a6084c1a8d3501b722ccc8b9a2eebe1eecad65bb
5
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
4a98cf4b0e |
The Cantor gets its own portal; bullets stop strobing
ci / verify (push) Successful in 48s
A dungeon now names the boss arena it ends in, and the arena decides the boss. Three entrances in the hub: Warden's Descent, The Choir Vault, Proving Grounds. That replaces the seed coin-flip from the last commit, which was the wrong call. Which boss you are about to fight is the single thing a player decides before walking into a dungeon, and rolling it for them makes that decision unavailable. Only the Proving Grounds still leaves its arena open, because a harness you re-enter every couple of minutes wants whichever fight comes up first -- and it is the one place where "either will do" is true. test_every_boss_has_a_dungeon_that_reaches_it is the check that matters here: adding a boss and forgetting to give it a way in is now a failing test rather than a boss nobody meets. The smoke test asserts all three portals open over a real socket -- bots pick theirs by account id, so a run exercises each. Bullets no longer animate. The sheet's eight frames are a COLOUR cycle rather than a shape change, so running it had every bullet on screen strobing through a palette in unison, which with a few hundred in the air is exactly as hard to look at as it sounds. Each bullet holds one frame and turns slowly instead, offset by its own id so a ring of twenty does not rotate as one rigid wheel. The rate is slow enough that nothing completes a full turn inside its own lifetime, so it reads as drift rather than spin, and a test pins that against the longest-lived bullet in the game. The renderer slices four textures at startup now instead of thirty-two. check.sh clean, 414 tests, SMOKE PASS (22 assertions), all four diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
||
|
|
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>
|
||
|
|
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>
|
||
|
|
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> |
||
|
|
7af439341d |
Stage 1: tile maps, walls, fog of war, aggro, scrolling camera
ci / verify (push) Successful in 46s
Replaces the fixed centred arena with per-world tile geometry, which is the foundation the remaining features sit on. - MapGrid: tile grid with three independent flags -- blocks movement, bullets, sight -- so a pit stops feet but not bullets or eyes, and a barricade stops feet and bullets but not eyes. Circle collision with per-axis sliding, and Bresenham line of sight shared by fog and aggro. - MapGen: rooms and corridors generated from (seed, depth), with hand-authored boss arenas from Rooms stamped in first so a corridor can never carve through a designed fight. Reachability from spawn to boss is asserted over 40 seeds -- "usually connected" is the failure mode that ruins one run in twenty. - Dungeons are populated at creation, per room, instead of gating on waves. You explore and choose your fights; the run ends when the boss dies, not when the map is swept. Boss rooms have no lock, so walking out is always available. - Aggro: enemies need range AND line of sight, so a dungeon stays quiet until engaged and cover actually protects. - Hard fog, scrolling camera, and terrain rendering. Maps are streamed per peer in chunks around that peer's player, and the seed is deliberately NOT sent -- a client holding it could regenerate the whole dungeon, which is a map hack for free. Stream radius (900u) is wider than view radius (460u) because the client predicts movement against walls and simulates bullets that die on them; the accepted cost is a cheater seeing a little further than the fog, never the floor plan. Partial map knowledge means wall deaths must be announced rather than derived. A test caught the subtle half of that: out-of-bounds tiles read as WALL by design, so checking geometry before bounds reported every bullet leaving the map as a wall kill. 128 tests (was 103); check.sh, test.sh and smoke.sh pass. 0.26 ms/tick with 4 players and a boss, ~65x headroom. |