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 GameOpts
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extends RefCounted
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## Process-wide options parsed from the command line.
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##
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## These are per-machine settings and must never affect the simulation -- if a
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## value would change how the world evolves, it belongs in [SimConfig] so server
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## and client cannot disagree about it.
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static var is_server: bool = false
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static var port: int = Protocol.DEFAULT_PORT
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static var host_address: String = "127.0.0.1"
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static var player_name: String = "player"
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## Replaces keyboard input with a scripted loop so CI can play the game with no
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## display. See `tools/smoke.sh`.
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static var bot_client: bool = false
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## Quit after this many physics ticks. 0 = run forever.
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static var autoquit_ticks: int = 0
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## Skip the menu and connect straight away. Implied by --bot.
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static var autojoin: bool = false
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## Skip the menu and start a listen server (host + local player).
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static var listen: bool = false
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## Server-side dev switch: new dungeons open straight onto the boss, skipping
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## the trash waves. For iterating on a pattern without clearing two waves first.
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static var boss_rush: bool = false
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static var parsed: bool = false
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static func parse(argv: PackedStringArray = PackedStringArray()) -> void:
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if argv.is_empty():
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argv = OS.get_cmdline_user_args()
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var i := 0
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while i < argv.size():
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match argv[i]:
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"--server":
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is_server = true
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"--bot":
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bot_client = true
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autojoin = true
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"--join":
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autojoin = true
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"--listen":
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listen = true
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"--boss-rush":
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boss_rush = true
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"--port":
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i += 1
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if i < argv.size():
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port = int(argv[i])
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"--host":
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i += 1
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if i < argv.size():
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host_address = argv[i]
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"--name":
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i += 1
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if i < argv.size():
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player_name = argv[i]
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"--autoquit":
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i += 1
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if i < argv.size():
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autoquit_ticks = int(argv[i])
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"--verbose":
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GameLog.min_level = GameLog.Level.DEBUG
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"--quiet":
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GameLog.min_level = GameLog.Level.WARN
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i += 1
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GameLog.role_tag = "server" if is_server else "client"
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parsed = true
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