Commit Graph

4 Commits

Author SHA1 Message Date
claude b8332b697d Documentation pass for a cold start
ci / verify (push) Successful in 49s
Audited the whole set rather than appending to it, and the two files a fresh
session reads first were both wrong.

README claimed the emergency escape takes three seconds and is CANCELLED BY
DAMAGE. It takes one, and damage explicitly does not interrupt it -- that is a
settled decision with its own entry in DECISIONS.md, and the front page said
the opposite. It also described one stationary boss, one hub portal, and none
of characters, permadeath, levels, inventory, loot, upgrades, settings or
credits. Rewritten, with the "not ready for the internet" warning made explicit.

ROADMAP had no "what is next" at all: every stage reads *done*, which for a
cold start is a dead end. It opens with where things stand and a table of
candidates -- auth, a reason to play past level 15, an economy, hit feedback,
replacing the non-redistributable packs, DTLS -- each with what blocks it, and
says plainly that the user has chosen none of them. Open questions renumbered
from the orphaned 8-11 they were left at, with the solved one dropped and three
real ones added.

ARCHITECTURE's file map listed two files twice, missed five subsystems
(upgrades, stats, poison, settings, credits, the UI theme), and still said
MapGen.build() is "the entry point both sides use" -- it is server-only, and
the whole anti-map-hack story depends on that. Rebuilt by layer and audited
against the tree: every path listed exists, and every one of the 64 source
files is covered.

CLAUDE.md's security paragraph said a client can send "exactly two things"
plus two roster requests. There are five client -> server messages. That number
is the security model, so it is now a table naming each one and what it
carries. Also records that nothing automated can see the screen.

Smaller: a stale 156/156 test count in ASSETS.md, and test counts refreshed to
468 where they are quoted.

check.sh clean, 468 tests, SMOKE PASS, all four diagnostics green, no broken
internal links.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 16:20:10 +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 ded7bf96d5 Documentation pass before context compaction
ci / verify (push) Successful in 47s
The roadmap was actively misleading: an earlier stage renumbering left Stage 2's
completed work sitting under a "Stage 3 -- todo" heading, and the inventory
table orphaned with no heading at all. Since that file is the primary handoff
document, a fresh session would have started by re-implementing accounts and
characters. Rewritten.

Captured in full, from the original brief rather than from memory, the two
stages not yet built:

- Stage 3 (inventory and loot): 4 slots, potions rare from trash and guaranteed
  from bosses, world-shared loot, and the player-instanced food item -- with a
  note that two loot visibilities must exist from the start, because proving the
  instanced path works is the food item's entire purpose.
- Stage 4 (upgrades): every upgrade with its exact stated effect, plus the two
  constraints it will collide with -- sniper's 2x bullet speed against the
  tunnelling threshold, and per-player bullet travel against the interest radius
  that test_interest.gd currently derives from static content.

Ten open questions are listed as explicitly do-not-guess, seven of them blocking
Stage 4.

ARCHITECTURE.md still claimed "the arena is a rectangle" and "no tilemap
collision", both untrue since Stage 1. Rewritten around MapGrid, with what the
grid costs (axis-aligned, 32px-quantised, bullets under a tile per tick) rather
than only what it buys.

Added a "verification traps" section to WORKFLOW.md recording six mistakes made
during this work, each of which cost a round trip of reporting something fixed
that was not: verifying the artefact rather than the behaviour, dumping the
wrong channel, measuring a configuration where the bug cannot exist, a test
whose setup silently invalidated it, git checkout reverting real work alongside
a probe, and a pattern edit matching in two files. They are specific enough to
be actionable.

Also documented the diagnostics in CLAUDE.md -- they were undiscoverable -- and
recorded the current verification surface so "everything passes" has a stated
meaning.

206 tests, 15 smoke assertions, both diagnostics pass.
2026-09-04 20:34:45 +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