2 Commits

Author SHA1 Message Date
claude a943aa19f6 Add a second dungeon: the Proving Grounds, a test harness you walk into
ci / verify (push) Successful in 47s
Two labelled portals now stand side by side in the hub. The Proving Grounds
runs the same generator, the same rooms, the same enemies and the same
four-phase Warden -- enemies at a fifth health, the boss at 288 instead of
3600, and trash dropping potions 80% of the time instead of 8%. A manual pass
over loot, the inventory, dropping and every boss phase takes a couple of
minutes rather than a quarter of an hour.

It is multipliers over the shared content rather than a parallel copy: a
duplicated Content would drift the first time anything was tuned, and
"identical but easier" would quietly stop being true. And it is a portal
rather than a launch flag, so the two can be compared back to back without
restarting the server -- which is most of the point.

Which dungeon you enter is resolved from the player's server-side position,
and PORTAL_USED carries the answer. There is deliberately no client message
that names a dungeon: one would let any client ask for the generous loot table
and bring the results back to the hub. Instance matching compares dungeon ids
too, so walking into one entrance can never drop you into the other's run on
timing alone.

SimWorld.portals replaces portal_pos/portal_enabled, enter_instance carries
the portal list and the dungeon id (the client needs the latter to scale the
boss bar's ceiling the way the server scaled the boss), and Protocol.VERSION
goes to 7.

Also pins what happens when two players reach for one item on the same tick:
exactly one gets it -- the loop is sequential and the pickup erases the entity
before the next player looks. The tie-break is join order rather than distance,
which is arbitrary rather than designed, so it is recorded as such.

Stale doc fixed while here: MapGen.build() still claimed the client rebuilds
the map from the seed, which has not been true since map streaming landed and
is the opposite of the rule.

check.sh clean, 288 tests, SMOKE PASS (18 assertions, both dungeon kinds
opened over a real socket), all three diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 21:34:41 +02:00
claude 050b8251a7 Stage 3: inventory, ground loot, and two loot visibilities
ci / verify (push) Successful in 48s
Four always-on-screen slots, items as data, and loot tables on enemies and
bosses. Health potions drop rarely from trash and always from the Warden;
the Warden also drops a Warden's Ration, one per living player, which does
nothing at all.

The ration is not filler. Player-instanced loot is a separate code path from
shared loot -- a distinct entity per owner, filtered per peer in the snapshot
encoder -- and the cheapest way to keep that path honest is to have something
in the game that exercises it on every boss kill.

Item actions ride the input frame rather than becoming new client messages.
InputFrame gained BTN_USE, BTN_DROP and a slot byte, which buys the packet-loss
redundancy, the replay guard on last_input_tick, ordering against movement on
the same tick, and a rate limit of one action per tick -- all of which a
separate RPC would have needed bolted back on. The cost is that anything in
the frame which must not repeat has to be edge-triggered, since frames are
resent and a starved server coasts on the last one it holds.

Instanced loot is enforced in NetCodec.encode_snapshot, beside the actor
interest radius: a peer is never told another player's copy exists. Hiding it
client-side would have been the same mistake as relying on fog to hide enemies.

Inventories live on the character and are written to the store on every
transaction, so a crash between "picked it up" and "wrote it down" cannot lose
or duplicate an item. Anything dropped becomes world-shared whatever it was
before, and a potion used at full health is refused rather than spent.

tools/diag_loot.tscn covers drop -> snapshot -> pick up -> persist -> use ->
drop plus both visibilities on the wire, for the same reason diag_progression
exists: bots are poor shots and almost never produce a drop. It asserts each
input frame was actually consumed, after an early version silently dropped its
first press and every later check passed for the wrong reason.

check.sh clean, 266 tests, SMOKE PASS, all three diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-04 21:16:15 +02:00