@ -54,6 +54,11 @@ var tiles := PackedByteArray()
## existing coordinate (spawn points, portal, boss placement) meaningful and
## avoids an all-positive coordinate space where "0" is a corner.
var origin := Vector2.ZERO
## Bumped by every write, so something that derives data from the tiles can tell
## whether it is stale without comparing them. The client's fog extracts wall
## corners from the map and would otherwise have to redo it every frame, or miss
## a chunk arriving.
var revision: int = 0
func _init(w: int = 1, h: int = 1, fill: Kind = Kind.WALL) -> void:
@@ -65,6 +70,7 @@ func resize(w: int, h: int, fill: Kind = Kind.WALL) -> void:
height = maxi(h, 1)
tiles.resize(width * height)
tiles.fill(fill)
revision += 1
func in_bounds(tx: int, ty: int) -> bool:
@@ -82,6 +88,7 @@ func at(tx: int, ty: int) -> Kind:
func set_tile(tx: int, ty: int, kind: Kind) -> void:
if in_bounds(tx, ty):
tiles[ty * width + tx] = kind
revision += 1
func fill_rect(rect: Rect2i, kind: Kind) -> void:
@@ -111,6 +118,7 @@ func to_tile(world: Vector2) -> Vector2i:
## Centre the map on the world origin.
func centre_on_origin() -> void:
origin = -world_size() * 0.5
revision += 1
## World-space rectangle the map occupies.
@@ -175,8 +183,14 @@ func slide_circle(pos: Vector2, delta: Vector2, radius: float) -> Vector2:
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.
## Bresenham-style sight test between two world points, from tile to tile.
## Used for aggro on the server.
##
## It used to drive the client's fog as well, which is why the two once had to
## agree. The fog is exact geometry now (see Visibility), so this is the
## server's question alone -- and it is coarser than what the player sees: its
## diagonal steps pass between two tiles that touch only at a corner, which
## the fog treats as closed.
##
## [param include_end] is false here: the endpoints themselves never block, so
## standing in a doorway, or shooting at something embedded in a wall, still
@@ -303,3 +317,4 @@ func apply_chunk(chunk_id: int, data: PackedByteArray) -> void:
for tx in range(r.position.x, r.end.x):
tiles[ty * width + tx] = data[i]
i += 1
revision += 1
+16
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@@ -20,6 +20,7 @@ const COL_PIT := Color(0.4, 0.5, 1.0, 0.5)
const COL_AGGRO := Color(1.0, 0.5, 0.2, 0.25)
const COL_MUZZLE := Color(0.4, 1.0, 0.6, 0.9)
const COL_LOS := Color(0.5, 1.0, 0.8, 0.18)
const COL_SIGHT := Color(1.0, 0.95, 0.55, 0.55) # where each fog ray stopped
## Terrain: one outline per tile, coloured by which of the three flags it sets.
@@ -82,3 +83,18 @@ static func draw_bullets(c: CanvasItem, pool: BulletPool) -> void:
## A ring at the fog radius, so "why can I not see that" has a visible answer.
static func draw_ranges(c: CanvasItem, pos: Vector2) -> void:
c.draw_arc(pos, SimConfig.FOG_VIEW_RADIUS, 0.0, TAU, 64, COL_LOS, 1.0)
## The outline the fog's rays traced: where each one stopped. Drawn as the hit
## points rather than the soft edge, because what this answers is "why is THAT
## dark", and the answer is always which ray hit what.
static func draw_sight(c: CanvasItem, sight: Visibility) -> void:
var n := sight.angles.size()
if n < 2:
return
var outline := PackedVector2Array()
outline.resize(n + 1)
for i in n:
outline[i] = sight.eye + sight.dirs[i] * sight.hits[i]
outline[n] = outline[0]
c.draw_polyline(outline, COL_SIGHT, 1.0)
+348
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@@ -0,0 +1,348 @@
class_name Visibility
extends RefCounted
## What the local player can see, as geometry rather than a verdict per tile.
##
## The fog this replaces asked one question per tile -- can I see its centre? --
## and drew or skipped the whole tile on the answer. Every shadow was a
## staircase, a wall beside you vanished whenever its centre happened to sit
## behind its neighbour, and tiles snapped in and out as you walked. This casts
## rays instead and lights the space they reach, so a shadow edge runs straight
## through a tile and half of one can be lit.
##
## Client-side and rendering-only, like the fog it replaces. It decides what is
## DRAWN; what the client is SENT is the server's business -- the actor interest
## radius and map streaming -- and nothing in here can widen that.
## Rays at fixed angles, on top of the ones aimed at corners. Corners alone give
## an exact outline wherever there is geometry to hit; the sweep covers open
## ground with nothing in it, and keeps the angle between neighbouring rays
## small enough that the straight chord joining them stays inside the fade.
const SWEEP_RAYS := 180
## How far either side of a corner its two rays are aimed, in radians: one grazes
## past and one hits. That pair is what makes the shadow leaving a corner a
## straight line rather than a smear across the gap to the next ray.
const CORNER_NUDGE := 0.0004
## How deep into a wall its lit face goes, measured straight in from the face.
##
## Without any, the wall you are looking at is exactly where the dark begins and
## is never drawn -- floor would end in a void. Measured perpendicular to the
## face rather than along the ray, because along the ray a wall you are looking
## ALONG gets a sliver: a fixed distance travelled at a grazing angle barely gets
## under the surface, so the wall right beside you was the one you could not
## see -- the very thing this replaced the old fog to fix.
##
## Under a tile, and light also stops the moment a ray leaves the wall it is
## in, so neither the far side of a one-tile wall nor the space round a corner
## is ever lit by it.
const WALL_DEPTH := 26.0
## The last part of that depth fades out instead of ending in a hard line.
const FEATHER := 8.0
## Soft edge at the limit of sight, in place of the old hard circle.
const FADE := 64.0
## One entry per ray, sorted by angle in [-PI, PI).
var angles := PackedFloat32Array()
var dirs := PackedVector2Array()
## Where each ray stopped: at the first tile that blocks sight, or at the radius.
var hits := PackedFloat32Array()
## Along each ray: fully lit up to [member starts], dark from [member ends].
var starts := PackedFloat32Array()
var ends := PackedFloat32Array()
var eye := Vector2.ZERO
var radius: float = 0.0
var _sweep := PackedFloat32Array()
## Every corner of sight-blocking geometry near the eye, in world space. Derived
## from the tiles alone, so it is only rebuilt when the map changes or the eye
## moves into another tile.
var _corners := PackedVector2Array()
var _corner_map: int = 0
var _corner_revision: int = -1
var _corner_tile := Vector2i(-99999, -99999)
var _corner_radius: float = -1.0
func _init() -> void:
_sweep.resize(SWEEP_RAYS)
for i in SWEEP_RAYS:
_sweep[i] = -PI + TAU * float(i) / float(SWEEP_RAYS)
## Recompute everything for an eye at [param at] seeing [param view_radius].
func compute(map: MapGrid, at: Vector2, view_radius: float) -> void:
eye = at
radius = view_radius
_refresh_corners(map)
var want := PackedFloat32Array(_sweep)
var reach := view_radius + MapGrid.TILE * 1.5
var reach_sq := reach * reach
for c in _corners:
var d := c - at
var dsq := d.length_squared()
if dsq > reach_sq or dsq < 0.0001:
continue
var a := d.angle()
want.append(wrapf(a - CORNER_NUDGE, -PI, PI))
want.append(wrapf(a + CORNER_NUDGE, -PI, PI))
want.sort()
var n := want.size()
angles = want
dirs.resize(n)
hits.resize(n)
starts.resize(n)
ends.resize(n)
var fade_from := view_radius - FADE
for i in n:
var dir := Vector2.from_angle(want[i])
dirs[i] = dir
var traced := trace(map, at, dir, view_radius, WALL_DEPTH, FEATHER)
hits[i] = traced.x
var s := fade_from
var e := view_radius
if traced.x < view_radius:
s = minf(traced.y, fade_from)
e = minf(traced.z, view_radius)
starts[i] = s
ends[i] = maxf(e, s + 0.5)
## How lit [param p] is, from 1 (fully) to 0 (dark). Matches what the shadow mesh
## draws: the outline between two neighbouring rays is the straight chord
## joining their ends, exactly as the triangles are laid out.
func light_at(p: Vector2) -> float:
var n := angles.size()
if n == 0:
return 1.0
var d := p - eye
var dist := d.length()
if dist < 0.001:
return 1.0
var u := d / dist
var a := wrapf(d.angle(), -PI, PI)
var j := angles.bsearch(a) % n
var i := (j - 1 + n) % n
var s := _along(u, dirs[i] * starts[i], dirs[j] * starts[j])
var e := _along(u, dirs[i] * ends[i], dirs[j] * ends[j])
if dist <= s:
return 1.0
if dist >= e:
return 0.0
return 1.0 - (dist - s) / maxf(e - s, 0.001)
## Darkness covering everything not lit, out to [param far], as one triangle
## list: { "points", "colors", "indices" }. Three vertices per ray -- where the
## fade starts (clear), where it is complete (dark) and the far edge (dark) --
## and four triangles per pair of neighbouring rays.
##
## One batch rather than a polygon per segment: there are several hundred
## segments a frame, and a draw call each was the expensive part.
func shadow_mesh(far: float, colour: Color) -> Dictionary:
var n := angles.size()
var points := PackedVector2Array()
var colors := PackedColorArray()
var indices := PackedInt32Array()
points.resize(n * 3)
colors.resize(n * 3)
indices.resize(n * 12)
var clear := Color(colour, 0.0)
var dark := Color(colour, 1.0)
for i in n:
var dir := dirs[i]
points[i * 3] = eye + dir * starts[i]
points[i * 3 + 1] = eye + dir * ends[i]
points[i * 3 + 2] = eye + dir * far
colors[i * 3] = clear
colors[i * 3 + 1] = dark
colors[i * 3 + 2] = dark
for i in n:
var j := (i + 1) % n
var si := i * 3
var sj := j * 3
var k := i * 12
# The fade: clear at the inner edge, dark at the outer.
indices[k] = si
indices[k + 1] = sj
indices[k + 2] = sj + 1
indices[k + 3] = si
indices[k + 4] = sj + 1
indices[k + 5] = si + 1
# Solid dark from there out to the far edge.
indices[k + 6] = si + 1
indices[k + 7] = sj + 1
indices[k + 8] = sj + 2
indices[k + 9] = si + 1
indices[k + 10] = sj + 2
indices[k + 11] = si + 2
return {"points": points, "colors": colors, "indices": indices}
## Distance along unit ray [param u] to the chord from [param a] to [param b],
## both relative to the eye. Falls back to the nearer end when the ray runs
## parallel to the chord, which only happens for a degenerate pair.
static func _along(u: Vector2, a: Vector2, b: Vector2) -> float:
var ab := b - a
var denom := u.cross(ab)
if absf(denom) < 0.000001:
return minf(a.length(), b.length())
return a.cross(b) / denom
## Distance from [param from] along unit [param dir] to the first tile that
## blocks sight, or [param max_dist] if there is none that close.
static func cast(map: MapGrid, from: Vector2, dir: Vector2, max_dist: float) -> float:
return trace(map, from, dir, max_dist, 0.0, 0.0).x
## Follow one ray: where it hits, and how far its light carries into the wall.
## Returns (hit, fade_start, fade_end), all distances along the ray.
##
## Grid traversal (Amanatides and Woo), so it visits exactly the tiles the ray
## passes through and lands on the true edge of the one that stops it -- which
## is the whole difference from the old fog. A ray passing exactly through a
## corner shared by two blocking tiles is stopped there: two walls touching at
## a point leave no gap to see through.
##
## Past the hit, the light runs on to [param depth] measured straight in from the
## face it entered -- so along the ray that is depth / cos(angle of incidence),
## long for a grazing ray and short for a head-on one -- and the last
## [param feather] of it fades. It stops early, wherever it is, the moment the
## ray steps back out into a tile that does not block sight.
static func trace(map: MapGrid, from: Vector2, dir: Vector2, max_dist: float,
depth: float, feather: float) -> Vector3:
var tile := MapGrid.TILE
var px := (from.x - map.origin.x) / tile
var py := (from.y - map.origin.y) / tile
var tx := floori(px)
var ty := floori(py)
var limit := max_dist / tile
var w := map.width
var h := map.height
var tiles := map.tiles
var sight: Array = MapGrid.BLOCKS_SIGHT
var step_x := 0
var step_y := 0
var delta_x := INF
var delta_y := INF
var next_x := INF
var next_y := INF
if dir.x > 0.0:
step_x = 1
delta_x = 1.0 / dir.x
next_x = (float(tx + 1) - px) * delta_x
elif dir.x < 0.0:
step_x = -1
delta_x = -1.0 / dir.x
next_x = (px - float(tx)) * delta_x
if dir.y > 0.0:
step_y = 1
delta_y = 1.0 / dir.y
next_y = (float(ty + 1) - py) * delta_y
elif dir.y < 0.0:
step_y = -1
delta_y = -1.0 / dir.y
next_y = (py - float(ty)) * delta_y
# Phase 1 walks open ground to the first blocker; phase 2 walks on through
# the blocker while there is light left to carry.
var hit := -1.0
var stop := limit
var fade := limit
while true:
var t: float
var crossed_x := false
var diagonal := false
if next_x < next_y - 0.000000001:
t = next_x
tx += step_x
next_x += delta_x
crossed_x = true
elif next_y < next_x - 0.000000001:
t = next_y
ty += step_y
next_y += delta_y
else:
t = next_x
diagonal = true
if t > stop:
break
if diagonal:
var side_x := tx + step_x
var side_y := ty + step_y
var across_x := side_x < 0 or ty < 0 or side_x >= w or ty >= h \
or bool(sight[tiles[ty * w + side_x]])
var across_y := tx < 0 or side_y < 0 or tx >= w or side_y >= h \
or bool(sight[tiles[side_y * w + tx]])
tx = side_x
ty = side_y
next_x += delta_x
next_y += delta_y
crossed_x = true
if hit < 0.0:
if across_x and across_y:
hit = t
stop = minf(limit, t + depth / tile / maxf(absf(dir.x), absf(dir.y)))
fade = minf(stop, t + (depth - feather) / tile / maxf(absf(dir.x), absf(dir.y)))
continue
elif not (across_x and across_y):
stop = t
break
# Off the map reads as wall, the same rule MapGrid.at() keeps.
var blocked := tx < 0 or ty < 0 or tx >= w or ty >= h \
or bool(sight[tiles[ty * w + tx]])
if hit < 0.0:
if blocked:
hit = t
# Incidence against the face just crossed: an x step crosses a
# vertical face, whose normal is along x.
var c := maxf(absf(dir.x) if crossed_x else absf(dir.y), 0.000001)
stop = minf(limit, t + depth / tile / c)
fade = minf(stop, t + (depth - feather) / tile / c)
elif not blocked:
# Back out into the open: the light ends at this face, wherever the
# depth had reached. This is what keeps it from rounding a corner.
stop = t
break
if hit < 0.0:
return Vector3(max_dist, max_dist, max_dist)
stop = minf(stop, limit)
fade = minf(fade, stop)
return Vector3(hit * tile, fade * tile, stop * tile)
## Rebuild the corner list if the map changed or the eye moved to another tile.
##
## A corner is any tile vertex where blocking and open ground meet other than
## along a straight edge: one or three of the four surrounding tiles blocking, or
## two blocking diagonally. Those are the only points a shadow edge can leave
## from, which is why aiming rays at them is enough to make every edge exact.
func _refresh_corners(map: MapGrid) -> void:
var t := map.to_tile(eye)
var id := map.get_instance_id()
if id == _corner_map and map.revision == _corner_revision \
and t == _corner_tile and radius == _corner_radius:
return
_corner_map = id
_corner_revision = map.revision
_corner_tile = t
_corner_radius = radius
_corners.clear()
var span := ceili(radius / MapGrid.TILE) + 2
var x0 := maxi(t.x - span, 0)
var x1 := mini(t.x + span + 1, map.width)
var y0 := maxi(t.y - span, 0)
var y1 := mini(t.y + span + 1, map.height)
for vy in range(y0, y1 + 1):
for vx in range(x0, x1 + 1):
var a := map.blocks_sight(vx - 1, vy - 1)
var b := map.blocks_sight(vx, vy - 1)
var c := map.blocks_sight(vx - 1, vy)
var d := map.blocks_sight(vx, vy)
var count := int(a) + int(b) + int(c) + int(d)
# Two blocking and a == d means the pair is diagonal (a+d or b+c).
if count == 1 or count == 3 or (count == 2 and a == d):
_corners.append(map.origin + Vector2(float(vx), float(vy)) * MapGrid.TILE)
+1
View File
@@ -0,0 +1 @@
uid://bikom644gux4e
+70 -29
View File
@@ -33,6 +33,16 @@ var client: ClientRuntime = null
var _anim_time: float = 0.0
## F1 overlay: draws what the simulation collides against, over what is drawn.
var debug_hitboxes: bool = false
## What the local player can see this frame. See [Visibility].
var _sight := Visibility.new()
## The darkness is the window's clear colour, exactly, so where it is complete it
## is indistinguishable from the undrawn void beyond it and there is no seam.
var _dark: Color = ProjectSettings.get_setting(
"rendering/environment/defaults/default_clear_color", Color.BLACK)
## How far past the edge of sight the darkness is drawn. It has to cover every
## tile and sprite that is drawn at all -- a tile touching the circle of sight
## reaches 45 units past it, a boss sprite further.
const DARK_REACH := 128.0
func _unhandled_input(event: InputEvent) -> void:
@@ -50,28 +60,56 @@ func _process(delta: float) -> void:
queue_redraw()
## Draw order is the fog's whole mechanism, so it is worth spelling out.
##
## Everything that fog may hide is drawn first, unconditionally within sight
## range; then the darkness goes over it. That is what lets a tile -- or an enemy
## stepping round a corner -- be half lit: nothing is decided per object, the
## shadow simply covers whatever is behind it. Telegraphs go on top of the
## darkness because a warning you cannot see is no warning (see
## _draw_telegraphs). The local player goes on top because it is the eye. And
## bullets are a child node, so they are drawn after all of this, over the dark
## -- as they always were: a shot coming out of the black is a shot you can
## still dodge.
func _draw() -> void:
if client == null:
return
var map: MapGrid = client.world.map
if map != null:
_sight.compute(map, client.predicted_pos, SimConfig.FOG_VIEW_RADIUS)
_draw_terrain()
_draw_portals()
_draw_upgrade_npc()
for l in client.ground_loot():
if _visible(l["pos"]):
if _in_view(l["pos"]):
_draw_loot(l)
for e in client.enemies():
if _visible(e["pos"]):
if _in_view(e["pos"]):
_draw_enemy(e)
_draw_boss()
_draw_telegraphs()
for p in client.remote_players():
if _visible(p["pos"]):
if _in_view(p["pos"]):
_draw_remote_player(p)
if map != null:
_draw_darkness()
_draw_telegraphs()
_draw_local_player()
if debug_hitboxes:
_draw_debug()
## Everything the player cannot see, as one batch of triangles.
##
## Straight to the RenderingServer rather than through draw_polygon: a CanvasItem
## draw call is a thin wrapper around exactly this, but it takes one polygon,
## and the shadow is several hundred. Issued from inside _draw on this item's own
## canvas, so it lands in order between what was drawn before and after it.
func _draw_darkness() -> void:
var mesh := _sight.shadow_mesh(SimConfig.FOG_VIEW_RADIUS + DARK_REACH, _dark)
RenderingServer.canvas_item_add_triangle_array(get_canvas_item(),
mesh["indices"], mesh["points"], mesh["colors"])
## Overlay showing what actually collides, on top of what is drawn. Deliberately
## ignores fog: the point is to check that art and simulation line up, and
## hiding half the evidence would defeat that.
@@ -91,6 +129,7 @@ func _draw_debug() -> void:
DebugDraw.draw_player(self, p["pos"], p["aim"])
DebugDraw.draw_player(self, client.predicted_pos, client.aim)
DebugDraw.draw_ranges(self, client.predicted_pos)
DebugDraw.draw_sight(self, _sight)
## Aggro radius by visual index. Read from the content definitions rather than
@@ -103,15 +142,16 @@ func _aggro_for(visual: int) -> float:
return 0.0
## Terrain, drawn only where the player can currently see it.
## Terrain within sight range, all of it. Whether it can actually be SEEN is
## decided afterwards, by the darkness drawn over it -- see _draw.
##
## Hard fog: nothing outside line of sight is drawn, including ground already
## walked over. Note what this is and is not -- it is a rendering rule, not a
## secrecy mechanism. The client holds real tile data because it simulates
## bullets, so a modified client could draw what is hidden here. What it cannot
## do is see terrain the server never streamed (only a radius around the
## player) or actors the server filtered out, which is where the line actually
## sits.
## Still hard fog: nothing is remembered, and ground you walked over is dark
## again once it is behind you. Note what this is and is not -- a rendering
## rule, not a secrecy mechanism. The client holds real tile data because it
## simulates bullets, so a modified client could draw what is hidden here. What
## it cannot do is see terrain the server never streamed (only a radius around
## the player) or actors the server filtered out, which is where the line
## actually sits.
func _draw_terrain() -> void:
var map: MapGrid = client.world.map
if map == null:
@@ -121,15 +161,18 @@ func _draw_terrain() -> void:
var lo := map.to_tile(eye - Vector2(view, view))
var hi := map.to_tile(eye + Vector2(view, view))
var view_sq := view * view
var half := Vector2(MapGrid.TILE, MapGrid.TILE) * 0.5
for ty in range(lo.y, hi.y + 1):
for tx in range(lo.x, hi.x + 1):
var kind := map.at(tx, ty)
if kind == MapGrid.Kind.UNKNOWN:
continue
var centre := map.tile_centre(tx, ty)
if eye.distance_squared_to(centre) > view_sq:
continue
if not map.has_line_of_sight(eye, centre):
# The tile's nearest point, not its centre: a tile the circle of
# sight cuts through is partly inside it, and skipping it would put
# a notch in the edge.
var near := eye.clamp(centre - half, centre + half)
if eye.distance_squared_to(near) > view_sq:
continue
_draw_tile(kind, centre, tx, ty)
@@ -158,16 +201,14 @@ func _draw_tile(kind: MapGrid.Kind, centre: Vector2, tx: int, ty: int) -> void:
draw_texture_rect_region(Art.TILESET, dest, Art.BARRICADE)
## Actors are only drawn where the player can actually see them. The server
## already withholds distant ones; this hides the ones behind walls.
func _visible(at: Vector2) -> bool:
var map: MapGrid = client.world.map
if map == null:
return true
var eye := client.predicted_pos
if eye.distance_squared_to(at) > SimConfig.FOG_VIEW_RADIUS * SimConfig.FOG_VIEW_RADIUS:
return false
return map.has_line_of_sight(eye, at)
## Whether an actor is near enough to be worth drawing. Distance only: whether
## it is behind a wall is the darkness's job, not this one's, and that is what
## lets something stepping round a corner be half visible instead of popping in
## whole the moment its centre clears the edge. The margin lets a large sprite
## standing just past the circle of sight show the part of it that is inside.
func _in_view(at: Vector2) -> bool:
var reach := SimConfig.FOG_VIEW_RADIUS + 48.0
return client.predicted_pos.distance_squared_to(at) <= reach * reach
## One ring per entrance, coloured and labelled by the dungeon it opens. The
@@ -192,7 +233,7 @@ func _draw_upgrade_npc() -> void:
if client.instance_kind != Protocol.InstanceKind.LOBBY:
return
var at := client.upgrade_npc
if not _visible(at):
if not _in_view(at):
return
var src := Art.frame(Art.NPC_IDLE, Art.anim_frame(_anim_time, 3))
_draw_sprite(Art.TILESET, src, at, Color.WHITE, false, Art.PLAYER_ANCHOR)
@@ -256,8 +297,8 @@ func _draw_enemy(e: Dictionary) -> void:
## Attacks that have been announced but not yet landed.
##
## Drawn through fog and through walls, deliberately. Everything else in this
## view respects line of sight, but a warning you cannot see is not a warning --
## Drawn over the darkness and through walls, deliberately. Everything else in
## this view is covered by it, but a warning you cannot see is not a warning --
## it is an unavoidable hit with extra steps, and the entire reason telegraphs
## exist is to make the strike a decision. The marker is inside the boss arena
## you are already standing in, so this hides nothing a player could not walk
@@ -278,7 +319,7 @@ func _draw_telegraphs() -> void:
func _draw_boss() -> void:
var b := client.boss_state()
if b.is_empty() or not _visible(b["pos"]):
if b.is_empty() or not _in_view(b["pos"]):
return
var pos: Vector2 = b["pos"]
var visual := client.boss_def.visual if client.boss_def != null else 0
+305
View File
@@ -0,0 +1,305 @@
extends GutTest
## The fog's geometry. Nothing here can look at the screen -- screenshot.tscn is
## for that -- but every property that makes the fog fair or unfair is a
## question about which points are lit, and those can be asked directly.
const T := MapGrid.TILE
const VIEW := 460.0
var sight: Visibility
func before_each() -> void:
sight = Visibility.new()
## An open floor, walled at the border, with the origin at a tile corner so
## world positions are easy to reason about.
func _room(w: int = 40, h: int = 40) -> MapGrid:
var g := MapGrid.new(w, h, MapGrid.Kind.WALL)
g.fill_rect(Rect2i(1, 1, w - 2, h - 2), MapGrid.Kind.FLOOR)
return g
func _centre(tx: int, ty: int) -> Vector2:
return Vector2(float(tx) + 0.5, float(ty) + 0.5) * T
func test_open_ground_is_lit_and_beyond_sight_is_not() -> void:
var g := _room()
var eye := _centre(20, 20)
sight.compute(g, eye, VIEW)
assert_eq(sight.light_at(eye + Vector2(100.0, 0.0)), 1.0)
assert_eq(sight.light_at(eye + Vector2(0.0, -(VIEW - Visibility.FADE - 1.0))), 1.0,
"lit all the way to where the fade begins")
assert_eq(sight.light_at(eye + Vector2(VIEW + 5.0, 0.0)), 0.0,
"nothing past the radius")
var mid := sight.light_at(eye + Vector2(VIEW - Visibility.FADE * 0.5, 0.0))
assert_between(mid, 0.2, 0.8, "the edge of sight fades instead of cutting")
func test_a_wall_hides_what_is_behind_it() -> void:
var g := _room()
for ty in range(1, 39):
g.set_tile(24, ty, MapGrid.Kind.WALL)
var eye := _centre(20, 20)
sight.compute(g, eye, VIEW)
assert_eq(sight.light_at(_centre(28, 20)), 0.0)
assert_eq(sight.light_at(_centre(22, 20)), 1.0, "and not what is in front")
## The feature asked for: a shadow edge that runs THROUGH a tile, so part of it
## is lit and part is not. The old fog could only light or hide a tile whole.
func test_one_tile_can_be_part_lit() -> void:
var g := _room()
g.set_tile(22, 20, MapGrid.Kind.PILLAR)
var eye := _centre(20, 20) + Vector2(0.0, 7.0)
sight.compute(g, eye, VIEW)
# The pillar's shadow is the wedge between its top-left and bottom-left
# corners as seen from the eye: -25.6 to +10.6 degrees. Tile (25, 21) spans
# about +2.9 to +15.9, so the lower edge of the wedge cuts straight across
# it. Sample a grid inside it and require both answers.
var lit := 0
var dark := 0
for sy in 8:
for sx in 8:
var p := Vector2(25.0 * T + 2.0 + float(sx) * 4.0, 21.0 * T + 2.0 + float(sy) * 4.0)
var l := sight.light_at(p)
if l >= 0.99:
lit += 1
elif l <= 0.01:
dark += 1
assert_gt(lit, 0, "some of the tile is in the light")
assert_gt(dark, 0, "and some of the same tile is in shadow")
func test_a_shadow_leaves_a_corner_as_a_straight_line() -> void:
var g := _room()
g.set_tile(22, 18, MapGrid.Kind.PILLAR)
var eye := _centre(20, 20)
sight.compute(g, eye, VIEW)
# The pillar's lower-right corner, and the line from the eye through it.
# orthogonal() turns towards the pillar's other silhouette corner, which is
# the shadowed side; its negation points away from the pillar, into light.
var corner := Vector2(23.0, 19.0) * T
var away := (corner - eye).normalized()
var side := -away.orthogonal()
for dist in [140.0, 220.0, 300.0]:
var on_line: Vector2 = eye + away * dist
assert_eq(sight.light_at(on_line + side * 3.0), 1.0,
"%d units out, just on the open side of the edge" % dist)
assert_eq(sight.light_at(on_line - side * 3.0), 0.0,
"%d units out, just on the shadowed side" % dist)
## "A bit less strict": the face of the wall in front of you is lit, rather than
## being exactly where the dark begins and so never drawn at all.
func test_the_wall_you_are_facing_is_visible() -> void:
var g := _room()
for ty in range(1, 39):
g.set_tile(24, ty, MapGrid.Kind.WALL)
var eye := _centre(20, 20)
sight.compute(g, eye, VIEW)
var face := 24.0 * T
# A fixed depth, not one computed from the constant: a test that samples at
# WALL_DEPTH - 2 passes with the depth at zero, sampling the floor in front.
assert_eq(sight.light_at(Vector2(face + 12.0, eye.y)), 1.0,
"the first stretch into the wall is fully lit")
assert_lt(sight.light_at(Vector2(face + Visibility.WALL_DEPTH + 1.0, eye.y)),
0.01, "and it is dark again before the far side")
## The regression the first version of this shipped with, caught by a
## screenshot: light carried a fixed distance ALONG each ray, so a wall seen at a
## grazing angle -- the one right beside you in a tunnel -- got a sliver and
## looked missing. Depth is measured straight in from the face now.
func test_a_wall_you_are_looking_along_is_lit_its_whole_length() -> void:
var g := _room()
for ty in range(1, 39):
g.set_tile(24, ty, MapGrid.Kind.WALL)
var eye := Vector2(24.0 * T - 40.0, 20.5 * T) # just over a tile from the face
sight.compute(g, eye, VIEW)
var dim := 0
for along in [0.0, 60.0, 120.0, 200.0, 280.0, 350.0]:
for side in [-1.0, 1.0]:
var p := Vector2(24.0 * T + 10.0, eye.y + along * side)
if sight.light_at(p) < 0.99:
dim += 1
assert_eq(dim, 0, "ten units into the wall, all the way along it, is lit")
func test_light_does_not_round_a_corner() -> void:
# A wall ending in a corner, seen at a grazing angle. A ray that enters the
# wall near its end would, if its light ran on regardless, come out through
# the end face into the open space round the corner. It must stop there.
var g := _room()
for ty in range(1, 21):
g.set_tile(24, ty, MapGrid.Kind.WALL) # ends at row 20
var eye := Vector2(24.0 * T - 40.0, 6.0 * T)
sight.compute(g, eye, VIEW)
# Round the end of the wall: past its far face, below its last tile.
for p in [Vector2(25.0 * T + 6.0, 21.0 * T + 6.0),
Vector2(26.0 * T, 21.0 * T + 20.0),
Vector2(25.0 * T + 20.0, 22.0 * T)]:
assert_eq(sight.light_at(p), 0.0, "round the corner at %s is dark" % p)
func test_light_never_reaches_the_far_side_of_a_one_tile_wall() -> void:
assert_lt(Visibility.WALL_DEPTH, T,
"the lit band inside a wall must stop inside a single tile of it")
var g := _room()
for ty in range(1, 39):
g.set_tile(24, ty, MapGrid.Kind.WALL)
var eye := _centre(20, 20)
sight.compute(g, eye, VIEW)
# Just past the wall, at every height the eye can see the wall at -- steep
# and grazing alike.
var leaks := 0
for ty in range(2, 38):
for fx in [0.5, 4.0, 12.0]:
if sight.light_at(Vector2(25.0 * T + fx, float(ty) * T + 16.0)) > 0.0:
leaks += 1
assert_eq(leaks, 0, "nothing beyond a one-tile wall may be lit")
func test_a_staircase_wall_hides_its_far_side() -> void:
# A wall one tile thick that runs diagonally, as steps. A band of light
# measured straight in from the face it entered could leave a step through
# its other side -- which is the far side of the wall.
var g := _room()
for i in 14:
g.set_tile(18 + i, 6 + i, MapGrid.Kind.WALL)
g.set_tile(19 + i, 6 + i, MapGrid.Kind.WALL)
var eye := _centre(16, 16) # below-left of the stairs
sight.compute(g, eye, VIEW)
var leaks := 0
for i in range(1, 12):
# The tile immediately above-right of each step: the far side.
var far := _centre(20 + i, 5 + i)
if g.at(20 + i, 5 + i) == MapGrid.Kind.FLOOR and sight.light_at(far) > 0.0:
leaks += 1
assert_eq(leaks, 0, "the far side of a stepped wall stays dark")
func test_two_tiles_touching_at_a_corner_leave_no_gap_to_see_through() -> void:
var g := _room()
g.set_tile(22, 21, MapGrid.Kind.PILLAR)
g.set_tile(21, 22, MapGrid.Kind.PILLAR)
var eye := _centre(20, 20) + Vector2(16.0, 16.0) # the shared corner's diagonal
sight.compute(g, eye, VIEW)
# Straight along the diagonal, through the point where the two pillars meet.
var through := eye + Vector2(1.0, 1.0).normalized() * 120.0
assert_eq(sight.light_at(through), 0.0,
"two walls meeting at a point are closed, not a crack")
# Vector2 is single precision and the cast is double, so "exactly" is to a
# thousandth of a unit.
assert_almost_eq(Visibility.cast(g, eye, Vector2(1.0, 1.0).normalized(), VIEW),
Vector2(22.0 * T, 22.0 * T).distance_to(eye), 0.001,
"the ray stops exactly at the shared corner")
func test_a_ray_stops_exactly_on_the_face_it_hits() -> void:
var g := _room()
g.set_tile(25, 20, MapGrid.Kind.WALL)
var eye := _centre(20, 20)
assert_almost_eq(Visibility.cast(g, eye, Vector2.RIGHT, VIEW), 25.0 * T - eye.x, 0.0001)
assert_eq(Visibility.cast(g, eye, Vector2.UP, 100.0), 100.0,
"nothing within reach means the full reach")
func test_only_what_blocks_sight_casts_a_shadow() -> void:
var g := _room()
var eye := _centre(20, 20)
for kind in [MapGrid.Kind.PIT, MapGrid.Kind.BARRICADE]:
g.set_tile(23, 20, kind)
sight.compute(g, eye, VIEW)
assert_eq(sight.light_at(_centre(26, 20)), 1.0,
"you can see across a %s" % MapGrid.Kind.keys()[kind])
g.set_tile(23, 20, MapGrid.Kind.PILLAR)
sight.compute(g, eye, VIEW)
assert_eq(sight.light_at(_centre(26, 20)), 0.0, "but not past a pillar")
func test_a_streamed_wall_is_noticed() -> void:
# The corner list is cached between frames, so a chunk arriving with a new
# wall in it has to invalidate it. A stale list does not lose the shadow --
# rays read the tiles live -- it loses the EDGE: the new pillar's corners get
# no rays of their own, and its silhouette is drawn only as finely as the
# sweep, two degrees at a time. So the check is the edge, not the shadow.
var g := _room()
var eye := _centre(20, 20)
sight.compute(g, eye, VIEW)
g.set_tile(22, 18, MapGrid.Kind.PILLAR)
sight.compute(g, eye, VIEW)
var corner := Vector2(23.0, 19.0) * T
var away := (corner - eye).normalized()
var side := -away.orthogonal()
var on_line := eye + away * 300.0
assert_eq(sight.light_at(on_line + side * 2.0), 1.0,
"the new pillar's edge is as sharp as one that was always there")
assert_eq(sight.light_at(on_line - side * 2.0), 0.0)
func test_light_falls_off_monotonically_along_every_ray() -> void:
var g := _room()
g.set_tile(23, 18, MapGrid.Kind.PILLAR)
g.set_tile(17, 23, MapGrid.Kind.WALL)
var eye := _centre(20, 20)
sight.compute(g, eye, VIEW)
for i in 64:
var dir := Vector2.from_angle(TAU * float(i) / 64.0)
var last := 1.0
var r := 4.0
while r < VIEW + 20.0:
var l := sight.light_at(eye + dir * r)
assert_lte(l, last + 0.0001, "light never comes back along a ray")
last = l
r += 6.0
func test_the_shadow_mesh_is_well_formed() -> void:
var g := _room()
g.set_tile(23, 18, MapGrid.Kind.PILLAR)
sight.compute(g, _centre(20, 20), VIEW)
var mesh := sight.shadow_mesh(VIEW + 64.0, Color(0.05, 0.05, 0.08))
var points: PackedVector2Array = mesh["points"]
var colors: PackedColorArray = mesh["colors"]
var indices: PackedInt32Array = mesh["indices"]
assert_eq(points.size(), sight.angles.size() * 3)
assert_eq(colors.size(), points.size(), "a colour per vertex")
assert_eq(indices.size() % 3, 0, "whole triangles")
for k in indices:
assert_between(k, 0, points.size() - 1)
for c in colors:
assert_true(c.a == 0.0 or c.a == 1.0, "clear at the fade's start, dark beyond")
func test_neighbouring_rays_are_never_far_apart() -> void:
# The outline between two rays is a straight chord. If the gap were wide, the
# chord would cut inside the circle of sight on open ground, and a wedge of
# darkness would appear where nothing is in the way.
var g := _room()
sight.compute(g, _centre(20, 20), VIEW)
var widest := 0.0
var n := sight.angles.size()
for i in n:
var gap := wrapf(sight.angles[(i + 1) % n] - sight.angles[i], 0.0, TAU)
widest = maxf(widest, gap)
var dip := (VIEW - Visibility.FADE) * (1.0 - cos(widest * 0.5))
assert_lt(dip, 1.0,
"the chord dips %.2f units into open ground; under a pixel is invisible" % dip)
# And the behaviour that follows from it: halfway between two rays, right at
# the start of the fade, open ground is still fully lit.
var mid := (sight.angles[0] + sight.angles[1]) * 0.5
assert_eq(sight.light_at(_centre(20, 20)
+ Vector2.from_angle(mid) * (VIEW - Visibility.FADE - 1.0)), 1.0)
func test_a_real_dungeon_is_cheap_enough_to_do_every_frame() -> void:
# Not a benchmark -- the machine running the suite varies -- but a guard
# against the ray count exploding: corners are the variable part, and a
# map with thousands of them in view would be a regression worth knowing.
var inst := Instance.make_dungeon(2, 4242, 1, Dungeons.STANDARD)
sight.compute(inst.world.map, inst.world.spawn_point, VIEW)
assert_lt(sight.angles.size(), 1200,
"%d rays for one frame of a depth-1 dungeon" % sight.angles.size())
+1
View File
@@ -0,0 +1 @@
uid://beivpa4pxiu3f
+67 -1
View File
@@ -29,7 +29,12 @@ const OPEN_UPGRADES := 330
const AT_UPGRADES := 360
const OPEN_ROSTER := 370
const AT_ROSTER := 400
const DONE := 410
const ENTER_DUNGEON := 410
const AT_DUNGEON := 480
const TO_TUNNEL := 490
const AT_TUNNEL := 550
const AT_TUNNEL_DEBUG := 560
const DONE := 570
var _frame: int = 0
var _game: Node = null
@@ -44,6 +49,10 @@ func _ready() -> void:
var from_env := OS.get_environment("SHOT_DIR")
if not from_env.is_empty():
_dir = from_env
# Made rather than assumed. The example in CLAUDE.md points at a fresh
# /tmp/shots, and a missing directory fails every capture one at a time
# with an error that names the file rather than the folder.
DirAccess.make_dir_recursive_absolute(_dir)
get_window().size = Vector2i(1280, 720)
_menu = preload("res://src/ui/main_menu.gd").new()
add_child(_menu)
@@ -118,6 +127,23 @@ func _process(_delta: float) -> void:
_show_the_roster()
AT_ROSTER:
_grab("roster")
ENTER_DUNGEON:
# The fog is what these two are for, and the hub is the worst place to
# judge it: one big room with little in it to cast a shadow.
_game.set("_roster_open", false)
Net.server._send_to_dungeon(Net.LOCAL_PEER)
AT_DUNGEON:
_grab("dungeon")
TO_TUNNEL:
_stand_in_a_tunnel()
AT_TUNNEL:
_grab("tunnel")
# The same view with F1's overlay: the outline is where each fog ray
# stopped, which is the quickest way to tell a rendering mistake from
# a geometry one.
_game.get_node("WorldView").debug_hitboxes = true
AT_TUNNEL_DEBUG:
_grab("tunnel_debug")
DONE:
Net.shutdown()
get_tree().quit(0)
@@ -152,6 +178,46 @@ func _show_the_roster() -> void:
_game.get_node("CharacterSelect").refresh(roster, "c4")
## Move the player, on both sides, into the tunnel closest to where it spawned:
## somewhere with walls close on two sides and a corner in view, which is where
## the old fog looked worst.
func _stand_in_a_tunnel() -> void:
var inst := Net.server.instance_of(Net.LOCAL_PEER)
if inst == null or inst.rooms.is_empty():
return
var map := inst.world.map
var start: Rect2i = inst.rooms[0]
var spawn := map.to_tile(inst.world.spawn_point)
var best := Vector2i(-1, -1)
var best_d := INF
for ty in map.height:
for tx in map.width:
if map.at(tx, ty) != MapGrid.Kind.FLOOR:
continue
var here := Vector2i(tx, ty)
var in_room := inst.boss_room.has_point(here)
for r: Rect2i in inst.rooms:
if r.grow(1).has_point(here):
in_room = true
if in_room:
continue
# A couple of tiles clear of the first room, so the tunnel's walls
# are on screen and not just the doorway.
if start.grow(3).has_point(here):
continue
var d := float((here - spawn).length_squared())
if d < best_d:
best_d = d
best = here
if best.x < 0:
return
var at := map.tile_centre(best.x, best.y)
Net.client.predicted_pos = at
var p: SimPlayer = inst.world.players.get(Net.LOCAL_PEER)
if p != null:
p.pos = at
## One roster row in the shape decode_characters produces.
func _roster_entry(who: String, level: int, ceiling: int, current: int,
tint: Color) -> Dictionary: