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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class_name BossPhase
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extends Resource
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## One stage of a boss fight: a looping timeline of emitters, entered when the
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## boss drops below [member enter_at_hp_fraction].
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@export var name: String = "Phase"
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## The phase becomes active once hp/max_hp is at or below this. Phases are
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## evaluated in array order, so list them from 1.0 downwards.
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@export_range(0.0, 1.0, 0.01) var enter_at_hp_fraction: float = 1.0
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## The phase timeline wraps at this many ticks. Emitter [member start_tick] and
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## [member end_tick] are relative to the start of each loop.
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@export var loop_ticks: int = 600
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## Ticks of no fire after entering the phase, so the transition is readable.
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@export var telegraph_ticks: int = 45
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## Damage taken while in this phase is scaled by this. Use < 1.0 for armoured
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## phases rather than adding hit points, so the fight length stays predictable.
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@export var damage_taken_mult: float = 1.0
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@export var emitters: Array[BulletEmitter] = []
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