Unlock menu after failed join; remove contact damage; cover clean disconnects
ci / verify (push) Successful in 45s
ci / verify (push) Successful in 45s
A failed connection left the connect buttons disabled forever. _show_menu() returned early when a menu already existed, so the set_busy(false) that re-enables them never ran on the way back from _abort_connect -- the player was locked out of both joining and hosting with no way out but a restart. Also guards against a second attempt stacking on an in-flight one. Contact damage is gone as a concept: nothing in this game hurts you by touching it, because every threat should be a bullet you can see and dodge. The Stalker walked at you and dealt contact damage and nothing else, so it now carries a point-blank shotgun instead -- five pellets, 62 degrees, 18-tick lifetime for about 78px of reach, so it still has to close and leaves nothing lingering. tests/unit/test_content.gd asserts every hostile enemy has an emitter, so a new enemy cannot quietly reintroduce the mechanic. The menu's "Disconnect" DOES get the anti-cheese protection -- verified, not assumed. It calls Net.shutdown(), the socket closes, and the server takes the same linkdead path as a SIGKILL, because the channel is keyed on the socket closing rather than on how it closed. Made permanent: a --leave-after bot flag and two smoke assertions covering the polite exit alongside the hard kill, so a future "clean leave" message that skipped the channel would fail a test. The menu now says so out loud in a dungeon -- the mechanic only reads as fair if the cost is known before clicking. 103 tests, 12 smoke assertions; check.sh, test.sh and smoke.sh all pass.
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@@ -140,7 +140,6 @@ func step() -> void:
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_step_boss()
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pool.step()
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_resolve_bullet_hits()
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_resolve_contact_damage()
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_emit_spawn_events()
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else:
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# Replica: bullets only. Actor state arrives in snapshots.
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@@ -352,17 +351,6 @@ func _resolve_bullet_hits() -> void:
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_kill_bullet(i)
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func _resolve_contact_damage() -> void:
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for e in enemies.values():
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if not e.alive or e.def.contact_damage <= 0:
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continue
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for p in players.values():
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if not p.alive or p.invulnerable():
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continue
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if Movement.circles_overlap(e.pos, e.def.radius, p.pos, SimConfig.PLAYER_RADIUS):
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_damage_player(p, e.def.contact_damage)
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## Bullets removed early must be announced -- clients cannot derive a hit.
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func _kill_bullet(slot: int) -> void:
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events.append({"t": SimEvent.Type.BULLET_DESPAWN, "uid": pool.uid[slot]})
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