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
This commit is contained in:
2026-09-03 16:03:57 +02:00
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class_name BossDef
extends Resource
## A whole boss. Adding a boss to the game is writing one of these plus its
## emitter list -- there is no per-boss code path anywhere in the simulation.
@export var id: StringName = &"boss"
@export var display_name: String = "Boss"
@export var max_hp: int = 4000
@export var radius: float = 44.0
## Stationary bosses are the MVP shape; the field exists so a later boss can
## move without changing the runtime.
@export var stationary: bool = true
@export var spawn_pos := Vector2(0.0, -140.0)
@export var phases: Array[BossPhase] = []
## Index of the phase that matches [param hp_fraction]. Later entries win, so a
## boss at 0.2 hp picks the lowest-threshold phase that still covers it.
func phase_index_for(hp_fraction: float) -> int:
var chosen := 0
for i in phases.size():
if hp_fraction <= phases[i].enter_at_hp_fraction:
chosen = i
return chosen
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class_name BossPhase
extends Resource
## One stage of a boss fight: a looping timeline of emitters, entered when the
## boss drops below [member enter_at_hp_fraction].
@export var name: String = "Phase"
## The phase becomes active once hp/max_hp is at or below this. Phases are
## evaluated in array order, so list them from 1.0 downwards.
@export_range(0.0, 1.0, 0.01) var enter_at_hp_fraction: float = 1.0
## The phase timeline wraps at this many ticks. Emitter [member start_tick] and
## [member end_tick] are relative to the start of each loop.
@export var loop_ticks: int = 600
## Ticks of no fire after entering the phase, so the transition is readable.
@export var telegraph_ticks: int = 45
## Damage taken while in this phase is scaled by this. Use < 1.0 for armoured
## phases rather than adding hit points, so the fight length stays predictable.
@export var damage_taken_mult: float = 1.0
@export var emitters: Array[BulletEmitter] = []
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class_name EnemyDef
extends Resource
## Data-only description of a trash enemy. Behaviour is picked from a small set
## of readable, predictable movements -- players should be able to learn an
## enemy in one encounter.
enum Move {
## Never moves. Pure turret.
STATIC,
## Slides along a fixed heading, bouncing off the arena edges.
DRIFT,
## Circles its spawn point at a fixed radius.
ORBIT,
## Walks straight at the nearest player, slowly.
APPROACH,
## Keeps a preferred distance from the nearest player.
STRAFE,
}
@export var id: StringName = &"drone"
@export var display_name: String = "Drone"
@export var max_hp: int = 40
@export var radius: float = 14.0
@export var contact_damage: int = 10
@export var move: Move = Move.DRIFT
@export var speed: float = 60.0
## ORBIT radius, or STRAFE preferred distance.
@export var move_param: float = 120.0
## Ticks between direction re-evaluations for APPROACH/STRAFE, so enemies read
## as deliberate rather than twitchy.
@export var retarget_interval: int = 30
## Index the client renderer uses to pick a shape/colour.
@export var visual: int = 0
@export var emitters: Array[BulletEmitter] = []
## The emitter timeline wraps at this many ticks.
@export var pattern_loop_ticks: int = 240
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