Add a second dungeon: the Proving Grounds, a test harness you walk into
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Two labelled portals now stand side by side in the hub. The Proving Grounds runs the same generator, the same rooms, the same enemies and the same four-phase Warden -- enemies at a fifth health, the boss at 288 instead of 3600, and trash dropping potions 80% of the time instead of 8%. A manual pass over loot, the inventory, dropping and every boss phase takes a couple of minutes rather than a quarter of an hour. It is multipliers over the shared content rather than a parallel copy: a duplicated Content would drift the first time anything was tuned, and "identical but easier" would quietly stop being true. And it is a portal rather than a launch flag, so the two can be compared back to back without restarting the server -- which is most of the point. Which dungeon you enter is resolved from the player's server-side position, and PORTAL_USED carries the answer. There is deliberately no client message that names a dungeon: one would let any client ask for the generous loot table and bring the results back to the hub. Instance matching compares dungeon ids too, so walking into one entrance can never drop you into the other's run on timing alone. SimWorld.portals replaces portal_pos/portal_enabled, enter_instance carries the portal list and the dungeon id (the client needs the latter to scale the boss bar's ceiling the way the server scaled the boss), and Protocol.VERSION goes to 7. Also pins what happens when two players reach for one item on the same tick: exactly one gets it -- the loop is sequential and the pickup erases the entity before the next player looks. The tie-break is join order rather than distance, which is arbitrary rather than designed, so it is recorded as such. Stale doc fixed while here: MapGen.build() still claimed the client rebuilds the map from the seed, which has not been true since map streaming landed and is the opposite of the rule. check.sh clean, 288 tests, SMOKE PASS (18 assertions, both dungeon kinds opened over a real socket), all three diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -249,3 +249,34 @@ are all simpler for it. Add a count when something actually needs one.
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oldest evicted.** Dungeons close and take their litter with them, so only the
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hub — which never closes and where players can drop things — can realistically
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reach the cap.
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---
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## More than one dungeon
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**A second dungeon is a set of multipliers over the shared content, not a
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parallel copy of it.** `DungeonDef` scales enemy health, boss health and loot
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chance; the generator, the rooms, the enemy mix and the boss are the same
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objects the real run uses. A duplicated `Content` would drift from the original
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the first time anything was tuned, and the whole value of the Proving Grounds is
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that it is *identical apart from the numbers*.
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**It is reachable from the hub rather than hidden behind a launch flag.** A flag
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would need a server restart to switch, which makes comparing the two a chore
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and makes "does this behave the same in the real run?" a question nobody
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bothers to ask. Two portals a few metres apart makes it a five-second check.
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**Which dungeon you enter is decided by where you are standing.** The portal is
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resolved server-side from the player's own position, and the `PORTAL_USED` event
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carries the answer. There is deliberately no client message that names a
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dungeon: one would let any client ask for the Proving Grounds' loot rate and
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walk out with it.
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**The instance matcher compares dungeon ids.** A forming run only accepts party
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members who asked for that kind. Without it, walking into one entrance could
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drop you into the other's run purely on timing.
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**Scaling clamps at both ends.** Health never scales below 1 — a creature with
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zero health is a crash waiting for a divide — and a boosted drop chance never
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exceeds certain, or the roll becomes dead code and "chance" stops meaning
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anything.
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@@ -221,6 +221,23 @@ The Warden's Ration exists to keep this path honest: it is dropped instanced on
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every boss kill, so the filter runs in every real fight rather than only in
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tests.
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## Which dungeon you enter is a position, not a request
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The hub holds a list of portals, each bound to a dungeon id. Pressing interact
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resolves the player's **server-side** position through `SimWorld.portal_at()`,
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and the resulting `PORTAL_USED` event carries which dungeon that entrance opens.
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There is no client message that names a dungeon, and there must not be: one
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would let any client ask for the Proving Grounds' loot rate — ten times the drop
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chance — and bring the results back to the hub. The same reasoning as everywhere
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else here; the difference between "the server checks your request" and "there is
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no request" is the whole model.
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`enter_instance` carries the portal list (position plus a dungeon index, via
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`NetCodec.encode_portals`) and the id of the dungeon you have arrived in. The
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client needs the latter to scale the boss's health ceiling the same way the
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server did, or the boss bar would sit near empty for an entire easy fight.
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## Item actions ride the input frame
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`InputFrame` carries `BTN_USE`, `BTN_DROP` and a slot byte (10 bytes total, up
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+36
-2
@@ -20,8 +20,8 @@ What "everything passes" currently means. Numbers move; the shape does not.
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| Gate | Covers | Runtime |
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| --- | --- | --- |
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| `tools/check.sh` | every script parses and type-checks | ~5s |
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| `tools/test.sh` | 266 GUT tests, no SceneTree | ~3s |
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| `tools/smoke.sh` | 16 assertions over a real ENet socket: handshake, auth, character creation and persistence, portal, escape, hard kill, polite disconnect | ~40s |
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| `tools/test.sh` | 288 GUT tests, no SceneTree | ~3s |
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| `tools/smoke.sh` | 18 assertions over a real ENet socket: handshake, auth, character creation and persistence, both dungeon kinds, escape, hard kill, polite disconnect | ~40s |
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| `diag_prediction.tscn` | client-prediction gap, with injected clock drift | ~10s |
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| `diag_progression.tscn` | kill → xp → level → health, death → retire → roster, swap guards | ~10s |
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| `diag_loot.tscn` | drop → snapshot → pick up → persist → use → drop, and both loot visibilities on the wire | ~10s |
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@@ -70,6 +70,40 @@ draws whatever it holds. The defence is what the server declines to send.
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---
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## Dungeon kinds · *done*
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Two entrances stand side by side in the hub, labelled, and open different runs.
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| Dungeon | `Dungeons` id | Enemy HP | Boss HP | Loot chance |
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| --- | --- | --- | --- | --- |
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| Warden's Descent | `warden_descent` | ×1 | ×1 (3600) | ×1 (trash 8%) |
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| Proving Grounds | `proving_grounds` | ×0.2 | ×0.08 (288) | ×10 (trash 80%, clamped) |
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The Proving Grounds is a **test harness you can walk into**: same generator,
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same rooms, same enemies, the same four-phase Warden — everything simply dies
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faster and drops more. A manual pass over loot, the inventory, dropping and all
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four boss phases takes a couple of minutes instead of a quarter of an hour, and
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because it is a portal rather than a launch flag you can compare the two back to
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back without restarting the server.
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Adding a third dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker
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in the lobby stamp — the Nth marker, in reading order, opens the Nth entry.
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Three things worth knowing:
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- **It is multipliers over the shared content, not a copy of it.** A duplicated
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`Content` would drift the moment anything was tuned, and "identical but
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easier" would quietly stop being true.
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- **Which dungeon you enter comes from where you stand.** `SimWorld.portal_at()`
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resolves the server-side position; the `PORTAL_USED` event carries the answer.
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No client message names a dungeon, which is what stops anyone picking the
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generous loot table from the real run.
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- **`accepts_new_party_member` takes the dungeon id.** Without that, walking
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into the Proving Grounds would drop you into whatever standard run happened
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to still be forming.
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---
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## Art and audio · *first pass done*
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Placeholders are gone: terrain, actors and bullets are sprites, and four sounds
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