Commit Graph

12 Commits

Author SHA1 Message Date
claude 132646f6c3 Rework the UI on Crusenho's pack; credit it in the game, not just the repo
ci / verify (push) Successful in 48s
Crusenho's Complete UI Essential Pack is CC BY 4.0 -- redistributable and
commercial-friendly, confirmed from the License.txt the pack itself ships --
so unlike the two bdragon packs a subset is committed: twelve PNGs, 48 KB,
under assets/sprites/ui/. Only what is used, because each committed PNG costs
a Godot .import sidecar and a directory nothing references is one nobody
prunes.

UiTheme builds a Theme in code from it -- button states, panels, line edits --
and every screen roots itself through UiTheme.themed_root(). The HUD's bars are
the pack's frame with a tinted fill, drawn as three horizontal slices because
Godot's nine-patch lives on nodes and the HUD is drawn rather than built from
controls. Inventory slots use the pack's slot art at exactly twice the source
size; a non-integer scale on a 1px border reads as a wobble along every edge.

The credits screen is the other half of the request and it is a licence
obligation, not a nicety: two packs are now CC BY, which asks for attribution
"in any reasonable manner", and a markdown file in a source repo is not
reasonable for someone who downloaded a build. Settings -> Credits shows every
source with its terms and a link to the licence text. test_credits.gd asserts
CREDITS.md and docs/ASSETS.md name every entry, so the three cannot drift.

Two things found by actually looking at the screen, which is the point:

  - The FIRST version of this styled nothing. A Control inherits its theme from
    Control ANCESTORS only, and the chain breaks at the first plain Node or
    CanvasLayer -- which is every screen here. get_window().theme set the
    property, changed nothing, and read as correct. check.sh, 458 tests and a
    clean smoke run all passed with the entire interface unstyled. The theme
    test now instantiates every screen and asks what its buttons resolve.
  - The settings screen showed Fire bound to the right mouse button, because
    the test suite was writing the player's real user://settings.cfg --
    rebinding calls save() and nothing had redirected the path. Settings.path
    is now redirectable, the fixture points it at a scratch file, and a test
    asserts the default is still the player's own.

tools/screenshot.tscn is what found both. It boots the client windowed and
saves the menus, the HUD, settings and credits. Manual, needs a display, and
the only thing in the project that can tell you the interface rendered.

check.sh clean, 460 tests, SMOKE PASS, all four diagnostics green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 11:12:13 +02:00
claude b351bc2d55 Stage 4: upgrades, and a quartermaster to spend them at
ci / verify (push) Successful in 48s
Every level banks one choice. Choices queue, and are spent at an NPC in the
hub: walk to it, press E, take one of three weighted options. Seven upgrades,
all data — split shot, glass cannon, spread, sniper, doubleshot, poison,
eraser — and SimWorld gained no per-upgrade branch to run any of them.

The four ambiguities in the brief were settled with the user first, since
each changes what gets written:

  damage      base x (1 + sum additive) x product multiplicative. The flat
              +5% every upgrade carries, spread's -10%, doubleshot's -50%
              and glass cannon's +100% pool; sniper multiplies on top, so
              two snipers is 4x and not +200%.
  glass       half the LEVELLED maximum, multiplying if taken twice, so the
              price does not fade to a rounding error by level 15.
  poison      independent stacks, not a refresh.
  split       +/-45 degrees from the original heading.

Independent poison stacks sound expensive and are not: every dose lasts the
same number of ticks, so doses expire in the order they were added, the
pending expiries are a plain FIFO, and PoisonTrack only ever looks at its
front. O(1) per actor per tick however many are live.

Stats are derived from the upgrade list and never stored, the way level is
derived from experience -- a saved stat cannot disagree with the upgrades
that produced it. Upgrade riders (split charges, poison, erase chance) travel
on the bullet instead, because a shot in flight has to keep what it was fired
with rather than gaining Poison because the shooter just took it.

Two invariants this collided with, both now pinned:

  - bullet speed gained a ceiling. Wall collision samples once per tick, so
    anything over a tile per tick tunnels; two snipers asked for 2480 u/s
    against a 1920 threshold, and a tunnelling bullet looks like a bullet.
  - BULLET_INTEREST_RADIUS rose to 2900, because an upgraded player shot is
    now the longest-travelling bullet in the game. test_interest measured
    the worst case from static content, which upgrades quietly invalidated.

Choosing is intent checked three ways: a choice must be owed, the index must
name one of the three options the SERVER put on the table, and the player
must be standing at the NPC. The offer is rolled once and persisted, so
closing the screen is not a reroll and neither is a crash.

tools/diag_upgrades.tscn covers level -> banked choice -> refused in a
dungeon and refused across the room -> taken at the NPC -> new stats ->
on disk. Bots never walk to the quartermaster, so the smoke test cannot.

Known gap recorded in the roadmap: at PLAYER_BULLET_DAMAGE = 6, the +5% the
first upgrade carries rounds back to 6 and visibly does nothing. It comes out
right in aggregate, but the fix is a balance edit across content.gd and so is
the user's call.

check.sh clean, 357 tests, SMOKE PASS (18 assertions), all four diagnostics
green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-06 15:34:58 +02:00
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
claude d8197885ca Hide dead characters, suggest names, make the XP bar live
ci / verify (push) Successful in 46s
The roster sent to clients now contains living characters only. Retirement stays
server-side bookkeeping for archival; from the player's side a dead character is
simply gone, and listing it offers a choice that cannot be taken.

The XP bar only moved on a level-up or a character swap because it read the
character roster, which is re-sent only when the SET of characters changes.
Experience now rides the snapshot -- four bytes on a message already going out
at 20Hz -- and the server mirrors each grant into the world immediately rather
than only when a level is crossed.

The create field starts with a suggested name instead of blank, and offers
another after each creation.

Two bugs found while testing, both mine:

The first was a bad patch of my own: a change meant for the snapshot decoder
also matched inside decode_characters, which then read a four-byte field its
encoder never wrote and ran off the end of every packet. This is precisely the
"encodes but decodes wrong" failure the codec tests exist to catch, and it was
caught within a minute of the test being written.

Chasing that exposed a real robustness gap: StreamPeerBuffer.get_utf8_string()
pushes an engine error and returns garbage when the buffer is short, so a
truncated or hostile character/roster packet produced error spam instead of
degrading. Both decoders now bounds-check every field, with tests that slice
each packet at many lengths and assert it degrades rather than inventing
entries -- the same guarantee the input decoder already had.

206 tests. check.sh, test.sh, smoke.sh and both diagnostics pass.
2026-09-04 01:12:53 +02:00
claude 7ef972e3b3 Hub character swapping, XP percentage, passive health regeneration
ci / verify (push) Successful in 47s
Character swapping is hub-only, and refused by the SERVER rather than merely
greyed out in the menu. Allowing it inside a dungeon would be an instant,
uninterruptible exit from danger -- strictly better than the one-second escape
channel, which would make that channel pointless. Creating a character in a
dungeon is refused for the same reason. Both are covered by diag_progression.

Health regenerates at 0.5% of MAXIMUM per second. A percentage rather than a
flat rate so it does not become irrelevant at level 15: a capped character
regains 1.2 hp/s against a level 1's 0.5, and both take about 200 seconds to
heal from nothing. No out-of-combat gate -- at this rate it cannot out-heal
anything actually shooting at you, and a trickle that never stops is easier to
reason about than a timer players have to learn. A fractional carry is needed
because a tick heals well under one hit point, so truncating each tick would
heal exactly nothing; there is a test for that specifically.

The XP bar now states the percentage and the level it leads to, since a bar
answers "how far" vaguely and a number answers it exactly.

Recorded the two Stage 3 answers: 4 inventory slots, and the boss's food item
is player-instanced now so the mechanism gets exercised rather than deferred.

Writing the swap guard's test caught my own mistake: the first version created
its spare character through the store, which has no opinion about where you
are, so it bypassed the guard it was meant to prove and left a stray character
behind that broke a later assertion.

200 tests. check.sh, test.sh, smoke.sh and both diagnostics pass.
2026-09-04 00:56:29 +02:00
claude 4765bbce28 Stage 2: accounts, characters, permadeath, levels and experience
ci / verify (push) Successful in 47s
Identity is shaped like Steamworks so swapping to it is one subclass and no
schema change: the client presents an opaque ticket, the server validates it
into a stable 64-bit account id, and nothing downstream sees anything else.
LocalAuthProvider takes any ticket at face value -- insecure on purpose, and
labelled as such everywhere, because the point is the shape rather than the
security. Do not ship it.

Characters persist as JSON keyed by account. Account ids are written as decimal
strings because they are 64-bit and JSON numbers are doubles, which would
silently round them. A corrupt store aborts the server rather than starting
empty: starting empty looks like it worked and then saves over every character
on the first level-up.

Levels 1-15, +10 max health each, level DERIVED from lifetime experience rather
than stored beside it, so a hand-edited save cannot produce a level 12 character
with a level 3's experience. Experience is shared undivided across everyone
alive in the instance -- splitting it would make bringing a friend cost you
progress. A level-up heals by what it added, so gaining one mid-fight is relief
rather than a bar that moved further from full.

Death is permanent and unbinds the character entirely: no "return to the hub as
the character who just died", because the run is over. The record is retired,
never deleted. The five-character cap counts LIVING characters only -- counting
the dead would lock a player out of their own account after five deaths.

Verified by tools/diag_progression.tscn, which drives the real server through
kill -> xp -> level -> health and death -> retire -> roster. The bot smoke test
cannot cover that: bots are poor shots and rarely kill anything. Writing it
caught two real ordering bugs -- the death event was dispatched before the
payload that tells the player they died, and the dead character stayed bound to
the peer.

Also added --account and --store so several clients and test runs can coexist
on one machine. The smoke test now uses a scratch store; without it a rerun
resumed the previous run's characters and "a character was created" quietly
stopped being true.

193 tests. check.sh, test.sh, smoke.sh, diag_progression and diag_prediction
all pass.
2026-09-04 00:44:34 +02:00
claude 801f328093 Fix idle/run animation flicker and bullet cell bleed; add F1 hitbox overlay
ci / verify (push) Successful in 46s
The ship looked like it played both animations at once because it effectively
did. is_moving() read the tail of `pending`, which _reconcile drains on every
snapshot -- so it returned false about 20 times a second and the sprite
alternated between the run and idle strips. Now reads the last sampled input,
which survives the queue being emptied.

Bullets were still wrong for a reason my earlier ASCII check could not see: I
had dumped alpha only, and this pack animates as a colour shimmer over a fixed
silhouette, so identical-looking frames told me nothing. The actual defect was
that several sprites overflow their 16px cell and bleed into the neighbour
below -- the first "heavy" I picked dragged in a solid slice of the sprite
above it. Cells are re-picked to ones with empty borders in every frame, and
build_local_assets.py now asserts that rather than trusting the choice, so a
future pick that bleeds fails at build time instead of looking like a
rendering bug.

Added a hitbox overlay on F1 (src/view/debug_draw.gd). It draws what the
simulation actually collides against over what is drawn: player hitbox against
sprite radius, the muzzle point, enemy and boss radii, aggro rings, every live
bullet's radius, and terrain outlined by which of the three flags each tile
sets -- so a pit that stops feet but not bullets looks different from a wall.
It deliberately ignores fog, since hiding half the evidence would defeat the
point, and it reads every number from SimConfig/MapGrid/Content rather than
keeping its own copies, or it would just confirm its own mistakes.

Nearly every "that looked wrong" report in this project has been art and
simulation disagreeing, and each took a round trip to diagnose. This makes that
class of bug visible directly.

163 tests. check.sh, test.sh and smoke.sh pass.
2026-09-04 00:12:37 +02:00
claude f70de1b825 Fix permanent input-timing desync; no i-frames; UI respawn; guard dead joins
ci / verify (push) Successful in 45s
The real cause of the ship/bullet separation, which the previous commit only
half-addressed. The server dropped inputs past a lead of 12 while the client
only re-synced past 16, so a client whose lead drifted into 13-16 had every
input silently rejected while believing its timing was fine. The server coasted
on held_input and then stopped; the client kept predicting. The two separated
permanently and the reconciler fought it every snapshot -- "shoved around".
It needed two independent clocks to drift, hence "only after some time", and
nothing in the loop could notice, hence "then persists". The listen-server
diagnostic could never reproduce it: one process, one physics tick, lead
constant by construction.

Two defences: INPUT_MAX_LEAD (40) is now far wider than the client's correction
band (3..20), asserted by tests/unit/test_input_lead.gd so narrowing it fails a
test; and an ack-stall detector re-syncs when last_input_tick stops advancing,
which catches the whole class regardless of cause -- lead alone cannot, because
a wrong lead looks normal from the client. diag_prediction.gd now injects a +14
tick drift and exits non-zero unless the gap recovers.

Also:
- No invulnerability frames. Every bullet that touches a player lands; i-frames
  made dense patterns safer than sparse ones, which inverts the genre. Measured:
  a stationary player survives ~13.6s of the Warden's opening phase, ~17.5s
  drifting. spawn_grace remains the only invulnerable state.
- Death is exited with a HUD button, disabled for the first 3s. The lockout is
  enforced in SimWorld, not just by graying the button -- a client that ignores
  its own UI still waits. The interact key no longer respawns.
- Joining a server that is not there no longer drops the player into an empty
  lobby they cannot act in. Net.join() only creates an ENet object; the game
  scene now waits for the server to actually place us in an instance, with an
  8s timeout, and headless runs exit non-zero instead of idling.

Protocol 2 -> 3. 98 tests; check.sh, test.sh and smoke.sh all pass.
2026-09-03 19:19:33 +02:00
claude 005679f1b5 Fix bullet/ship desync; rework death, escape, arrival and hub awareness
(1) Bullets appeared to trail the ship. Two independent causes, measured with
the new tools/diag_prediction.gd rather than guessed at:
  - ServerRuntime ticked before ClientRuntime, so input sampled on frame N was
    not consumed until frame N+1, leaving the drawn ship a constant one tick
    (4.00px at 240 u/s) ahead of the authoritative one that bullets spawn from.
    ClientRuntime now sets process_physics_priority = -10. Gap on a listen
    server: 4.00px -> 0.10px mean, 0.30px worst.
  - PLAYER_MUZZLE_OFFSET was PLAYER_RADIUS + 6 = 12px against a 13px drawn
    ship, so bullets were born inside the sprite. Regression from the previous
    commit's hitbox shrink; it now derives from PLAYER_VISUAL_RADIUS.

(2) No more timed respawn. A downed player stays down until they ask for the
hub (E), which is an ordinary input -- the server has no "revive me" message.

(3) Escape channel 3s -> 1s, and damage no longer cancels it. An interruptible
channel makes killing the process strictly better than using the button, so a
dropped connection now runs the same channel: the player stays in the world as
linkdead, still killable, and is only released once it completes. Instances
refuse to close while a linkdead body is resolving, or a solo drop would delete
it on the next tick and hand the exploit straight back.

(4) Escape opens an in-game menu: return to hub (routed through the same held-
escape channel, not a new message), disconnect, quit.

(5) Server pushes a roster so the hub shows who is online and which dungeon
they are in. Entering a dungeon grants 2s arrival protection -- invulnerable
AND weapons-cold, since invulnerability alone would make the spawn a free
firing position -- flagged in the snapshot and drawn on every protected ship.

(6) Cleared dungeons hold the party 30s (was 5s) with a visible countdown.

(7) The hub's grey circle was a 100k-HP target dummy that read as scenery. Now
drawn as a bullseye so its purpose is legible.

Protocol version 1 -> 2. 91 tests (was 78); smoke.sh gains a bot that is
SIGKILLed mid-dungeon to prove the disconnect path end to end. check.sh,
test.sh and smoke.sh all pass.
2026-09-03 18:43:19 +02:00
claude d9a59fff03 Fix lobby/HUD UI pinned at (0,0); shrink player hitbox below visual size
The lobby connect menu and three pieces of the HUD (hit-flash overlay, boss
bar centering, death-message centering, hint label) were all silently broken
by the same Godot gotcha: set_anchors_preset(preset) with the default
keep_offsets=false does NOT zero the offsets to the preset's margins -- it
recomputes them to preserve the control's *current* rect, which for a
freshly constructed Control is (0,0). Anchors end up correct; the actual
rect stays pinned to the top-left corner regardless. Fixed by switching to
set_anchors_and_offsets_preset() everywhere a Control is built in code, and
by using offset_left/offset_top (anchor-relative) instead of .position
(absolute) for the HUD hint label. Documented as gotcha #5 in CLAUDE.md.

Also split PLAYER_RADIUS into two constants: PLAYER_RADIUS (6.0, the
authoritative hitbox used by SimWorld) and PLAYER_VISUAL_RADIUS (13.0,
view-only, used by world_view.gd). The client renders every ship a little
late relative to the server -- interpolation delay, reconciliation
smoothing -- so a hitbox that matched the sprite would let bullets connect
against a ship the player watched dodge clear of them. A smaller hitbox
means the occasional bullet visibly clips the sprite without a hit, which
reads as more forgiving of latency than the reverse.

Verified headlessly: a throwaway scene instantiating MainMenu/HUD under a
real 1280x720 viewport, asserting the panel is centered and _canvas.size /
hint position resolve correctly, before and after each fix. check.sh,
test.sh (78/78) and smoke.sh all pass.
2026-09-03 16:58:42 +02:00
claude c4beeae38f 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
2026-09-03 16:03:57 +02:00