Initial commit: Transcience MVP
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
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---
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description: Add a new boss as data, following the existing format
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argument-hint: <boss name and the idea behind each phase>
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---
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Add a boss: $ARGUMENTS
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Do it as data, not code:
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1. Read `src/content/content.gd` — the Warden is the reference. Its phases layer
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one idea at a time, which is the design intent, not an accident.
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2. Add a `static func` returning a `BossDef`, built from the emitters in
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`src/sim/patterns/`. Register the id in `Content.boss()` and add a
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`BOSS_*` constant.
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3. Give every phase a `telegraph_ticks` window so the transition is readable.
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4. Add tests to `tests/unit/test_boss.gd`: phase thresholds, and that the
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pattern actually fills the arena.
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5. Run `tools/check.sh` then `tools/test.sh`.
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If you find yourself wanting to add a branch to `SimWorld` for this boss, stop
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and add a new `BulletEmitter` subclass instead — the format is supposed to
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absorb the difference.
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---
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description: Launch a windowed client against a fresh local dedicated server
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---
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Start a dedicated server in the background and a windowed client against it, so
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the change can be looked at rather than inferred:
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```bash
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tools/server.sh --port 27015 &
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tools/client.sh --join --host 127.0.0.1 --port 27015 --name dev
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```
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Remember to stop the background server afterwards. If there is no display
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available, use `tools/smoke.sh` instead and say that is what you did.
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---
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description: Run the full verification chain (parse check, tests, end-to-end smoke)
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---
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Run all three, in order, and stop at the first failure:
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1. `tools/check.sh` — parse-checks every script
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2. `tools/test.sh` — GUT suite
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3. `tools/smoke.sh` — real server plus two bot clients over ENet
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Report the outcome of each plainly. If the smoke test fails, its output includes
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the tails of the server and client logs — read them before guessing.
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Skip step 3 only if the change touched nothing under `src/net/`, `src/sim/`,
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`src/instances/` or `src/autoload/`, and say that you skipped it and why.
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{
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"permissions": {
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"allow": [
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"Bash(tools/check.sh)",
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"Bash(./tools/check.sh)",
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"Bash(tools/test.sh:*)",
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"Bash(./tools/test.sh:*)",
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"Bash(tools/smoke.sh)",
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"Bash(./tools/smoke.sh)",
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"Bash(godot --headless --path . --import)",
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"Bash(godot --headless --path . --script tools/bench.gd:*)",
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"Bash(godot --headless --path . --script tools/export_content.gd)",
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"Bash(godot --headless --path . res://tools/check.tscn)",
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"Bash(godot --version)",
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"Bash(git status:*)",
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"Bash(git diff:*)",
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"Bash(git log:*)"
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]
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}
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}
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