master
2 Commits
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e0c1e0d5c6 |
Stage 5: bosses that move, attacks that warn, and a second boss
ci / verify (push) Successful in 49s
Boss movement is a property of the PHASE, not of the boss -- a fight that
stands still and then starts hunting you is one boss with two phases. Four
modes (STATIC, ORBIT, CHASE, WAYPOINTS) handled generically in
SimWorld._move_boss, so a boss that moves is still data. BossDef.stationary
is gone rather than kept beside the phases: a flag claiming the boss stood
still while a phase walked around would be a second source of truth and the
wrong one, so moves() is derived.
CHASE holds a distance instead of closing, because a boss standing on top of
you is a boss whose bullets cannot be read. Waypoints are fractions of the
arena so one phase works in rooms of different sizes. Every mode is speed
clamped in one place -- ORBIT computes an absolute destination and would
otherwise snap onto its circle on the first tick -- and movement slides
against geometry so a boss cannot walk through the pillars its own arena was
designed around.
The room clamp moved to after movement, where it is finally load-bearing. It
was a no-op while every boss stood still, which is exactly when an invariant
is cheapest to establish: boss rooms deliberately do not lock, so walking out
is always an escape, and that only holds if the boss cannot follow.
TelegraphedStrikeEmitter marks spots and fills them a moment later. The moment
between is the feature: a burst at your feet is a coin flip, the same burst
with a second of notice is a question. It stays stateless like every other
emitter -- they are shared resources and two bosses of the same kind must not
stomp each other -- so strike positions are derived from the volley number and
a test asserts the burst lands where the marker promised. Markers are drawn
through fog and through walls, unlike everything else in the view, because a
warning you cannot see is an unavoidable hit with extra steps.
The Cantor of the Vault fights in the choir vault: static, then a four-corner
circuit, then a chase, then orbiting while marking. It exists to prove the
format stretched, and a test asserts it uses both new mechanisms.
Which boss a run has now comes from its SEED rather than its depth. Depth is a
dev flag nothing in play raises, so the arena was keyed to something no player
can change and the second boss was unreachable in an actual game.
Two things found while finishing:
- tools/export_content.gd had a hand-maintained boss list and had already
gone stale, silently not writing the Cantor. Content.ALL_ENEMIES and
ALL_BOSSES now feed the export tool, the renderer and five tests that each
kept their own copy.
- diag_loot failed intermittently after another diagnostic. Taking over from
the bot cleared its input queue but not its HELD input, so a starved server
coasted on the bot's last movement vector for half a second and walked the
player off the item it had been placed on. The press arrived correctly,
which is why "the press reached the simulation" passed while everything it
should have caused failed.
check.sh clean, 409 tests, SMOKE PASS (19 assertions), all four diagnostics
green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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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> |