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No files matched your search
@@ -1,5 +1,22 @@
|
||||
# Godot's import cache and editor state. Regenerated by `godot --import`.
|
||||
.godot/
|
||||
# Assets whose licence forbids redistribution. bdragon1727's packs say
|
||||
# plainly: "You cannot do: Resell / redistribute this asset." Publishing a repo
|
||||
# containing them IS redistribution, so they stay local-only. The game loads
|
||||
# them if present and falls back to generated placeholders if not, so a clone
|
||||
# without them still runs. See docs/ASSETS.md.
|
||||
/assets/local/*
|
||||
!/assets/local/README.md
|
||||
|
||||
# Raw asset packs: gigabytes of source artwork and audio. Redistributable
|
||||
# third-party material belongs where it was bought or downloaded, not in a code
|
||||
# repo. The directory itself and its guards stay tracked, so a fresh clone has
|
||||
# the .gdignore in place before anyone drops packs back in -- without it the
|
||||
# next `tools/check.sh` tries to import the lot.
|
||||
/assetpacks/*
|
||||
!/assetpacks/.gdignore
|
||||
!/assetpacks/README.md
|
||||
|
||||
# Export artefacts.
|
||||
build/
|
||||
*.pck
|
||||
|
||||
@@ -3,17 +3,51 @@
|
||||
Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend.
|
||||
Godot 4.7, GDScript only. One executable is both server and client.
|
||||
|
||||
**Starting a new session?** [docs/ROADMAP.md](docs/ROADMAP.md) says what is
|
||||
built, what is next, and which file implements each feature.
|
||||
[docs/DECISIONS.md](docs/DECISIONS.md) records what the user has already decided
|
||||
and why — read it before asking a design question, several answers there are not
|
||||
the obvious default.
|
||||
|
||||
## Commands
|
||||
|
||||
```bash
|
||||
tools/check.sh # parse-check every script (~5s) -- run after every edit
|
||||
tools/test.sh # GUT suite, headless (~2s)
|
||||
tools/smoke.sh # real server + 2 bot clients over ENet (~35s)
|
||||
tools/bench.gd # godot --headless --path . --script tools/bench.gd
|
||||
tools/test.sh # 576 GUT tests, headless (~4s)
|
||||
tools/smoke.sh # real server + 5 bot clients over ENet (~40s)
|
||||
tools/server.sh # dedicated server
|
||||
tools/client.sh --join --name ada
|
||||
tools/client.sh --listen # host and play, no menu
|
||||
```
|
||||
|
||||
Diagnostics. Each runs as a *scene* (they need the `Net` autoload) and exits
|
||||
non-zero on failure, so they gate like tests:
|
||||
|
||||
```bash
|
||||
godot --headless --path . res://tools/diag_prediction.tscn # prediction gap; injects clock drift
|
||||
godot --headless --path . res://tools/diag_progression.tscn # kill -> xp -> level -> death -> roster
|
||||
godot --headless --path . res://tools/diag_loot.tscn # drop -> pick up -> persist -> use -> drop
|
||||
godot --headless --path . res://tools/diag_upgrades.tscn # level -> choice -> taken at the NPC -> new stats
|
||||
godot --headless --path . --script tools/bench.gd # sim cost per tick
|
||||
python3 tools/build_local_assets.py # rebuild the local-only bullet atlas
|
||||
SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # every screen, the fog, a staged boss fight (needs a display; own store and account)
|
||||
```
|
||||
|
||||
`diag_progression`, `diag_loot` and `diag_upgrades` exist because the bot smoke
|
||||
test cannot cover any of them: bots are poor shots, so they rarely kill
|
||||
anything, which means they neither earn levels, produce drops, nor ever reach
|
||||
the quartermaster.
|
||||
|
||||
**Every key the game names to the player goes through `Settings.short_label()`.**
|
||||
All of them are rebindable, and a prompt that names the default is wrong for
|
||||
anyone who changed it — the HUD said "LMB fire" and the upgrade screen said
|
||||
"Close (E)" whatever those were bound to.
|
||||
|
||||
**Nothing automated can see the screen.** `check.sh`, the suite and `smoke.sh`
|
||||
have all passed with the entire interface rendering unstyled, an invisible
|
||||
slider and an invisible scrollbar. After touching anything under `src/ui/` or
|
||||
`src/view/`, run `screenshot.tscn` and open the files. It needs a display, so it
|
||||
is not a gate.
|
||||
|
||||
Everything after `--` goes to `GameOpts.parse()`:
|
||||
|
||||
| Flag | Effect |
|
||||
@@ -22,9 +56,13 @@ Everything after `--` goes to `GameOpts.parse()`:
|
||||
| `--join` | Skip the menu and connect. |
|
||||
| `--listen` | Skip the menu and host a listen server with a local player. |
|
||||
| `--bot` | Scripted input instead of the keyboard. Implies `--join`. |
|
||||
| `--host`, `--port`, `--name` | Connection details. |
|
||||
| `--host`, `--port` | Connection details. |
|
||||
| `--name` | Bots only: what a bot calls the character it creates. People name characters on the roster screen; the connect screen no longer asks. |
|
||||
| `--autoquit N` | Quit after N physics ticks. |
|
||||
| `--boss-rush` | Server-side: new dungeons open straight onto the boss. |
|
||||
| `--boss-rush` | Server-side: dungeons spawn the boss and no trash. |
|
||||
| `--depth N` | Server-side: depth of new dungeons, which drives map size. |
|
||||
| `--account N` | Client-side: override the local account, so several clients can coexist on one machine. |
|
||||
| `--store PATH` | Server-side: character store location. Use a scratch path in tests. |
|
||||
| `--verbose` / `--quiet` | Log level. |
|
||||
|
||||
A change is done when `check.sh`, `test.sh` and — if it touched networking,
|
||||
@@ -43,11 +81,28 @@ push (~35s, skip deliberately with `SKIP_SMOKE_HOOK=1 git push`).
|
||||
|
||||
**The server decides everything; the client only sends intent.**
|
||||
|
||||
A client can send exactly two things: an [InputFrame] (move vector, aim angle,
|
||||
three button bits) and a handshake. There is no message for "I moved here", "I
|
||||
hit that", "I took damage" or "my escape finished". Adding one would collapse
|
||||
the whole security model, so don't — validate-after-the-fact is strictly weaker
|
||||
than having no code path at all.
|
||||
There are exactly **five** client -> server messages, and that number is worth
|
||||
watching:
|
||||
|
||||
| Message | Carries |
|
||||
| --- | --- |
|
||||
| `c_hello` | protocol version + an opaque auth ticket |
|
||||
| `c_input` | an [InputFrame]: move vector, aim angle, five button bits, an inventory slot |
|
||||
| `c_select_character` | a character id, checked against *that account's* list |
|
||||
| `c_create_character` | a name, sanitised at the boundary |
|
||||
| `c_choose_upgrade` | an index into the three options the SERVER put on the table |
|
||||
|
||||
Every one is pure intent. There is no message for "I moved here", "I hit that",
|
||||
"I took damage", "my escape finished", "I now own this item", "I am in this
|
||||
dungeon" or "my damage is X". Adding one would collapse the whole security
|
||||
model, so don't — validate-after-the-fact is strictly weaker than having no code
|
||||
path at all.
|
||||
|
||||
When a new player action needs a message, look at whether it fits in the input
|
||||
frame first. Item use and drop did, and got the redundancy, the replay guard and
|
||||
the per-tick rate limit for free. The cost was one rule: anything in the input
|
||||
frame that must not repeat has to be **edge-triggered** (see `prev_buttons`),
|
||||
because frames are resent and a starved server coasts on the last one it holds.
|
||||
|
||||
`SimWorld.authoritative` is `true` on the server and `false` on the client. In
|
||||
replica mode the world runs no AI, fires no emitters and resolves no hits; it
|
||||
@@ -59,11 +114,22 @@ and `tests/integration/test_replica_parity.gd` pin this down.
|
||||
| Path | What lives there |
|
||||
| --- | --- |
|
||||
| `src/sim/` | The whole game as plain RefCounted objects. No nodes, no physics server, no rendering. |
|
||||
| `src/sim/patterns/` | Bullet emitters — the authoring surface for every enemy and boss. |
|
||||
| `src/actors/` | Data-only `Resource` definitions: `EnemyDef`, `BossDef`, `ItemDef`, `LootDrop`, `DungeonDef`, `UpgradeDef`. Shapes, not instances. |
|
||||
| `src/sim/patterns/` | Bullet emitters — the authoring surface for every enemy and boss. Emitters are stateless: they are shared resources, and two bosses of the same kind must not stomp each other. |
|
||||
| `src/sim/map_grid.gd` | Tile grid: collision, line of sight, chunk streaming. |
|
||||
| `src/sim/map_gen.gd` | Dungeon generation. **Server-side only** — handing a client the seed would be a map hack with no work required. |
|
||||
| `src/content/rooms.gd` | Hand-authored room stamps (hub, boss arenas) as text. |
|
||||
| `src/meta/` | Accounts, characters, persistence, XP curve. Server-owned. |
|
||||
| `src/content/content.gd` | All enemies and bosses, defined in code. Source of truth. |
|
||||
| `src/content/items.gd` | All items, same idea. `Items.ORDER` is the wire format — append only. |
|
||||
| `src/content/dungeons.gd` | The kinds of run. `Dungeons.ORDER` is both a wire format and the hub's portal order. |
|
||||
| `src/content/upgrades.gd` | The seven upgrades and their draw weights. `Upgrades.ORDER` is a wire format. |
|
||||
| `src/net/` | Codec, `ServerRuntime`, `ClientRuntime`. |
|
||||
| `src/instances/` | Lobby hub and dungeon runs. |
|
||||
| `src/view/`, `src/ui/` | Read-only rendering. Never decides anything. |
|
||||
| `src/core/settings.gd` | Client-local preferences: key bindings and volumes. Never reaches the server. |
|
||||
| `src/core/credits.gd` | Every third-party asset and its licence. Two are CC BY, so this is a legal requirement, not a nicety. |
|
||||
| `src/view/ui_theme.gd` | The control theme, built in code from the UI pack. |
|
||||
| `src/autoload/net.gd` | The only autoload. RPC surface. |
|
||||
| `tools/` | Headless tooling. |
|
||||
|
||||
@@ -96,7 +162,21 @@ ticks in milliseconds with no SceneTree.
|
||||
coordinate even on an anchored control; `offset_left`/`offset_top` are the
|
||||
anchor-relative ones. This combination silently broke the main menu and
|
||||
three pieces of the HUD.
|
||||
6. **`ProjectSettings.save()` drops settings equal to the engine default** and
|
||||
6. **A Control's theme is inherited from Control ANCESTORS only.** The chain
|
||||
breaks at the first parent that is a plain `Node` or a `CanvasLayer`, which
|
||||
here is every screen: they hang off `main.gd` or off a CanvasLayer. Setting
|
||||
`get_window().theme` therefore compiles, runs, changes the property — and
|
||||
styles nothing. Apply the theme to each screen's own root Control
|
||||
(`UiTheme.themed_root()`). `tests/unit/test_ui_theme.gd` instantiates every
|
||||
screen and asks what its buttons actually resolve, because this failure is
|
||||
invisible to every other kind of check.
|
||||
7. **A themed `Slider` or `ScrollBar` takes its THICKNESS from the stylebox's
|
||||
minimum size**, which for a `StyleBoxTexture` is its content margins. Style
|
||||
one with margins of zero and it resolves correctly, reports the right
|
||||
texture, and draws a groove zero pixels tall — indistinguishable from having
|
||||
no theme at all. Both happened. `tests/unit/test_ui_theme.gd` asserts every
|
||||
slider and scrollbar stylebox has a non-zero minimum.
|
||||
8. **`ProjectSettings.save()` drops settings equal to the engine default** and
|
||||
strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code
|
||||
in `src/main.gd` instead of trusted to `project.godot`.
|
||||
|
||||
@@ -116,6 +196,81 @@ ticks in milliseconds with no SceneTree.
|
||||
dead zone where the server rejects everything and the client never notices —
|
||||
the ship and the authoritative position separate permanently. Pinned by
|
||||
`tests/unit/test_input_lead.gd`.
|
||||
- **Never send the map, or its seed.** Geometry is streamed per peer in chunks
|
||||
around that peer's player (`ServerRuntime._stream_map`). The seed would let
|
||||
any client regenerate the whole dungeon. `MAP_STREAM_RADIUS` must stay wider
|
||||
than `FOG_VIEW_RADIUS`, or prediction runs on terrain the client lacks.
|
||||
- **Bullet speed must stay under one tile per tick.** Wall collision samples
|
||||
position once per tick, so anything faster tunnels. Upgrades multiply bullet
|
||||
speed, so `SimConfig.MAX_BULLET_SPEED` clamps the result — without it two
|
||||
Snipers put shots through walls. Pinned by
|
||||
`test_bullet_speeds_stay_below_the_tunnelling_threshold`.
|
||||
- **A character becomes a live player only in `ServerRuntime._adopt_character`,
|
||||
from `_place`.** `SimWorld` knows nothing about characters and builds a blank
|
||||
player on every instance change, so any new path that puts someone in a world
|
||||
must go through `_place` or it hands them a level-1 body with an empty bag.
|
||||
Current health comes from the record too (`Character.hp`), and is banked by
|
||||
`_bank_health` wherever a player leaves a world — miss one and that door
|
||||
becomes a free heal.
|
||||
- **One account, one session.** `on_hello` refuses a peer whose account is
|
||||
already playing; two live players on one character duplicate items.
|
||||
- **Anything that calls `Net.host()` from a tool sets `GameOpts.store_path` and
|
||||
`GameOpts.account_override` first.** The default is the player's real store and
|
||||
account; `screenshot.tscn` once played their character into dungeons.
|
||||
- **A player's combat numbers are derived, never stored.** `PlayerStats.build()`
|
||||
recomputes them from the character's upgrade ids every time, so 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 must keep what it was fired with.
|
||||
- **Only `ServerRuntime` writes progression and persistence.** The simulation
|
||||
reads a player's level and max health, and moves items between the ground and
|
||||
a bag; it never grants experience, retires a character, or touches the store.
|
||||
It announces what happened and `ServerRuntime` banks it. One writer means a
|
||||
level can never disagree with the experience that earned it, and an inventory
|
||||
on disk can never disagree with the one in the world.
|
||||
- **`Items.ORDER` is a wire format.** An item's index in it is the byte that
|
||||
rides the snapshot and every item event. Append, never reorder — reordering
|
||||
makes every existing client decode a potion as a ration, so it needs a
|
||||
`Protocol.VERSION` bump. `Dungeons.ORDER` is the same, and additionally
|
||||
decides which hub portal opens which dungeon (Nth `P` marker in the lobby
|
||||
stamp → Nth entry). A dungeon names the boss arena it ends in, so adding a
|
||||
boss means giving it a dungeon or nobody will ever meet it.
|
||||
- **Which dungeon you enter comes from where you are standing, never from the
|
||||
client.** `SimWorld.portal_at()` resolves the player's server-side position
|
||||
to a portal, and the `PORTAL_USED` event carries the answer. There is no
|
||||
message that names a dungeon, and adding one would let any client pick the
|
||||
easy variant's loot rate.
|
||||
- **Loot has two visibilities, and the instanced one is enforced in the codec.**
|
||||
`NetCodec.encode_snapshot` filters items owned by another peer, exactly like
|
||||
the actor interest radius. Never move that check into the client: hiding an
|
||||
entity the client was handed defends nothing.
|
||||
- **`LocalAuthProvider` is insecure on purpose.** Any client can claim any
|
||||
account. It exists to have the same shape as Steamworks (opaque ticket in,
|
||||
64-bit account id out) so swapping is one class. Do not ship it.
|
||||
- **No contact damage.** Every enemy threatens through bullets only; touching
|
||||
one is harmless. `tests/unit/test_content.gd` enforces that every hostile has
|
||||
an emitter.
|
||||
- **A boss never leaves its arena.** `SimWorld._step_boss` clamps to
|
||||
`SimBoss.room` *after* movement. Boss rooms deliberately do not lock, so
|
||||
walking out is always an escape — which only holds if the boss cannot follow.
|
||||
- **Every actor the client draws is interpolated between snapshots.** Players,
|
||||
enemies and the boss all go through the same lerp. The boss did not for a
|
||||
long time, which is invisible while bosses stand still and looks broken the
|
||||
moment one moves.
|
||||
- **The fog works by draw order, not by deciding per object.** `WorldView._draw`
|
||||
draws terrain and every actor within sight range, then the darkness from
|
||||
`Visibility` over them, then whatever must stay visible. That is what lets a
|
||||
tile or an enemy be half lit. Anything new that fog may hide goes *before*
|
||||
`_draw_darkness`; anything it must not goes after.
|
||||
- **No enemy bullet may land without having been drawn first.** Bullets fade
|
||||
beyond the edge of sight, but `BulletRenderer.visibility()` stretches each
|
||||
enemy bullet's draw distance with its speed so it is always fully on screen
|
||||
`WARNING_TIME` before it could reach you. A faster bullet in new content is
|
||||
covered automatically; `test_bullet_draw.gd` fails if it is not. Never hide
|
||||
bullets by shadow alone — you can walk round a corner into one.
|
||||
- **A telegraph must be visible through fog.** `WorldView._draw_telegraphs`
|
||||
is drawn after the darkness on purpose; everything else in the view is under it. A
|
||||
warning you cannot see is an unavoidable hit with extra steps.
|
||||
- **No i-frames.** Every bullet that touches a player lands; `spawn_grace` is
|
||||
the only invulnerable state. Do not reintroduce post-hit immunity — it makes
|
||||
dense patterns safer than sparse ones.
|
||||
@@ -128,8 +283,13 @@ ticks in milliseconds with no SceneTree.
|
||||
|
||||
A new enemy or boss is data, never code. Add a builder to
|
||||
`src/content/content.gd` returning an `EnemyDef` / `BossDef` made of the
|
||||
emitters in `src/sim/patterns/`, register its id in `enemy()` / `boss()`, and
|
||||
add a test. `tests/unit/test_boss.gd::test_a_brand_new_boss_needs_no_engine_changes`
|
||||
emitters in `src/sim/patterns/`, register its id in `enemy()` / `boss()` **and
|
||||
in `ALL_ENEMIES` / `ALL_BOSSES`** (the export tool, the renderer and the tests
|
||||
all iterate those), and add a test.
|
||||
|
||||
A boss phase can move — `BossPhase.Move` is `STATIC`, `ORBIT`, `CHASE` or
|
||||
`WAYPOINTS`, handled generically in `SimWorld._move_boss`. Movement is a
|
||||
property of the phase, not of the boss. `tests/unit/test_boss.gd::test_a_brand_new_boss_needs_no_engine_changes`
|
||||
builds a boss from scratch and asserts the simulation needs no changes to run
|
||||
it — if you find yourself adding a per-boss branch to `SimWorld`, stop and add
|
||||
an emitter type instead.
|
||||
|
||||
@@ -0,0 +1,63 @@
|
||||
# Credits
|
||||
|
||||
Every third-party asset pack used or bundled during development, credited
|
||||
regardless of whether its licence requires it. Some of them do not require it —
|
||||
they are here because the work deserves it.
|
||||
|
||||
**This file is not the only place credit appears.** Two of the packs are CC BY
|
||||
4.0, which asks for attribution "in any reasonable manner", and a markdown file
|
||||
in a source repository is not reasonable for someone who downloaded a build. The
|
||||
game carries the same list on its own credits screen (Settings → Credits), built
|
||||
from `src/core/credits.gd`; `tests/unit/test_credits.gd` asserts the two agree.
|
||||
|
||||
## In the game
|
||||
|
||||
**16x16 DungeonTileset II** — [0x72 (Robert Norenberg)](https://0x72.itch.io/dungeontileset-ii)
|
||||
Terrain, player, enemies and boss sprites.
|
||||
[CC0 1.0](https://creativecommons.org/publicdomain/zero/1.0/) — public domain.
|
||||
*Credit not required.*
|
||||
|
||||
**Complete UI Essential Pack** — [Crusenho Agus Hennihuno](https://crusenho.itch.io/complete-ui-essential-pack)
|
||||
Buttons, panels, bars and inventory slots. Used unmodified; a subset of the
|
||||
pack's individual sprites is committed under `assets/sprites/ui/`.
|
||||
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/).
|
||||
**Credit required by licence.**
|
||||
|
||||
**Pixel Combat SFX** — [Helton Yan](https://heltonyan.itch.io/pixelcombat)
|
||||
All sound effects. Converted to 16-bit / 44.1 kHz mono and trimmed.
|
||||
[CC BY 4.0](https://creativecommons.org/licenses/by/4.0/).
|
||||
**Credit required by licence.**
|
||||
|
||||
**Fire Pixel Bullet 16x16** — [bdragon1727](https://bdragon1727.itch.io/fire-pixel-bullet-16x16)
|
||||
Bullet sprites. Custom licence; *credit encouraged, not required.*
|
||||
Not distributed with this repository — see below.
|
||||
|
||||
**750+ Effect and FX Pixel All** — [bdragon1727](https://bdragon1727.itch.io/750-effect-and-fx-pixel-all)
|
||||
Impact effect artwork. Custom licence; *credit encouraged, not required.*
|
||||
Not distributed with this repository — see below.
|
||||
|
||||
## Present during development, not used in the game
|
||||
|
||||
Kept in the untracked `assetpacks/considering_dont_use_yet/` and referenced by
|
||||
nothing. Credited for completeness.
|
||||
|
||||
**RF Catacombs v1.0** — Szadi art. Public domain per the pack's bundled
|
||||
`public-license.txt`: free for personal or commercial use, credit appreciated
|
||||
but not required, no reselling of the pack itself.
|
||||
|
||||
**Tiny RPG Character Asset Pack 02** and **neo_zero** (v1.0 and 3.0 demo) —
|
||||
creators not recorded in the packs themselves. If either is ever used, record
|
||||
the source and terms here first.
|
||||
|
||||
## Why two packs are not in this repository
|
||||
|
||||
Both bdragon1727 packs forbid redistribution, in **every** tier:
|
||||
|
||||
> Free tier: "You cannot do: Resell / redistribute this asset."
|
||||
>
|
||||
> Paid tier: "You can NOT re-distribute the file, no matter how much you modify
|
||||
> it you can use it but not share or re-sell it."
|
||||
|
||||
A public repository distributes what it contains, so those files live in the
|
||||
untracked `assets/local/`. The game falls back to generated placeholders
|
||||
without them. See [docs/ASSETS.md](docs/ASSETS.md).
|
||||
@@ -7,41 +7,57 @@ Godot 4.7, GDScript, no external runtime dependencies.
|
||||
|
||||
```bash
|
||||
tools/server.sh # dedicated server on :27015
|
||||
tools/client.sh --join --name ada # connect a client
|
||||
tools/client.sh --join # connect a client; you name a character on the roster screen
|
||||
```
|
||||
|
||||
Or run one client and press **Host and play** for a listen server.
|
||||
|
||||
**Controls** — WASD move, mouse aim, LMB fire, **E** on the ring in the hub to
|
||||
enter a dungeon, **hold F** for three seconds to escape back to the hub.
|
||||
|
||||
## Develop
|
||||
|
||||
```bash
|
||||
tools/check.sh # parse-check every script ~5s
|
||||
tools/test.sh # GUT suite, headless ~2s
|
||||
tools/smoke.sh # server + 2 bot clients, ENet ~35s
|
||||
godot --headless --path . --script tools/bench.gd
|
||||
```
|
||||
|
||||
Read [CLAUDE.md](CLAUDE.md) first — it is short, and the Godot CLI gotchas in it
|
||||
will otherwise cost an afternoon.
|
||||
**Controls** — WASD move, mouse aim, LMB fire, **E** to pick up loot and to use
|
||||
the hub's portals and quartermaster, **1–4** use an inventory slot, **shift+1–4**
|
||||
drop one, **hold F** for one second to escape a dungeon, **Esc** menu, **F1**
|
||||
hitbox overlay. Every one of those is rebindable in Settings.
|
||||
|
||||
## What is here
|
||||
|
||||
| | |
|
||||
| --- | --- |
|
||||
| **Twin-stick bullet hell** | Server-simulated bullet field, ~350 concurrent bullets at 0.24 ms/tick. |
|
||||
| **Authoritative multiplayer** | Clients send input only. Hits, damage, death and instance transfers are server decisions. Prediction + reconciliation for the local player. |
|
||||
| **Enemies** | Four readable behaviours (static, drift, orbit, approach, strafe) composed with bullet emitters. |
|
||||
| **Boss** | The Warden of the Fold: stationary, four phases, each adding one idea. Defined entirely as data. |
|
||||
| **Lobby hub** | Shared persistent instance with a portal into dungeon runs. |
|
||||
| **Emergency escape** | Three-second channel back to the hub, cancelled by damage. |
|
||||
| **Twin-stick bullet hell** | Server-simulated bullet field, ~300 concurrent bullets at 0.28 ms/tick — around 60x headroom against the 60 Hz budget. |
|
||||
| **Authoritative multiplayer** | Clients send input and nothing else. Hits, damage, death, loot, upgrades and instance transfers are all server decisions. Prediction and reconciliation for the local player. |
|
||||
| **Enemies** | Five readable movements (static, drift, orbit, approach, strafe) composed with bullet emitters. Nothing deals contact damage; every threat is a bullet you can see. |
|
||||
| **Two bosses** | The Warden of the Fold stands still through four phases. The Cantor of the Vault walks a circuit, chases, orbits, and marks the floor before it strikes. Both are pure data. |
|
||||
| **Three dungeons** | Two real runs, one per boss, plus a Proving Grounds: the same content at a fraction of the health and ten times the drop rate, for testing by hand — and not for release. Generated rooms joined by tunnels two to four tiles wide, which now and then hold a group of enemies. |
|
||||
| **Fog of war** | Lit by rays, so a shadow cuts straight through a tile and an enemy rounding a corner appears a slice at a time. Bullets fade past the edge of sight, but never so soon that one could reach you unseen. |
|
||||
| **Characters** | Up to five living per account, permadeath, levels 1–15. Health carries between runs and the hub heals it. Experience is shared, undivided, among the players near enough to have seen the kill. |
|
||||
| **Inventory and loot** | Four slots, always on screen. Loot is either world-shared or instanced per player, and the instanced kind is filtered on the wire rather than hidden in the client. |
|
||||
| **Upgrades** | Seven, drawn three at a time and spent at a hub NPC. Damage, fire rate, extra projectiles, splitting, poison, and a legendary that deletes enemy bullets. |
|
||||
| **Emergency escape** | A one-second channel back to the hub that damage does **not** interrupt — because if it did, quitting the process would be the better escape. Dropping your connection runs the same channel. |
|
||||
| **Settings** | Rebindable controls and volumes, and an in-game credits screen. |
|
||||
|
||||
## Develop
|
||||
|
||||
```bash
|
||||
tools/check.sh # parse-check every script ~5s
|
||||
tools/test.sh # 576 GUT tests, headless ~4s
|
||||
tools/smoke.sh # server + 5 bot clients over ENet ~40s
|
||||
```
|
||||
|
||||
Read [CLAUDE.md](CLAUDE.md) first — it is short, and the Godot CLI gotchas in it
|
||||
will otherwise cost an afternoon.
|
||||
|
||||
## Docs
|
||||
|
||||
- [CLAUDE.md](CLAUDE.md) — commands, invariants, Godot CLI gotchas
|
||||
- [docs/WORKFLOW.md](docs/WORKFLOW.md) — agent-assisted Godot development, and why the setup looks like this
|
||||
- [docs/ROADMAP.md](docs/ROADMAP.md) — what is built, what is next, where each feature lives
|
||||
- [docs/DECISIONS.md](docs/DECISIONS.md) — settled design decisions and their reasoning
|
||||
- [docs/ARCHITECTURE.md](docs/ARCHITECTURE.md) — code map and the node-free simulation
|
||||
- [docs/NETCODE.md](docs/NETCODE.md) — replication model, hit validation, known gaps
|
||||
- [docs/ROADMAP.md](docs/ROADMAP.md) — what is built and what is next
|
||||
- [docs/WORKFLOW.md](docs/WORKFLOW.md) — agent-assisted Godot development, and the verification traps this project has actually hit
|
||||
- [docs/ASSETS.md](docs/ASSETS.md) — asset packs and their licence findings
|
||||
- [CREDITS.md](CREDITS.md) — third-party attribution
|
||||
- [CLAUDE.md](CLAUDE.md) — commands, invariants, Godot CLI gotchas
|
||||
|
||||
## Not ready for the internet
|
||||
|
||||
`LocalAuthProvider` lets any client claim any account id. It exists to have the
|
||||
same shape as Steamworks so swapping is one class, and it must be replaced
|
||||
before this is reachable from anywhere untrusted. There is no transport
|
||||
encryption either. See [docs/ROADMAP.md](docs/ROADMAP.md).
|
||||
@@ -0,0 +1,32 @@
|
||||
# Raw asset packs
|
||||
|
||||
Source material as downloaded: unedited, uncropped, and mostly unused. **Not in
|
||||
git** — this directory is gigabytes, and the contents are redistributable
|
||||
artwork and audio that belong wherever you bought or downloaded them, not in a
|
||||
code repository. Only this README and the `.gdignore` beside it are tracked, so
|
||||
a fresh clone has the guard in place before anyone drops packs back in.
|
||||
|
||||
## Why `.gdignore`
|
||||
|
||||
Godot's importer walks everything under `res://`. Without the `.gdignore` here,
|
||||
`tools/check.sh` — which runs `--import` — would try to import several thousand
|
||||
PNGs and 2,100 studio-master WAVs on the next run, and every run after it. The
|
||||
`.gdignore` makes the engine skip this tree entirely: nothing here is imported,
|
||||
nothing lands in `.godot/imported/`, and nothing reaches an export.
|
||||
|
||||
The cost of that is the point: **files here cannot be referenced from a scene or
|
||||
script.** Godot does not know they exist.
|
||||
|
||||
## Getting an asset into the game
|
||||
|
||||
Copy the specific files you need into `res://assets/`, converted to something
|
||||
game-ready first. That directory *is* imported and *is* committed, so it stays
|
||||
small and every file in it is one the game actually uses.
|
||||
|
||||
Audio in particular needs conversion. The Helton Yan pack is 24-bit / 96 kHz
|
||||
stereo — studio masters, averaging ~2 MB for a single gunshot. Ship 16-bit /
|
||||
44.1 kHz mono for SFX unless something specifically needs better.
|
||||
|
||||
Attribution and licence status for every pack is recorded in
|
||||
[docs/ASSETS.md](../docs/ASSETS.md). Keep it current — the licence files
|
||||
themselves are not in git, because the packs are not.
|
||||
@@ -0,0 +1,28 @@
|
||||
# Game-ready assets
|
||||
|
||||
Assets the game actually references. Committed, imported by Godot, and expected
|
||||
to stay small.
|
||||
|
||||
Everything here should already be in its final form: cropped, atlased where it
|
||||
helps, audio downsampled to something sane for a game. Raw packs live in
|
||||
[`assetpacks/`](../assetpacks/README.md), which Godot ignores and git does not
|
||||
track.
|
||||
|
||||
The split exists so that adding a 3.9 GB pack of source material costs the
|
||||
repository and the import step nothing, while the handful of files the game
|
||||
loads stay reviewable.
|
||||
|
||||
What is here:
|
||||
|
||||
| Path | What | Source |
|
||||
| --- | --- | --- |
|
||||
| `sprites/dungeon_tileset.png` | terrain, characters, bosses, item icons | 0x72, CC0 |
|
||||
| `sprites/ui/` | buttons, panels, bars, inventory slots | Crusenho, CC BY 4.0 |
|
||||
| `audio/sfx/` | every sound the game plays | Helton Yan, CC BY 4.0 |
|
||||
| `local/` | bullet and impact art — **gitignored**, licence forbids redistribution | bdragon1727 |
|
||||
|
||||
Sprite rects and sound paths are declared in
|
||||
[src/view/art.gd](../src/view/art.gd); UI textures in
|
||||
[src/view/ui_theme.gd](../src/view/ui_theme.gd). Attribution lives in
|
||||
[CREDITS.md](../CREDITS.md) and on the game's own credits screen — see
|
||||
[docs/ASSETS.md](../docs/ASSETS.md) for the licence findings.
|
||||
@@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://ba050ytxjw6uf"
|
||||
path="res://.godot/imported/boss_death.wav-0f78bd9c615fc1e1f69662e3e2b02b1e.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx/boss_death.wav"
|
||||
dest_files=["res://.godot/imported/boss_death.wav-0f78bd9c615fc1e1f69662e3e2b02b1e.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=2
|
||||
@@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://b4yijsry80ccc"
|
||||
path="res://.godot/imported/enemy_death.wav-6bae1d1bbf98e070071e748aa5403ba3.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx/enemy_death.wav"
|
||||
dest_files=["res://.godot/imported/enemy_death.wav-6bae1d1bbf98e070071e748aa5403ba3.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=2
|
||||
@@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://c7abhuhkwrnbi"
|
||||
path="res://.godot/imported/player_hit.wav-478748d8be6b3a13fa393c622448db8e.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx/player_hit.wav"
|
||||
dest_files=["res://.godot/imported/player_hit.wav-478748d8be6b3a13fa393c622448db8e.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=2
|
||||
@@ -0,0 +1,24 @@
|
||||
[remap]
|
||||
|
||||
importer="wav"
|
||||
type="AudioStreamWAV"
|
||||
uid="uid://cgxntaxdtxyqp"
|
||||
path="res://.godot/imported/shoot.wav-f3ce9b4ae60220ecd3cf78df7278a10f.sample"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/audio/sfx/shoot.wav"
|
||||
dest_files=["res://.godot/imported/shoot.wav-f3ce9b4ae60220ecd3cf78df7278a10f.sample"]
|
||||
|
||||
[params]
|
||||
|
||||
force/8_bit=false
|
||||
force/mono=false
|
||||
force/max_rate=false
|
||||
force/max_rate_hz=44100
|
||||
edit/trim=false
|
||||
edit/normalize=false
|
||||
edit/loop_mode=0
|
||||
edit/loop_begin=0
|
||||
edit/loop_end=-1
|
||||
compress/mode=2
|
||||
@@ -0,0 +1,24 @@
|
||||
# Local-only assets
|
||||
|
||||
Files here are **deliberately not in git**, because their licences forbid
|
||||
redistribution — and publishing a repository containing them is redistribution.
|
||||
|
||||
Currently:
|
||||
|
||||
| File | Pack | Restriction |
|
||||
| --- | --- | --- |
|
||||
| `bullets.png` | [Fire Pixel Bullet 16x16](https://bdragon1727.itch.io/fire-pixel-bullet-16x16) | "You cannot do: Resell / redistribute this asset." Free tier is non-commercial only. |
|
||||
| `impact.png` | [750 Effect and FX Pixel All](https://bdragon1727.itch.io/750-effect-and-fx-pixel-all) | Same wording. Even the paid tier: "You can NOT re-distribute the file, no matter how much you modify it." |
|
||||
|
||||
The game degrades rather than breaks without them: `Art.bullets_texture()`
|
||||
returns null and the renderer falls back to a generated dot. That fallback is
|
||||
what a fresh clone gets, and it is why nothing here may be `preload()`ed —
|
||||
`preload` is resolved at compile time and would fail the whole build on a
|
||||
machine that does not have these files.
|
||||
|
||||
To restore them locally, copy from `assetpacks/` (also untracked):
|
||||
|
||||
```
|
||||
cp "assetpacks/New_All_Fire_Bullet_Pixel_16x16/All_Fire_Bullet_Pixel_16x16_00.png" assets/local/bullets.png
|
||||
cp "assetpacks/Effect and FX Pixel All Free/Part 1/03.png" assets/local/impact.png
|
||||
```
|
||||
|
After Width: | Height: | Size: 39 KiB |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://bircs55cjivvx"
|
||||
path="res://.godot/imported/dungeon_tileset.png-32ddb268ab9db09e8f122db6a00ca77a.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/dungeon_tileset.png"
|
||||
dest_files=["res://.godot/imported/dungeon_tileset.png-32ddb268ab9db09e8f122db6a00ca77a.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
|
||||
detect_3d/compress_to=1
|
||||
|
After Width: | Height: | Size: 303 B |
@@ -0,0 +1,40 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="CompressedTexture2D"
|
||||
uid="uid://m2nhvybbia58"
|
||||
path="res://.godot/imported/Banner01a.png-79d54606f6c5efa37ca262c86fb3c88b.ctex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/sprites/ui/Banner01a.png"
|
||||
dest_files=["res://.godot/imported/Banner01a.png-79d54606f6c5efa37ca262c86fb3c88b.ctex"]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/high_quality=false
|
||||
compress/lossy_quality=0.7
|
||||
compress/uastc_level=0
|
||||
compress/rdo_quality_loss=0.0
|
||||
compress/hdr_compression=1
|
||||
compress/normal_map=0
|
||||
compress/channel_pack=0
|
||||
mipmaps/generate=false
|
||||
mipmaps/limit=-1
|
||||
roughness/mode=0
|
||||
roughness/src_normal=""
|
||||
process/channel_remap/red=0
|
||||
process/channel_remap/green=1
|
||||
process/channel_remap/blue=2
|
||||
process/channel_remap/alpha=3
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/normal_map_invert_y=false
|
||||
process/hdr_as_srgb=false
|
||||
process/hdr_clamp_exposure=false
|
||||
process/size_limit=0
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@@ -45,11 +45,43 @@ This project deliberately does not, for four reasons:
|
||||
prototyping and wrong for this shape: it would replicate per-bullet state and
|
||||
saturate the link. See [NETCODE.md](NETCODE.md).
|
||||
|
||||
The trade is that there is no physics engine — no arbitrary collision shapes, no
|
||||
tilemap collision. The arena is a rectangle and every hit is circle-vs-circle.
|
||||
For a bullet hell that is not a limitation; hitboxes in the genre are circles by
|
||||
convention anyway. A dungeon with real geometry would need a static collision
|
||||
representation added to `SimWorld`, not a switch back to nodes.
|
||||
The trade is that there is no physics engine, so collision is hand-written.
|
||||
Since Stage 1 that means a tile grid ([MapGrid](../src/sim/map_grid.gd)):
|
||||
circle-vs-tile for actors, a point test for bullets, and Bresenham line of sight
|
||||
for aggro. Actor-vs-actor hits stay circle-vs-circle, which is the genre
|
||||
convention anyway. The client's fog no longer shares that line test: it casts
|
||||
exact rays through the same grid ([Visibility](../src/view/visibility.gd)), so
|
||||
shadows cut through tiles rather than snapping to them.
|
||||
|
||||
That was the right call rather than a compromise: the same grid answers
|
||||
collision, sight, and per-peer interest management as array lookups. On arbitrary
|
||||
polygons all three become intersection tests, and the fog query in particular
|
||||
stops being cheap enough to run every frame.
|
||||
|
||||
What it costs: geometry is axis-aligned and 32px-quantised, and bullets must
|
||||
travel less than one tile per tick or the point test steps over walls (pinned by
|
||||
`test_bullet_speeds_stay_below_the_tunnelling_threshold`).
|
||||
|
||||
## Where the layers sit now
|
||||
|
||||
Four things are worth knowing before reading any file:
|
||||
|
||||
- **Geometry is per-world.** There is no global arena. `SimWorld.map` is a
|
||||
[MapGrid](../src/sim/map_grid.gd); the hub and every dungeon have their own,
|
||||
and the client holds a *partial* copy streamed to it in chunks.
|
||||
- **`src/meta/` is server-only.** Accounts, characters, levels, experience,
|
||||
inventories and upgrades live there. The simulation reads a player's level and
|
||||
maximum health and moves items between the ground and a bag; it never writes
|
||||
progression or touches the store. It announces what happened and
|
||||
`ServerRuntime` banks it. One writer means a level cannot disagree with the
|
||||
experience that earned it.
|
||||
- **Derived, never stored.** Level comes from lifetime experience; combat
|
||||
numbers come from the upgrade list ([PlayerStats](../src/sim/player_stats.gd));
|
||||
maximum health comes from the level and the upgrades. Nothing that can be
|
||||
recomputed is persisted, so nothing saved can disagree with what produced it.
|
||||
- **`src/core/settings.gd` is the exception to "shared".** Everything else in
|
||||
`src/core/` is agreed by both sides; settings are the player's own machine
|
||||
and never reach the server.
|
||||
|
||||
## Tick
|
||||
|
||||
@@ -75,6 +107,13 @@ BossDef = stats + ordered phases
|
||||
`SimWorld._run_emitters()` is shared by enemies and bosses, so any pattern can
|
||||
be dropped on either. A boss is four phases layering one idea at a time; a new
|
||||
boss is a new function in `src/content/content.gd` and zero simulation changes.
|
||||
`SimWorld._move_boss()` is the same idea for movement: the mode is a field on
|
||||
the phase, and adding a boss that walks needs no code.
|
||||
|
||||
Emitters are **stateless**. They are shared resources — two bosses of the same
|
||||
kind would otherwise stomp each other's timers — so anything an emitter needs to
|
||||
remember between two ticks has to be derived instead. `TelegraphedStrikeEmitter`
|
||||
computes its strike positions from the volley number for exactly this reason.
|
||||
|
||||
## Entry point
|
||||
|
||||
@@ -87,17 +126,95 @@ after `--`:
|
||||
|
||||
## File map
|
||||
|
||||
Grouped by layer. The rule the whole thing hangs on: **`src/sim/` imports
|
||||
nothing from `net`, `view` or `ui`, and never touches `Net`.**
|
||||
|
||||
### Shared constants and helpers
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/core/sim_config.gd` | Every constant server and client must agree on. |
|
||||
| `src/core/movement.gd` | Pure movement + overlap helpers. Shared by prediction. |
|
||||
| `src/core/game_log.gd`, `game_opts.gd` | Static; usable from tools and tests. |
|
||||
| `src/sim/sim_world.gd` | The simulation. Authority flag decides what runs. |
|
||||
| `src/core/settings.gd` | Client-local preferences. Never reaches the server. |
|
||||
| `src/core/credits.gd` | Third-party assets and their licences. Two are CC BY, so this is a legal requirement. |
|
||||
|
||||
### The simulation
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/sim/sim_world.gd` | The simulation. The authority flag decides what runs. |
|
||||
| `src/sim/sim_player.gd`, `sim_enemy.gd`, `sim_boss.gd` | Actor state. A player's current health is restored from its character on arrival, never reset. |
|
||||
| `src/sim/sim_events.gd` | Every event type. Order is a wire format; `NetCodec.event_payload_size` must know each one's length. |
|
||||
| `src/sim/bullet_pool.gd` | Struct-of-arrays bullet storage and integration. |
|
||||
| `src/sim/input_frame.gd` | The only thing a client may assert about itself. |
|
||||
| `src/net/net_codec.gd` | Snapshot / event / input binary codecs. |
|
||||
| `src/net/server_runtime.gd` | Instances, ticking, transfers, broadcast. |
|
||||
| `src/sim/player_stats.gd` | Combat numbers derived from a character's upgrades. |
|
||||
| `src/sim/poison_track.gd` | Damage over time. O(1) per actor per tick however many doses. |
|
||||
| `src/sim/sim_loot.gd` | An item on the ground: world-shared, or owned by one peer. |
|
||||
| `src/sim/sim_portal.gd` | A dungeon entrance, and which dungeon it opens. |
|
||||
| `src/sim/map_grid.gd` | Tile grid: collision, line of sight, chunked streaming. |
|
||||
| `src/sim/map_gen.gd` | Dungeon generation. **Server-side only** — the client is never given the seed. |
|
||||
| `src/sim/patterns/` | Bullet emitters. Stateless; the authoring surface for every fight. |
|
||||
|
||||
### Content (data, in code)
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/content/content.gd` | Every enemy and boss. `ALL_ENEMIES` / `ALL_BOSSES` are what the tools and tests iterate. |
|
||||
| `src/content/items.gd` | Every item. `Items.ORDER` doubles as the wire format. |
|
||||
| `src/content/upgrades.gd` | The seven upgrades and their draw weights. |
|
||||
| `src/content/dungeons.gd` | The kinds of run. `ORDER` is a wire format *and* the hub's portal order. |
|
||||
| `src/content/rooms.gd` | Hand-authored stamps: the hub and each boss arena, as text. |
|
||||
| `src/actors/` | The `Resource` definitions those tables build: enemy, boss, item, loot, upgrade, dungeon. |
|
||||
|
||||
### Server-owned state
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/meta/progression.gd` | XP curve and what a level is worth. Pure functions. |
|
||||
| `src/meta/character.gd`, `character_store.gd` | Characters and their JSON persistence. |
|
||||
| `src/meta/auth_provider.gd` | Identity, shaped like Steamworks so it swaps out. |
|
||||
| `src/meta/local_auth_provider.gd` | The development provider. **Insecure on purpose** — any client can claim any account. Do not ship it. |
|
||||
| `src/instances/instance.gd` | The hub and one dungeon run: a world plus a peer list. |
|
||||
|
||||
### Network
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/net/net_codec.gd` | Every binary codec: snapshot, events, input, roster, characters, map chunks, portals, upgrade state. |
|
||||
| `src/net/server_runtime.gd` | Instances, ticking, transfers, interest, progression, persistence, map streaming. |
|
||||
| `src/net/client_runtime.gd` | Prediction, reconciliation, interpolation, bot input. |
|
||||
| `src/instances/instance.gd` | Lobby hub and dungeon progression. |
|
||||
| `src/autoload/net.gd` | ENet lifecycle, RPCs, local loopback for listen servers. |
|
||||
| `src/view/bullet_renderer.gd` | The whole bullet field in one MultiMesh draw call. |
|
||||
| `src/net/protocol.gd` | Wire version and constants. Bump `VERSION` whenever a layout changes. |
|
||||
| `src/autoload/net.gd` | ENet lifecycle, RPCs, local loopback for listen servers. The only autoload. |
|
||||
|
||||
### View and UI (read-only; decides nothing)
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `src/view/world_view.gd` | Everything that is not a bullet. Fog, actors, loot, telegraphs. Draw order is the fog's mechanism: everything it may hide, then the darkness, then what it must not. |
|
||||
| `src/view/visibility.gd` | The fog's geometry: rays from the eye, wall corners, the shadow mesh. Pure, so `test_visibility.gd` asks it which points are lit. |
|
||||
| `src/view/bullet_renderer.gd` | The bullet field: one MultiMesh per bullet kind. Fades bullets past the edge of sight, never sooner than `WARNING_TIME` before one could land (`visibility()`). |
|
||||
| `src/view/art.gd` | Every atlas rect and sound path, in one table. |
|
||||
| `src/view/ui_theme.gd` | The control theme, built in code from the UI pack. |
|
||||
| `src/view/debug_draw.gd` | F1 overlay: what the simulation collides against. |
|
||||
| `src/view/game_scene.gd`, `sfx.gd` | Wiring the view to whatever client `Net` currently has. |
|
||||
| `src/ui/hud.gd` | Player panel, party, boss bar, banners, message feed, inventory, prompts. Drawn, not built from controls; stacked by a running cursor so nothing collides. |
|
||||
| `src/ui/main_menu.gd`, `game_menu.gd` | Connect screen and the in-game menu. |
|
||||
| `src/ui/menu_backdrop.gd` | The real boss patterns playing behind the connect screen, primed so the first frame is already full. |
|
||||
| `src/ui/character_select.gd` | Roster screen: pick or create. |
|
||||
| `src/ui/upgrade_screen.gd` | The quartermaster's three choices, and what you hold. |
|
||||
| `src/ui/settings_screen.gd`, `credits_screen.gd` | Controls, volumes, attribution. |
|
||||
|
||||
### Tools
|
||||
|
||||
| File | Role |
|
||||
| --- | --- |
|
||||
| `tools/check.sh`, `check_scripts.gd` | Parse and type-check every script; refreshes the class cache first. |
|
||||
| `tools/test.sh` | The GUT suite, headless. |
|
||||
| `tools/smoke.sh` | A real server and five bots over ENet, asserting the whole loop. |
|
||||
| `tools/server.sh`, `client.sh` | Run a dedicated server, or a client. |
|
||||
| `tools/install-hooks.sh` | Points git at `.githooks/`: check and test on commit, smoke on push. |
|
||||
| `tools/diag_*.gd` | Scene-based end-to-end checks the bots cannot reach: prediction, progression, loot, upgrades. |
|
||||
| `tools/bench.gd` | Simulation cost per tick. |
|
||||
| `tools/screenshot.gd` | Every screen, staged. Needs a display. **Its own store and account.** |
|
||||
| `tools/export_content.gd`, `setup_input_map.gd` | Content to `.tres` for the inspector; the input map, generated correctly. |
|
||||
@@ -0,0 +1,134 @@
|
||||
# Asset packs and attribution
|
||||
|
||||
The packs themselves are **not in git** (see
|
||||
[`assetpacks/README.md`](../assetpacks/README.md)), which means their bundled
|
||||
licence files are not either. This file is the record that survives. Keep it
|
||||
current when a pack is added or removed.
|
||||
|
||||
## How assets get from a pack into the game
|
||||
|
||||
`assetpacks/` carries a `.gdignore`, so Godot skips it entirely — nothing there
|
||||
can be referenced from a scene or script. Files are copied into `res://assets/`
|
||||
in game-ready form, and only then imported. The tree is 3.9 GB and
|
||||
`tools/check.sh` runs `--import`, which would otherwise walk all of it every run.
|
||||
|
||||
What is in the game today is three sprite sheets, four sounds and twelve small
|
||||
UI sprites. Sprite rects and sound paths are all declared in one
|
||||
place, [src/view/art.gd](../src/view/art.gd), and
|
||||
`tests/unit/test_art.gd` asserts every rect lands inside its texture — a wrong
|
||||
atlas coordinate does not error, it silently draws the wrong pixels.
|
||||
|
||||
## Licence findings
|
||||
|
||||
Checked against each pack's itch.io page, and against the licence file the pack
|
||||
itself ships where there is one. **Two of the five forbid redistribution**,
|
||||
which is what publishing a repository containing them would be — so they are not
|
||||
in the repository.
|
||||
|
||||
| Pack | Licence | Commercial | Credit | In this repo? |
|
||||
| --- | --- | --- | --- | --- |
|
||||
| [0x72 DungeonTileset II](https://0x72.itch.io/dungeontileset-ii) | **CC0 1.0** (public domain) | Yes | Not required | **Yes** — `assets/sprites/dungeon_tileset.png` |
|
||||
| [Helton Yan Pixel Combat](https://heltonyan.itch.io/pixelcombat) | **CC BY 4.0** | Yes | **Required** | **Yes** — `assets/audio/sfx/` |
|
||||
| [Complete UI Essential Pack](https://crusenho.itch.io/complete-ui-essential-pack) | **CC BY 4.0** | Yes | **Required** | **Yes** — `assets/sprites/ui/` |
|
||||
| [Fire Pixel Bullet 16x16](https://bdragon1727.itch.io/fire-pixel-bullet-16x16) | Custom | Free tier non-commercial; **paid tier allows commercial** | Encouraged | **No, at any tier** — local only |
|
||||
| [750+ Effect and FX Pixel All](https://bdragon1727.itch.io/750-effect-and-fx-pixel-all) | Custom | Free tier non-commercial; **paid tier allows commercial** | Encouraged | **No, at any tier** — local only |
|
||||
|
||||
### The blocking clause
|
||||
|
||||
Both bdragon1727 packs state, verbatim:
|
||||
|
||||
> **You cannot do:** Resell / redistribute this asset.
|
||||
|
||||
And the paid tier of the FX pack is no better for this purpose:
|
||||
|
||||
> You can NOT re-distribute the file, no matter how much you modify it you can
|
||||
> use it but not share or re-sell it.
|
||||
|
||||
Putting those files in a public repository distributes them to everyone who
|
||||
clones it, which is squarely what that forbids. Paying for the commercial tier
|
||||
does **not** unlock it — the restriction survives payment and survives
|
||||
modification.
|
||||
|
||||
So they live in `assets/local/`, which is gitignored. `Art.bullets_texture()`
|
||||
and `Art.impact_texture()` load them at runtime if present and return null if
|
||||
not; the bullet renderer falls back to a generated dot. Verified both ways: with the files
|
||||
present the game uses them, and with them hidden the whole suite still passes
|
||||
and the game runs — `tests/unit/test_art.gd` has an explicit case for their
|
||||
absence, because a clean clone is the configuration most contributors will
|
||||
actually have.
|
||||
|
||||
This is also why nothing there may be `preload()`ed — `preload` resolves at
|
||||
compile time and would fail the build on every machine that lacks the files.
|
||||
|
||||
### The UI pack is the easy case
|
||||
|
||||
Crusenho's *Complete UI Essential Pack* ships its own `License.txt` naming
|
||||
CC BY 4.0 outright, with the licensor and store link spelled out. That permits
|
||||
redistribution and commercial use, so unlike the bullet and FX packs a subset of
|
||||
it is committed — twelve PNGs, 48 KB, under `assets/sprites/ui/`, listed in
|
||||
`UiTheme.TEXTURES`.
|
||||
|
||||
Only what the game uses was copied rather than all 98 sprites: each committed
|
||||
PNG costs a Godot `.import` sidecar, and a directory of files nothing references
|
||||
is a directory nobody prunes. The rest stays in the untracked pack.
|
||||
|
||||
The obligation it creates is the same one the audio creates — see below.
|
||||
|
||||
### Two obligations this creates
|
||||
|
||||
1. **Two packs are CC BY 4.0 and require attribution** — Helton Yan's audio and
|
||||
Crusenho's UI art. A file in the source tree does not satisfy that once the
|
||||
game ships, because a player who downloaded a build never sees it. **Done:**
|
||||
Settings → Credits shows the same list, built from
|
||||
[src/core/credits.gd](../src/core/credits.gd), including a link to the
|
||||
licence text as CC BY asks. `tests/unit/test_credits.gd` asserts every source
|
||||
there also appears in [CREDITS.md](../CREDITS.md) and in this file, so the
|
||||
three cannot drift apart.
|
||||
2. **Both bdragon packs are non-commercial in their free tier.** Buying the
|
||||
full tier *does* fix that — confirmed verbatim from the FX pack's paid
|
||||
licence: "You may use these assets in personal, commercial or
|
||||
non-commercial projects."
|
||||
|
||||
It does **not** fix the repository problem. The paid licence's very next
|
||||
sentence is: "You can NOT re-distribute the file, no matter how much you
|
||||
modify it you can use it but not share or re-sell it." Redistribution is
|
||||
forbidden at every tier, so paying moves these assets from
|
||||
*local-only-and-non-commercial* to *local-only-and-commercial*. They cannot
|
||||
be committed to a public repo at any price.
|
||||
|
||||
The only route that puts bullet and FX art back into the repository is
|
||||
replacing it with something permissive (CC0, or CC BY with attribution),
|
||||
which would also remove the local-asset fallback machinery.
|
||||
|
||||
### Not in use
|
||||
|
||||
`assetpacks/considering_dont_use_yet/` is the "not chosen" marker and nothing
|
||||
there is referenced. It contains RF Catacombs v1.0 (public domain per its
|
||||
bundled `public-license.txt` — free for personal or commercial use, credit
|
||||
appreciated, no reselling; artwork by Szadi art), plus Tiny RPG Character Pack
|
||||
02 and neo_zero demos, whose terms are unrecorded.
|
||||
|
||||
## Converting audio before use
|
||||
|
||||
Helton Yan's pack is 24-bit / 96 kHz stereo — studio masters, averaging ~2 MB
|
||||
per file and 5 MB at the largest. That is roughly a hundred times what a game
|
||||
needs for a gunshot.
|
||||
|
||||
Downsample to 16-bit / 44.1 kHz mono before copying anything into
|
||||
`res://assets/`. Godot imports `.wav` losslessly and keeps it in memory
|
||||
uncompressed for low-latency playback, so the source format is what you pay for
|
||||
in RAM and in export size.
|
||||
|
||||
## Where converted assets go
|
||||
|
||||
`res://assets/`, which is committed and imported. See
|
||||
[`assets/README.md`](../assets/README.md). Art is Stage 2 in
|
||||
[ROADMAP.md](ROADMAP.md); everything currently on screen is drawn from
|
||||
primitives plus one runtime-generated dot texture.
|
||||
|
||||
## Placeholder art worth revisiting
|
||||
|
||||
- **Warden's Ration** draws as a gold flask (`Art.ITEM_ICONS[1]`). The 0x72
|
||||
tileset has no food sprite, and the item is deliberately useless flavour, so a
|
||||
recoloured flask stands in until the art pass. It reads as a potion, which is
|
||||
the wrong thing for it to read as.
|
||||
@@ -0,0 +1,637 @@
|
||||
# Settled decisions
|
||||
|
||||
Design choices the user has already made, with the reasoning. **Check here
|
||||
before asking** — re-litigating a settled decision wastes a round trip, and
|
||||
several of these look like defaults you would otherwise pick differently.
|
||||
|
||||
Ordered newest last.
|
||||
|
||||
---
|
||||
|
||||
## Simulation shape
|
||||
|
||||
**Game logic lives in plain `RefCounted` objects, not nodes.** No
|
||||
`CharacterBody2D`, no `Area2D`, no physics server. Bullet counts make per-bullet
|
||||
nodes unaffordable, the dedicated server allocates nothing, and the whole suite
|
||||
runs with no `SceneTree`. Full reasoning in [ARCHITECTURE.md](ARCHITECTURE.md).
|
||||
|
||||
**Content is GDScript, not `.tres`.** A boss is a readable diff, there are no
|
||||
resource UIDs churning in version control, and a test can build content inline.
|
||||
`tools/export_content.gd` writes `.tres` copies for inspector tuning, but code
|
||||
is the source of truth — port inspector edits back.
|
||||
|
||||
---
|
||||
|
||||
## Netcode
|
||||
|
||||
**The client sends input and nothing else.** No message exists for position,
|
||||
hits, damage, or a finished escape. Having no code path is strictly stronger
|
||||
than validating one.
|
||||
|
||||
**Bullets replicate as spawn events, not state.** ~36 bytes once per bullet;
|
||||
both sides run the identical integration. Only early deaths (a hit, or a wall)
|
||||
need announcing. Pinned by `tests/integration/test_replica_parity.gd`.
|
||||
|
||||
**No lag compensation.** Rewinding the world to a shooter's view would mean a
|
||||
player who dodged on their own screen still takes the hit. If it becomes a
|
||||
complaint, lag-compensate *player bullets against enemies only* — never enemy
|
||||
bullets against players.
|
||||
|
||||
**`INPUT_MAX_LEAD` must stay well above `INPUT_LEAD_MAX`.** The server's input
|
||||
acceptance window has to be wider than the band in which the client re-syncs its
|
||||
own numbering. When it was not, drifting clocks landed in a dead zone where the
|
||||
server silently rejected every input and the client never noticed. Pinned by
|
||||
`tests/unit/test_input_lead.gd`.
|
||||
|
||||
---
|
||||
|
||||
## Combat feel
|
||||
|
||||
**Hitbox is smaller than the sprite** (`PLAYER_RADIUS` 6 vs
|
||||
`PLAYER_VISUAL_RADIUS` 13), and `PLAYER_MUZZLE_OFFSET` derives from the visual
|
||||
radius. A visible near-miss reads as fair; an invisible hit does not.
|
||||
|
||||
**No invulnerability frames.** Every bullet that touches you lands. I-frames
|
||||
make dense patterns *safer* than sparse ones, which inverts the genre. Measured
|
||||
cost: ~13.6s stationary in the Warden's opening phase. `spawn_grace` on entering
|
||||
a dungeon is the sole exception, and it is a transition, not a combat mechanic.
|
||||
|
||||
**No contact damage.** Every threat is a bullet you can see and dodge. The
|
||||
Stalker carries a point-blank shotgun rather than damaging you by touch.
|
||||
`tests/unit/test_content.gd` asserts every hostile enemy has an emitter.
|
||||
|
||||
---
|
||||
|
||||
## Leaving a run
|
||||
|
||||
**Escape is a 1-second channel that damage does not interrupt.** An
|
||||
interruptible channel makes killing the process better than pressing the button.
|
||||
|
||||
**A disconnect runs the same channel.** The player stays in the world as
|
||||
`linkdead`, still killable. All four exits (key, menu button, clean disconnect,
|
||||
SIGKILL) converge on one server-side path keyed on the socket closing — there is
|
||||
deliberately no "clean leave" message. `tools/smoke.sh` asserts both the hard
|
||||
kill and the polite disconnect.
|
||||
|
||||
**Boss rooms do not lock.** *(User, this session.)* You can always walk out of a
|
||||
boss fight, and the boss cannot follow. The consequence: fights cannot rely on
|
||||
trapping the player, and disengaging is always available.
|
||||
|
||||
---
|
||||
|
||||
## World
|
||||
|
||||
**Tile grid, generated layout, hand-authored boss arenas.** *(User, this
|
||||
session.)* A grid because collision, line of sight and interest management all
|
||||
become array lookups; authored arenas because a generated boss room is a bad one
|
||||
about as often as a good one.
|
||||
|
||||
**Hard fog.** *(User, this session.)* No remembered terrain — anything outside
|
||||
current line of sight is not drawn, including ground already walked over.
|
||||
|
||||
**The fog is geometry, not a verdict per tile — and a little less strict.**
|
||||
*(User asked: "no longer grid based ... able to light up cells partially", and
|
||||
"a bit less strict". How strict was left to me.)* `Visibility` casts rays from
|
||||
the eye — a fixed sweep plus two aimed either side of every wall corner, which
|
||||
is what makes each shadow edge a straight line — and the view draws terrain and
|
||||
actors first, then darkness over everything the rays did not reach. A shadow
|
||||
edge runs straight through a tile; an enemy rounding a corner appears a slice
|
||||
at a time instead of popping in whole.
|
||||
|
||||
"Less strict" is three specific things. The face of a wall you can see is lit
|
||||
26 units deep, measured perpendicular to the face — along the ray it was a
|
||||
sliver for any wall seen at a grazing angle, and the wall beside you vanished,
|
||||
which is the complaint the old fog had. Shadows end in an 8-unit fade instead
|
||||
of a hard line. And the edge of sight fades over its last 64 units instead of
|
||||
stopping at a circle. Nothing is remembered: still hard fog.
|
||||
|
||||
Two lines this deliberately does not cross: light stops the moment a ray steps
|
||||
back out of the wall it was in, so it never rounds a corner or reaches the far
|
||||
side of a one-tile wall; and two blocking tiles that touch only at a corner are
|
||||
closed, not a crack. Bullets are drawn over the darkness — a shot out of the
|
||||
black is still one you can dodge.
|
||||
|
||||
**Bullets fade out past the edge of sight, but never sooner than is safe.**
|
||||
*(User asked to stop drawing bullets beyond sight, with the condition that
|
||||
nobody is ever hit by a bullet they could not see.)* Every enemy bullet is
|
||||
drawn at full strength out to the edge of sight or to however far it could close
|
||||
in `BulletRenderer.WARNING_TIME` (0.75s) with you running straight at it,
|
||||
whichever is further, then fades over 80 units. Today the edge of sight is always
|
||||
further: the fastest enemy bullet is 300 u/s, so even head-on it is on screen
|
||||
0.83s before it lands. `test_bullet_draw.gd` checks that for every emitter in the
|
||||
content, and for bullets far faster. Player shots fade at the edge of sight
|
||||
regardless, since they cannot hurt you. Bullets in shadow *within* sight range
|
||||
are still drawn: you can step round a corner into one, and hiding it would be
|
||||
exactly the invisible hit the condition rules out.
|
||||
|
||||
**Dungeon size scales with depth.** *(User, this session.)* `--depth N` is a dev
|
||||
flag; what raises depth in actual play is still open.
|
||||
|
||||
**Never send the map, or its seed.** *(User, this session — corrected an earlier
|
||||
choice of mine.)* Sending `(seed, depth)` and regenerating client-side is far
|
||||
cheaper on the wire and hands any modified client the entire floor plan. Tiles
|
||||
stream per peer instead. The accepted trade, in the user's words: a cheater
|
||||
seeing further than they should is tolerable; seeing the whole map is not.
|
||||
|
||||
Consequence to preserve: the client holds *real* geometry it cannot see, because
|
||||
it predicts movement against walls and simulates bullets that die on them. So
|
||||
hard fog is a rendering rule, not secrecy. The secrecy is in what the server
|
||||
declines to send.
|
||||
|
||||
---
|
||||
|
||||
## Identity and persistence
|
||||
|
||||
**Steam-shaped auth abstraction.** *(User, this session.)* The goal is
|
||||
eventually Steam, so build the shape Steamworks uses and keep it swappable:
|
||||
client presents an opaque ticket, server validates it and gets a stable 64-bit
|
||||
account id (SteamID64's stand-in). A local dev provider persists a generated id
|
||||
in `user://`, so **no Steam account is needed now**.
|
||||
|
||||
Not integrating GodotSteam yet: it needs a running Steam client and an app ID,
|
||||
which would break the "no Steam account" requirement. Swapping it in later
|
||||
should be one provider class and no schema change.
|
||||
|
||||
---
|
||||
|
||||
## Progression
|
||||
|
||||
**XP from kills, bosses worth far more.** *(User, this session.)* A first full
|
||||
dungeon should give a bit more than is needed for the first level-up.
|
||||
|
||||
**Permadeath.** Death marks a character inactive — never deleted, for archival
|
||||
and troubleshooting — and the player picks another character or creates one.
|
||||
|
||||
---
|
||||
|
||||
## Characters and progression
|
||||
|
||||
**Level 1 is base health; each level adds 10.** So level 15 is
|
||||
`PLAYER_MAX_HP + 14 * 10` = 240. Level is *derived* from lifetime experience
|
||||
rather than stored alongside it, so the two can never disagree — a hand-edited
|
||||
save cannot produce a level 12 character with a level 3's experience.
|
||||
|
||||
**The five-character cap counts LIVING characters only.** Retired ones stay in
|
||||
the store forever but free their slot. Counting the dead would lock a player out
|
||||
of their own account permanently after five deaths, which is not a punishment
|
||||
anyone signed up for.
|
||||
|
||||
**Death unbinds the character entirely.** There is deliberately no "return to
|
||||
the hub as the character who just died" — the run is over, so the peer is
|
||||
removed from the instance and left at the roster screen. The one exception is a
|
||||
linkdead player, which has nobody to show a roster to, so its body is left for
|
||||
the escape channel to resolve as before.
|
||||
|
||||
**Experience is shared across the party, undivided — among everyone who was
|
||||
there.** Everyone alive receives the full amount for a kill. Splitting it would
|
||||
make bringing a friend cost you progress, which is the opposite of what the hub
|
||||
roster exists to encourage.
|
||||
|
||||
Presence is a separate question from the split, and it has a radius:
|
||||
`SimConfig.XP_AWARD_RADIUS`, ten percent past `FOG_VIEW_RADIUS`. Anyone who
|
||||
watched something die is inside it; a player parked in the entrance room while
|
||||
the party clears the dungeon is not, and used to collect the whole run. Ten
|
||||
percent past sight rather than exactly on it, so the edge of the fog is
|
||||
comfortably inside and nobody loses a kill they actually saw. One consequence
|
||||
worth knowing: an upgraded shot outranges this several times over, so a kill
|
||||
made somewhere you cannot see pays nothing.
|
||||
|
||||
**A level-up heals by the amount it added.** Gaining a level mid-fight should
|
||||
feel like relief, not like the bar you were watching got further from full.
|
||||
|
||||
**The character store refuses to start rather than starting empty.** A corrupt
|
||||
or unreadable save aborts the server. Loading empty would look like it worked
|
||||
and then overwrite every character on the first level-up.
|
||||
|
||||
**Account ids are written as decimal strings in JSON.** They are 64-bit and JSON
|
||||
numbers are doubles, which would silently round them.
|
||||
|
||||
**Character swapping is hub-only, enforced on the server.** Swapping inside a
|
||||
dungeon would be an instant, uninterruptible exit from danger — strictly better
|
||||
than the one-second escape channel, and it would make that channel pointless.
|
||||
The menu greys the button out so the rule is visible, but the server refuses
|
||||
regardless of what any client's UI allows.
|
||||
|
||||
**Health regenerates at 0.5% of MAXIMUM per second in a dungeon, with no
|
||||
out-of-combat gate.** 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. No combat gate because 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.
|
||||
|
||||
**The hub regenerates at 10% per second, and health is carried through a door.**
|
||||
Arriving anywhere used to set health to maximum, which meant a run cost nothing:
|
||||
walk in, take what you can, walk out, walk back in whole. Current health now
|
||||
lives on the character record — the same reason the inventory does, since
|
||||
`SimWorld` builds a blank player on every instance change — and the hub is where
|
||||
it is paid off, over about ten seconds. Fast enough that recovering is not a
|
||||
chore, slow enough that it is a decision to make before walking back in. The
|
||||
dungeon rate is unchanged, so waiting inside one is still not a plan.
|
||||
|
||||
More friction is expected here later; this is the floor, not the design.
|
||||
|
||||
**A dead character is gone, as far as the player is concerned.** Retirement is
|
||||
the server's own bookkeeping for archival and troubleshooting; the roster the
|
||||
client receives contains living characters only. Listing the dead would offer a
|
||||
choice that cannot be taken.
|
||||
|
||||
**Experience rides the snapshot, not the character roster.** The roster is only
|
||||
re-sent when the *set* of characters changes, so a bar fed from it moved only on
|
||||
level-up or a swap. The live total is four bytes on a message that already goes
|
||||
out at 20 Hz.
|
||||
|
||||
---
|
||||
|
||||
## Inventory and loot
|
||||
|
||||
**Four slots, permanently on screen.** An inventory you have to open is a menu,
|
||||
and a menu is a death in a game where the floor is bullets. `INVENTORY_SLOTS` is
|
||||
one constant that the wire format, the save record and the HUD all read, so
|
||||
growing it is a one-line change — but not into a paged or scrolling UI.
|
||||
|
||||
**Item actions ride the input frame rather than becoming new messages.**
|
||||
`InputFrame` gained `BTN_USE`, `BTN_DROP` and a slot byte. Using an item happens
|
||||
*during* a fight, so it has to be ordered against movement on the same tick and
|
||||
be as cheap to reject as a movement vector. Riding the existing stream gets the
|
||||
redundancy that covers a dropped packet, the replay guard on `last_input_tick`,
|
||||
and a rate limit of one action per tick for free. A separate reliable RPC would
|
||||
have needed every one of those bolted back on.
|
||||
|
||||
**Item actions are edge-triggered; movement and fire are not.** The client
|
||||
resends its last few frames every tick and a starved server coasts on the last
|
||||
one it holds, so a level-triggered read would empty the whole inventory in four
|
||||
ticks. The *slot* is part of the edge as well — tapping 2 while 1 is still held
|
||||
is a second, distinct action rather than a swallowed one.
|
||||
|
||||
**Loot has two visibilities, and the instanced one is enforced on the wire.**
|
||||
World-shared loot is one entity the first player to reach it takes.
|
||||
Player-instanced loot is one entity per eligible player, and a peer is never
|
||||
told the other copies exist — the filter lives in `NetCodec.encode_snapshot`
|
||||
beside the actor interest radius, not in the client. It is an
|
||||
interest-management rule, not a UI convention.
|
||||
|
||||
**The Warden's Ration is useless on purpose.** It is dropped by every boss, one
|
||||
per player who was alive for the kill, and does nothing when used. Its job is to
|
||||
make sure the player-instanced path runs on every single boss kill instead of
|
||||
being a code path nothing exercises. If it ever gains an effect, that job needs
|
||||
a new holder.
|
||||
|
||||
**Anything dropped becomes world-shared, whatever it was before.** An instanced
|
||||
trophy you do not want should be able to reach someone who does — otherwise
|
||||
"droppable" means nothing for half the items in the game.
|
||||
|
||||
**A potion used at full health is refused, not spent.** Nobody drinks one on
|
||||
purpose at full health, so a mistimed keypress must not do it for them. The
|
||||
useless ration, by contrast, *is* consumed: "does nothing" has to mean a
|
||||
completed transaction or it proves nothing about the path it exists to test.
|
||||
|
||||
**A full bag leaves the item on the floor.** Nothing is destroyed by a failed
|
||||
pickup, and the failure does not block the portal, which shares the interact
|
||||
key.
|
||||
|
||||
**Inventories live on the character and are written on every transaction.**
|
||||
Not on a timer: a crash between "picked it up" and "wrote it down" must not be a
|
||||
way to lose an item, or — far worse — to duplicate one. They are stored as item
|
||||
*ids* rather than wire indices, so a save survives `Items.ORDER` being appended
|
||||
to, and an id this build does not know decays to an empty slot rather than to
|
||||
the wrong item.
|
||||
|
||||
**Items do not stack.** One id per slot, no count, no charges. Everything the
|
||||
game currently needs fits that, and the wire format, the save record and the UI
|
||||
are all simpler for it. Add a count when something actually needs one.
|
||||
|
||||
**Ground loot never expires; each world caps at `MAX_LOOT_PER_INSTANCE`,
|
||||
oldest evicted.** Dungeons close and take their litter with them, so only the
|
||||
hub — which never closes and where players can drop things — can realistically
|
||||
reach the cap.
|
||||
|
||||
---
|
||||
|
||||
## More than one dungeon
|
||||
|
||||
**A second dungeon is a set of multipliers over the shared content, not a
|
||||
parallel copy of it.** `DungeonDef` scales enemy health, boss health and loot
|
||||
chance; the generator, the rooms, the enemy mix and the boss are the same
|
||||
objects the real run uses. A duplicated `Content` would drift from the original
|
||||
the first time anything was tuned, and the whole value of the Proving Grounds is
|
||||
that it is *identical apart from the numbers*.
|
||||
|
||||
**It is reachable from the hub rather than hidden behind a launch flag.** A flag
|
||||
would need a server restart to switch, which makes comparing the two a chore
|
||||
and makes "does this behave the same in the real run?" a question nobody
|
||||
bothers to ask. Two portals a few metres apart makes it a five-second check.
|
||||
|
||||
**Which dungeon you enter is decided by where you are standing.** The portal is
|
||||
resolved server-side from the player's own position, and the `PORTAL_USED` event
|
||||
carries the answer. There is deliberately no client message that names a
|
||||
dungeon: one would let any client ask for the Proving Grounds' loot rate and
|
||||
walk out with it.
|
||||
|
||||
**The instance matcher compares dungeon ids.** A forming run only accepts party
|
||||
members who asked for that kind. Without it, walking into one entrance could
|
||||
drop you into the other's run purely on timing.
|
||||
|
||||
**Scaling clamps at both ends.** Health never scales below 1 — a creature with
|
||||
zero health is a crash waiting for a divide — and a boosted drop chance never
|
||||
exceeds certain, or the roll becomes dead code and "chance" stops meaning
|
||||
anything.
|
||||
|
||||
---
|
||||
|
||||
## Upgrades
|
||||
|
||||
**Damage is `base × (1 + Σ additive) × Π multiplicative`.** The flat +5% every
|
||||
upgrade carries, Spread's −10%, Doubleshot's −50% and Glass Cannon's +100% pool
|
||||
into the additive term; Sniper's ×2 multiplies the result. The brief called
|
||||
Sniper out as multiplicative specifically, and this is what that buys: it stays
|
||||
worth taking however many percentages have already piled up, and two Snipers is
|
||||
4× rather than +200%.
|
||||
|
||||
**The +5% belongs to *taking an upgrade*, not to any particular upgrade.** It
|
||||
lives in `SimConfig.UPGRADE_DAMAGE_BONUS` and is applied once per upgrade held,
|
||||
rather than being baked into seven definitions where it would be seven places
|
||||
to get wrong.
|
||||
|
||||
**A character record becomes a live player in exactly one place.**
|
||||
`ServerRuntime._adopt_character`, called from `_place`, which every transfer
|
||||
goes through. `SimWorld` knows nothing about characters and hands back a blank
|
||||
player on every instance change, so something has to give it back its level,
|
||||
upgrades and bag — and for a long time only character *select* did. Every
|
||||
portal and every escape reset the player to level 1 with base stats and an
|
||||
empty inventory, while the record on disk stayed correct, which made it look
|
||||
like a display bug.
|
||||
|
||||
**Stats are derived from the upgrade list, never stored.** `PlayerStats.build()`
|
||||
recomputes them from the ids the character holds, the same way `Progression`
|
||||
derives level from experience. One source of truth means a saved stat can never
|
||||
disagree with the upgrades that produced it.
|
||||
|
||||
**Glass Cannon halves the LEVELLED maximum health, and multiplies if taken
|
||||
twice.** Half of base HP would be a flat −50 that fades from brutal at level 1
|
||||
to nearly free at level 15, which is the wrong direction for a drawback.
|
||||
|
||||
**Poison doses stack independently rather than refreshing.** Chosen over the
|
||||
alternatives knowing it is by far the strongest reading: at ~4.3 shots/sec that
|
||||
is dozens of concurrent doses. It costs nothing to run because every dose lasts
|
||||
the same number of ticks — so they expire in the order they were added, the
|
||||
pending expiries are a plain FIFO, and only its front is ever examined.
|
||||
|
||||
**Split Shot's children leave at ±45° from the original heading**, 90° apart,
|
||||
and are born just past the target rather than on it. A child spawned inside
|
||||
what was just hit would be resolved against it again on the same tick — a free
|
||||
second hit, and with several charges a free chain of them.
|
||||
|
||||
**Level-ups queue.** Reaching two levels in one run owes two choices. Losing one
|
||||
for doing well is a punishment nobody would guess at.
|
||||
|
||||
**The offer is rolled once and held on the character.** If it regenerated when
|
||||
the screen opened, closing and reopening would be a free reroll and everyone
|
||||
would press it until a legendary turned up. It is written to disk with
|
||||
everything else, so a crash is not a reroll either.
|
||||
|
||||
**Upgrades are spent standing at the hub NPC, enforced on the server.** Same
|
||||
rule as the dungeon portal: where a player is standing is the one thing a
|
||||
modified client cannot fake. The screen closes when you walk away so it never
|
||||
offers a button that would be refused.
|
||||
|
||||
**Bullet speed has a hard ceiling.** Wall collision samples a position once per
|
||||
tick, so anything faster than one tile per tick tunnels through geometry. Two
|
||||
Snipers would ask for 2480 u/s against a 1920 threshold, and a tunnelling
|
||||
bullet looks exactly like a bullet — so `MAX_BULLET_SPEED` clamps it and a test
|
||||
pins the clamp.
|
||||
|
||||
**Poison ticks are not announced as hits.** They land many times a second on a
|
||||
reliable channel, and the client learns enemy health from the snapshot anyway.
|
||||
Death is still announced, because the experience award is keyed on that event
|
||||
and a kill by poison has to score.
|
||||
|
||||
---
|
||||
|
||||
## The scale of the numbers
|
||||
|
||||
**Health and damage are ten times what they started as, and every ratio is
|
||||
unchanged.** A shot is 60, a fresh character has 1000, the Warden has 36000,
|
||||
and enemy health and emitter damage were scaled with them — time to kill is
|
||||
exactly what it was.
|
||||
|
||||
The reason is rounding, not balance. Damage is an integer, and at a base of 6
|
||||
the +5% that every upgrade carries computed to 6.3 and rounded back to 6: a
|
||||
player took their first upgrade, was told it made them stronger, and it did
|
||||
nothing. Ten times the base means every 5% step is worth 3 damage. The same
|
||||
applies to the boss's per-phase armour multiplier, which at 6 damage rounded
|
||||
1.15 into 1.17.
|
||||
|
||||
**The practice dummy is indestructible by flag, not by a large number.** The
|
||||
old 100000 health was already past the u16 the snapshot sends enemy health in,
|
||||
and once a shot did 60 a patient player could have worn it down and left the
|
||||
hub without a practice target until the next restart. A flag says what was
|
||||
actually meant.
|
||||
|
||||
---
|
||||
|
||||
## Bosses that move, and attacks that warn
|
||||
|
||||
**Movement belongs to the phase, not to the boss.** A fight that stands still
|
||||
and then starts hunting you is one boss with two phases. `BossDef.stationary`
|
||||
was removed rather than kept alongside the phases: a flag claiming the boss
|
||||
stood still while one of its phases walked around would be a second source of
|
||||
truth, and the wrong one. `BossDef.moves()` is derived.
|
||||
|
||||
**CHASE holds a distance instead of closing.** A boss standing on top of a
|
||||
player is a boss whose bullets cannot be read, and this genre cannot afford
|
||||
that. It backs off when you come inside its preferred range.
|
||||
|
||||
**Waypoints are fractions of the arena.** The Warden's hall and the Choir Vault
|
||||
are different sizes, and a phase written against absolute coordinates would only
|
||||
work in one of them.
|
||||
|
||||
**The boss room clamp moved after movement.** It was a no-op while every boss
|
||||
was stationary. Boss rooms deliberately do not lock, so walking out is always an
|
||||
escape — which is only true if the boss cannot follow.
|
||||
|
||||
**Telegraphed strikes are announced by a stateless emitter.** Emitters are
|
||||
shared resources, so nothing may be remembered between the warning and the
|
||||
strike; the positions are derived from the volley number instead, and a test
|
||||
asserts the burst lands where the marker promised.
|
||||
|
||||
**Telegraph markers are drawn through fog and through walls**, unlike every
|
||||
other thing in the view. A warning you cannot see is an unavoidable hit with
|
||||
extra steps, which is the opposite of what a telegraph is for.
|
||||
|
||||
**Each boss has its own entrance in the hub.** A dungeon names the arena it ends
|
||||
in, and the arena decides the boss. Which fight you are walking into is the one
|
||||
thing a player chooses before a run, so it is not rolled for them — not from the
|
||||
depth (a dev flag nothing in play raises, which left the second boss
|
||||
unreachable) and not from the seed either. Only the Proving Grounds leaves it
|
||||
open, because a harness you re-enter every couple of minutes wants whichever
|
||||
fight comes up first.
|
||||
|
||||
---
|
||||
|
||||
## Bullets do not animate
|
||||
|
||||
**One frame, and a slow turn.** The bullet sheet's eight frames are a colour
|
||||
cycle rather than a shape change, and running it meant every bullet on screen
|
||||
strobed through a palette in unison — genuinely hard to look at with a few
|
||||
hundred in the air, which is the normal case for this game.
|
||||
|
||||
Each bullet now holds one frame and rotates at `Art.BULLET_SPIN_RATE`, offset by
|
||||
its own id so a ring of twenty does not turn 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 as spin — a test pins that against the
|
||||
longest-lived bullet in the game.
|
||||
|
||||
The other seven frames stay in the atlas because that is what the source art is.
|
||||
Nothing draws them, and the renderer now slices four textures at startup instead
|
||||
of thirty-two.
|
||||
|
||||
---
|
||||
|
||||
## Settings
|
||||
|
||||
**Preferences are local to the client and nothing else knows about them.**
|
||||
Which key fires produces the same [InputFrame] either way, so the server has no
|
||||
opinion and never hears about it. `Settings` is static for the same reason
|
||||
`GameOpts` is: a `--script` tool has no main loop and cannot resolve autoloads.
|
||||
|
||||
**Bindings are stored as physical keycodes and labelled through the active
|
||||
layout.** Physical is what `tools/setup_input_map.gd` already uses, so bindings
|
||||
follow key *position*; translating the label back means an AZERTY player reads
|
||||
the letter printed on the key their fingers are on. The translation is skipped
|
||||
on a display server with no keyboard — headless does not merely lack the call,
|
||||
it logs an engine error and hands the argument back, and there is no feature
|
||||
flag to test for.
|
||||
|
||||
**A rebind replaces every event on the action, not just the first.** Keeping the
|
||||
alternates would mean the action still answered to the key you just moved away
|
||||
from, which reads as the rebind not having worked. The cost is that rebinding
|
||||
movement loses the arrow keys; untouched actions keep all their defaults.
|
||||
|
||||
**One key doing two things is refused, and the clash is named.** Silently
|
||||
accepting it produces a control scheme that is broken in a way the player has to
|
||||
diagnose themselves.
|
||||
|
||||
**"Reset" restores what the PROJECT shipped**, captured once before anything
|
||||
overrides it. Captured later it would restore the last session's choice — that
|
||||
is, the thing the player was trying to undo.
|
||||
|
||||
**Panels are the pack's shape in this game's colours.** The set is cream
|
||||
throughout, which is right for buttons — they are meant to be the bright thing
|
||||
you press — and wrong for a dialog laid over a dark dungeon. The panel stylebox
|
||||
is modulated dark, which keeps the pixel border and the corner shape and lets
|
||||
every label the game already draws in light colours stay readable. The
|
||||
alternative was recolouring every label in five screens to suit the art.
|
||||
|
||||
**A card's rarity is its frame, not a word on it.** Three upgrade choices are
|
||||
compared at a glance, and a colour reads faster than a label.
|
||||
|
||||
**Effects play on an SFX bus created at runtime.** A bus layout resource would
|
||||
be one more file to keep in step with the code that reads it, and the sliders
|
||||
being real mixer settings beats multiplying a number into every `play()` call.
|
||||
|
||||
---
|
||||
|
||||
## Drawing a boss that moves
|
||||
|
||||
**The boss is interpolated between snapshots like every other actor.** It was
|
||||
not — `boss_state()` handed back the newest snapshot raw, so the boss stepped at
|
||||
the 20 Hz snapshot rate rather than the frame rate. Invisible for as long as
|
||||
every boss stood still, and the first one that moved looked broken. Not
|
||||
interpolated across an instance change, though: the previous snapshot describes
|
||||
a different fight in a different room.
|
||||
|
||||
**A CHASE boss has a dead band around its preferred distance.** The correction
|
||||
is signed, so without one the sign flips every tick at the standoff and the boss
|
||||
vibrates on the spot at the tick rate — a couple of pixels, and unmistakable.
|
||||
|
||||
---
|
||||
|
||||
## The anti-cheat audit, and the rules it left behind
|
||||
|
||||
*(User asked for an audit for design flaws and cheats, then "fix these".)* Each
|
||||
of these was found by reading the server's code paths and then proving the
|
||||
problem with a probe before fixing it.
|
||||
|
||||
**One account, one session — and the newcomer is refused, not the incumbent.**
|
||||
Two peers on one account each got a player built from the same character record,
|
||||
so both held a copy of one bag and whichever wrote last won: drop the one potion
|
||||
from both copies and two potions hit the floor. Refusing the second connection is
|
||||
the only fix that closes it. The *new* peer is the one turned away because, with
|
||||
an auth provider anyone can spoof, "kick whoever holds this account" would let
|
||||
anyone disconnect anyone. A dropped player's linkdead body still holds the
|
||||
account until its escape channel resolves, which is deliberate: reconnecting
|
||||
during that second would put the character in the world twice.
|
||||
|
||||
**A rejection must reach the client.** `Net.reject_and_kick` defers the kick,
|
||||
because an RPC only leaves on the frame's flush and kicking in the same call threw
|
||||
the reason away — a protocol mismatch used to arrive as "server closed the
|
||||
connection".
|
||||
|
||||
**Bullets are never born on the far side of geometry.** A muzzle offset is a
|
||||
teleport the pool never sees. The player's shot falls back to the shooter's
|
||||
centre when blocked (six Doubleshots used to put shots through a one-tile wall);
|
||||
an enemy's shot is dropped (boss curtains were spawning through the arenas' own
|
||||
pillars and barricades). A telegraphed burst is checked from its marker, not from
|
||||
the boss.
|
||||
|
||||
**Bullet spawns are culled per bullet, not by a flat radius.** Each spawn event
|
||||
carries the shooter's exact position, and the flat 2900-unit radius exceeded the
|
||||
whole depth-1 map, so every firing enemy was located for every player.
|
||||
`ServerRuntime._bullet_concerns` asks whether *this* bullet can reach ground the
|
||||
player can see.
|
||||
|
||||
**No packet buys unbounded work.** Selecting a character you already hold is a
|
||||
no-op; select and create are paced per peer (`CONTROL_COOLDOWN_TICKS`), and the
|
||||
pacing logs once per burst, not once per packet. Item moves and experience grants
|
||||
mark the store dirty and it is written once per tick at most.
|
||||
|
||||
**The hub has no escape channel.** Completing it there meant transferring into
|
||||
the instance you were already in — teleport, full heal, map re-streamed.
|
||||
|
||||
**A player's drop is refused when the floor is full.** The cap evicts the oldest
|
||||
item, which is right for a dungeon's own drops and was wrong for the hub, where it
|
||||
let a player destroy whatever someone else had left there longest.
|
||||
|
||||
## Health, experience and a debug dungeon
|
||||
|
||||
**The Proving Grounds is a debugging tool and does not ship.** *(User.)* It pays
|
||||
full experience for a boss with 8% of its health. Remove it from `Dungeons.ORDER`
|
||||
and its `P` marker before a release — see the roadmap.
|
||||
|
||||
## Tunnels and what is in them
|
||||
|
||||
**Tunnels are 2 to 4 tiles wide, rolled per leg.** *(User: "a varied width with a
|
||||
minimum of 2".)* A one-tile corridor in a bullet hell is a shooting gallery. The
|
||||
width is per leg of each L, not varying along a leg; that was the simpler reading
|
||||
and the user has not asked for the other. The arena is excluded from every carve —
|
||||
an L that bent the wrong way used to slit 45% of arenas' west walls open.
|
||||
|
||||
**Now and then a tunnel has a group in it.** *(User: "rarely".)* A 10% chance per
|
||||
leg of two or three of one kind; about one depth-1 run in three gets one. Never
|
||||
within aggro range of the entrance, checked per member.
|
||||
|
||||
**Nothing can be watching the entrance when you arrive.** Room 0 was always left
|
||||
empty for this, but only room 0 — and wider tunnels tripled how often a
|
||||
neighbouring room could see the entrance (25 to 75 runs in 200). Enemies that
|
||||
would be awake on arrival are skipped: about one in sixteen. Clearing everything
|
||||
within aggro range would have removed nearly a third, which is a balance change
|
||||
the user has not asked for.
|
||||
|
||||
## Interface
|
||||
|
||||
**Every key a prompt names is the one actually bound.** All actions are
|
||||
rebindable; prompts go through `Settings.short_label()`.
|
||||
|
||||
**The boss bar waits until the boss has been seen.** The server sends the boss
|
||||
through walls from 800 units, and the bar used to announce it to a player still in
|
||||
the entrance room. It appears once the fog has lit the boss and stays for the
|
||||
fight. A judgement call, flagged to the user as reversible.
|
||||
|
||||
**The controls hint fades six seconds into a dungeon** and stays in the hub. Also
|
||||
a judgement call; one constant (`Hud.HINT_HOLD`).
|
||||
|
||||
**The connect screen asks for no name.** The field it had only named the
|
||||
characters bots create; people name characters on the roster screen.
|
||||
|
||||
**Getting hit reddens the screen's edge, not the whole screen** — a full-screen
|
||||
tint dimmed the bullets at the moment you were among them.
|
||||
@@ -9,17 +9,26 @@ prediction and reconciliation for the local player.
|
||||
client server (60 Hz)
|
||||
| |
|
||||
|-- InputFrame (60 Hz, x3) ---->| queue_input(): validate, drop, sort
|
||||
| move, aim, 3 button bits | SimWorld.step(): move, AI, emitters,
|
||||
| | integrate bullets, resolve hits
|
||||
|<-- events (reliable, ch 3) ---| bullet spawns/despawns, hits, deaths
|
||||
|<-- snapshot (unrel., ch 2) ---| players, enemies, boss @ 20 Hz
|
||||
| move, aim, 5 button bits, | SimWorld.step(): move, AI, emitters,
|
||||
| inventory slot | integrate bullets, resolve hits, items
|
||||
|<-- events (reliable, ch 3) ---| bullet spawns/despawns, hits, deaths,
|
||||
| | item pickups/uses/drops
|
||||
|<-- snapshot (unrel., ch 2) ---| players, enemies, boss, ground loot,
|
||||
| | your own inventory @ 20 Hz
|
||||
| |
|
||||
predict locally, reconcile authoritative for everything
|
||||
```
|
||||
|
||||
The client has no message that expresses a position, a hit, damage taken, or a
|
||||
completed escape. This is deliberate and stronger than validating such messages
|
||||
after the fact: there is no code path to exploit, only intent to interpret.
|
||||
The client has no message that expresses a position, a hit, damage taken, a
|
||||
completed escape, or an item it now owns. This is deliberate and stronger than
|
||||
validating such messages after the fact: there is no code path to exploit, only
|
||||
intent to interpret.
|
||||
|
||||
Item actions are worth noting as the newest thing to resist becoming a message
|
||||
of its own. Using or dropping an item is a request that reaches the server as
|
||||
two button bits and a slot number on the ordinary input frame, and the server
|
||||
decides what — if anything — happened. See *Item actions ride the input frame*
|
||||
below.
|
||||
|
||||
## Why bullets are not replicated as state
|
||||
|
||||
@@ -104,6 +113,195 @@ Two defences now:
|
||||
`tools/diag_prediction.gd` injects a +14 tick drift mid-run and asserts the gap
|
||||
returns to normal; it exits non-zero if it does not.
|
||||
|
||||
### Every exit runs the same channel
|
||||
|
||||
There is deliberately no "I am leaving cleanly" message. The escape channel is
|
||||
keyed on the socket closing, so all four ways out converge on it:
|
||||
|
||||
| Route | Path |
|
||||
| --- | --- |
|
||||
| Hold F | `BTN_ESCAPE` -> channel |
|
||||
| Menu -> "Return to hub" | synthesises a held `BTN_ESCAPE` -> channel |
|
||||
| Menu -> "Disconnect to menu" | `Net.shutdown()` -> socket close -> `linkdead` -> channel |
|
||||
| Killing the process / pulling the cable | socket close -> `linkdead` -> channel |
|
||||
|
||||
The last two are the same server-side code path, and `tools/smoke.sh` asserts
|
||||
both: one bot is SIGKILLed mid-dungeon, another calls the same `Net.shutdown()`
|
||||
the menu button calls. Adding a clean-leave message that skipped the channel
|
||||
would break that test, which is the point of having it.
|
||||
|
||||
The menu says so out loud when you are in a dungeon -- the mechanic only reads
|
||||
as fair if the player knows the cost before clicking.
|
||||
|
||||
## Maps are streamed, never sent
|
||||
|
||||
A dungeon's geometry reaches a client as **chunks around that client's own
|
||||
player**, and nothing else. In particular the server does *not* send the
|
||||
generation seed, even though maps are a pure function of (kind, seed, depth) and
|
||||
sending two integers would be far cheaper: a client holding the seed can
|
||||
regenerate the entire dungeon locally, which is a complete map hack requiring no
|
||||
skill. Streaming bounds what a modified client can know to roughly where its
|
||||
player has physically been.
|
||||
|
||||
`MAP_STREAM_RADIUS` (900u) is deliberately wider than `FOG_VIEW_RADIUS` (460u).
|
||||
The client needs real geometry it cannot see, because it predicts its own
|
||||
movement against walls and simulates bullets that die on them. The accepted
|
||||
trade is that a cheater sees somewhat further than the fog shows -- what they
|
||||
cannot get is the floor plan.
|
||||
|
||||
Two consequences fall out of partial knowledge:
|
||||
|
||||
- **Wall deaths are announced.** A bullet dying to its lifetime or by leaving
|
||||
the map is derivable from the spawn event and the map's dimensions, so it
|
||||
costs nothing. A bullet dying against a *wall* is not derivable by a client
|
||||
that has not been streamed that wall, so the server sends an explicit
|
||||
`BULLET_DESPAWN`. Getting the order of those two checks wrong is easy and was
|
||||
caught by a test: out-of-bounds tiles read as `WALL` by design, so testing
|
||||
geometry before bounds reports every bullet that merely left the map as a
|
||||
wall kill.
|
||||
- **Unknown tiles are treated as empty**, not solid, so an unstreamed region can
|
||||
never wrongly stop a prediction. The stream radius keeps far enough ahead of
|
||||
the player that this never decides anything visible.
|
||||
|
||||
Hard fog is therefore a *rendering* rule, not a secrecy mechanism. The secrecy
|
||||
lives in what the server declines to send: terrain outside the stream radius,
|
||||
and actors outside the interest radius (below).
|
||||
|
||||
## Actors are scoped per peer
|
||||
|
||||
Snapshots are encoded **once per peer**, not once and broadcast: an actor
|
||||
further than `ACTOR_INTEREST_RADIUS` (800u) from a player is never sent to that
|
||||
player. Before this, fog was hiding enemies the client had already been handed,
|
||||
which is no defence at all against a modified client.
|
||||
|
||||
Measured cost of encoding four filtered snapshots instead of one shared:
|
||||
95.6µs against 24.9µs, which amortised over the 3-tick snapshot interval is
|
||||
0.032 ms/tick — 0.2% of the frame budget.
|
||||
|
||||
Two rules fall out of it:
|
||||
|
||||
- **The observer's own player record is never filtered**, however far outside
|
||||
the radius the arithmetic puts it. The client reconciles its prediction
|
||||
against that record; dropping it would break the player's own movement rather
|
||||
than merely hide someone.
|
||||
- **Bullet despawns are not filtered, only spawns.** A client that was told
|
||||
about a bullet must always be told it died, or it keeps a phantom until the
|
||||
lifetime expires.
|
||||
|
||||
Bullet spawns are filtered **per bullet**: a spawn is sent if *that bullet*,
|
||||
at its speed and acceleration over its remaining life, could reach ground the
|
||||
player can see (`ServerRuntime._bullet_concerns`). The failure modes are not
|
||||
symmetric — an enemy appearing at the edge of sight is cosmetic, a bullet
|
||||
withheld at spawn that later flies into view is invisible damage — so the rule
|
||||
errs long.
|
||||
|
||||
It used to be a flat radius, `BULLET_INTEREST_RADIUS`, sized for the
|
||||
longest-travelling shot in the game. That was a leak: every spawn event carries
|
||||
the shooter's exact position, and at 2900 units the radius exceeded the entire
|
||||
depth-1 map, so every firing enemy anywhere on the floor was located for every
|
||||
player — past the actor cull, past the map stream, through the fog. The constant
|
||||
survives only as a hard ceiling, and `test_interest.gd` checks both: that no real
|
||||
enemy's bullet is announced across a dungeon, and that the ceiling still covers
|
||||
the longest shot in the game.
|
||||
|
||||
The same rule decides what is sent to a player arriving mid-fight
|
||||
(`_live_bullet_events`), which is the moment they have seen least of the map.
|
||||
|
||||
## Loot has two visibilities, and one of them is an interest rule
|
||||
|
||||
Ground loot rides the snapshot rather than an event stream: items do not move,
|
||||
so re-sending them 20 times a second costs almost nothing and a lost packet
|
||||
costs nothing at all — which a spawn-once event could not claim.
|
||||
|
||||
Each item is either **world-shared** (`SimLoot.owner_peer == 0`) or
|
||||
**player-instanced** (owned by exactly one peer). The instanced kind is filtered
|
||||
in `NetCodec.encode_snapshot`, next to the actor interest radius and for the
|
||||
same reason: a peer is never *told* that another player's copy exists, so a
|
||||
modified client has nothing to reveal. Hiding it in the UI would have been the
|
||||
same class of mistake as relying on fog to hide enemies.
|
||||
|
||||
Two consequences:
|
||||
|
||||
- **An instanced item leaves with its owner.** `SimWorld.remove_player` deletes
|
||||
loot owned by the departing peer. Nobody else can see or take it, so leaving
|
||||
it behind would be an invisible entity the instance carries until it closes.
|
||||
- **Anything dropped becomes world-shared**, whatever it was before. That is
|
||||
what makes dropping worth having.
|
||||
|
||||
The Warden's Ration exists to keep this path honest: it is dropped instanced on
|
||||
every boss kill, so the filter runs in every real fight rather than only in
|
||||
tests.
|
||||
|
||||
## Which dungeon you enter is a position, not a request
|
||||
|
||||
The hub holds a list of portals, each bound to a dungeon id. Pressing interact
|
||||
resolves the player's **server-side** position through `SimWorld.portal_at()`,
|
||||
and the resulting `PORTAL_USED` event carries which dungeon that entrance opens.
|
||||
|
||||
There is no client message that names a dungeon, and there must not be: one
|
||||
would let any client ask for the Proving Grounds' loot rate — ten times the drop
|
||||
chance — and bring the results back to the hub. The same reasoning as everywhere
|
||||
else here; the difference between "the server checks your request" and "there is
|
||||
no request" is the whole model.
|
||||
|
||||
`enter_instance` carries the portal list (position plus a dungeon index, via
|
||||
`NetCodec.encode_portals`) and the id of the dungeon you have arrived in. The
|
||||
client needs the latter to scale the boss's health ceiling the same way the
|
||||
server did, or the boss bar would sit near empty for an entire easy fight.
|
||||
|
||||
## Item actions ride the input frame
|
||||
|
||||
`InputFrame` carries `BTN_USE`, `BTN_DROP` and a slot byte (10 bytes total, up
|
||||
from 9). The alternative — a reliable `c_use_item(slot)` RPC — would have needed
|
||||
its own replay guard, its own rate limit, and its own ordering story against the
|
||||
movement on the same tick. The input stream already has all three.
|
||||
|
||||
The one thing it does not give for free is edge detection. The client repeats
|
||||
its last few frames every tick (that redundancy is what covers a dropped packet)
|
||||
and a starved server coasts on the last frame it holds, so a level-triggered
|
||||
read would spend four items in four ticks. `SimPlayer.prev_buttons` and
|
||||
`prev_slot` hold the edge; the slot is part of it, so tapping 2 while 1 is still
|
||||
held is a second action rather than a swallowed one. Movement and fire stay
|
||||
level-triggered — holding them is exactly what you mean.
|
||||
|
||||
Pickup shares `BTN_INTERACT` with the dungeon portal. Loot wins when both are in
|
||||
reach, but only on a tick where something was actually taken, so a full bag
|
||||
cannot leave a player standing on the portal unable to use it.
|
||||
|
||||
## Upgrades change what a shot is, and none of it is client-side
|
||||
|
||||
A player's damage, fire rate, bullet speed, shot count and every rider
|
||||
(splitting, poison, erasure) come from `PlayerStats`, rebuilt on the server from
|
||||
the upgrade ids the character holds. The client builds its own copy for the
|
||||
choice screen's summary, and that copy decides nothing — it exists so the panel
|
||||
can show real numbers instead of promises.
|
||||
|
||||
Three things fall out of it worth writing down:
|
||||
|
||||
- **The riders live on the bullet, not on the shooter.** A shot already in
|
||||
flight keeps what it was fired with, so taking Poison mid-flight cannot reach
|
||||
back and poison it. They stay zero on a replica, which never resolves a hit
|
||||
and has no use for them.
|
||||
- **Choosing an upgrade is intent, checked three ways.** The client sends an
|
||||
index; the server checks a choice is owed, that the index names one of the
|
||||
three options *it* put on the table, and that the player is standing at the
|
||||
hub NPC. The index selects from a list the client did not write.
|
||||
- **The offer is server state.** Rolled once, stored on the character, and
|
||||
persisted — so closing the screen is not a reroll, and neither is a crash.
|
||||
|
||||
## No contact damage
|
||||
|
||||
Nothing hurts you by touching it. Every threat is a bullet you can see and
|
||||
dodge, which is the contract the genre runs on; an enemy that damages you for
|
||||
occupying the same space is an unavoidable, unreadable hit.
|
||||
|
||||
The Stalker used to be exactly that -- it walked at you and dealt contact
|
||||
damage. It now carries a point-blank shotgun instead: five pellets, 62 degrees,
|
||||
and an 18-tick lifetime that gives it about 78px of reach, so it still has to
|
||||
close the distance and still leaves nothing lingering in the arena.
|
||||
`tests/unit/test_content.gd` asserts that every hostile enemy has at least one
|
||||
emitter, so a new enemy cannot quietly reintroduce the mechanic.
|
||||
|
||||
## No invulnerability frames
|
||||
|
||||
A hit grants no immunity — every bullet that touches you deals its damage. In a
|
||||
@@ -126,10 +324,16 @@ transition, not a combat mechanic.
|
||||
| Input claiming the future | `f.tick > tick + INPUT_MAX_LEAD` |
|
||||
| Flood | queue capped at `INPUT_MAX_AGE`, oldest dropped |
|
||||
| Leaving the hub early after death | `RESPAWN_LOCKOUT_TICKS`, server-side |
|
||||
| Item action repeated by a held key | edge-triggered against `prev_buttons` / `prev_slot` |
|
||||
| Inventory slot index out of range | `SimPlayer.take_slot` answers "nothing" |
|
||||
| Upgrade choice made anywhere but the hub NPC | `SimWorld.at_upgrade_npc`, server-side position |
|
||||
| Upgrade index outside the server's own offer | `CharacterStore.take_upgrade` refuses |
|
||||
|
||||
The respawn lockout is worth calling out: the HUD disables its button for the
|
||||
same three seconds, but that is presentation. A client that ignores its own UI
|
||||
and holds the bit down still waits, because the check lives in `SimWorld`.
|
||||
The respawn lockout lives in `SimWorld`, not only in the HUD's disabled button —
|
||||
but note what reaches it. A connected player is unbound on the tick it dies and
|
||||
sent to the roster screen (a settled decision; see DECISIONS.md), so it never
|
||||
waits at all. The lockout governs the *linkdead* body, which has nobody to show a
|
||||
roster to and asks for itself.
|
||||
|
||||
Beyond that, the wire format itself constrains the cheat surface: the move
|
||||
vector is two signed bytes at 1/100 precision, and `Movement.sanitize_move()`
|
||||
@@ -220,6 +424,30 @@ the snapshot stream:
|
||||
`Protocol.VERSION` is checked at handshake and mismatched clients are rejected
|
||||
with a reason, rather than desyncing later.
|
||||
|
||||
## What the handshake and the server refuse
|
||||
|
||||
- **One account, one session.** A second connection claiming an account that is
|
||||
already playing is refused — the newcomer, not the incumbent, or a spoofed
|
||||
claim would kick anyone off. Two peers on one account each held a copy of one
|
||||
character's bag, which duplicated items. A linkdead body still holds its
|
||||
account until its escape channel resolves.
|
||||
- **The reason arrives.** `Net.reject_and_kick` sends the refusal, then kicks
|
||||
after `REJECT_LINGER`: an RPC only leaves on the frame's flush, so kicking in
|
||||
the same call discarded it, and the client's disconnect handler overwrote it
|
||||
anyway. Both are fixed; smoke asserts a refused client reads its reason.
|
||||
- **No small packet buys large work.** Character select and create rewrite the
|
||||
whole store, re-place the player and broadcast a roster, so they are paced per
|
||||
peer (`ServerRuntime.CONTROL_COOLDOWN_TICKS`), and re-selecting the character
|
||||
you hold is a no-op. Item moves and experience grants — the two persistence
|
||||
paths a client can trigger every tick — mark the store dirty, and it is written
|
||||
once per tick at most (`CharacterStore.save_deferred` / `flush`).
|
||||
- **The two hot decoders check their bounds.** A short or hostile snapshot
|
||||
decodes as `valid: false` and is dropped; the snapshot channel is unreliable
|
||||
with ENet's checksum off, so this is a network event, not only an attack. Event
|
||||
lengths are declared per type (`NetCodec.event_payload_size`), and an unknown
|
||||
type stops the stream rather than unaligning everything after it. Both size
|
||||
tables are pinned to their encoders by tests.
|
||||
|
||||
## Instances
|
||||
|
||||
One server process hosts the lobby hub plus every concurrent dungeon. An
|
||||
|
||||
@@ -1,67 +1,558 @@
|
||||
# Roadmap
|
||||
# Status and roadmap
|
||||
|
||||
## Built
|
||||
**Read this first when picking up work.** It maps every feature in the design
|
||||
brief to its current state and the files that implement it, so you can find the
|
||||
relevant code without re-reading the whole project.
|
||||
|
||||
| MVP requirement | State |
|
||||
Art and audio source packs, and their licence status, are recorded in
|
||||
[ASSETS.md](ASSETS.md) — the packs themselves are not in git.
|
||||
|
||||
Design decisions that are already settled — and the reasoning behind them — live
|
||||
in [DECISIONS.md](DECISIONS.md). Check there before asking the user something
|
||||
that may already have an answer.
|
||||
|
||||
Legend: **done** · **partial** (works, with a stated gap) · **todo** (not started)
|
||||
|
||||
---
|
||||
|
||||
## Where things stand
|
||||
|
||||
**Every stage in the original brief is built.** The MVP asked for a twin-stick
|
||||
bullet hell, server-side hit validation, predictable enemies, an adaptable boss,
|
||||
a lobby hub with dungeon runs, and an emergency escape. All of that exists, plus
|
||||
the four stages that followed: characters and permadeath, inventory and loot,
|
||||
upgrades, and a second boss that moves.
|
||||
|
||||
Since then, in one long session:
|
||||
|
||||
- **An anti-cheat audit, and its fixes.** Item duplication through two sessions
|
||||
on one account; shots through walls from muzzle offsets (the player's and every
|
||||
boss's); every firing enemy located by the flat bullet-interest radius;
|
||||
unbounded store writes from small packets; the hub's escape channel; hub loot
|
||||
griefing; unbounded snapshot and event decoders. Each is in DECISIONS.md under
|
||||
"The anti-cheat audit".
|
||||
- **Health survives a door**, the hub regenerates it at 10%/s, and experience goes
|
||||
only to players within `XP_AWARD_RADIUS` of the kill.
|
||||
- **Fog lit by rays**, so shadows cut through tiles ([visibility.gd](../src/view/visibility.gd)),
|
||||
and **bullets fade past the edge of sight** without ever arriving unseen.
|
||||
- **Tunnels 2–4 wide**, an occasional enemy group in them, nothing watching the
|
||||
entrance on arrival, and arenas that keep their walls.
|
||||
- **Two interface passes** — see the Interface section of DECISIONS.md.
|
||||
- **The smoke flake is fixed** (below).
|
||||
|
||||
So there is no obvious "next ticket". What follows is the honest list of
|
||||
candidates, none of which the user has chosen — **ask before starting one.**
|
||||
|
||||
| Candidate | Why it might be next | What it needs first |
|
||||
| --- | --- | --- |
|
||||
| **Replace `LocalAuthProvider`** | It is the one thing standing between this and a server anyone else can reach. Any client can claim any account id. | Nothing technical — it is one `AuthProvider` subclass. Needs a decision about Steam vs something else. |
|
||||
| **A reason to keep playing past level 15** | Levels cap, `--depth` never rises in play, and a cleared dungeon gives experience and a potion. The long loop is missing. | Open question 1 below. |
|
||||
| **An economy** | Loot only drops from kills; nothing sells anything. The quartermaster is the obvious shop and has no currency to take. | Open questions 2 and 3. |
|
||||
| **Impact and hit feedback** | `Art.IMPACT` is loaded and validated and nothing plays it. No hit flash, no screen shake, no death animation. | Nothing. This is the cheapest visible win. |
|
||||
| **Replace the two non-redistributable packs** | Bullet and FX art is local-only and non-commercial, which blocks both a public repo copy and a commercial release. | CC0 or CC BY replacements. See [ASSETS.md](ASSETS.md). |
|
||||
| **Transport encryption** | `ENetMultiplayerPeer` supports DTLS. Required before a public server, not before then. | Follows the auth decision. |
|
||||
|
||||
And smaller things raised with the user and not yet answered or chosen:
|
||||
|
||||
| Open item | What is known |
|
||||
| --- | --- |
|
||||
| Top-down 2D twin-stick bullet hell | Movement, aim, fire, i-frames, death and respawn; MultiMesh bullet rendering. |
|
||||
| Multiplayer with server-side hit validation | Authoritative dedicated server; clients send input only; all hits resolved server-side for both players and enemies. No PvP. |
|
||||
| Simple, predictable enemies | Drifter, Turret, Stalker, plus a lobby dummy. Five movement behaviours, all closed-form. |
|
||||
| Stationary boss, adaptable format | The Warden of the Fold: four phases, data-defined. A new boss is one function and zero simulation changes. |
|
||||
| Lobby hub with dungeon entry | Persistent lobby instance, portal, party forming window, dungeons opened on demand. |
|
||||
| Emergency escape | One-second server-owned channel, cancelled by release but not by damage; a disconnect runs the same channel so quitting is never a cheaper exit. |
|
||||
| Leaving and arriving | Downed players return to the hub on request (no timed respawn); entering a dungeon grants 2s of invulnerable, weapons-cold arrival protection. |
|
||||
| Hub awareness | Server-pushed roster showing who is online and which dungeon they are in. |
|
||||
| In-game menu | Escape opens return-to-hub / disconnect / quit. |
|
||||
| **A boss kill can pay nothing** | Both arenas are wider corner to corner (803 and 630 units) than `XP_AWARD_RADIUS` (506), so a player in the far corner when the boss dies gets no experience for the run. Suggested fix: anyone inside the boss room counts as present for a boss kill. |
|
||||
| **The hub renders at ~60 fps, a dungeon at ~240** | Measured with the old fog and the new, same scene: not the fog. Cause unknown. |
|
||||
| **Aggro sees through cracks the fog closes** | `MapGrid.has_line_of_sight` steps diagonally between two tiles that touch only at a corner. The fog treats that as closed, so an enemy can occasionally see and shoot you through a gap you cannot see through. |
|
||||
| **Two one-tile alcoves in the Warden's hall** | Rows 4 and 8 of `Rooms.warden_hall()` are one character longer than the rest, leaving notches in the east wall. Possibly a typo; asked, not answered. |
|
||||
| **Arena doors are one tile wide** | Authored in the stamps. Tunnels into them are now at least two. |
|
||||
| **The Proving Grounds must not ship** | Full experience for an 8%-health boss. Remove it from `Dungeons.ORDER` and its `P` marker before a release. |
|
||||
| **Hit feedback on enemies** | `Art.IMPACT` is still loaded and never played (the candidate above). |
|
||||
|
||||
91 tests plus an end-to-end smoke test over a real socket, including a bot that
|
||||
is SIGKILLed mid-dungeon to prove the disconnect path.
|
||||
Each stage below also carries its own **Known gaps** section — those are smaller
|
||||
and more specific than the table above.
|
||||
|
||||
## Next, in rough order of value
|
||||
### The smoke flake (diagnosed and fixed)
|
||||
|
||||
**1. Make the dungeon a place.** Right now it is one arena and three stages.
|
||||
Rooms, doors, and a `SimWorld` with static geometry — which means adding a
|
||||
collision representation for walls (segment-vs-circle for players, segment
|
||||
crossing for bullets) since there is no physics engine to lean on.
|
||||
`tools/smoke.sh` failed intermittently, always first in a pre-push hook, whose
|
||||
logs were thrown away. With `KEEP=1` the third occurrence was readable: bot1,
|
||||
whose account picks the Proving Grounds, had gone into the Choir Vault. The
|
||||
bot wandered for 90 of every 120 ticks in the hub and then walked to its
|
||||
entrance holding interact the whole way; the three entrances sit in a row, so a
|
||||
wander that ended near the middle one carried it across the wrong ring with the
|
||||
key down. Which dungeons opened depended on where a timing-dependent wander
|
||||
stopped. The bot now walks straight to its own entrance and presses interact
|
||||
only on it (`ClientRuntime._bot_input`). If smoke fails again, push with
|
||||
`KEEP=1 git push` so the logs survive.
|
||||
|
||||
**1b. Progression, and what it turns on.** Several things are currently sized
|
||||
for "no persistence yet" and should be revisited together with it: death sends
|
||||
you to the hub rather than costing anything, a linkdead body is simply deleted
|
||||
once it channels out (there is no hub state to put it in), and `peer_names` is
|
||||
client-supplied and trusted for display. All three are fine now and none of them
|
||||
are once a character has anything worth losing.
|
||||
---
|
||||
|
||||
**2. Art and feel.** Everything is drawn with `draw_circle` and a generated dot
|
||||
texture. Sprites, hit flashes, screen shake, muzzle flashes, death effects, and
|
||||
sound. None of it touches the simulation — this is entirely `src/view/`.
|
||||
## Verification surface
|
||||
|
||||
**3. A second boss.** The format claims to be reusable; the way to find out is
|
||||
to use it. A mobile boss will exercise `BossDef.stationary`, which the runtime
|
||||
already reads but no content uses yet.
|
||||
What "everything passes" currently means. Numbers move; the shape does not.
|
||||
|
||||
**4. Progression.** Loot, character stats, persistence. Needs a decision on
|
||||
storage: for a dedicated server, player state belongs server-side in a database,
|
||||
not in a client save file.
|
||||
| Gate | Covers | Runtime |
|
||||
| --- | --- | --- |
|
||||
| `tools/check.sh` | every script parses and type-checks | ~5s |
|
||||
| `tools/test.sh` | 576 GUT tests, no SceneTree | ~4s |
|
||||
| `tools/smoke.sh` | 27 assertions over a real ENet socket: handshake, auth, character creation and persistence, all three dungeons, escape, hard kill, polite disconnect, a duplicate account refused with its reason | ~40s |
|
||||
| `diag_prediction.tscn` | client-prediction gap, with injected clock drift | ~10s |
|
||||
| `diag_progression.tscn` | kill → xp → level → health, death → retire → roster, swap guards | ~10s |
|
||||
| `diag_loot.tscn` | drop → snapshot → pick up → persist → use → drop, and both loot visibilities on the wire | ~10s |
|
||||
| `diag_upgrades.tscn` | level → banked choice → refused in a dungeon and away from the NPC → taken → new stats → persisted → **survives every zone change** | ~10s |
|
||||
|
||||
**5. Netcode hardening.** In the order they will actually matter:
|
||||
- DTLS on `ENetMultiplayerPeer` before any public server.
|
||||
- Authentication; `peer_names` is currently client-supplied and trusted for
|
||||
display only, which is fine now and will not be once there is progression.
|
||||
- Snapshot delta compression, once enemy counts grow.
|
||||
- Interest management inside an instance, once arenas are larger than a
|
||||
screen.
|
||||
`tools/screenshot.tscn` is a **manual** check, not a gate: it needs a display,
|
||||
and it is the only thing in the project that can tell you the interface
|
||||
actually rendered. Run it after touching `src/ui/` or `src/view/`. It captures
|
||||
the connect screen, the hub standing on a portal, the pause menu, settings,
|
||||
credits, the upgrade choice, the roster after a death, a dungeon arrival, a
|
||||
tunnel (with and without F1), a staged boss fight, and the escape banner. It runs
|
||||
on **its own character store and account** — it used to host on the player's
|
||||
real ones — and stages what it cannot earn (an offer, a party, a death).
|
||||
Timings are frame counts and frames run as fast as the display allows, so
|
||||
anything tied to server ticks is captured by condition instead (see the escape
|
||||
shot).
|
||||
|
||||
**6. Scale.** The simulation costs ~1.4% of a core per instance, so the ceiling
|
||||
is bandwidth and process supervision, not CPU. A shard manager that runs several
|
||||
server processes behind a lobby-of-lobbies is the shape, but it is premature
|
||||
until there is a game to fill it.
|
||||
It has now caught four bugs that every other gate passed: the theme applying to
|
||||
nothing, the test suite rewriting the player's settings, an invisible slider
|
||||
track and an invisible scrollbar.
|
||||
|
||||
## Deliberately not done
|
||||
The four diagnostics exist because the smoke test structurally cannot reach
|
||||
what they cover: bots are poor shots (so they neither level up, produce drops,
|
||||
nor walk to the quartermaster), and a listen server cannot drift its own clock
|
||||
against itself.
|
||||
|
||||
- **Lag compensation.** Discussed in [NETCODE.md](NETCODE.md): rewinding for a
|
||||
shooter's view would mean a player who dodged still gets hit, which is the
|
||||
wrong trade for this genre.
|
||||
- **Pattern-level bullet replication.** A large bandwidth win that couples the
|
||||
client to emitter behaviour. Not worth it until bandwidth binds.
|
||||
---
|
||||
|
||||
## Stage 1 — World and exploration · *done*
|
||||
|
||||
| Feature | State | Where |
|
||||
| --- | --- | --- |
|
||||
| Tile grid: movement / bullet / sight blocking | done | [src/sim/map_grid.gd](../src/sim/map_grid.gd) |
|
||||
| Dungeon generation from (seed, depth) | done | [src/sim/map_gen.gd](../src/sim/map_gen.gd) |
|
||||
| Hand-authored boss arenas and hub | done | [src/content/rooms.gd](../src/content/rooms.gd) |
|
||||
| Walls, pillars, pits, barricades | done | `MapGrid.Kind` + the three `BLOCKS_*` tables |
|
||||
| Enemies placed per room at creation | done | `Instance._populate()` |
|
||||
| HUD: player panel, party health, message feed, low-health edge | done | [src/ui/hud.gd](../src/ui/hud.gd) — stacked by a running cursor, so nothing has a fixed row to collide on |
|
||||
| Prompts name the keys actually bound | done | `Settings.short_label()` |
|
||||
| Health bar: dark track, number inside, damage trail | done | `Hud._bar`, `Hud._watch_health` |
|
||||
| Centre banners: level-ups, boss phases, leaving | done | `Hud.banner`, `Hud.track_boss` |
|
||||
| Bullets fade out beyond sight, never sooner than is safe | done | `BulletRenderer.visibility()` — every enemy bullet is drawn at least 0.75s before it could land |
|
||||
| Markers pointing to party members out of sight | done | `Hud._draw_party_markers` |
|
||||
| Connect screen: live boss pattern behind it, port validation, credits | done | [src/ui/main_menu.gd](../src/ui/main_menu.gd), [src/ui/menu_backdrop.gd](../src/ui/menu_backdrop.gd) |
|
||||
| Boss bar waits until the boss has been seen | done | `Hud._draw_boss_bar`, reading the fog's `Visibility` |
|
||||
| A death is announced on the roster screen | done | `ClientRuntime.last_fallen`, `GameScene.fallen_line` |
|
||||
| Occasional enemy groups in tunnels | done | `Instance._populate_tunnels()` — about one depth-1 run in three, never within aggro range of the entrance |
|
||||
| Scrolling camera | done | [src/view/game_scene.gd](../src/view/game_scene.gd) |
|
||||
| Hard fog of war, lit by rays rather than per tile | done | [src/view/visibility.gd](../src/view/visibility.gd), `WorldView._draw_darkness` |
|
||||
| Per-peer map streaming (anti map-hack) | done | `ServerRuntime._stream_map` |
|
||||
| Aggro: range **and** line of sight | done | `SimWorld._aggro_target` |
|
||||
| Cursor-to-world aiming under a scrolling camera | done | `ClientRuntime.screen_to_world` |
|
||||
| Boss confined to its room | done | `SimWorld._step_boss` clamps to `SimBoss.room`. A no-op while bosses are stationary — established now so Stage 5's movement cannot quietly break it. |
|
||||
| Actor interest management | done | `NetCodec.encode_snapshot(world, countdown, for_peer)`; per-peer encode in `ServerRuntime`. Bullet spawns filtered separately, see below. |
|
||||
|
||||
### The invariants that matter most here
|
||||
|
||||
**Maps are streamed per peer, and the generation seed is never sent.** See
|
||||
[NETCODE.md](NETCODE.md#maps-are-streamed-never-sent). `MAP_STREAM_RADIUS` must
|
||||
stay wider than `FOG_VIEW_RADIUS`, or the client predicts movement against
|
||||
terrain it does not have.
|
||||
|
||||
**Three radii, deliberately different, and each has a floor it must respect:**
|
||||
|
||||
| Radius | Value | Must exceed | Why |
|
||||
| --- | --- | --- | --- |
|
||||
| `FOG_VIEW_RADIUS` | 460 | — | What the player can see. |
|
||||
| `ACTOR_INTEREST_RADIUS` | 800 | fog radius | Enemies beyond it are never sent. Above the fog radius so nothing pops in at the edge of sight. |
|
||||
| `MAP_STREAM_RADIUS` | 900 | fog radius | Client predicts movement and simulates bullets against terrain it cannot see. |
|
||||
| `BULLET_INTEREST_RADIUS` | 2900 | longest bullet travel + fog radius | **A ceiling only.** Spawns are culled per bullet — can *this* one reach visible ground (`ServerRuntime._bullet_concerns`). As a flat cull it exceeded the depth-1 map and located every firing enemy for everyone. |
|
||||
| `XP_AWARD_RADIUS` | 506 | 1.1 × fog radius | Experience goes to the living players within it of the kill, undivided. |
|
||||
|
||||
Fog is a *rendering* rule and defends nothing on its own — a modified client
|
||||
draws whatever it holds. The defence is what the server declines to send.
|
||||
|
||||
---
|
||||
|
||||
## Dungeon kinds · *done*
|
||||
|
||||
Three entrances stand side by side in the hub, labelled with the fight each one
|
||||
ends in.
|
||||
|
||||
| Dungeon | `Dungeons` id | Arena / boss | Enemy HP | Boss HP | Loot chance |
|
||||
| --- | --- | --- | --- | --- | --- |
|
||||
| Warden's Descent | `warden_descent` | `warden_hall` → the Warden | ×1 | ×1 | ×1 (trash 8%) |
|
||||
| The Choir Vault | `choir_vault` | `choir_vault` → the Cantor | ×1 | ×1 | ×1 |
|
||||
| Proving Grounds | `proving_grounds` | *whichever the seed rolls* | ×0.2 | ×0.08 | ×10 (clamped) |
|
||||
|
||||
**A dungeon names its arena, and the arena decides its boss.** Which boss you
|
||||
are about to fight is the one thing a player chooses before walking into a
|
||||
dungeon, so it must not be rolled for them. Only the Proving Grounds leaves
|
||||
`arena` empty — it exists to reach *a* fight fast, and runs there last a couple
|
||||
of minutes, so the one you want is one re-entry away.
|
||||
|
||||
The Proving Grounds is a **test harness you can walk into**: same generator,
|
||||
same rooms, same enemies, but everything dies far faster and drops far more. A
|
||||
manual pass over loot, the inventory, dropping and all four boss phases takes a
|
||||
couple of minutes instead of a quarter of an hour, and because it is a portal
|
||||
rather than a launch flag you can compare it to a real run without restarting
|
||||
the server.
|
||||
|
||||
**It is a debugging tool and does not ship.** It pays exactly the same
|
||||
experience a real run does — `Progression.xp_for_boss` ignores its argument and
|
||||
`xp_for_enemy` keys on the enemy id, which the difficulty multipliers do not
|
||||
touch — while its boss has 8% of its health and its trash drops ten times as
|
||||
often. That makes it strictly the best place to level and to farm, which is
|
||||
correct for a harness and would be ruinous in a release. Remove it from
|
||||
`Dungeons.ORDER` (and its `P` marker from the lobby stamp) before shipping, or
|
||||
give `DungeonDef` an `xp_mult` alongside the three multipliers it already has.
|
||||
|
||||
Adding a dungeon is one entry in `Dungeons.ORDER` plus one more `P` marker in
|
||||
the lobby stamp — the Nth marker, in reading order, opens the Nth entry, so the
|
||||
two have to stay in the same order.
|
||||
|
||||
Two more things worth knowing:
|
||||
|
||||
- **It is multipliers over the shared content, not a copy of it.** A duplicated
|
||||
`Content` would drift the moment anything was tuned, and "identical but
|
||||
easier" would quietly stop being true.
|
||||
- **Which dungeon you enter comes from where you stand.** `SimWorld.portal_at()`
|
||||
resolves the server-side position; the `PORTAL_USED` event carries the answer.
|
||||
No client message names a dungeon, which is what stops anyone picking the
|
||||
generous loot table from a real run. `accepts_new_party_member` compares
|
||||
dungeon ids too, so walking into one entrance can never drop you into
|
||||
another's forming run on timing alone.
|
||||
|
||||
---
|
||||
|
||||
## Art and audio · *first pass done*
|
||||
|
||||
Placeholders are gone: terrain, actors and bullets are sprites, and four sounds
|
||||
play off server events. Enough to prove the pipeline, not a finished look.
|
||||
|
||||
| Feature | State | Where |
|
||||
| --- | --- | --- |
|
||||
| Atlas/sound table in one place | done | [src/view/art.gd](../src/view/art.gd) |
|
||||
| Terrain, actors, boss from the 0x72 atlas | done | `WorldView._draw_tile` / `_draw_sprite` |
|
||||
| Animated bullet sprites, one MultiMesh per kind | done | [src/view/bullet_renderer.gd](../src/view/bullet_renderer.gd) |
|
||||
| SFX pool driven by server events | done | [src/view/sfx.gd](../src/view/sfx.gd) |
|
||||
| Rects validated without a display | done | `tests/unit/test_art.gd` |
|
||||
| Impact/death VFX animation | todo | `Art.IMPACT` is loaded and validated but nothing plays it yet |
|
||||
| Directional sprites, hit flashes, screen shake | todo | |
|
||||
| Rebindable controls | done | [src/ui/settings_screen.gd](../src/ui/settings_screen.gd), [src/core/settings.gd](../src/core/settings.gd) |
|
||||
| Themed controls from a UI pack | done | [src/view/ui_theme.gd](../src/view/ui_theme.gd), art in `assets/sprites/ui/` |
|
||||
| Dialogs on panels, sliders, scrollbars | done | `UiTheme.dialog_panel`, `HSlider` / `VScrollBar` theme entries |
|
||||
| Upgrade cards framed by rarity | done | `UiTheme.card_panel`, `UpgradeScreen._make_card` |
|
||||
| Textured HUD bars and inventory slots | done | `HUD._bar`, `HUD._draw_inventory` |
|
||||
| Audio buses and a volume setting | done | `Settings`, an SFX bus created at runtime, sliders in the settings screen |
|
||||
| **In-game credits screen** | **done** | Settings → Credits, from [src/core/credits.gd](../src/core/credits.gd). Two packs are CC BY 4.0 and attribution is a licence *requirement* — [CREDITS.md](../CREDITS.md) is not reachable by a player. |
|
||||
| Replace the two non-redistributable packs | todo | Bullet and FX art is local-only and non-commercial. CC0 replacements would let them into the repo and unblock a commercial release. See [ASSETS.md](ASSETS.md). |
|
||||
|
||||
## Stage 2 — Characters, persistence, levels · *done*
|
||||
|
||||
| Feature | State | Where |
|
||||
| --- | --- | --- |
|
||||
| Steam-shaped identity abstraction | done | [src/meta/auth_provider.gd](../src/meta/auth_provider.gd), [local_auth_provider.gd](../src/meta/local_auth_provider.gd) |
|
||||
| Character store, JSON, survives restart | done | [src/meta/character_store.gd](../src/meta/character_store.gd) |
|
||||
| Up to 5 living characters, random colour | done | `CharacterStore.MAX_ACTIVE`, `Character.create` |
|
||||
| Last-played auto-selected on login | done | `CharacterStore.last_played` |
|
||||
| Permadeath → retired, never deleted | done | `ServerRuntime._on_player_died` |
|
||||
| Roster screen: pick or create | done | [src/ui/character_select.gd](../src/ui/character_select.gd) |
|
||||
| Levels 1–15, +10 max HP each | done | [src/meta/progression.gd](../src/meta/progression.gd) |
|
||||
| XP from kills, bosses worth far more | done | `ServerRuntime._award_kill` |
|
||||
| Colour visible in world and on the HUD | done | snapshot carries it; `WorldView._draw_ship` tints |
|
||||
| Swap character from the hub | done | Esc menu → Change character; refused server-side in a dungeon |
|
||||
| XP percentage to next level | done | `HUD._draw_xp_bar`, fed live from the snapshot |
|
||||
| Dead characters hidden from the roster | done | `ServerRuntime._send_characters` sends living only |
|
||||
| Suggested name when creating | done | `Character.random_name` |
|
||||
| Passive health regeneration | done | `SimPlayer.regenerate`, 0.5%/s of maximum |
|
||||
|
||||
Verified end to end by `tools/diag_progression.tscn`, which drives the real
|
||||
server through kill → xp → level → health and death → retire → roster. That
|
||||
path cannot be covered by the bot smoke test, because bots are poor shots.
|
||||
|
||||
### Still open in this area
|
||||
|
||||
- **The local identity provider is insecure by design.** Any client can claim
|
||||
any account id. Fine for a LAN; must be replaced before the game is reachable
|
||||
from the internet. Swapping in Steam is one `AuthProvider` subclass and no
|
||||
schema change.
|
||||
- `--account` and `--store` exist so several clients and test runs can coexist
|
||||
on one machine. A real provider makes `--account` unnecessary.
|
||||
|
||||
## Stage 3 — Inventory and loot · *done*
|
||||
|
||||
| Feature | State | Where |
|
||||
| --- | --- | --- |
|
||||
| 4 slots, permanently on screen | done | `SimConfig.INVENTORY_SLOTS`, `HUD._draw_inventory` |
|
||||
| Items defined as data, not code | done | [src/content/items.gd](../src/content/items.gd), [src/actors/items/item_def.gd](../src/actors/items/item_def.gd) |
|
||||
| Loot tables on enemies and bosses | done | `EnemyDef.loot` / `BossDef.loot`, rolled in `SimWorld._drop_loot` |
|
||||
| Health potion, rare from trash | done | `Content.TRASH_POTION_CHANCE` = 0.08 |
|
||||
| …guaranteed from the boss | done | `Content.warden()` loot table, chance 1.0 |
|
||||
| World-shared loot | done | `SimLoot.owner_peer == 0` |
|
||||
| Player-instanced loot | done | one `SimLoot` per living player, filtered per peer in `NetCodec.encode_snapshot` |
|
||||
| Warden's Ration — useless, instanced | done | `Items.wardens_ration()` |
|
||||
| Pick up, use, drop | done | `SimWorld._try_pickup` / `_use_slot` / `_drop_slot` |
|
||||
| Inventories persist | done | stored on `Character`, written by `ServerRuntime._persist_inventory` |
|
||||
| Ground loot drawn with a pickup prompt | done | `WorldView._draw_loot`, `HUD._draw_pickup_prompt` |
|
||||
|
||||
Controls: **E** picks up, **1–4** use a slot, **shift+1–4** drop one.
|
||||
|
||||
### The decisions worth knowing before touching this
|
||||
|
||||
**Item actions ride the input frame; they are not new messages.** `InputFrame`
|
||||
gained `BTN_USE`, `BTN_DROP` and a slot byte. That buys the redundancy that
|
||||
covers a dropped packet, the replay guard on `last_input_tick`, ordering against
|
||||
movement on the same tick, and a natural rate limit of one action per tick — all
|
||||
of which a separate reliable RPC would have needed bolted back on.
|
||||
|
||||
**Item actions are edge-triggered; movement and fire are not.** The client
|
||||
repeats its last few frames every tick and a starved server coasts on the last
|
||||
one it was given, so a level-triggered read empties the whole inventory in four
|
||||
ticks. `SimPlayer.prev_buttons` and `prev_slot` hold the edge, and the *slot* is
|
||||
part of it — tapping 2 while 1 is held is a second, distinct action.
|
||||
|
||||
**Instanced loot is enforced on the wire, not in the client.** A peer is never
|
||||
told another player's copy exists. That makes it an interest-management rule of
|
||||
the same kind as `ACTOR_INTEREST_RADIUS`, and it is why the ration is worth
|
||||
having: every boss kill exercises the path.
|
||||
|
||||
**Anything dropped becomes world-shared, even if it arrived instanced.** That is
|
||||
what makes dropping worth having — a trophy you do not want should be able to
|
||||
reach someone who does.
|
||||
|
||||
**A potion at full health is refused rather than spent.** Nobody drinks one on
|
||||
purpose at full health, so a mistimed keypress must not do it for them.
|
||||
|
||||
**A full bag leaves the item on the floor** and does not block the portal, which
|
||||
shares the interact key.
|
||||
|
||||
### Known gaps
|
||||
|
||||
- **Nothing sells items.** Loot only comes from kills; the hub has no source.
|
||||
The Stage 4 upgrade NPC is the natural place, and is the reason this is a gap
|
||||
rather than a decision.
|
||||
- **No stacking.** Four potions take four slots. A count byte per slot is cheap
|
||||
to add; nothing needed it yet, so the wire, the save record and the HUD all
|
||||
stayed simpler for not having one.
|
||||
- **Ground loot never expires**, it is only capped at
|
||||
`SimConfig.MAX_LOOT_PER_INSTANCE` per world, oldest evicted. Dungeons close
|
||||
and take their litter with them; only the hub can realistically reach the cap.
|
||||
- **The ration draws as a gold flask.** The tileset has no food sprite. See
|
||||
[ASSETS.md](ASSETS.md).
|
||||
|
||||
---
|
||||
|
||||
## The scale of health and damage
|
||||
|
||||
Health and damage are an order of magnitude larger than they started. A shot is
|
||||
60, a fresh character has 1000, the Warden has 36000. **Every ratio is
|
||||
unchanged** — enemy health, boss health and every emitter's damage were scaled
|
||||
together, so time to kill is exactly what it was.
|
||||
|
||||
The reason is rounding. At the old base of 6 damage, the +5% every upgrade
|
||||
carries computed to 6.3 and rounded straight back to 6, so a player's first
|
||||
upgrade visibly did nothing. At 60 it is +3, and every percentage in the game
|
||||
now has somewhere to land.
|
||||
|
||||
`tests/unit/test_content.gd` pins both halves of that: that a single upgrade
|
||||
changes damage, and that shots-to-kill for each enemy is what it was before.
|
||||
Do not tidy these numbers back down without scaling `content.gd` with them.
|
||||
|
||||
The hub's practice dummy stopped relying on a huge health pool at the same
|
||||
time: it is `indestructible` by flag now. The old 100000 was already past the
|
||||
u16 the snapshot sends enemy health in, and after the rescale a patient player
|
||||
could have destroyed the hub's only practice target for everyone.
|
||||
|
||||
---
|
||||
|
||||
## Stage 4 — Upgrades · *done*
|
||||
|
||||
Every level gained banks one choice. Choices are spent at the **quartermaster**,
|
||||
an NPC in the hub: walk to it, press E, pick one of three.
|
||||
|
||||
| Feature | State | Where |
|
||||
| --- | --- | --- |
|
||||
| Upgrades as data, no engine branches | done | [src/content/upgrades.gd](../src/content/upgrades.gd), [upgrade_def.gd](../src/actors/upgrades/upgrade_def.gd) |
|
||||
| Per-player derived stats | done | [src/sim/player_stats.gd](../src/sim/player_stats.gd) |
|
||||
| 3 weighted options per choice, held until spent | done | `Upgrades.roll_offer`, stored on `Character.offer` |
|
||||
| Choices queue across levels | done | `Character.pending_choices` |
|
||||
| Spent only at the NPC, enforced server-side | done | `SimWorld.at_upgrade_npc`, `ServerRuntime.on_choose_upgrade` |
|
||||
| Choice screen showing the +5% and each effect | done | [src/ui/upgrade_screen.gd](../src/ui/upgrade_screen.gd) |
|
||||
| List of upgrades already taken, plus resulting stats | done | lower half of the same panel |
|
||||
| Upgrades persist, die with the character | done | `Character.upgrades`, permadeath retires the record |
|
||||
|
||||
### The seven upgrades
|
||||
|
||||
| Upgrade | Rarity | Effect |
|
||||
| --- | --- | --- |
|
||||
| Split Shot | common | On hitting something, two more of the same shot leave it at ±45°. One charge each; stacks. |
|
||||
| Glass Cannon | common | +100% damage, ×0.5 levelled max health. |
|
||||
| Spread | common | +2 shots in a cone, −10% damage. |
|
||||
| Sniper | common | ×2 damage (multiplicative), ×0.5 fire rate, ×2 bullet speed. |
|
||||
| Doubleshot | uncommon | +1 parallel shot, −50% damage. |
|
||||
| Poison | rare | Each hit deals another 50% of its damage over 10s. Doses stack independently. |
|
||||
| Eraser | legendary | 1% chance per tick to delete an enemy projectile a shot is passing through. |
|
||||
|
||||
Draw weights: common 100, uncommon 45, rare 18, legendary 4.
|
||||
|
||||
### The decisions behind the numbers
|
||||
|
||||
All four settled with the user; the reasoning is in
|
||||
[DECISIONS.md](DECISIONS.md).
|
||||
|
||||
- **Damage is `base × (1 + Σ additive) × Π multiplicative`.** The flat +5% every
|
||||
upgrade carries, Spread's −10%, Doubleshot's −50% and Glass Cannon's +100%
|
||||
pool additively; Sniper multiplies the result, which is why two Snipers is 4×
|
||||
and not +200%.
|
||||
- **Glass Cannon halves the LEVELLED maximum**, so the price does not fade to a
|
||||
rounding error by level 15. Taken twice it multiplies again.
|
||||
- **Poison doses are independent**, not refreshed. `PoisonTrack` makes that free:
|
||||
every dose lasts the same number of ticks, so they expire in insertion order,
|
||||
the pending expiries are a plain FIFO, and the per-tick cost is O(1) however
|
||||
many are live.
|
||||
- **Split Shot's children leave at ±45° from the original heading**, born just
|
||||
past the target so they cannot be resolved against it again on the same tick.
|
||||
|
||||
### Constraints this collided with, and what it cost
|
||||
|
||||
- **Bullet speed now has a ceiling** (`SimConfig.MAX_BULLET_SPEED`, 1500 u/s).
|
||||
Wall collision samples once per tick, so anything over one tile per tick
|
||||
(1920 u/s) tunnels. Two Snipers would have asked for 2480.
|
||||
- **`BULLET_INTEREST_RADIUS` rose to 2900**, because an upgraded player shot is
|
||||
now the longest-travelling bullet in the game. `test_interest.gd` measures the
|
||||
worst case from the ceiling rather than from static content, which is what it
|
||||
used to do and what upgrades quietly invalidated.
|
||||
- **Poison ticks do not emit `ENEMY_HIT`.** They land many times a second on a
|
||||
reliable channel; the client learns hp from the snapshot. Death is still
|
||||
announced, because the experience award is keyed on it.
|
||||
- **The eraser's bullet-vs-bullet scan costs nothing until someone owns it** —
|
||||
it runs only for shots carrying a non-zero chance.
|
||||
|
||||
### Known gaps
|
||||
|
||||
- **One panel, not two screens.** The brief asked for a separate screen listing
|
||||
upgrades taken; it is the lower half of the choice panel instead, because the
|
||||
two are read together.
|
||||
- **No respec, and no way to see another player's build.**
|
||||
|
||||
---
|
||||
|
||||
## Stage 5 — Boss features and new bosses · *done*
|
||||
|
||||
| Feature | State | Where |
|
||||
| --- | --- | --- |
|
||||
| Stationary phases | done | every Warden phase |
|
||||
| Boss confined to its room | done | `SimWorld._step_boss` clamps after moving |
|
||||
| Roaming / chasing within the boss room | done | `BossPhase.Move.CHASE`, holds a standoff |
|
||||
| Phases that move to preset locations | done | `BossPhase.Move.WAYPOINTS`, room-relative |
|
||||
| Orbiting the arena | done | `BossPhase.Move.ORBIT` |
|
||||
| Attacks spawned at a distance with a telegraph | done | [telegraphed_strike_emitter.gd](../src/sim/patterns/telegraphed_strike_emitter.gd), `SimEvent.Type.TELEGRAPH` |
|
||||
| A second boss | done | **Cantor of the Vault**, fights in `Rooms.choir_vault()` |
|
||||
|
||||
### Boss movement
|
||||
|
||||
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` — all handled generically in
|
||||
`SimWorld._move_boss`, so adding a boss that moves is still writing data.
|
||||
|
||||
- **Waypoints are fractions of the arena**, not absolute positions, so one phase
|
||||
works in the Warden's hall and the Choir Vault alike.
|
||||
- **CHASE holds a distance rather than closing.** A boss standing on top of you
|
||||
is a boss whose bullets cannot be read.
|
||||
- **Every mode is speed-clamped in one place.** `ORBIT` computes an absolute
|
||||
destination and would otherwise snap onto its circle on the first tick.
|
||||
- **Movement slides against geometry**, so a boss cannot walk through the
|
||||
pillars its own arena was designed around.
|
||||
- **The room clamp is now 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, and that is only an escape if the boss cannot
|
||||
follow you out.
|
||||
|
||||
### Telegraphed strikes
|
||||
|
||||
`TelegraphedStrikeEmitter` marks spots in the arena and fills them a moment
|
||||
later. The moment in between is the whole feature: a burst that appears at your
|
||||
feet is a coin flip, the same burst with a second of notice is a question.
|
||||
|
||||
- **The emitter is stateless**, like every other one — they are shared resources
|
||||
and two bosses of the same kind must not stomp each other. Strike positions
|
||||
are *derived* from the volley number, so the announcement and the strike
|
||||
compute the same points with nothing stored between them.
|
||||
- **`EmitContext` gained an `events` list**, the only thing an emitter can do
|
||||
besides spawn bullets.
|
||||
- **Markers are drawn through fog and through walls.** Everything else in the
|
||||
view is covered by the darkness; a warning you cannot see is not a warning. See
|
||||
`WorldView._draw_telegraphs`.
|
||||
|
||||
### The Cantor of the Vault
|
||||
|
||||
| Phase | Movement | Idea |
|
||||
| --- | --- | --- |
|
||||
| Call to Prayer | static | Teaches the marker, and nothing else. |
|
||||
| Processional | waypoints, four corners | The safe half of the room keeps moving. |
|
||||
| Antiphon | chase at 220u | It comes for you; walls punish running straight. |
|
||||
| Final Cadence | orbit | Movement and telegraphs at once. |
|
||||
|
||||
**The Cantor has its own portal in the hub.** Which boss a run ends with follows
|
||||
from the arena its dungeon names, not from the seed and certainly not from
|
||||
`--depth`, which nothing in play raises.
|
||||
`test_every_boss_has_a_dungeon_that_reaches_it` pins that adding a boss without
|
||||
giving it a way in is a failing test rather than a boss nobody meets.
|
||||
|
||||
`Content.ALL_ENEMIES` / `ALL_BOSSES` exist because five places were
|
||||
hand-maintaining their own copy of the content list, and `tools/export_content.gd`
|
||||
had already gone stale and silently stopped writing the second boss.
|
||||
|
||||
### Known gaps
|
||||
|
||||
- **Nothing tests how the fight *looks*.** The boss was drawn straight from the
|
||||
newest snapshot with no interpolation — a visible step at 20 Hz — and every
|
||||
test passed for as long as bosses stood still. There is still no automated
|
||||
check that a moving actor renders smoothly; the ones added cover the
|
||||
interpolation call, not the impression.
|
||||
- **No boss-specific music, intro or death sequence.** A boss dies like an
|
||||
enemy, only louder.
|
||||
- **Telegraph markers are one shape.** A circle is the only warning the client
|
||||
can draw; a lane or a cone would need another event field.
|
||||
- **`Rooms` has two arenas.** A third boss needs a third stamp, which is where
|
||||
the generator's "boss arena on the right-hand side" assumption will be tested.
|
||||
|
||||
---
|
||||
|
||||
## Deliberate omissions
|
||||
|
||||
Not oversights — each was considered and rejected for now, with the reasoning in
|
||||
[NETCODE.md](NETCODE.md) or [DECISIONS.md](DECISIONS.md):
|
||||
|
||||
- **Lag compensation.** Rewinding to a shooter's view means a player who dodged
|
||||
still gets hit; wrong trade for this genre.
|
||||
- **Snapshot delta compression.** Fine at current actor counts.
|
||||
- **DTLS / encryption.** `ENetMultiplayerPeer` supports it. Required before any
|
||||
public server, not before then.
|
||||
- **Pattern-level bullet replication.** A real bandwidth win that couples the
|
||||
client to emitter behaviour.
|
||||
- **`MultiplayerSynchronizer` / `MultiplayerSpawner`.** Right tools, wrong shape
|
||||
for a bullet hell. See [ARCHITECTURE.md](ARCHITECTURE.md).
|
||||
for a bullet hell — see [ARCHITECTURE.md](ARCHITECTURE.md).
|
||||
|
||||
---
|
||||
|
||||
## Open questions for the user
|
||||
|
||||
Genuinely unspecified. **Do not guess at these** — each changes the design, and
|
||||
several have no obvious default. The seven questions that blocked Stage 4 were
|
||||
answered and are recorded in [DECISIONS.md](DECISIONS.md#upgrades); these are
|
||||
what is left.
|
||||
|
||||
1. **What advances dungeon depth?** `--depth` is a dev flag and nothing raises
|
||||
it in play. Depth already drives map size and could drive difficulty and
|
||||
rewards. Without an answer there is no progression past level 15.
|
||||
2. **Where do items come from outside a dungeon?** Loot only drops from kills.
|
||||
If the hub should sell potions, that is the quartermaster's second job.
|
||||
3. **Is there a currency?** Nothing drops money and nothing costs anything. A
|
||||
shop needs one; so does any reward for a cleared run beyond experience.
|
||||
4. **Should items stack?** Four potions currently take four slots, which makes a
|
||||
four-slot bag small. Stacking is a count byte per slot plus a rule for
|
||||
splitting one — neither is hard, and both change the UI.
|
||||
5. **Does a dungeon ever get harder within a run?** Enemies are placed once at
|
||||
generation and never reinforce. That is a deliberate decision
|
||||
([DECISIONS.md](DECISIONS.md#world)), but it means a slow party is never
|
||||
punished for it.
|
||||
6. **What happens to a party when one member dies?** Permadeath removes them to
|
||||
the roster screen while the run continues without them. Nobody has said
|
||||
whether that is right.
|
||||
@@ -106,10 +106,16 @@ Runs the simulation with no transport and no rendering and prints milliseconds
|
||||
per tick. Current numbers, 4 players, 60s of play:
|
||||
|
||||
```
|
||||
boss fight 0.237 ms/tick peak 352 bullets headroom x70
|
||||
trash wave 0.179 ms/tick peak 145 bullets headroom x93
|
||||
boss fight 0.26 ms/tick peak ~300 bullets headroom x64
|
||||
trash wave 0.16 ms/tick peak ~82 bullets headroom x103
|
||||
```
|
||||
|
||||
Note what this does *not* cover: it measures the simulation only, with no
|
||||
transport. Per-peer snapshot encoding was measured separately (95.6us for four
|
||||
filtered snapshots against 24.9us for one shared, or 0.032 ms/tick amortised).
|
||||
Quoting a bench number for something the bench does not exercise is its own
|
||||
version of the trap below.
|
||||
|
||||
A 60 Hz tick has a 16.6 ms budget, so one instance uses ~1.4% of one core. That
|
||||
is the measurement that says a single server process can host dozens of
|
||||
concurrent dungeons, and it took ten seconds to get because the simulation has
|
||||
@@ -164,6 +170,94 @@ auto-reload racing against agent file writes is a known source of stale state.
|
||||
The honest recommendation: **start with the headless CLI loop, add the MCP when
|
||||
scene inspection becomes the bottleneck.** It is one command to add later.
|
||||
|
||||
## Verification traps, learned the hard way
|
||||
|
||||
Every entry below cost at least one round trip of reporting something as fixed
|
||||
when it was not. They are specific to this setup, and they generalise.
|
||||
|
||||
### Verify the behaviour, not the artefact you produced
|
||||
|
||||
Bullet sprites were reported fixed three times before they were. Each time the
|
||||
*atlas* was checked and found correct. The actual fault was one layer down: a
|
||||
`MultiMeshInstance2D` cannot display a sub-region of a texture, so the renderer
|
||||
was structurally incapable of showing one cell no matter what the atlas held.
|
||||
Checking the input to a broken stage will confirm the input forever.
|
||||
|
||||
Ask what the *player* would see, and find a way to check that.
|
||||
|
||||
### An ASCII dump only proves what you dumped
|
||||
|
||||
The same sprites were "verified" by rendering their alpha channel. The pack
|
||||
animates as a colour shimmer over a fixed silhouette, so identical-looking
|
||||
frames proved nothing at all. The check was real; it was measuring the wrong
|
||||
channel.
|
||||
|
||||
### Measure the configuration that has the bug
|
||||
|
||||
The client-prediction gap was measured at 0.1px on a listen server and reported
|
||||
fixed. A listen server runs both halves in one process on one physics tick, so
|
||||
the quantity that had drifted — two independent clocks — was constant *by
|
||||
construction*. The bug needed two processes to exist at all.
|
||||
|
||||
If a bug is described as appearing "after a while", ask what accumulates, and
|
||||
make sure your harness lets it accumulate.
|
||||
|
||||
### Have the test tell you the setup was valid
|
||||
|
||||
`test_firing_is_reported_even_when_the_bullet_dies_instantly` asserts that no
|
||||
`BULLET_SPAWN` event occurred, purely to prove the interesting condition was
|
||||
actually reached. The first version placed a turret as the victim — and turrets
|
||||
shoot, so the assertion passed on the turret's own bullets while testing
|
||||
nothing. A setup check inside the test caught it.
|
||||
|
||||
### `git checkout` to clean up a probe reverts real work too
|
||||
|
||||
A one-file revert to remove a temporary debug hook also discarded a fix made to
|
||||
the same file earlier in the session, and it had already been verified and
|
||||
reported. Only `git status` showing the file *missing* from the staged set
|
||||
caught it. Prefer editing the probe back out, or stash.
|
||||
|
||||
### A pattern-based edit can match twice
|
||||
|
||||
A `replace()` intended for the snapshot decoder also matched inside the
|
||||
character decoder, which then read a field its encoder never wrote. Both are
|
||||
codecs and both had the same trailing lines. Check the match count when patching
|
||||
by pattern, not by line.
|
||||
|
||||
### Slicing between two headings deletes whatever was between them
|
||||
|
||||
Replacing a section by cutting from its heading to "the next big heading" took
|
||||
**451 lines** of the roadmap with it — every stage section sat between the two —
|
||||
and it was committed and pushed before anything noticed, because no gate reads
|
||||
prose. End a slice at the marker that actually closes the section (here the
|
||||
`---` rule after it), and before committing any doc edit, check
|
||||
`git diff --numstat` for a deletion count bigger than the edit you meant.
|
||||
|
||||
### A mutation that survives is a test that cannot fail
|
||||
|
||||
Twice in one session a new test passed with its fix reverted. One staged a turret
|
||||
behind a barricade — a turret's muzzle offset cannot clear its own radius plus a
|
||||
tile, so the scenario could never have failed. Another computed its sample point
|
||||
*from* the constant under test, so zeroing the constant moved the sample instead
|
||||
of failing it. Reverting the fix and watching the test go red is the only way to
|
||||
know it tests anything.
|
||||
|
||||
### A flaky gate needs its logs kept, not rerun
|
||||
|
||||
The smoke test failed intermittently for weeks, always in the pre-push hook,
|
||||
which discards logs; every rerun passed and the trail went cold. Pushing with
|
||||
`KEEP=1 git push` kept the third failure's logs, which named the cause in one
|
||||
grep (a bot walking through the wrong portal). Keep the evidence first; rerun
|
||||
second.
|
||||
|
||||
### A tool that hosts a server must not use the player's data
|
||||
|
||||
`screenshot.tscn` hosted a listen server with the default character store and
|
||||
account — the player's own — and walked their character into dungeons for
|
||||
pictures. Every diagnostic already set `GameOpts.store_path` and
|
||||
`GameOpts.account_override`; the screenshot tool had simply never been asked to.
|
||||
Anything new that calls `Net.host()` sets both first.
|
||||
|
||||
## CI
|
||||
|
||||
`.github/workflows/ci.yml` runs check → test → smoke on a container image with
|
||||
@@ -175,3 +269,49 @@ Godot preinstalled. All three are headless, so nothing extra is needed.
|
||||
- [GUT](https://github.com/bitwes/Gut) · [gdUnit4](https://github.com/godot-gdunit-labs/gdUnit4)
|
||||
- [Godot: high-level multiplayer](https://docs.godotengine.org/en/stable/tutorials/networking/high_level_multiplayer.html)
|
||||
- [Godot: command line tutorial](https://docs.godotengine.org/en/stable/tutorials/editor/command_line_tutorial.html)
|
||||
|
||||
### A green suite is not a quiet one
|
||||
|
||||
`tools/test.sh` and `tools/smoke.sh` both passed while a client logged twelve
|
||||
engine errors at every startup. `ConfigFile.get_value(section, key, null)` does
|
||||
not mean "no default" — it means the key is absent *and* no default was given,
|
||||
so the engine logs an error for each one. Nothing caught it because the smoke
|
||||
test's refutations matched `SCRIPT ERROR|Parse Error|USER ERROR`, and a plain
|
||||
`ERROR:` is none of those.
|
||||
|
||||
It surfaced from actually running the client (`--listen --autoquit`) and reading
|
||||
the output, which is worth doing after any change to startup.
|
||||
|
||||
`smoke.sh` now asserts no plain engine errors either, excluding by name the one
|
||||
line Godot prints on every clean exit — naming it means anything else that turns
|
||||
up is a real finding rather than noise to be squinted past.
|
||||
|
||||
### Nothing automated can see the screen
|
||||
|
||||
Every gate passed — 458 tests, a clean smoke run, no engine errors — while the
|
||||
entire interface rendered in Godot's default style and none of the UI pack was
|
||||
visible. A Control inherits its theme from Control *ancestors only*, and the
|
||||
chain breaks at the first plain `Node` or `CanvasLayer`; every screen in this
|
||||
game hangs off one. `get_window().theme = ...` set the property, changed
|
||||
nothing, and looked correct in the code.
|
||||
|
||||
It took `tools/screenshot.tscn` — boot the client, save a PNG, open it — to
|
||||
find. The same run then showed **Fire bound to the right mouse button**, which
|
||||
was the test suite writing the player's real `user://settings.cfg`, because
|
||||
rebinding calls `save()` and nothing had redirected the path.
|
||||
|
||||
Styling the rest of the interface then produced two more of exactly the same
|
||||
shape: an invisible slider track and an invisible scrollbar. Both resolved the
|
||||
right stylebox, reported the right texture, and drew nothing, because a
|
||||
`Slider` and a `ScrollBar` take their thickness from the stylebox's *minimum
|
||||
size* — its content margins — and mine were zero. Neither was findable without
|
||||
looking.
|
||||
|
||||
Three lessons, and the last is the general one:
|
||||
|
||||
- After touching `src/ui/`, look at it. There is no substitute.
|
||||
- When a control resolves the right theme item and still looks wrong, check
|
||||
what Godot derives from that item's *size* rather than its picture.
|
||||
- A test that exercises a code path which writes to user state **will write to
|
||||
user state**. Redirect the path in the fixture, and assert the default is
|
||||
still the real one so the redirect cannot escape.
|
||||
@@ -84,6 +84,31 @@ system_menu={
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
debug_overlay={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194332,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
use_slot_1={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
use_slot_2={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":50,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
use_slot_3={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":51,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
use_slot_4={
|
||||
"deadzone": 0.2,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":52,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[rendering]
|
||||
|
||||
|
||||
@@ -0,0 +1,163 @@
|
||||
[gd_resource type="Resource" script_class="BossDef" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/actors/items/loot_drop.gd" id="1_mkon8"]
|
||||
[ext_resource type="Script" path="res://src/actors/boss/boss_phase.gd" id="2_08s2a"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="3_i3ijt"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/telegraphed_strike_emitter.gd" id="4_c737k"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/aimed_spread_emitter.gd" id="5_s4e7m"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/ring_emitter.gd" id="6_1xgol"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/wall_gap_emitter.gd" id="7_jvosp"]
|
||||
[ext_resource type="Script" path="res://src/actors/boss/boss_def.gd" id="8_vujs6"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_y5tlt"]
|
||||
script = ExtResource("1_mkon8")
|
||||
item = &"health_potion"
|
||||
|
||||
[sub_resource type="Resource" id="Resource_vaonm"]
|
||||
script = ExtResource("1_mkon8")
|
||||
item = &"wardens_ration"
|
||||
instanced = true
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ldxsn"]
|
||||
script = ExtResource("4_c737k")
|
||||
warn_ticks = 80
|
||||
burst_count = 10
|
||||
blast_radius = 66.0
|
||||
interval = 180
|
||||
speed = 130.0
|
||||
lifetime = 240
|
||||
damage = 130
|
||||
kind = 3
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ik5lx"]
|
||||
script = ExtResource("5_s4e7m")
|
||||
count = 3
|
||||
spread_deg = 18.0
|
||||
muzzle_offset = 40.0
|
||||
start_tick = 40
|
||||
interval = 120
|
||||
speed = 190.0
|
||||
radius = 6.0
|
||||
damage = 110
|
||||
kind = 2
|
||||
|
||||
[sub_resource type="Resource" id="Resource_cfxp7"]
|
||||
script = ExtResource("2_08s2a")
|
||||
name = "Call to Prayer"
|
||||
loop_ticks = 360
|
||||
telegraph_ticks = 60
|
||||
emitters = Array[ExtResource("3_i3ijt")]([SubResource("Resource_ldxsn"), SubResource("Resource_ik5lx")])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_mrfx8"]
|
||||
script = ExtResource("6_1xgol")
|
||||
count = 3
|
||||
spin_per_shot_deg = 27.0
|
||||
muzzle_offset = 40.0
|
||||
interval = 12
|
||||
speed = 125.0
|
||||
lifetime = 400
|
||||
damage = 120
|
||||
|
||||
[sub_resource type="Resource" id="Resource_oppcg"]
|
||||
script = ExtResource("4_c737k")
|
||||
strikes = 2
|
||||
warn_ticks = 90
|
||||
blast_radius = 70.0
|
||||
pattern_seed = 17
|
||||
start_tick = 60
|
||||
interval = 200
|
||||
speed = 145.0
|
||||
lifetime = 240
|
||||
damage = 140
|
||||
kind = 3
|
||||
|
||||
[sub_resource type="Resource" id="Resource_eg17u"]
|
||||
script = ExtResource("2_08s2a")
|
||||
name = "Processional"
|
||||
enter_at_hp_fraction = 0.75
|
||||
loop_ticks = 480
|
||||
emitters = Array[ExtResource("3_i3ijt")]([SubResource("Resource_mrfx8"), SubResource("Resource_oppcg")])
|
||||
move = 3
|
||||
move_speed = 105.0
|
||||
waypoints = Array[Vector2]([Vector2(0.18, 0.2), Vector2(0.82, 0.2), Vector2(0.82, 0.8), Vector2(0.18, 0.8)])
|
||||
waypoint_dwell = 70
|
||||
|
||||
[sub_resource type="Resource" id="Resource_bffie"]
|
||||
script = ExtResource("5_s4e7m")
|
||||
spread_deg = 34.0
|
||||
jitter_deg = 2.5
|
||||
muzzle_offset = 40.0
|
||||
interval = 90
|
||||
speed = 200.0
|
||||
radius = 6.0
|
||||
damage = 120
|
||||
kind = 2
|
||||
|
||||
[sub_resource type="Resource" id="Resource_xcmnn"]
|
||||
script = ExtResource("7_jvosp")
|
||||
direction = 1
|
||||
count = 16
|
||||
gap_width = 4
|
||||
gap_step = 6
|
||||
start_tick = 70
|
||||
interval = 160
|
||||
speed = 165.0
|
||||
radius = 8.0
|
||||
damage = 150
|
||||
kind = 3
|
||||
|
||||
[sub_resource type="Resource" id="Resource_31prv"]
|
||||
script = ExtResource("2_08s2a")
|
||||
name = "Antiphon"
|
||||
enter_at_hp_fraction = 0.45
|
||||
loop_ticks = 540
|
||||
telegraph_ticks = 50
|
||||
damage_taken_mult = 1.12
|
||||
emitters = Array[ExtResource("3_i3ijt")]([SubResource("Resource_bffie"), SubResource("Resource_xcmnn")])
|
||||
move = 2
|
||||
move_speed = 120.0
|
||||
move_param = 220.0
|
||||
|
||||
[sub_resource type="Resource" id="Resource_wuthe"]
|
||||
script = ExtResource("6_1xgol")
|
||||
spin_per_shot_deg = 15.0
|
||||
muzzle_offset = 40.0
|
||||
interval = 40
|
||||
speed = 140.0
|
||||
lifetime = 380
|
||||
damage = 130
|
||||
|
||||
[sub_resource type="Resource" id="Resource_phxte"]
|
||||
script = ExtResource("4_c737k")
|
||||
strikes = 4
|
||||
warn_ticks = 70
|
||||
burst_count = 14
|
||||
blast_radius = 72.0
|
||||
pattern_seed = 91
|
||||
interval = 150
|
||||
lifetime = 240
|
||||
damage = 150
|
||||
kind = 3
|
||||
|
||||
[sub_resource type="Resource" id="Resource_p6400"]
|
||||
script = ExtResource("2_08s2a")
|
||||
name = "Final Cadence"
|
||||
enter_at_hp_fraction = 0.18
|
||||
loop_ticks = 420
|
||||
telegraph_ticks = 55
|
||||
damage_taken_mult = 1.25
|
||||
emitters = Array[ExtResource("3_i3ijt")]([SubResource("Resource_wuthe"), SubResource("Resource_phxte")])
|
||||
move = 1
|
||||
move_speed = 150.0
|
||||
move_param = 150.0
|
||||
|
||||
[resource]
|
||||
script = ExtResource("8_vujs6")
|
||||
id = &"cantor"
|
||||
display_name = "Cantor of the Vault"
|
||||
max_hp = 28000
|
||||
radius = 36.0
|
||||
spawn_pos = Vector2(0, -150)
|
||||
visual = 1
|
||||
phases = Array[ExtResource("2_08s2a")]([SubResource("Resource_cfxp7"), SubResource("Resource_eg17u"), SubResource("Resource_31prv"), SubResource("Resource_p6400")])
|
||||
loot = Array[ExtResource("1_mkon8")]([SubResource("Resource_y5tlt"), SubResource("Resource_vaonm")])
|
||||
@@ -1,15 +1,25 @@
|
||||
[gd_resource type="Resource" script_class="BossDef" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/actors/boss/boss_phase.gd" id="1_7m6h6"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="2_b0fvw"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/ring_emitter.gd" id="3_f5abt"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/aimed_spread_emitter.gd" id="4_tmo3e"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/wall_gap_emitter.gd" id="5_rswgd"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/arc_sweep_emitter.gd" id="6_v02no"]
|
||||
[ext_resource type="Script" path="res://src/actors/boss/boss_def.gd" id="7_x6ufy"]
|
||||
[ext_resource type="Script" path="res://src/actors/items/loot_drop.gd" id="1_b0fvw"]
|
||||
[ext_resource type="Script" path="res://src/actors/boss/boss_phase.gd" id="2_f5abt"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="3_tmo3e"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/ring_emitter.gd" id="4_rswgd"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/aimed_spread_emitter.gd" id="5_v02no"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/wall_gap_emitter.gd" id="6_x6ufy"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/arc_sweep_emitter.gd" id="7_bbcbd"]
|
||||
[ext_resource type="Script" path="res://src/actors/boss/boss_def.gd" id="8_axg03"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_bbcbd"]
|
||||
script = ExtResource("3_f5abt")
|
||||
[sub_resource type="Resource" id="Resource_s17mk"]
|
||||
script = ExtResource("1_b0fvw")
|
||||
item = &"health_potion"
|
||||
|
||||
[sub_resource type="Resource" id="Resource_0452f"]
|
||||
script = ExtResource("1_b0fvw")
|
||||
item = &"wardens_ration"
|
||||
instanced = true
|
||||
|
||||
[sub_resource type="Resource" id="Resource_1p7x0"]
|
||||
script = ExtResource("4_rswgd")
|
||||
count = 14
|
||||
spin_per_shot_deg = 9.0
|
||||
muzzle_offset = 46.0
|
||||
@@ -17,54 +27,56 @@ interval = 45
|
||||
speed = 135.0
|
||||
radius = 8.0
|
||||
lifetime = 420
|
||||
damage = 14
|
||||
damage = 140
|
||||
|
||||
[sub_resource type="Resource" id="Resource_axg03"]
|
||||
script = ExtResource("4_tmo3e")
|
||||
[sub_resource type="Resource" id="Resource_a0mrn"]
|
||||
script = ExtResource("5_v02no")
|
||||
spread_deg = 26.0
|
||||
muzzle_offset = 46.0
|
||||
start_tick = 120
|
||||
interval = 150
|
||||
speed = 210.0
|
||||
radius = 6.0
|
||||
damage = 120
|
||||
kind = 2
|
||||
|
||||
[sub_resource type="Resource" id="Resource_s17mk"]
|
||||
script = ExtResource("1_7m6h6")
|
||||
[sub_resource type="Resource" id="Resource_pfjxl"]
|
||||
script = ExtResource("2_f5abt")
|
||||
name = "Opening Fold"
|
||||
loop_ticks = 480
|
||||
telegraph_ticks = 60
|
||||
emitters = Array[ExtResource("2_b0fvw")]([SubResource("Resource_bbcbd"), SubResource("Resource_axg03")])
|
||||
emitters = Array[ExtResource("3_tmo3e")]([SubResource("Resource_1p7x0"), SubResource("Resource_a0mrn")])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_0452f"]
|
||||
script = ExtResource("3_f5abt")
|
||||
[sub_resource type="Resource" id="Resource_txml3"]
|
||||
script = ExtResource("4_rswgd")
|
||||
count = 4
|
||||
spin_per_shot_deg = 23.0
|
||||
muzzle_offset = 46.0
|
||||
interval = 9
|
||||
speed = 120.0
|
||||
lifetime = 480
|
||||
damage = 120
|
||||
|
||||
[sub_resource type="Resource" id="Resource_1p7x0"]
|
||||
script = ExtResource("5_rswgd")
|
||||
[sub_resource type="Resource" id="Resource_k1e8f"]
|
||||
script = ExtResource("6_x6ufy")
|
||||
count = 20
|
||||
gap_step = 7
|
||||
start_tick = 90
|
||||
interval = 170
|
||||
speed = 175.0
|
||||
radius = 8.0
|
||||
damage = 16
|
||||
damage = 160
|
||||
kind = 3
|
||||
|
||||
[sub_resource type="Resource" id="Resource_a0mrn"]
|
||||
script = ExtResource("1_7m6h6")
|
||||
[sub_resource type="Resource" id="Resource_4sp1g"]
|
||||
script = ExtResource("2_f5abt")
|
||||
name = "Sliding Lattice"
|
||||
enter_at_hp_fraction = 0.72
|
||||
telegraph_ticks = 50
|
||||
emitters = Array[ExtResource("2_b0fvw")]([SubResource("Resource_0452f"), SubResource("Resource_1p7x0")])
|
||||
emitters = Array[ExtResource("3_tmo3e")]([SubResource("Resource_txml3"), SubResource("Resource_k1e8f")])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_pfjxl"]
|
||||
script = ExtResource("6_v02no")
|
||||
[sub_resource type="Resource" id="Resource_aldxl"]
|
||||
script = ExtResource("7_bbcbd")
|
||||
arms = 3
|
||||
bullets_per_arm = 2
|
||||
arm_spacing = 26.0
|
||||
@@ -73,10 +85,10 @@ sweep_period = 5.0
|
||||
interval = 5
|
||||
speed = 165.0
|
||||
lifetime = 400
|
||||
damage = 13
|
||||
damage = 130
|
||||
|
||||
[sub_resource type="Resource" id="Resource_txml3"]
|
||||
script = ExtResource("4_tmo3e")
|
||||
[sub_resource type="Resource" id="Resource_3fm5w"]
|
||||
script = ExtResource("5_v02no")
|
||||
count = 7
|
||||
spread_deg = 40.0
|
||||
jitter_deg = 3.0
|
||||
@@ -85,10 +97,11 @@ start_tick = 60
|
||||
interval = 110
|
||||
speed = 195.0
|
||||
radius = 6.0
|
||||
damage = 120
|
||||
kind = 2
|
||||
|
||||
[sub_resource type="Resource" id="Resource_k1e8f"]
|
||||
script = ExtResource("3_f5abt")
|
||||
[sub_resource type="Resource" id="Resource_20c8f"]
|
||||
script = ExtResource("4_rswgd")
|
||||
count = 18
|
||||
spin_per_shot_deg = -14.0
|
||||
start_tick = 240
|
||||
@@ -96,17 +109,18 @@ end_tick = 600
|
||||
interval = 60
|
||||
speed = 105.0
|
||||
lifetime = 420
|
||||
damage = 120
|
||||
|
||||
[sub_resource type="Resource" id="Resource_4sp1g"]
|
||||
script = ExtResource("1_7m6h6")
|
||||
[sub_resource type="Resource" id="Resource_ymr56"]
|
||||
script = ExtResource("2_f5abt")
|
||||
name = "Reaping Arms"
|
||||
enter_at_hp_fraction = 0.42
|
||||
loop_ticks = 720
|
||||
damage_taken_mult = 1.15
|
||||
emitters = Array[ExtResource("2_b0fvw")]([SubResource("Resource_pfjxl"), SubResource("Resource_txml3"), SubResource("Resource_k1e8f")])
|
||||
emitters = Array[ExtResource("3_tmo3e")]([SubResource("Resource_aldxl"), SubResource("Resource_3fm5w"), SubResource("Resource_20c8f")])
|
||||
|
||||
[sub_resource type="Resource" id="Resource_aldxl"]
|
||||
script = ExtResource("3_f5abt")
|
||||
[sub_resource type="Resource" id="Resource_7xac7"]
|
||||
script = ExtResource("4_rswgd")
|
||||
count = 5
|
||||
spin_per_shot_deg = 31.0
|
||||
muzzle_offset = 46.0
|
||||
@@ -114,44 +128,45 @@ interval = 11
|
||||
speed = 130.0
|
||||
turn_deg = 0.55
|
||||
lifetime = 400
|
||||
damage = 15
|
||||
damage = 150
|
||||
|
||||
[sub_resource type="Resource" id="Resource_3fm5w"]
|
||||
script = ExtResource("5_rswgd")
|
||||
[sub_resource type="Resource" id="Resource_3n6oq"]
|
||||
script = ExtResource("6_x6ufy")
|
||||
direction = 2
|
||||
count = 16
|
||||
start_tick = 40
|
||||
interval = 130
|
||||
speed = 200.0
|
||||
radius = 8.0
|
||||
damage = 18
|
||||
damage = 180
|
||||
kind = 3
|
||||
|
||||
[sub_resource type="Resource" id="Resource_20c8f"]
|
||||
script = ExtResource("4_tmo3e")
|
||||
[sub_resource type="Resource" id="Resource_8ppic"]
|
||||
script = ExtResource("5_v02no")
|
||||
count = 3
|
||||
spread_deg = 10.0
|
||||
start_tick = 100
|
||||
interval = 80
|
||||
speed = 300.0
|
||||
radius = 5.0
|
||||
damage = 16
|
||||
damage = 160
|
||||
kind = 2
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ymr56"]
|
||||
script = ExtResource("1_7m6h6")
|
||||
[sub_resource type="Resource" id="Resource_yqxmm"]
|
||||
script = ExtResource("2_f5abt")
|
||||
name = "Collapse"
|
||||
enter_at_hp_fraction = 0.16
|
||||
loop_ticks = 420
|
||||
telegraph_ticks = 60
|
||||
damage_taken_mult = 1.3
|
||||
emitters = Array[ExtResource("2_b0fvw")]([SubResource("Resource_aldxl"), SubResource("Resource_3fm5w"), SubResource("Resource_20c8f")])
|
||||
emitters = Array[ExtResource("3_tmo3e")]([SubResource("Resource_7xac7"), SubResource("Resource_3n6oq"), SubResource("Resource_8ppic")])
|
||||
|
||||
[resource]
|
||||
script = ExtResource("7_x6ufy")
|
||||
script = ExtResource("8_axg03")
|
||||
id = &"warden"
|
||||
display_name = "Warden of the Fold"
|
||||
max_hp = 3600
|
||||
max_hp = 36000
|
||||
radius = 42.0
|
||||
spawn_pos = Vector2(0, -150)
|
||||
phases = Array[ExtResource("1_7m6h6")]([SubResource("Resource_s17mk"), SubResource("Resource_a0mrn"), SubResource("Resource_4sp1g"), SubResource("Resource_ymr56")])
|
||||
phases = Array[ExtResource("2_f5abt")]([SubResource("Resource_pfjxl"), SubResource("Resource_4sp1g"), SubResource("Resource_ymr56"), SubResource("Resource_yqxmm")])
|
||||
loot = Array[ExtResource("1_b0fvw")]([SubResource("Resource_s17mk"), SubResource("Resource_0452f")])
|
||||
@@ -1,23 +1,30 @@
|
||||
[gd_resource type="Resource" script_class="EnemyDef" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_801wv"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/aimed_spread_emitter.gd" id="2_bjhtk"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="3_e6oj1"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_bjhtk"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/aimed_spread_emitter.gd" id="2_e6oj1"]
|
||||
[ext_resource type="Script" path="res://src/actors/items/loot_drop.gd" id="3_vpd04"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="4_k36hi"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_vpd04"]
|
||||
script = ExtResource("2_bjhtk")
|
||||
[sub_resource type="Resource" id="Resource_rsrg2"]
|
||||
script = ExtResource("2_e6oj1")
|
||||
count = 3
|
||||
spread_deg = 20.0
|
||||
interval = 120
|
||||
radius = 6.0
|
||||
lifetime = 240
|
||||
damage = 10
|
||||
damage = 100
|
||||
|
||||
[sub_resource type="Resource" id="Resource_lnbnj"]
|
||||
script = ExtResource("3_vpd04")
|
||||
item = &"health_potion"
|
||||
chance = 0.08
|
||||
|
||||
[resource]
|
||||
script = ExtResource("3_e6oj1")
|
||||
script = ExtResource("4_k36hi")
|
||||
id = &"drifter"
|
||||
display_name = "Drifter"
|
||||
contact_damage = 8
|
||||
max_hp = 400
|
||||
speed = 55.0
|
||||
emitters = Array[ExtResource("1_801wv")]([SubResource("Resource_vpd04")])
|
||||
emitters = Array[ExtResource("1_bjhtk")]([SubResource("Resource_rsrg2")])
|
||||
pattern_loop_ticks = 120
|
||||
loot = Array[ExtResource("3_vpd04")]([SubResource("Resource_lnbnj")])
|
||||
@@ -1,14 +1,15 @@
|
||||
[gd_resource type="Resource" script_class="EnemyDef" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_ajtny"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="2_i7w5w"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_i7w5w"]
|
||||
[ext_resource type="Script" path="res://src/actors/items/loot_drop.gd" id="2_74ern"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="3_2tv1l"]
|
||||
|
||||
[resource]
|
||||
script = ExtResource("2_i7w5w")
|
||||
script = ExtResource("3_2tv1l")
|
||||
id = &"dummy"
|
||||
display_name = "Target Dummy"
|
||||
max_hp = 100000
|
||||
max_hp = 1000
|
||||
radius = 20.0
|
||||
contact_damage = 0
|
||||
move = 0
|
||||
visual = 3
|
||||
indestructible = true
|
||||
@@ -1,16 +1,36 @@
|
||||
[gd_resource type="Resource" script_class="EnemyDef" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_dkoo8"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="2_t1lyl"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_e7xon"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/aimed_spread_emitter.gd" id="2_ehenj"]
|
||||
[ext_resource type="Script" path="res://src/actors/items/loot_drop.gd" id="3_tpjo4"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="4_yp71e"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_oeksl"]
|
||||
script = ExtResource("2_ehenj")
|
||||
spread_deg = 62.0
|
||||
muzzle_offset = 10.0
|
||||
interval = 45
|
||||
speed = 260.0
|
||||
radius = 6.0
|
||||
lifetime = 18
|
||||
damage = 140
|
||||
kind = 3
|
||||
|
||||
[sub_resource type="Resource" id="Resource_ep81w"]
|
||||
script = ExtResource("3_tpjo4")
|
||||
item = &"health_potion"
|
||||
chance = 0.08
|
||||
|
||||
[resource]
|
||||
script = ExtResource("2_t1lyl")
|
||||
script = ExtResource("4_yp71e")
|
||||
id = &"stalker"
|
||||
display_name = "Stalker"
|
||||
max_hp = 30
|
||||
max_hp = 300
|
||||
radius = 12.0
|
||||
contact_damage = 16
|
||||
move = 3
|
||||
speed = 95.0
|
||||
retarget_interval = 20
|
||||
visual = 2
|
||||
emitters = Array[ExtResource("1_e7xon")]([SubResource("Resource_oeksl")])
|
||||
pattern_loop_ticks = 45
|
||||
loot = Array[ExtResource("3_tpjo4")]([SubResource("Resource_ep81w")])
|
||||
@@ -1,25 +1,32 @@
|
||||
[gd_resource type="Resource" script_class="EnemyDef" format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_asksf"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/ring_emitter.gd" id="2_7m5d5"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="3_5udip"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_7m5d5"]
|
||||
[ext_resource type="Script" path="res://src/sim/patterns/ring_emitter.gd" id="2_5udip"]
|
||||
[ext_resource type="Script" path="res://src/actors/items/loot_drop.gd" id="3_hc01i"]
|
||||
[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="4_6rb75"]
|
||||
|
||||
[sub_resource type="Resource" id="Resource_hc01i"]
|
||||
script = ExtResource("2_7m5d5")
|
||||
[sub_resource type="Resource" id="Resource_kv0ny"]
|
||||
script = ExtResource("2_5udip")
|
||||
count = 10
|
||||
spin_per_shot_deg = 18.0
|
||||
interval = 150
|
||||
speed = 130.0
|
||||
damage = 120
|
||||
|
||||
[sub_resource type="Resource" id="Resource_fttpl"]
|
||||
script = ExtResource("3_hc01i")
|
||||
item = &"health_potion"
|
||||
chance = 0.08
|
||||
|
||||
[resource]
|
||||
script = ExtResource("3_5udip")
|
||||
script = ExtResource("4_6rb75")
|
||||
id = &"turret"
|
||||
display_name = "Turret"
|
||||
max_hp = 70
|
||||
max_hp = 700
|
||||
radius = 16.0
|
||||
contact_damage = 0
|
||||
move = 0
|
||||
speed = 0.0
|
||||
visual = 1
|
||||
emitters = Array[ExtResource("1_asksf")]([SubResource("Resource_hc01i")])
|
||||
emitters = Array[ExtResource("1_7m5d5")]([SubResource("Resource_kv0ny")])
|
||||
pattern_loop_ticks = 150
|
||||
loot = Array[ExtResource("3_hc01i")]([SubResource("Resource_fttpl")])
|
||||
@@ -7,11 +7,25 @@ extends Resource
|
||||
@export var display_name: String = "Boss"
|
||||
@export var max_hp: int = 4000
|
||||
@export var radius: float = 44.0
|
||||
## Stationary bosses are the MVP shape; the field exists so a later boss can
|
||||
## move without changing the runtime.
|
||||
@export var stationary: bool = true
|
||||
@export var spawn_pos := Vector2(0.0, -140.0)
|
||||
## Index into the renderer's boss sprite table. Same idea as EnemyDef.visual --
|
||||
## the simulation never learns that art exists.
|
||||
@export var visual: int = 0
|
||||
@export var phases: Array[BossPhase] = []
|
||||
## What the kill leaves behind. Bosses are the guaranteed source: a run that
|
||||
## reaches the end should always be worth something, so unlike trash loot these
|
||||
## entries are normally chance 1.0.
|
||||
@export var loot: Array[LootDrop] = []
|
||||
|
||||
|
||||
## Whether any phase moves this boss. Derived from the phases rather than
|
||||
## stored alongside them: a flag that said "stationary" while a phase walked
|
||||
## around would be a second source of truth, and the wrong one.
|
||||
func moves() -> bool:
|
||||
for phase in phases:
|
||||
if phase != null and phase.moves():
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
## Index of the phase that matches [param hp_fraction]. Later entries win, so a
|
||||
|
||||
@@ -16,3 +16,38 @@ extends Resource
|
||||
## phases rather than adding hit points, so the fight length stays predictable.
|
||||
@export var damage_taken_mult: float = 1.0
|
||||
@export var emitters: Array[BulletEmitter] = []
|
||||
|
||||
@export_group("Movement")
|
||||
## How the boss moves during this phase. 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, and expressing it any other way would put a
|
||||
## per-boss branch in the simulation.
|
||||
@export var move: Move = Move.STATIC
|
||||
## Units per second. Zero is equivalent to STATIC.
|
||||
@export var move_speed: float = 0.0
|
||||
## ORBIT: radius around the arena's centre. CHASE: the distance it tries to
|
||||
## hold from you -- closing all the way would mean a boss you cannot see past.
|
||||
@export var move_param: float = 120.0
|
||||
## WAYPOINTS: points in the arena as fractions of it, so one phase works in any
|
||||
## room. (0,0) is the top-left corner of the fightable area, (1,1) the bottom
|
||||
## right.
|
||||
@export var waypoints: Array[Vector2] = []
|
||||
## Ticks spent standing at each waypoint before moving on.
|
||||
@export var waypoint_dwell: int = 60
|
||||
|
||||
enum Move {
|
||||
## Never moves. Every phase written before bosses could move.
|
||||
STATIC,
|
||||
## Circles the centre of its arena at [member move_param] radius.
|
||||
ORBIT,
|
||||
## Closes on the nearest player, holding [member move_param] distance.
|
||||
CHASE,
|
||||
## Walks a fixed circuit of [member waypoints], pausing at each.
|
||||
WAYPOINTS,
|
||||
}
|
||||
|
||||
|
||||
## Whether this phase actually moves the boss. Derived rather than stored, so a
|
||||
## phase cannot claim to move and then sit still.
|
||||
func moves() -> bool:
|
||||
return move != Move.STATIC and move_speed > 0.0
|
||||
@@ -0,0 +1,49 @@
|
||||
class_name DungeonDef
|
||||
extends Resource
|
||||
## A kind of dungeon run. Same generator, same rooms, same enemies -- what
|
||||
## differs is how tough its contents are and how freely they drop.
|
||||
##
|
||||
## Deliberately a set of multipliers over the shared content rather than a
|
||||
## parallel copy of it: a second dungeon that duplicated `Content` would drift
|
||||
## from the first the moment anything was tuned, and then "identical but
|
||||
## easier" would quietly stop being true.
|
||||
|
||||
@export var id: StringName = &"dungeon"
|
||||
@export var display_name: String = "Dungeon"
|
||||
## One line for the portal label, so a player standing in the hub can tell the
|
||||
## entrances apart without reading a wiki.
|
||||
@export var subtitle: String = ""
|
||||
## Which hand-authored boss arena this run ends in, and therefore which boss it
|
||||
## has -- see [method Rooms.boss_for_arena]. Empty means "whichever the seed
|
||||
## rolls", which only the test harness wants.
|
||||
@export var arena: StringName = &""
|
||||
@export var enemy_hp_mult: float = 1.0
|
||||
@export var boss_hp_mult: float = 1.0
|
||||
## Multiplies every loot chance, clamped at certain. Guaranteed drops stay
|
||||
## guaranteed; there is nothing above 1.0 to reach for.
|
||||
@export var loot_chance_mult: float = 1.0
|
||||
## Portal colour, and the tint of the dungeon's name on the HUD.
|
||||
@export var tint := Color(0.5, 0.9, 1.0)
|
||||
|
||||
|
||||
## Scale a freshly built [EnemyDef] in place.
|
||||
##
|
||||
## Safe to mutate because every caller of `Content.enemy()` gets a new object --
|
||||
## the content functions construct one per call. If that ever changes, this has
|
||||
## to duplicate first, or one easy dungeon would nerf every hard one.
|
||||
func apply_to_enemy(def: EnemyDef) -> EnemyDef:
|
||||
def.max_hp = maxi(1, roundi(float(def.max_hp) * enemy_hp_mult))
|
||||
_scale_loot(def.loot)
|
||||
return def
|
||||
|
||||
|
||||
func apply_to_boss(def: BossDef) -> BossDef:
|
||||
def.max_hp = maxi(1, roundi(float(def.max_hp) * boss_hp_mult))
|
||||
_scale_loot(def.loot)
|
||||
return def
|
||||
|
||||
|
||||
func _scale_loot(table: Array[LootDrop]) -> void:
|
||||
for entry in table:
|
||||
if entry != null:
|
||||
entry.chance = clampf(entry.chance * loot_chance_mult, 0.0, 1.0)
|
||||
@@ -0,0 +1 @@
|
||||
uid://cqert4nr662vl
|
||||
@@ -21,7 +21,6 @@ enum Move {
|
||||
@export var display_name: String = "Drone"
|
||||
@export var max_hp: int = 40
|
||||
@export var radius: float = 14.0
|
||||
@export var contact_damage: int = 10
|
||||
@export var move: Move = Move.DRIFT
|
||||
@export var speed: float = 60.0
|
||||
## ORBIT radius, or STRAFE preferred distance.
|
||||
@@ -29,8 +28,19 @@ enum Move {
|
||||
## Ticks between direction re-evaluations for APPROACH/STRAFE, so enemies read
|
||||
## as deliberate rather than twitchy.
|
||||
@export var retarget_interval: int = 30
|
||||
## How far this enemy notices a player, in world units. It also needs line of
|
||||
## sight -- range alone would mean shooting through walls.
|
||||
@export var aggro_range: float = 420.0
|
||||
## Index the client renderer uses to pick a shape/colour.
|
||||
@export var visual: int = 0
|
||||
@export var emitters: Array[BulletEmitter] = []
|
||||
## The emitter timeline wraps at this many ticks.
|
||||
@export var pattern_loop_ticks: int = 240
|
||||
## Never takes damage. Exists for the hub's practice target, whose whole job is
|
||||
## to still be there tomorrow -- expressing that as a flag rather than as a
|
||||
## large health pool means it cannot be worn down by a patient player, and
|
||||
## keeps its health inside the u16 the snapshot sends.
|
||||
@export var indestructible: bool = false
|
||||
## What this enemy may leave behind. Rolled once per entry on death, against
|
||||
## the world's own RNG. Empty for anything that should drop nothing.
|
||||
@export var loot: Array[LootDrop] = []
|
||||
@@ -0,0 +1,30 @@
|
||||
class_name ItemDef
|
||||
extends Resource
|
||||
## Data-only description of an item, in the same spirit as [EnemyDef]: adding an
|
||||
## item is a table entry in [Items], never a branch in the simulation.
|
||||
##
|
||||
## Items are deliberately thin. A slot holds an id and nothing else -- no
|
||||
## charges, no durability, no stack count -- because everything the game
|
||||
## currently needs is expressible as "one id per slot", and the wire format,
|
||||
## the persistence record and the UI all get simpler for it. When something
|
||||
## needs a count, add it here rather than teaching four layers about it.
|
||||
|
||||
enum Effect {
|
||||
## Consumed and does nothing. Not a placeholder: the boss ration exists to
|
||||
## prove the player-instanced loot path works end to end, and it can only
|
||||
## do that if using it is a real, observable transaction.
|
||||
NONE,
|
||||
## Restores [member effect_value] percent of MAXIMUM health, so a potion
|
||||
## keeps its value at level 15 instead of becoming a rounding error.
|
||||
HEAL,
|
||||
}
|
||||
|
||||
@export var id: StringName = &"item"
|
||||
@export var display_name: String = "Item"
|
||||
@export var effect: Effect = Effect.NONE
|
||||
@export var effect_value: float = 0.0
|
||||
## Index into the renderer's item icon table. Same idea as [member
|
||||
## EnemyDef.visual]: the simulation never learns that art exists.
|
||||
@export var visual: int = 0
|
||||
## HUD tint. View-only, kept here so one table describes the whole item.
|
||||
@export var tint := Color(0.85, 0.85, 0.9)
|
||||
@@ -0,0 +1 @@
|
||||
uid://t2fhc2hd1575
|
||||
@@ -0,0 +1,28 @@
|
||||
class_name LootDrop
|
||||
extends Resource
|
||||
## One entry in an enemy's or boss's loot table.
|
||||
##
|
||||
## [member instanced] is the interesting field, and it is the reason loot has
|
||||
## two visibilities rather than one:
|
||||
##
|
||||
## - false -- a single entity in the instance that everyone can see and the
|
||||
## first to reach takes. This is the default, and it is what makes loot a
|
||||
## thing a party negotiates over.
|
||||
## - true -- one entity per eligible player, each visible only to its owner.
|
||||
## Nobody competes, nobody is denied. The server filters these out of every
|
||||
## other peer's snapshot, so it is an interest-management rule and not merely
|
||||
## a UI convention: a modified client is not told the others exist.
|
||||
|
||||
@export var item: StringName = &""
|
||||
## Probability in [0, 1], rolled once per kill against the world's own RNG.
|
||||
@export var chance: float = 1.0
|
||||
@export var instanced: bool = false
|
||||
|
||||
|
||||
static func make(item_id: StringName, drop_chance: float,
|
||||
player_instanced: bool = false) -> LootDrop:
|
||||
var d := LootDrop.new()
|
||||
d.item = item_id
|
||||
d.chance = drop_chance
|
||||
d.instanced = player_instanced
|
||||
return d
|
||||
@@ -0,0 +1 @@
|
||||
uid://de021jelm6hcg
|
||||
@@ -0,0 +1,59 @@
|
||||
class_name UpgradeDef
|
||||
extends Resource
|
||||
## One upgrade, as data. Every field here is a modifier the simulation already
|
||||
## knows how to apply, so adding an upgrade is a table entry and never a branch
|
||||
## in [SimWorld] -- the same rule bosses follow.
|
||||
##
|
||||
## Note what is NOT here: the flat +5% damage every upgrade carries. That is a
|
||||
## property of *taking an upgrade*, not of any particular one, so it lives in
|
||||
## [PlayerStats] where it is applied once per upgrade held. Baking it into each
|
||||
## definition would mean seven places to change it and seven places to get it
|
||||
## wrong.
|
||||
|
||||
enum Rarity { COMMON, UNCOMMON, RARE, LEGENDARY }
|
||||
|
||||
@export var id: StringName = &"upgrade"
|
||||
@export var display_name: String = "Upgrade"
|
||||
## Shown on the choice card. Says what it does, in the player's terms.
|
||||
@export var description: String = ""
|
||||
@export var rarity: Rarity = Rarity.COMMON
|
||||
|
||||
# --- Damage -----------------------------------------------------------------
|
||||
## Added to the additive pool: base x (1 + sum of these) x product of the
|
||||
## multiplicative ones. Negative for the upgrades that trade damage away.
|
||||
@export var damage_add: float = 0.0
|
||||
## Multiplied in after the pool. Sniper is the only thing that uses this, and
|
||||
## the brief calls it out as multiplicative specifically so it stays sharp no
|
||||
## matter how many additive percentages have piled up.
|
||||
@export var damage_mult: float = 1.0
|
||||
|
||||
# --- Everything else --------------------------------------------------------
|
||||
## Multiplies the character's levelled maximum health, so the cost of trading
|
||||
## health away scales instead of fading out by level 15.
|
||||
@export var max_hp_mult: float = 1.0
|
||||
## Below 1.0 means slower. Applied to the cooldown as a division, so 0.5 here is
|
||||
## genuinely half the shots per second.
|
||||
@export var fire_rate_mult: float = 1.0
|
||||
@export var bullet_speed_mult: float = 1.0
|
||||
## Extra projectiles fanned out to the sides of the aim.
|
||||
@export var side_shots: int = 0
|
||||
## Extra projectiles parallel to the aim, offset sideways.
|
||||
@export var parallel_shots: int = 0
|
||||
## How many times one shot may split on hitting something. The brief's "cannot
|
||||
## split twice unless the upgrade is taken again" is exactly this being a count
|
||||
## rather than a flag.
|
||||
@export var split_charges: int = 0
|
||||
## Fraction of a hit's damage dealt again over the poison window.
|
||||
@export var poison_fraction: float = 0.0
|
||||
## Chance, per tick, that a shot deletes an enemy projectile it is passing
|
||||
## through.
|
||||
@export var erase_chance: float = 0.0
|
||||
|
||||
|
||||
static func rarity_name(r: Rarity) -> String:
|
||||
match r:
|
||||
Rarity.COMMON: return "common"
|
||||
Rarity.UNCOMMON: return "uncommon"
|
||||
Rarity.RARE: return "rare"
|
||||
Rarity.LEGENDARY: return "legendary"
|
||||
return "?"
|
||||
@@ -0,0 +1 @@
|
||||
uid://d0mhvxc26ff0
|
||||
@@ -13,6 +13,11 @@ signal state_changed(new_state: State)
|
||||
|
||||
enum State { OFFLINE, CONNECTING, ONLINE, FAILED }
|
||||
|
||||
## How long a refused peer is left connected so its rejection can actually go
|
||||
## out. Long enough to survive a frame's flush and the round trip, short enough
|
||||
## that nobody notices; see [method reject_and_kick].
|
||||
const REJECT_LINGER := 0.5
|
||||
|
||||
## Peer id the engine gives the host. On a listen server this is also a real
|
||||
## player, which is why every send goes through the helpers below.
|
||||
const LOCAL_PEER := 1
|
||||
@@ -22,6 +27,10 @@ var server: ServerRuntime = null
|
||||
var client: ClientRuntime = null
|
||||
var last_error: String = ""
|
||||
|
||||
## How this build establishes identity. One line to swap for a Steam provider:
|
||||
## everything downstream deals only in the 64-bit account id it produces.
|
||||
var auth: AuthProvider = LocalAuthProvider.new()
|
||||
|
||||
|
||||
func _set_state(s: State) -> void:
|
||||
state = s
|
||||
@@ -93,8 +102,31 @@ func shutdown() -> void:
|
||||
_set_state(State.OFFLINE)
|
||||
|
||||
|
||||
## Tell a peer why it is not welcome, then close the socket.
|
||||
##
|
||||
## The kick is DEFERRED, which is the whole point of this existing. An RPC is
|
||||
## queued and only leaves on the frame's flush, so disconnecting in the same
|
||||
## call throws the reason away with the packet -- a client turned away for a
|
||||
## protocol mismatch was told only that the server closed the connection. The
|
||||
## peer can do nothing during the wait: it has no account bound, and every
|
||||
## message that needs one already refuses it.
|
||||
func reject_and_kick(peer_id: int, reason: String) -> void:
|
||||
send_reject(peer_id, reason)
|
||||
if _is_local(peer_id):
|
||||
return
|
||||
get_tree().create_timer(REJECT_LINGER).timeout.connect(
|
||||
func() -> void: kick(peer_id))
|
||||
|
||||
|
||||
func kick(peer_id: int) -> void:
|
||||
if multiplayer.multiplayer_peer is ENetMultiplayerPeer:
|
||||
if multiplayer.multiplayer_peer is not ENetMultiplayerPeer:
|
||||
return
|
||||
# The peer may have hung up first. A rejected client closes its own socket
|
||||
# as soon as it reads the reason, and reject_and_kick's timer lands after
|
||||
# that -- asking ENet to disconnect someone already gone is an engine error,
|
||||
# not a quiet no-op.
|
||||
if not multiplayer.get_peers().has(peer_id):
|
||||
return
|
||||
(multiplayer.multiplayer_peer as ENetMultiplayerPeer).disconnect_peer(peer_id)
|
||||
|
||||
|
||||
@@ -116,7 +148,7 @@ func _on_peer_disconnected(peer_id: int) -> void:
|
||||
|
||||
func _on_connected() -> void:
|
||||
_set_state(State.ONLINE)
|
||||
c_hello.rpc_id(1, Protocol.VERSION, GameOpts.player_name)
|
||||
c_hello.rpc_id(1, Protocol.VERSION, auth.get_ticket())
|
||||
|
||||
|
||||
func _on_connect_failed() -> void:
|
||||
@@ -126,6 +158,12 @@ func _on_connect_failed() -> void:
|
||||
|
||||
|
||||
func _on_server_disconnected() -> void:
|
||||
# A rejection lands immediately before the socket closes, and it is the
|
||||
# useful half of the pair: "protocol mismatch: server 9, client 8" is
|
||||
# actionable and "server closed the connection" is not. Overwriting it here
|
||||
# made every reject reason in the game unreachable -- the reason was sent,
|
||||
# decoded, stored, and then clobbered a frame later by this line.
|
||||
if state != State.FAILED:
|
||||
last_error = "server closed the connection"
|
||||
GameLog.warn("net", last_error)
|
||||
shutdown()
|
||||
@@ -142,7 +180,7 @@ func start_local_client() -> void:
|
||||
client = ClientRuntime.new()
|
||||
client.name = "Client"
|
||||
add_child(client)
|
||||
server.on_hello(LOCAL_PEER, Protocol.VERSION, GameOpts.player_name)
|
||||
server.on_hello(LOCAL_PEER, Protocol.VERSION, auth.get_ticket())
|
||||
|
||||
|
||||
func _is_local(peer_id: int) -> bool:
|
||||
@@ -160,12 +198,25 @@ func send_welcome(peer_id: int) -> void:
|
||||
s_welcome.rpc_id(peer_id, peer_id, Protocol.VERSION)
|
||||
|
||||
|
||||
## Deliberately carries the map's SIZE and not its seed. Handing over the seed
|
||||
## would let any client regenerate the whole dungeon locally, which is a map
|
||||
## hack with no work required; tiles are streamed instead (send_map_chunks).
|
||||
func send_enter_instance(peer_id: int, id: int, kind: int, server_tick: int,
|
||||
boss_id: String, spawn: Vector2) -> void:
|
||||
boss_id: String, spawn: Vector2, map_w: int, map_h: int,
|
||||
portals: PackedByteArray, dungeon: String, npc: Vector2) -> void:
|
||||
if _is_local(peer_id):
|
||||
client.on_enter_instance(id, kind, server_tick, boss_id, spawn)
|
||||
client.on_enter_instance(id, kind, server_tick, boss_id, spawn, map_w,
|
||||
map_h, portals, dungeon, npc)
|
||||
else:
|
||||
s_enter_instance.rpc_id(peer_id, id, kind, server_tick, boss_id, spawn)
|
||||
s_enter_instance.rpc_id(peer_id, id, kind, server_tick, boss_id, spawn,
|
||||
map_w, map_h, portals, dungeon, npc)
|
||||
|
||||
|
||||
func send_map_chunks(peer_id: int, instance_id: int, data: PackedByteArray) -> void:
|
||||
if _is_local(peer_id):
|
||||
client.on_map_chunks(instance_id, data)
|
||||
else:
|
||||
s_map_chunks.rpc_id(peer_id, instance_id, data)
|
||||
|
||||
|
||||
func send_snapshot(peer_id: int, data: PackedByteArray) -> void:
|
||||
@@ -182,6 +233,27 @@ func send_events(peer_id: int, data: PackedByteArray) -> void:
|
||||
s_events.rpc_id(peer_id, data)
|
||||
|
||||
|
||||
func send_characters(peer_id: int, data: PackedByteArray) -> void:
|
||||
if _is_local(peer_id):
|
||||
client.on_characters(data)
|
||||
else:
|
||||
s_characters.rpc_id(peer_id, data)
|
||||
|
||||
|
||||
func send_select_result(peer_id: int, result: int, reason: String) -> void:
|
||||
if _is_local(peer_id):
|
||||
client.on_select_result(result, reason)
|
||||
else:
|
||||
s_select_result.rpc_id(peer_id, result, reason)
|
||||
|
||||
|
||||
func send_upgrades(peer_id: int, data: PackedByteArray) -> void:
|
||||
if _is_local(peer_id):
|
||||
client.on_upgrades(data)
|
||||
else:
|
||||
s_upgrades.rpc_id(peer_id, data)
|
||||
|
||||
|
||||
func send_roster(peer_id: int, data: PackedByteArray) -> void:
|
||||
if _is_local(peer_id):
|
||||
client.on_roster(data)
|
||||
@@ -196,6 +268,30 @@ func send_reject(peer_id: int, reason: String) -> void:
|
||||
s_reject.rpc_id(peer_id, reason)
|
||||
|
||||
|
||||
func select_character(character_id: String) -> void:
|
||||
if server != null:
|
||||
server.on_select_character(LOCAL_PEER, character_id)
|
||||
elif state == State.ONLINE:
|
||||
c_select_character.rpc_id(1, character_id)
|
||||
|
||||
|
||||
## Spend a level-up. Intent only: the index names one of the three options the
|
||||
## SERVER put on the table, and the server checks the player is standing at the
|
||||
## NPC before it means anything.
|
||||
func choose_upgrade(index: int) -> void:
|
||||
if server != null:
|
||||
server.on_choose_upgrade(LOCAL_PEER, index)
|
||||
elif state == State.ONLINE:
|
||||
c_choose_upgrade.rpc_id(1, index)
|
||||
|
||||
|
||||
func create_character(character_name: String) -> void:
|
||||
if server != null:
|
||||
server.on_create_character(LOCAL_PEER, character_name)
|
||||
elif state == State.ONLINE:
|
||||
c_create_character.rpc_id(1, character_name)
|
||||
|
||||
|
||||
func send_input(data: PackedByteArray) -> void:
|
||||
if server != null:
|
||||
server.on_input(LOCAL_PEER, data) # listen server: no transport at all
|
||||
@@ -206,10 +302,31 @@ func send_input(data: PackedByteArray) -> void:
|
||||
# --- Client -> server -------------------------------------------------------
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable", 1)
|
||||
func c_hello(version: int, display_name: String) -> void:
|
||||
func c_hello(version: int, ticket: PackedByteArray) -> void:
|
||||
if server == null:
|
||||
return
|
||||
server.on_hello(multiplayer.get_remote_sender_id(), version, display_name)
|
||||
server.on_hello(multiplayer.get_remote_sender_id(), version, ticket)
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable", 1)
|
||||
func c_select_character(character_id: String) -> void:
|
||||
if server == null:
|
||||
return
|
||||
server.on_select_character(multiplayer.get_remote_sender_id(), character_id)
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable", 1)
|
||||
func c_create_character(character_name: String) -> void:
|
||||
if server == null:
|
||||
return
|
||||
server.on_create_character(multiplayer.get_remote_sender_id(), character_name)
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "reliable", 1)
|
||||
func c_choose_upgrade(index: int) -> void:
|
||||
if server == null:
|
||||
return
|
||||
server.on_choose_upgrade(multiplayer.get_remote_sender_id(), index)
|
||||
|
||||
|
||||
@rpc("any_peer", "call_remote", "unreliable_ordered", 4)
|
||||
@@ -231,10 +348,18 @@ func s_welcome(peer_id: int, _version: int) -> void:
|
||||
|
||||
@rpc("authority", "call_remote", "reliable", 1)
|
||||
func s_enter_instance(id: int, kind: int, server_tick: int, boss_id: String,
|
||||
spawn: Vector2) -> void:
|
||||
spawn: Vector2, map_w: int, map_h: int, portals: PackedByteArray,
|
||||
dungeon: String, npc: Vector2) -> void:
|
||||
if client == null:
|
||||
return
|
||||
client.on_enter_instance(id, kind, server_tick, boss_id, spawn)
|
||||
client.on_enter_instance(id, kind, server_tick, boss_id, spawn, map_w,
|
||||
map_h, portals, dungeon, npc)
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable", 1)
|
||||
func s_map_chunks(instance_id: int, data: PackedByteArray) -> void:
|
||||
if client != null:
|
||||
client.on_map_chunks(instance_id, data)
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable", 1)
|
||||
@@ -244,6 +369,24 @@ func s_reject(reason: String) -> void:
|
||||
_set_state(State.FAILED)
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable", 1)
|
||||
func s_characters(data: PackedByteArray) -> void:
|
||||
if client != null:
|
||||
client.on_characters(data)
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable", 1)
|
||||
func s_select_result(result: int, reason: String) -> void:
|
||||
if client != null:
|
||||
client.on_select_result(result, reason)
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable", 1)
|
||||
func s_upgrades(data: PackedByteArray) -> void:
|
||||
if client != null:
|
||||
client.on_upgrades(data)
|
||||
|
||||
|
||||
@rpc("authority", "call_remote", "reliable", 1)
|
||||
func s_roster(data: PackedByteArray) -> void:
|
||||
if client != null:
|
||||
|
||||
@@ -13,6 +13,22 @@ const ENEMY_TURRET := &"turret"
|
||||
const ENEMY_STALKER := &"stalker"
|
||||
const ENEMY_DUMMY := &"dummy"
|
||||
const BOSS_WARDEN := &"warden"
|
||||
const BOSS_CANTOR := &"cantor"
|
||||
|
||||
## Every id this file defines. Kept here so the export tool, the renderer and
|
||||
## the tests all iterate the same list -- each of them used to hand-maintain
|
||||
## its own copy, and the export tool had already gone stale and stopped writing
|
||||
## the second boss.
|
||||
const ALL_ENEMIES: Array[StringName] = [
|
||||
ENEMY_DRIFTER, ENEMY_TURRET, ENEMY_STALKER, ENEMY_DUMMY,
|
||||
]
|
||||
const ALL_BOSSES: Array[StringName] = [
|
||||
BOSS_WARDEN, BOSS_CANTOR,
|
||||
]
|
||||
|
||||
## How often an ordinary enemy leaves a potion. "Rare" is the design brief: a
|
||||
## dungeon run should be survivable on what it hands you, but never comfortably.
|
||||
const TRASH_POTION_CHANCE := 0.08
|
||||
|
||||
|
||||
static func enemy(id: StringName) -> EnemyDef:
|
||||
@@ -28,6 +44,7 @@ static func enemy(id: StringName) -> EnemyDef:
|
||||
static func boss(id: StringName) -> BossDef:
|
||||
match id:
|
||||
BOSS_WARDEN: return warden()
|
||||
BOSS_CANTOR: return cantor()
|
||||
push_error("unknown boss id: %s" % id)
|
||||
return warden()
|
||||
|
||||
@@ -39,9 +56,8 @@ static func drifter() -> EnemyDef:
|
||||
var d := EnemyDef.new()
|
||||
d.id = ENEMY_DRIFTER
|
||||
d.display_name = "Drifter"
|
||||
d.max_hp = 40
|
||||
d.max_hp = 400
|
||||
d.radius = 14.0
|
||||
d.contact_damage = 8
|
||||
d.move = EnemyDef.Move.DRIFT
|
||||
d.speed = 55.0
|
||||
d.visual = 0
|
||||
@@ -54,10 +70,11 @@ static func drifter() -> EnemyDef:
|
||||
fan.spread_deg = 20.0
|
||||
fan.speed = 150.0
|
||||
fan.radius = 6.0
|
||||
fan.damage = 10
|
||||
fan.damage = 100
|
||||
fan.lifetime = 240
|
||||
fan.kind = SimConfig.KIND_ORB
|
||||
d.emitters = [fan]
|
||||
d.loot = [LootDrop.make(Items.HEALTH_POTION, TRASH_POTION_CHANCE)]
|
||||
return d
|
||||
|
||||
|
||||
@@ -66,9 +83,8 @@ static func turret() -> EnemyDef:
|
||||
var d := EnemyDef.new()
|
||||
d.id = ENEMY_TURRET
|
||||
d.display_name = "Turret"
|
||||
d.max_hp = 70
|
||||
d.max_hp = 700
|
||||
d.radius = 16.0
|
||||
d.contact_damage = 0
|
||||
d.move = EnemyDef.Move.STATIC
|
||||
d.speed = 0.0
|
||||
d.visual = 1
|
||||
@@ -81,36 +97,65 @@ static func turret() -> EnemyDef:
|
||||
ring.spin_per_shot_deg = 18.0
|
||||
ring.speed = 130.0
|
||||
ring.radius = 7.0
|
||||
ring.damage = 12
|
||||
ring.damage = 120
|
||||
ring.lifetime = 300
|
||||
ring.kind = SimConfig.KIND_ORB
|
||||
d.emitters = [ring]
|
||||
d.loot = [LootDrop.make(Items.HEALTH_POTION, TRASH_POTION_CHANCE)]
|
||||
return d
|
||||
|
||||
|
||||
## Walks at you and does nothing else. The pressure enemy.
|
||||
## Walks at you and fires a point-blank burst. The pressure enemy.
|
||||
##
|
||||
## It used to deal contact damage and nothing else. Nothing in this game hurts
|
||||
## you by touching you -- every threat is a bullet you can see coming and dodge,
|
||||
## which is the whole contract of the genre. So the Stalker's melee is a
|
||||
## shotgun with a deliberately tiny lifetime: ~78px of travel, which only
|
||||
## threatens once it has closed the distance, and leaves nothing lingering in
|
||||
## the arena afterwards.
|
||||
static func stalker() -> EnemyDef:
|
||||
var d := EnemyDef.new()
|
||||
d.id = ENEMY_STALKER
|
||||
d.display_name = "Stalker"
|
||||
d.max_hp = 30
|
||||
d.max_hp = 300
|
||||
d.radius = 12.0
|
||||
d.contact_damage = 16
|
||||
d.move = EnemyDef.Move.APPROACH
|
||||
d.speed = 95.0
|
||||
d.retarget_interval = 20
|
||||
d.visual = 2
|
||||
d.pattern_loop_ticks = 45
|
||||
|
||||
var lunge := AimedSpreadEmitter.new()
|
||||
lunge.start_tick = 0
|
||||
lunge.interval = 45
|
||||
lunge.count = 5
|
||||
lunge.spread_deg = 62.0
|
||||
lunge.speed = 260.0
|
||||
lunge.radius = 6.0
|
||||
lunge.damage = 140
|
||||
# 18 ticks at 260 u/s is about 78px of reach -- shorter than the muzzle-to-
|
||||
# player distance at any range you would call "not point blank".
|
||||
lunge.lifetime = 18
|
||||
lunge.muzzle_offset = 10.0
|
||||
lunge.kind = SimConfig.KIND_HEAVY
|
||||
d.emitters = [lunge]
|
||||
d.loot = [LootDrop.make(Items.HEALTH_POTION, TRASH_POTION_CHANCE)]
|
||||
return d
|
||||
|
||||
|
||||
## Lobby target dummy: inert, tough, so players can feel out the gun.
|
||||
## Lobby target dummy: inert, indestructible, so players can feel out the gun.
|
||||
##
|
||||
## Indestructible by flag rather than by a huge health pool. The old 100000 was
|
||||
## already past the u16 the snapshot sends enemy health in, and after the x10
|
||||
## rescale a determined player could have destroyed the hub's only practice
|
||||
## target for everyone until the server restarted.
|
||||
static func dummy() -> EnemyDef:
|
||||
var d := EnemyDef.new()
|
||||
d.id = ENEMY_DUMMY
|
||||
d.display_name = "Target Dummy"
|
||||
d.max_hp = 100000
|
||||
d.max_hp = 1000
|
||||
d.indestructible = true
|
||||
d.radius = 20.0
|
||||
d.contact_damage = 0
|
||||
d.move = EnemyDef.Move.STATIC
|
||||
d.visual = 3
|
||||
return d
|
||||
@@ -125,11 +170,19 @@ static func warden() -> BossDef:
|
||||
var b := BossDef.new()
|
||||
b.id = BOSS_WARDEN
|
||||
b.display_name = "Warden of the Fold"
|
||||
b.max_hp = 3600
|
||||
b.max_hp = 36000
|
||||
b.radius = 42.0
|
||||
b.stationary = true
|
||||
b.spawn_pos = Vector2(0.0, -150.0)
|
||||
b.visual = 0
|
||||
b.phases = [_warden_p1(), _warden_p2(), _warden_p3(), _warden_p4()]
|
||||
# Guaranteed, and deliberately one of each visibility. The potion is shared,
|
||||
# so a party still has something to divide up; the ration is instanced, so
|
||||
# every player who survived the fight leaves with the trophy and nobody has
|
||||
# to race for it. Between them they exercise both loot paths on every kill.
|
||||
b.loot = [
|
||||
LootDrop.make(Items.HEALTH_POTION, 1.0),
|
||||
LootDrop.make(Items.WARDENS_RATION, 1.0, true),
|
||||
]
|
||||
return b
|
||||
|
||||
|
||||
@@ -148,7 +201,7 @@ static func _warden_p1() -> BossPhase:
|
||||
ring.spin_per_shot_deg = 9.0
|
||||
ring.speed = 135.0
|
||||
ring.radius = 8.0
|
||||
ring.damage = 14
|
||||
ring.damage = 140
|
||||
ring.lifetime = 420
|
||||
ring.muzzle_offset = 46.0
|
||||
|
||||
@@ -159,7 +212,7 @@ static func _warden_p1() -> BossPhase:
|
||||
fan.spread_deg = 26.0
|
||||
fan.speed = 210.0
|
||||
fan.radius = 6.0
|
||||
fan.damage = 12
|
||||
fan.damage = 120
|
||||
fan.kind = SimConfig.KIND_NEEDLE
|
||||
fan.muzzle_offset = 46.0
|
||||
|
||||
@@ -182,7 +235,7 @@ static func _warden_p2() -> BossPhase:
|
||||
spiral.spin_per_shot_deg = 23.0
|
||||
spiral.speed = 120.0
|
||||
spiral.radius = 7.0
|
||||
spiral.damage = 12
|
||||
spiral.damage = 120
|
||||
spiral.lifetime = 480
|
||||
spiral.muzzle_offset = 46.0
|
||||
|
||||
@@ -195,7 +248,7 @@ static func _warden_p2() -> BossPhase:
|
||||
wall.gap_step = 7
|
||||
wall.speed = 175.0
|
||||
wall.radius = 8.0
|
||||
wall.damage = 16
|
||||
wall.damage = 160
|
||||
wall.lifetime = 300
|
||||
wall.kind = SimConfig.KIND_HEAVY
|
||||
|
||||
@@ -222,7 +275,7 @@ static func _warden_p3() -> BossPhase:
|
||||
arms.sweep_period = 5.0
|
||||
arms.speed = 165.0
|
||||
arms.radius = 7.0
|
||||
arms.damage = 13
|
||||
arms.damage = 130
|
||||
arms.lifetime = 400
|
||||
|
||||
var fan := AimedSpreadEmitter.new()
|
||||
@@ -234,7 +287,7 @@ static func _warden_p3() -> BossPhase:
|
||||
fan.speed = 195.0
|
||||
fan.edge_speed_bonus = 0.25
|
||||
fan.radius = 6.0
|
||||
fan.damage = 12
|
||||
fan.damage = 120
|
||||
fan.kind = SimConfig.KIND_NEEDLE
|
||||
|
||||
var counter_ring := RingEmitter.new()
|
||||
@@ -245,7 +298,7 @@ static func _warden_p3() -> BossPhase:
|
||||
counter_ring.spin_per_shot_deg = -14.0
|
||||
counter_ring.speed = 105.0
|
||||
counter_ring.radius = 7.0
|
||||
counter_ring.damage = 12
|
||||
counter_ring.damage = 120
|
||||
counter_ring.lifetime = 420
|
||||
|
||||
p.emitters = [arms, fan, counter_ring]
|
||||
@@ -269,7 +322,7 @@ static func _warden_p4() -> BossPhase:
|
||||
curve.speed = 130.0
|
||||
curve.turn_deg = 0.55
|
||||
curve.radius = 7.0
|
||||
curve.damage = 15
|
||||
curve.damage = 150
|
||||
curve.lifetime = 400
|
||||
curve.muzzle_offset = 46.0
|
||||
|
||||
@@ -282,7 +335,7 @@ static func _warden_p4() -> BossPhase:
|
||||
walls.gap_step = 5
|
||||
walls.speed = 200.0
|
||||
walls.radius = 8.0
|
||||
walls.damage = 18
|
||||
walls.damage = 180
|
||||
walls.kind = SimConfig.KIND_HEAVY
|
||||
|
||||
var snipe := AimedSpreadEmitter.new()
|
||||
@@ -292,8 +345,199 @@ static func _warden_p4() -> BossPhase:
|
||||
snipe.spread_deg = 10.0
|
||||
snipe.speed = 300.0
|
||||
snipe.radius = 5.0
|
||||
snipe.damage = 16
|
||||
snipe.damage = 160
|
||||
snipe.kind = SimConfig.KIND_NEEDLE
|
||||
|
||||
p.emitters = [curve, walls, snipe]
|
||||
return p
|
||||
|
||||
|
||||
# --- The Cantor of the Vault ------------------------------------------------
|
||||
|
||||
## The second boss, and the one that proves the format stretched. The Warden is
|
||||
## four phases of standing still and filling space; the Cantor walks.
|
||||
##
|
||||
## It fights in [method Rooms.choir_vault] -- tighter, with barricades you can
|
||||
## see over but not shoot through -- so its patterns are about position rather
|
||||
## than about density. Everything below is data: the simulation gained a
|
||||
## movement mode and a telegraphing emitter, and no line anywhere knows this
|
||||
## boss exists.
|
||||
static func cantor() -> BossDef:
|
||||
var b := BossDef.new()
|
||||
b.id = BOSS_CANTOR
|
||||
b.display_name = "Cantor of the Vault"
|
||||
b.max_hp = 28000
|
||||
b.radius = 36.0
|
||||
b.spawn_pos = Vector2(0.0, -150.0)
|
||||
b.visual = 1
|
||||
b.phases = [_cantor_p1(), _cantor_p2(), _cantor_p3(), _cantor_p4()]
|
||||
b.loot = [
|
||||
LootDrop.make(Items.HEALTH_POTION, 1.0),
|
||||
LootDrop.make(Items.WARDENS_RATION, 1.0, true),
|
||||
]
|
||||
return b
|
||||
|
||||
|
||||
## Phase 1 -- introduces the telegraph and nothing else. Stands still, marks
|
||||
## three spots, fills them. The whole phase exists to teach the marker.
|
||||
static func _cantor_p1() -> BossPhase:
|
||||
var p := BossPhase.new()
|
||||
p.name = "Call to Prayer"
|
||||
p.enter_at_hp_fraction = 1.0
|
||||
p.loop_ticks = 360
|
||||
p.telegraph_ticks = 60
|
||||
|
||||
var strikes := TelegraphedStrikeEmitter.new()
|
||||
strikes.interval = 180
|
||||
strikes.warn_ticks = 80
|
||||
strikes.strikes = 3
|
||||
strikes.burst_count = 10
|
||||
strikes.blast_radius = 66.0
|
||||
strikes.speed = 130.0
|
||||
strikes.radius = 7.0
|
||||
strikes.damage = 130
|
||||
strikes.lifetime = 240
|
||||
strikes.kind = SimConfig.KIND_HEAVY
|
||||
|
||||
var fan := AimedSpreadEmitter.new()
|
||||
fan.start_tick = 40
|
||||
fan.interval = 120
|
||||
fan.count = 3
|
||||
fan.spread_deg = 18.0
|
||||
fan.speed = 190.0
|
||||
fan.radius = 6.0
|
||||
fan.damage = 110
|
||||
fan.kind = SimConfig.KIND_NEEDLE
|
||||
fan.muzzle_offset = 40.0
|
||||
|
||||
p.emitters = [strikes, fan]
|
||||
return p
|
||||
|
||||
|
||||
## Phase 2 -- adds movement. It walks the four corners of the vault, dwelling
|
||||
## at each, so the safe half of the room keeps changing while a spiral fills
|
||||
## whatever it has left behind.
|
||||
static func _cantor_p2() -> BossPhase:
|
||||
var p := BossPhase.new()
|
||||
p.name = "Processional"
|
||||
p.enter_at_hp_fraction = 0.75
|
||||
p.loop_ticks = 480
|
||||
p.telegraph_ticks = 45
|
||||
p.move = BossPhase.Move.WAYPOINTS
|
||||
p.move_speed = 105.0
|
||||
p.waypoint_dwell = 70
|
||||
# Fractions of the arena, so the same walk works in a room of any size.
|
||||
p.waypoints = [
|
||||
Vector2(0.18, 0.2), Vector2(0.82, 0.2),
|
||||
Vector2(0.82, 0.8), Vector2(0.18, 0.8),
|
||||
]
|
||||
|
||||
var spiral := RingEmitter.new()
|
||||
spiral.interval = 12
|
||||
spiral.count = 3
|
||||
spiral.spin_per_shot_deg = 27.0
|
||||
spiral.speed = 125.0
|
||||
spiral.radius = 7.0
|
||||
spiral.damage = 120
|
||||
spiral.lifetime = 400
|
||||
spiral.muzzle_offset = 40.0
|
||||
|
||||
var strikes := TelegraphedStrikeEmitter.new()
|
||||
strikes.start_tick = 60
|
||||
strikes.interval = 200
|
||||
strikes.warn_ticks = 90
|
||||
strikes.strikes = 2
|
||||
strikes.burst_count = 12
|
||||
strikes.blast_radius = 70.0
|
||||
strikes.pattern_seed = 17
|
||||
strikes.speed = 145.0
|
||||
strikes.radius = 7.0
|
||||
strikes.damage = 140
|
||||
strikes.lifetime = 240
|
||||
strikes.kind = SimConfig.KIND_HEAVY
|
||||
|
||||
p.emitters = [spiral, strikes]
|
||||
return p
|
||||
|
||||
|
||||
## Phase 3 -- it comes for you. Holds a distance rather than closing, so the
|
||||
## fight stays readable, and the aimed fire punishes standing still while the
|
||||
## walls punish running in a straight line.
|
||||
static func _cantor_p3() -> BossPhase:
|
||||
var p := BossPhase.new()
|
||||
p.name = "Antiphon"
|
||||
p.enter_at_hp_fraction = 0.45
|
||||
p.loop_ticks = 540
|
||||
p.telegraph_ticks = 50
|
||||
p.damage_taken_mult = 1.12
|
||||
p.move = BossPhase.Move.CHASE
|
||||
p.move_speed = 120.0
|
||||
p.move_param = 220.0
|
||||
|
||||
var fan := AimedSpreadEmitter.new()
|
||||
fan.interval = 90
|
||||
fan.count = 5
|
||||
fan.spread_deg = 34.0
|
||||
fan.jitter_deg = 2.5
|
||||
fan.speed = 200.0
|
||||
fan.radius = 6.0
|
||||
fan.damage = 120
|
||||
fan.kind = SimConfig.KIND_NEEDLE
|
||||
fan.muzzle_offset = 40.0
|
||||
|
||||
var walls := WallGapEmitter.new()
|
||||
walls.start_tick = 70
|
||||
walls.interval = 160
|
||||
walls.direction = 1
|
||||
walls.count = 16
|
||||
walls.gap_width = 4
|
||||
walls.gap_step = 6
|
||||
walls.speed = 165.0
|
||||
walls.radius = 8.0
|
||||
walls.damage = 150
|
||||
walls.lifetime = 300
|
||||
walls.kind = SimConfig.KIND_HEAVY
|
||||
|
||||
p.emitters = [fan, walls]
|
||||
return p
|
||||
|
||||
|
||||
## Phase 4 -- it circles the vault while marking it. Movement and telegraphs at
|
||||
## once, which is the point: both were added for this fight and this is where
|
||||
## they have to work together.
|
||||
static func _cantor_p4() -> BossPhase:
|
||||
var p := BossPhase.new()
|
||||
p.name = "Final Cadence"
|
||||
p.enter_at_hp_fraction = 0.18
|
||||
p.loop_ticks = 420
|
||||
p.telegraph_ticks = 55
|
||||
p.damage_taken_mult = 1.25
|
||||
p.move = BossPhase.Move.ORBIT
|
||||
p.move_speed = 150.0
|
||||
p.move_param = 150.0
|
||||
|
||||
var ring := RingEmitter.new()
|
||||
ring.interval = 40
|
||||
ring.count = 12
|
||||
ring.spin_per_shot_deg = 15.0
|
||||
ring.speed = 140.0
|
||||
ring.radius = 7.0
|
||||
ring.damage = 130
|
||||
ring.lifetime = 380
|
||||
ring.muzzle_offset = 40.0
|
||||
|
||||
var strikes := TelegraphedStrikeEmitter.new()
|
||||
strikes.interval = 150
|
||||
strikes.warn_ticks = 70
|
||||
strikes.strikes = 4
|
||||
strikes.burst_count = 14
|
||||
strikes.blast_radius = 72.0
|
||||
strikes.pattern_seed = 91
|
||||
strikes.speed = 150.0
|
||||
strikes.radius = 7.0
|
||||
strikes.damage = 150
|
||||
strikes.lifetime = 240
|
||||
strikes.kind = SimConfig.KIND_HEAVY
|
||||
|
||||
p.emitters = [ring, strikes]
|
||||
return p
|
||||
@@ -0,0 +1,104 @@
|
||||
class_name Dungeons
|
||||
extends RefCounted
|
||||
## The kinds of dungeon run, defined in code like everything else in
|
||||
## `src/content/`.
|
||||
##
|
||||
## [constant ORDER] does double duty: it is the wire order for the dungeon id,
|
||||
## and it is the order the hub's portals are assigned. The Nth `P` marker in the
|
||||
## lobby stamp (reading order) opens the Nth entry here, so adding a dungeon is
|
||||
## one entry plus one marker.
|
||||
|
||||
const STANDARD := &"warden_descent"
|
||||
const VAULT := &"choir_vault"
|
||||
const PROVING := &"proving_grounds"
|
||||
|
||||
const ORDER: Array[StringName] = [
|
||||
STANDARD,
|
||||
VAULT,
|
||||
PROVING,
|
||||
]
|
||||
|
||||
|
||||
static func default_id() -> StringName:
|
||||
return STANDARD
|
||||
|
||||
|
||||
static func get_def(id: StringName) -> DungeonDef:
|
||||
match id:
|
||||
STANDARD: return standard()
|
||||
VAULT: return vault()
|
||||
PROVING: return proving_grounds()
|
||||
return null
|
||||
|
||||
|
||||
## Falls back to the standard run rather than to null. An id off the wire has to
|
||||
## resolve to something playable, and "the normal dungeon" is the safe answer.
|
||||
static func get_or_default(id: StringName) -> DungeonDef:
|
||||
var d := get_def(id)
|
||||
return d if d != null else standard()
|
||||
|
||||
|
||||
static func index_of(id: StringName) -> int:
|
||||
return maxi(ORDER.find(id), 0)
|
||||
|
||||
|
||||
static func by_index(index: int) -> StringName:
|
||||
if index < 0 or index >= ORDER.size():
|
||||
return default_id()
|
||||
return ORDER[index]
|
||||
|
||||
|
||||
# --- The dungeons -----------------------------------------------------------
|
||||
|
||||
## The real thing. Every multiplier is 1.0, which is the point: this is the
|
||||
## baseline the other definitions are described against.
|
||||
static func standard() -> DungeonDef:
|
||||
var d := DungeonDef.new()
|
||||
d.id = STANDARD
|
||||
d.display_name = "Warden's Descent"
|
||||
d.subtitle = "the Warden of the Fold"
|
||||
d.arena = &"warden_hall"
|
||||
d.tint = Color(0.5, 0.9, 1.0)
|
||||
return d
|
||||
|
||||
|
||||
## The second boss's own run. Same generator and the same enemies as the
|
||||
## Descent; what differs is the arena it ends in, and therefore who is waiting.
|
||||
##
|
||||
## A dedicated entrance rather than a coin flip on the run's seed: 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.
|
||||
static func vault() -> DungeonDef:
|
||||
var d := DungeonDef.new()
|
||||
d.id = VAULT
|
||||
d.display_name = "The Choir Vault"
|
||||
d.subtitle = "the Cantor of the Vault"
|
||||
d.arena = &"choir_vault"
|
||||
d.tint = Color(0.75, 0.6, 1.0)
|
||||
return d
|
||||
|
||||
|
||||
## A test harness you can walk into.
|
||||
##
|
||||
## Same generator, same rooms, same enemies and the same Warden -- everything
|
||||
## dies far faster and drops far more often, so a manual pass over the loot,
|
||||
## the inventory and all four boss phases takes a couple of minutes instead of a
|
||||
## quarter of an hour. Being reachable from the hub rather than hidden behind a
|
||||
## launch flag is most of the value: you can compare the two back to back in one
|
||||
## session without restarting the server.
|
||||
static func proving_grounds() -> DungeonDef:
|
||||
var d := DungeonDef.new()
|
||||
d.id = PROVING
|
||||
d.display_name = "Proving Grounds"
|
||||
d.subtitle = "for testing -- fragile, generous"
|
||||
# Deliberately left to the seed. The harness exists to reach a fight fast,
|
||||
# and either fight will do -- runs here last a couple of minutes, so the one
|
||||
# you want is one re-entry away.
|
||||
d.arena = &""
|
||||
d.enemy_hp_mult = 0.2
|
||||
d.boss_hp_mult = 0.08
|
||||
# 0.08 -> 0.8 for trash. High enough that a handful of kills fills a bag,
|
||||
# which is what makes the four-slot limit and dropping testable at all.
|
||||
d.loot_chance_mult = 10.0
|
||||
d.tint = Color(1.0, 0.75, 0.35)
|
||||
return d
|
||||
@@ -0,0 +1 @@
|
||||
uid://dw7j78sn8obvw
|
||||
@@ -0,0 +1,81 @@
|
||||
class_name Items
|
||||
extends RefCounted
|
||||
## Every item in the game, defined in code for the same reasons [Content] is.
|
||||
##
|
||||
## [constant ORDER] is load-bearing: an item's position in it is the byte that
|
||||
## rides the snapshot and every item event. Item ids are strings and a slot is
|
||||
## sent 20 times a second per player, so the wire carries the index instead.
|
||||
## Append to the list, never reorder it -- and if you do reorder it, bump
|
||||
## [constant Protocol.VERSION], because every client would otherwise decode a
|
||||
## potion as a ration.
|
||||
|
||||
const NONE := &""
|
||||
const HEALTH_POTION := &"health_potion"
|
||||
const WARDENS_RATION := &"wardens_ration"
|
||||
|
||||
## Wire order. Index 0 is reserved for "empty slot" / "no item", so an id's
|
||||
## wire value is its position here plus one.
|
||||
const ORDER: Array[StringName] = [
|
||||
HEALTH_POTION,
|
||||
WARDENS_RATION,
|
||||
]
|
||||
|
||||
|
||||
static func get_def(id: StringName) -> ItemDef:
|
||||
match id:
|
||||
HEALTH_POTION: return health_potion()
|
||||
WARDENS_RATION: return wardens_ration()
|
||||
return null
|
||||
|
||||
|
||||
## Wire value for an id. 0 for an empty slot or an id this build does not know,
|
||||
## which is the safe direction: an unknown item reads as nothing rather than as
|
||||
## whatever happens to sit at that index.
|
||||
static func index_of(id: StringName) -> int:
|
||||
var at := ORDER.find(id)
|
||||
return at + 1 if at >= 0 else 0
|
||||
|
||||
|
||||
static func by_index(index: int) -> StringName:
|
||||
if index <= 0 or index > ORDER.size():
|
||||
return NONE
|
||||
return ORDER[index - 1]
|
||||
|
||||
|
||||
static func display_name_of(id: StringName) -> String:
|
||||
var def := get_def(id)
|
||||
return def.display_name if def != null else ""
|
||||
|
||||
|
||||
# --- The items --------------------------------------------------------------
|
||||
|
||||
## The only item with an effect. Percentage-based so it stays meaningful across
|
||||
## the whole level range -- a flat 40 hp would be a full heal at level 1 and
|
||||
## noise at level 15.
|
||||
static func health_potion() -> ItemDef:
|
||||
var d := ItemDef.new()
|
||||
d.id = HEALTH_POTION
|
||||
d.display_name = "Health Potion"
|
||||
d.effect = ItemDef.Effect.HEAL
|
||||
d.effect_value = 40.0
|
||||
d.visual = 0
|
||||
d.tint = Color(0.95, 0.4, 0.42)
|
||||
return d
|
||||
|
||||
|
||||
## Dropped by every boss, one per player who was alive for the kill, and does
|
||||
## nothing whatsoever when used.
|
||||
##
|
||||
## It is not filler. Player-instanced loot is a different code path from shared
|
||||
## loot -- a separate entity per owner, filtered per peer on the wire -- and the
|
||||
## cheapest way to keep that path honest is to have something in the game that
|
||||
## uses it every single boss kill. A trophy nobody has to fight over is exactly
|
||||
## the right shape for that job.
|
||||
static func wardens_ration() -> ItemDef:
|
||||
var d := ItemDef.new()
|
||||
d.id = WARDENS_RATION
|
||||
d.display_name = "Warden's Ration"
|
||||
d.effect = ItemDef.Effect.NONE
|
||||
d.visual = 1
|
||||
d.tint = Color(0.95, 0.82, 0.35)
|
||||
return d
|
||||
@@ -0,0 +1 @@
|
||||
uid://d07ue5tca3xt8
|
||||
@@ -0,0 +1,142 @@
|
||||
class_name Rooms
|
||||
extends RefCounted
|
||||
## Hand-authored room stamps, as text.
|
||||
##
|
||||
## Boss arenas are authored rather than generated: a boss fight is a designed
|
||||
## space -- sightlines, cover, room to dodge a wall pattern -- and a generator
|
||||
## that produces "a room" produces a bad one about as often as a good one. The
|
||||
## corridors and filler rooms around them are generated; the fights are not.
|
||||
##
|
||||
## Legend:
|
||||
## # wall o pillar ~ pit = barricade
|
||||
## . floor B boss spawn D doorway (floor, corridors connect here)
|
||||
|
||||
const LEGEND := {
|
||||
"#": MapGrid.Kind.WALL,
|
||||
"o": MapGrid.Kind.PILLAR,
|
||||
"~": MapGrid.Kind.PIT,
|
||||
"=": MapGrid.Kind.BARRICADE,
|
||||
".": MapGrid.Kind.FLOOR,
|
||||
"B": MapGrid.Kind.FLOOR,
|
||||
"D": MapGrid.Kind.FLOOR,
|
||||
"P": MapGrid.Kind.FLOOR,
|
||||
"S": MapGrid.Kind.FLOOR,
|
||||
"T": MapGrid.Kind.FLOOR,
|
||||
"U": MapGrid.Kind.FLOOR,
|
||||
}
|
||||
|
||||
## Legend characters that record a position rather than only painting a tile.
|
||||
const MARKERS := ["B", "D", "P", "S", "T", "U"]
|
||||
|
||||
|
||||
## Wide, with pillars to break the Warden's rings and pits that shape where you
|
||||
## can retreat to. The door is deliberately on one wall only: the boss cannot
|
||||
## follow you out, so the exit is a real decision rather than an accident.
|
||||
static func warden_hall() -> PackedStringArray:
|
||||
return PackedStringArray([
|
||||
"#########################",
|
||||
"#.......................#",
|
||||
"#..~~~...........~~~....#",
|
||||
"#..~~~....o.o....~~~....#",
|
||||
"#.........................",
|
||||
"#....o.................o#",
|
||||
"#.............B.........#",
|
||||
"#....o.................o#",
|
||||
"D.........................",
|
||||
"#..~~~....o.o....~~~....#",
|
||||
"#..~~~..........~~~.....#",
|
||||
"#.......................#",
|
||||
"#########################",
|
||||
])
|
||||
|
||||
|
||||
## Tighter and more claustrophobic, with barricades you can see over but not
|
||||
## shoot through -- a room that rewards knowing where the boss is without
|
||||
## giving you a firing lane to it.
|
||||
static func choir_vault() -> PackedStringArray:
|
||||
return PackedStringArray([
|
||||
"#####################",
|
||||
"#...................#",
|
||||
"#..===.......===....#",
|
||||
"#...................#",
|
||||
"#....o.......o......#",
|
||||
"D.........B.........#",
|
||||
"#....o.......o......#",
|
||||
"#...................#",
|
||||
"#..===.......===....#",
|
||||
"#...................#",
|
||||
"#####################",
|
||||
])
|
||||
|
||||
|
||||
## Which boss each arena belongs to. Kept beside the stamps because the pairing
|
||||
## is a content decision, not a generation one: the Cantor's patterns assume
|
||||
## the vault's barricades the way the Warden's assume the hall's pits.
|
||||
static func boss_for_arena(arena: StringName) -> StringName:
|
||||
match arena:
|
||||
&"warden_hall": return Content.BOSS_WARDEN
|
||||
&"choir_vault": return Content.BOSS_CANTOR
|
||||
return Content.BOSS_WARDEN
|
||||
|
||||
|
||||
static func size_of(stamp: PackedStringArray) -> Vector2i:
|
||||
if stamp.is_empty():
|
||||
return Vector2i.ZERO
|
||||
var w := 0
|
||||
for row in stamp:
|
||||
w = maxi(w, row.length())
|
||||
return Vector2i(w, stamp.size())
|
||||
|
||||
|
||||
## Paint a stamp into [param grid] with its top-left at [param origin].
|
||||
## Returns the marker positions found, keyed by their legend character.
|
||||
static func stamp(grid: MapGrid, s: PackedStringArray, origin: Vector2i) -> Dictionary:
|
||||
var markers := {}
|
||||
for m in MARKERS:
|
||||
markers[m] = []
|
||||
for y in s.size():
|
||||
var row := s[y]
|
||||
for x in row.length():
|
||||
var ch := row[x]
|
||||
if not LEGEND.has(ch):
|
||||
continue
|
||||
var tx := origin.x + x
|
||||
var ty := origin.y + y
|
||||
grid.set_tile(tx, ty, LEGEND[ch])
|
||||
if markers.has(ch):
|
||||
markers[ch].append(Vector2i(tx, ty))
|
||||
return markers
|
||||
|
||||
## The hub. Hand-authored like the boss arenas.
|
||||
##
|
||||
## P a dungeon portal S player spawn T practice target
|
||||
## U the upgrade NPC
|
||||
##
|
||||
## Each `P`, in reading order, opens the matching entry in Dungeons.ORDER: the
|
||||
## Warden's Descent, the Choir Vault, and the Proving Grounds. Adding a dungeon
|
||||
## means adding an entry there and a marker here, and they have to stay in the
|
||||
## same order.
|
||||
static func lobby() -> PackedStringArray:
|
||||
return PackedStringArray([
|
||||
"#########################################",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.........P.........P.........P.........#",
|
||||
"#.......................................#",
|
||||
"#.....o...........................o.....#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.........T...................U.........#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.....o...........................o.....#",
|
||||
"#...................S...................#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#.......................................#",
|
||||
"#########################################",
|
||||
])
|
||||
@@ -0,0 +1 @@
|
||||
uid://cb5nycudm0o6e
|
||||
@@ -0,0 +1,165 @@
|
||||
class_name Upgrades
|
||||
extends RefCounted
|
||||
## Every upgrade in the game, in code, like the rest of `src/content/`.
|
||||
##
|
||||
## [constant ORDER] is a wire format: an upgrade's index is the byte that rides
|
||||
## the upgrade-state message and the character save. Append, never reorder.
|
||||
|
||||
const SPLIT_SHOT := &"split_shot"
|
||||
const GLASS_CANNON := &"glass_cannon"
|
||||
const SPREAD := &"spread"
|
||||
const SNIPER := &"sniper"
|
||||
const DOUBLESHOT := &"doubleshot"
|
||||
const POISON := &"poison"
|
||||
const ERASER := &"eraser"
|
||||
|
||||
const ORDER: Array[StringName] = [
|
||||
SPLIT_SHOT,
|
||||
GLASS_CANNON,
|
||||
SPREAD,
|
||||
SNIPER,
|
||||
DOUBLESHOT,
|
||||
POISON,
|
||||
ERASER,
|
||||
]
|
||||
|
||||
## Draw weights by rarity. Relative, not percentages -- what matters is that a
|
||||
## legendary is a story and a common is Tuesday.
|
||||
const WEIGHTS := {
|
||||
UpgradeDef.Rarity.COMMON: 100,
|
||||
UpgradeDef.Rarity.UNCOMMON: 45,
|
||||
UpgradeDef.Rarity.RARE: 18,
|
||||
UpgradeDef.Rarity.LEGENDARY: 4,
|
||||
}
|
||||
|
||||
|
||||
static func get_def(id: StringName) -> UpgradeDef:
|
||||
match id:
|
||||
SPLIT_SHOT: return split_shot()
|
||||
GLASS_CANNON: return glass_cannon()
|
||||
SPREAD: return spread()
|
||||
SNIPER: return sniper()
|
||||
DOUBLESHOT: return doubleshot()
|
||||
POISON: return poison()
|
||||
ERASER: return eraser()
|
||||
return null
|
||||
|
||||
|
||||
## Wire value. 0 is reserved for "no upgrade", so an id's value is its position
|
||||
## plus one -- same convention as [Items].
|
||||
static func index_of(id: StringName) -> int:
|
||||
var at := ORDER.find(id)
|
||||
return at + 1 if at >= 0 else 0
|
||||
|
||||
|
||||
static func by_index(index: int) -> StringName:
|
||||
if index <= 0 or index > ORDER.size():
|
||||
return &""
|
||||
return ORDER[index - 1]
|
||||
|
||||
|
||||
## Pick [param count] distinct upgrades, weighted by rarity.
|
||||
##
|
||||
## Distinct within one offer only -- an upgrade you already hold can and should
|
||||
## come up again, because taking Split Shot twice is how a shot splits twice.
|
||||
static func roll_offer(rng: RandomNumberGenerator, count: int) -> Array[StringName]:
|
||||
var pool := ORDER.duplicate()
|
||||
var picked: Array[StringName] = []
|
||||
while picked.size() < count and not pool.is_empty():
|
||||
var total := 0
|
||||
for id in pool:
|
||||
total += _weight_of(id)
|
||||
var roll := rng.randi_range(1, maxi(total, 1))
|
||||
for i in pool.size():
|
||||
roll -= _weight_of(pool[i])
|
||||
if roll <= 0:
|
||||
picked.append(pool[i])
|
||||
pool.remove_at(i)
|
||||
break
|
||||
return picked
|
||||
|
||||
|
||||
static func _weight_of(id: StringName) -> int:
|
||||
var def := get_def(id)
|
||||
return int(WEIGHTS.get(def.rarity, 1)) if def != null else 1
|
||||
|
||||
|
||||
# --- The upgrades -----------------------------------------------------------
|
||||
|
||||
static func split_shot() -> UpgradeDef:
|
||||
var u := UpgradeDef.new()
|
||||
u.id = SPLIT_SHOT
|
||||
u.display_name = "Split Shot"
|
||||
u.description = "Hitting an enemy spawns two more of the same shot, at 45° to either side, behind it. Take it again to split again."
|
||||
u.rarity = UpgradeDef.Rarity.COMMON
|
||||
u.split_charges = 1
|
||||
return u
|
||||
|
||||
|
||||
static func glass_cannon() -> UpgradeDef:
|
||||
var u := UpgradeDef.new()
|
||||
u.id = GLASS_CANNON
|
||||
u.display_name = "Glass Cannon"
|
||||
u.description = "Double damage, half health. The health is half of whatever your level gives you, so it stays a real price."
|
||||
u.rarity = UpgradeDef.Rarity.COMMON
|
||||
u.damage_add = 1.0
|
||||
u.max_hp_mult = 0.5
|
||||
return u
|
||||
|
||||
|
||||
static func spread() -> UpgradeDef:
|
||||
var u := UpgradeDef.new()
|
||||
u.id = SPREAD
|
||||
u.display_name = "Spread"
|
||||
u.description = "Two more shots in a cone either side of your aim. −10% damage."
|
||||
u.rarity = UpgradeDef.Rarity.COMMON
|
||||
u.side_shots = 2
|
||||
u.damage_add = -0.10
|
||||
return u
|
||||
|
||||
|
||||
## The only multiplicative damage source, and the only thing that touches bullet
|
||||
## speed. Both are capped downstream: PlayerStats clamps the speed under the
|
||||
## tunnelling threshold, because a bullet that moves more than a tile per tick
|
||||
## walks straight through walls.
|
||||
static func sniper() -> UpgradeDef:
|
||||
var u := UpgradeDef.new()
|
||||
u.id = SNIPER
|
||||
u.display_name = "Sniper"
|
||||
u.description = "Double damage, multiplied on top of everything else. Half the fire rate, double the bullet speed."
|
||||
u.rarity = UpgradeDef.Rarity.COMMON
|
||||
u.damage_mult = 2.0
|
||||
u.fire_rate_mult = 0.5
|
||||
u.bullet_speed_mult = 2.0
|
||||
return u
|
||||
|
||||
|
||||
static func doubleshot() -> UpgradeDef:
|
||||
var u := UpgradeDef.new()
|
||||
u.id = DOUBLESHOT
|
||||
u.display_name = "Doubleshot"
|
||||
u.description = "One more shot travelling parallel to the rest. −50% damage."
|
||||
u.rarity = UpgradeDef.Rarity.UNCOMMON
|
||||
u.parallel_shots = 1
|
||||
u.damage_add = -0.50
|
||||
return u
|
||||
|
||||
|
||||
static func poison() -> UpgradeDef:
|
||||
var u := UpgradeDef.new()
|
||||
u.id = POISON
|
||||
u.display_name = "Poison"
|
||||
u.description = "Every shot deals another 50% of its damage over the next 10 seconds. Stacks with itself — every hit adds another dose."
|
||||
u.rarity = UpgradeDef.Rarity.RARE
|
||||
u.poison_fraction = 0.5
|
||||
return u
|
||||
|
||||
|
||||
static func eraser() -> UpgradeDef:
|
||||
var u := UpgradeDef.new()
|
||||
u.id = ERASER
|
||||
u.display_name = "Eraser"
|
||||
u.description = "Your shots have a 1% chance to delete an enemy projectile they pass through."
|
||||
u.rarity = UpgradeDef.Rarity.LEGENDARY
|
||||
u.erase_chance = 0.01
|
||||
return u
|
||||
@@ -0,0 +1 @@
|
||||
uid://c4s2g0bi42sko
|
||||
@@ -0,0 +1,76 @@
|
||||
class_name Credits
|
||||
extends RefCounted
|
||||
## Every third-party asset the game ships, and the terms it ships under.
|
||||
##
|
||||
## This is not decoration. Two of these packs are CC BY 4.0, which requires
|
||||
## attribution "in any reasonable manner" -- a file in the repository is not
|
||||
## reasonable for a player who downloaded a build, so the game has to say so
|
||||
## itself. See [CreditsScreen].
|
||||
##
|
||||
## `tests/unit/test_credits.gd` asserts every entry here also appears in
|
||||
## CREDITS.md, so the two cannot drift apart.
|
||||
|
||||
## Each entry: what it is, who made it, the licence, a link, and what it is
|
||||
## used for. `required` marks the ones the licence obliges us to show.
|
||||
const SOURCES: Array[Dictionary] = [
|
||||
{
|
||||
"name": "16x16 DungeonTileset II",
|
||||
"author": "0x72 (Robert Norenberg)",
|
||||
"licence": "CC0 1.0 (public domain)",
|
||||
"url": "https://0x72.itch.io/dungeontileset-ii",
|
||||
"used_for": "Terrain, characters, bosses, item icons",
|
||||
"required": false,
|
||||
},
|
||||
{
|
||||
"name": "Complete UI Essential Pack",
|
||||
"author": "Crusenho Agus Hennihuno",
|
||||
"licence": "CC BY 4.0",
|
||||
"url": "https://crusenho.itch.io/complete-ui-essential-pack",
|
||||
"used_for": "Buttons, panels, bars, inventory slots",
|
||||
"required": true,
|
||||
},
|
||||
{
|
||||
"name": "Pixel Combat SFX",
|
||||
"author": "Helton Yan",
|
||||
"licence": "CC BY 4.0",
|
||||
"url": "https://heltonyan.itch.io/pixelcombat",
|
||||
"used_for": "All sound effects",
|
||||
"required": true,
|
||||
},
|
||||
{
|
||||
"name": "Fire Pixel Bullet 16x16",
|
||||
"author": "bdragon1727",
|
||||
"licence": "Custom - not redistributable",
|
||||
"url": "https://bdragon1727.itch.io/fire-pixel-bullet-16x16",
|
||||
"used_for": "Bullet sprites (local builds only)",
|
||||
"required": false,
|
||||
},
|
||||
{
|
||||
"name": "750+ Effect and FX Pixel All",
|
||||
"author": "bdragon1727",
|
||||
"licence": "Custom - not redistributable",
|
||||
"url": "https://bdragon1727.itch.io/750-effect-and-fx-pixel-all",
|
||||
"used_for": "Impact effects (local builds only)",
|
||||
"required": false,
|
||||
},
|
||||
]
|
||||
|
||||
## CC BY asks for a link to the licence itself, not only to the work.
|
||||
const LICENCE_LINKS := {
|
||||
"CC BY 4.0": "https://creativecommons.org/licenses/by/4.0/",
|
||||
"CC0 1.0 (public domain)": "https://creativecommons.org/publicdomain/zero/1.0/",
|
||||
}
|
||||
|
||||
|
||||
## The packs whose licence actually obliges us to credit them. Everything else
|
||||
## in [constant SOURCES] is there because the work deserves it.
|
||||
static func required() -> Array[Dictionary]:
|
||||
var out: Array[Dictionary] = []
|
||||
for entry in SOURCES:
|
||||
if bool(entry["required"]):
|
||||
out.append(entry)
|
||||
return out
|
||||
|
||||
|
||||
static func licence_url(licence: String) -> String:
|
||||
return String(LICENCE_LINKS.get(licence, ""))
|
||||
@@ -0,0 +1 @@
|
||||
uid://drpadmmsrvoax
|
||||
@@ -17,11 +17,28 @@ static var bot_client: bool = false
|
||||
static var autoquit_ticks: int = 0
|
||||
## Skip the menu and connect straight away. Implied by --bot.
|
||||
static var autojoin: bool = false
|
||||
## Bot harness only: gracefully disconnect after this many ticks inside a
|
||||
## dungeon, the way the in-game menu's "Disconnect" button does. Lets the smoke
|
||||
## test cover the clean-exit path as well as a hard kill -- both must be caught
|
||||
## by the same server-side escape channel.
|
||||
static var bot_leave_after: int = 0
|
||||
## Skip the menu and start a listen server (host + local player).
|
||||
static var listen: bool = false
|
||||
## Server-side dev switch: new dungeons open straight onto the boss, skipping
|
||||
## the trash waves. For iterating on a pattern without clearing two waves first.
|
||||
static var boss_rush: bool = false
|
||||
## Dev switch: depth of newly opened dungeons, which drives map size. Depth
|
||||
## progression is a later-stage concern; this makes big maps testable now.
|
||||
static var dungeon_depth: int = 1
|
||||
## Override the local account id. Two clients on one machine would otherwise
|
||||
## read the same user:// id file, land on the same account, and fight over one
|
||||
## roster of characters -- which is exactly what the smoke test does. A real
|
||||
## identity provider makes this unnecessary.
|
||||
static var account_override: int = 0
|
||||
## Where the server keeps characters. Overridable so a test run cannot read or
|
||||
## write the characters someone is actually playing -- and so repeated runs
|
||||
## start from a known state instead of resuming each other's progress.
|
||||
static var store_path: String = CharacterStore.SAVE_PATH
|
||||
static var parsed: bool = false
|
||||
|
||||
|
||||
@@ -38,10 +55,26 @@ static func parse(argv: PackedStringArray = PackedStringArray()) -> void:
|
||||
autojoin = true
|
||||
"--join":
|
||||
autojoin = true
|
||||
"--leave-after":
|
||||
i += 1
|
||||
if i < argv.size():
|
||||
bot_leave_after = int(argv[i])
|
||||
"--listen":
|
||||
listen = true
|
||||
"--boss-rush":
|
||||
boss_rush = true
|
||||
"--account":
|
||||
i += 1
|
||||
if i < argv.size():
|
||||
account_override = int(argv[i])
|
||||
"--store":
|
||||
i += 1
|
||||
if i < argv.size():
|
||||
store_path = argv[i]
|
||||
"--depth":
|
||||
i += 1
|
||||
if i < argv.size():
|
||||
dungeon_depth = int(argv[i])
|
||||
"--port":
|
||||
i += 1
|
||||
if i < argv.size():
|
||||
|
||||
@@ -12,11 +12,15 @@ static func sanitize_move(raw: Vector2) -> Vector2:
|
||||
|
||||
|
||||
## One tick of player locomotion. Returns the new position.
|
||||
static func step_player(pos: Vector2, move: Vector2, speed: float, bounds: Vector2) -> Vector2:
|
||||
var next := pos + sanitize_move(move) * speed * SimConfig.TICK_DELTA
|
||||
next.x = clampf(next.x, -bounds.x, bounds.x)
|
||||
next.y = clampf(next.y, -bounds.y, bounds.y)
|
||||
return next
|
||||
##
|
||||
## Collision resolution lives in [MapGrid.slide_circle], and the client runs
|
||||
## this exact call during prediction and reconciliation -- so the map the client
|
||||
## holds has to match the server's, which is why maps are replicated in full
|
||||
## even where fog hides them.
|
||||
static func step_player(pos: Vector2, move: Vector2, speed: float, map: MapGrid,
|
||||
radius: float = SimConfig.PLAYER_RADIUS) -> Vector2:
|
||||
var delta := sanitize_move(move) * speed * SimConfig.TICK_DELTA
|
||||
return map.slide_circle(pos, delta, radius)
|
||||
|
||||
|
||||
## Circle-vs-circle overlap test used for every hit in the game.
|
||||
@@ -25,7 +29,28 @@ static func circles_overlap(a: Vector2, ar: float, b: Vector2, br: float) -> boo
|
||||
return a.distance_squared_to(b) <= r * r
|
||||
|
||||
|
||||
## True when a point has drifted outside the arena plus the cull margin.
|
||||
static func outside_arena(p: Vector2, margin: float = SimConfig.BULLET_CULL_MARGIN) -> bool:
|
||||
return absf(p.x) > SimConfig.ARENA_HALF.x + margin \
|
||||
or absf(p.y) > SimConfig.ARENA_HALF.y + margin
|
||||
## Outside the map's extent. Derivable on both sides from the map's dimensions
|
||||
## alone, so it needs no announcement even when tiles have not been streamed.
|
||||
static func outside_map(p: Vector2, map: MapGrid) -> bool:
|
||||
if map == null:
|
||||
return false
|
||||
return not map.world_rect().grow(SimConfig.BULLET_CULL_MARGIN).has_point(p)
|
||||
|
||||
|
||||
## The furthest a bullet with these parameters could travel before it expires.
|
||||
##
|
||||
## Used to decide whether a spawn is worth telling a client about. Deliberately
|
||||
## an OVER-estimate: acceleration is integrated at face value while a negative
|
||||
## one is ignored, and a turning bullet curves, so the straight-line answer is
|
||||
## always at least the real path. Over-estimating costs a packet; under-
|
||||
## estimating is a bullet that arrives invisible.
|
||||
static func bullet_reach(speed: float, accel: float, life_ticks: int) -> float:
|
||||
var t := float(maxi(life_ticks, 0)) * SimConfig.TICK_DELTA
|
||||
return maxf(speed, 0.0) * t + 0.5 * maxf(accel, 0.0) * t * t
|
||||
|
||||
|
||||
## Outside the map, or stopped by geometry.
|
||||
static func bullet_stopped(p: Vector2, map: MapGrid) -> bool:
|
||||
if map == null:
|
||||
return false
|
||||
return outside_map(p, map) or map.bullet_blocked(p)
|
||||
@@ -0,0 +1,296 @@
|
||||
class_name Settings
|
||||
extends RefCounted
|
||||
## Player preferences: key bindings and volumes.
|
||||
##
|
||||
## Client-side and local. Nothing here reaches the server or the simulation --
|
||||
## which key you press to fire is not something the server has an opinion about,
|
||||
## and the input frame it eventually produces looks identical either way.
|
||||
##
|
||||
## Static rather than an autoload for the same reason [GameOpts] is: a `--script`
|
||||
## tool has no main loop and cannot resolve autoload names, and the settings
|
||||
## file is something a headless test may well want to read.
|
||||
|
||||
const DEFAULT_PATH := "user://settings.cfg"
|
||||
|
||||
## Where preferences are read from and written to. A variable rather than a
|
||||
## constant so tests can point it at a scratch file: rebinding calls save(),
|
||||
## and a suite run was otherwise rewriting the player's real settings -- which
|
||||
## it did, silently, until a screenshot showed Fire bound to the right mouse
|
||||
## button.
|
||||
static var path: String = DEFAULT_PATH
|
||||
|
||||
## Actions the settings screen offers, in the order it lists them. Anything not
|
||||
## here keeps whatever `tools/setup_input_map.gd` gave it and cannot be changed
|
||||
## -- which is the right default for a binding nobody should be reassigning.
|
||||
const REBINDABLE: Array = [
|
||||
["move_up", "Move up"],
|
||||
["move_down", "Move down"],
|
||||
["move_left", "Move left"],
|
||||
["move_right", "Move right"],
|
||||
["fire", "Fire"],
|
||||
["interact", "Interact / pick up"],
|
||||
["emergency_escape", "Emergency escape"],
|
||||
["use_slot_1", "Use slot 1"],
|
||||
["use_slot_2", "Use slot 2"],
|
||||
["use_slot_3", "Use slot 3"],
|
||||
["use_slot_4", "Use slot 4"],
|
||||
["system_menu", "Menu"],
|
||||
["debug_overlay", "Hitbox overlay"],
|
||||
]
|
||||
|
||||
## Bus every sound effect plays on. Created at runtime rather than shipped as a
|
||||
## bus layout resource, so there is one fewer file to keep in step with the code
|
||||
## that reads it.
|
||||
const SFX_BUS := "SFX"
|
||||
|
||||
static var master_volume: float = 0.8
|
||||
static var sfx_volume: float = 0.8
|
||||
## The server last joined, so the connect screen does not ask for the same
|
||||
## address every launch. Empty until the first join. Client-local like
|
||||
## everything else here -- it is where you play, not who you are.
|
||||
static var last_address: String = ""
|
||||
static var last_port: int = 0
|
||||
## action -> a serialisable description of its event. See _describe().
|
||||
static var bindings: Dictionary[String, Dictionary] = {}
|
||||
|
||||
## What the project shipped, captured before anything is overridden. Without it
|
||||
## "reset to defaults" would restore whatever the last session happened to save.
|
||||
static var _defaults: Dictionary[String, Dictionary] = {}
|
||||
static var _defaults_captured: bool = false
|
||||
|
||||
|
||||
# --- Lifecycle ---------------------------------------------------------------
|
||||
|
||||
## Read the file and apply everything. Safe to call with no file present, which
|
||||
## is every first run.
|
||||
static func load_and_apply() -> void:
|
||||
_capture_defaults()
|
||||
var cfg := ConfigFile.new()
|
||||
if cfg.load(path) == OK:
|
||||
master_volume = clampf(float(cfg.get_value("audio", "master", master_volume)), 0.0, 1.0)
|
||||
sfx_volume = clampf(float(cfg.get_value("audio", "sfx", sfx_volume)), 0.0, 1.0)
|
||||
last_address = String(cfg.get_value("connection", "address", ""))
|
||||
last_port = clampi(int(cfg.get_value("connection", "port", 0)), 0, 65535)
|
||||
bindings.clear()
|
||||
for action in REBINDABLE:
|
||||
var key := String(action[0])
|
||||
# has_section_key first: passing null as the default to get_value()
|
||||
# does NOT mean "no default", it means the key is absent AND no
|
||||
# default was given, and the engine logs an error for every missing
|
||||
# one. A settings file written before an action existed is normal.
|
||||
if not cfg.has_section_key("input", key):
|
||||
continue
|
||||
var stored: Variant = cfg.get_value("input", key)
|
||||
# A binding this build cannot make sense of is dropped, not
|
||||
# guessed at: an unusable control is worse than the default one.
|
||||
if typeof(stored) == TYPE_DICTIONARY and _event_from(stored) != null:
|
||||
bindings[key] = stored
|
||||
apply_audio()
|
||||
apply_input()
|
||||
|
||||
|
||||
static func save() -> void:
|
||||
var cfg := ConfigFile.new()
|
||||
cfg.set_value("audio", "master", master_volume)
|
||||
cfg.set_value("audio", "sfx", sfx_volume)
|
||||
if not last_address.is_empty():
|
||||
cfg.set_value("connection", "address", last_address)
|
||||
cfg.set_value("connection", "port", last_port)
|
||||
for action in bindings:
|
||||
cfg.set_value("input", action, bindings[action])
|
||||
var err := cfg.save(path)
|
||||
if err != OK:
|
||||
GameLog.warn("settings", "could not write %s (error %d)" % [path, err])
|
||||
|
||||
|
||||
## Remember where the player just tried to connect.
|
||||
static func remember_server(address: String, port: int) -> void:
|
||||
var clean := address.strip_edges()
|
||||
if clean.is_empty() or port <= 0 or port > 65535:
|
||||
return
|
||||
last_address = clean
|
||||
last_port = port
|
||||
save()
|
||||
|
||||
|
||||
# --- Audio -------------------------------------------------------------------
|
||||
|
||||
## Ensure the SFX bus exists and push both volumes onto the mixer.
|
||||
static func apply_audio() -> void:
|
||||
var sfx := AudioServer.get_bus_index(SFX_BUS)
|
||||
if sfx < 0:
|
||||
AudioServer.add_bus()
|
||||
sfx = AudioServer.bus_count - 1
|
||||
AudioServer.set_bus_name(sfx, SFX_BUS)
|
||||
AudioServer.set_bus_send(sfx, "Master")
|
||||
AudioServer.set_bus_volume_db(0, linear_to_db_clamped(master_volume))
|
||||
AudioServer.set_bus_mute(0, master_volume <= 0.0)
|
||||
AudioServer.set_bus_volume_db(sfx, linear_to_db_clamped(sfx_volume))
|
||||
AudioServer.set_bus_mute(sfx, sfx_volume <= 0.0)
|
||||
|
||||
|
||||
## Godot's linear_to_db(0) is -inf, which serialises badly and reads as a bug
|
||||
## when it turns up in a log. The clamp is what prevents that -- 0.0001 comes
|
||||
## out at exactly -80dB, far below audible -- so a zero or a negative from a
|
||||
## corrupt settings file lands there rather than at negative infinity. Actual
|
||||
## silence is the bus mute flag, set alongside this.
|
||||
static func linear_to_db_clamped(linear: float) -> float:
|
||||
return linear_to_db(clampf(linear, 0.0001, 1.0))
|
||||
|
||||
|
||||
# --- Input -------------------------------------------------------------------
|
||||
|
||||
## Snapshot the project's own bindings. Called before anything overrides them,
|
||||
## and only once -- a second call after an override would capture the override.
|
||||
static func _capture_defaults() -> void:
|
||||
if _defaults_captured:
|
||||
return
|
||||
_defaults_captured = true
|
||||
for entry in REBINDABLE:
|
||||
var action := String(entry[0])
|
||||
if not InputMap.has_action(action):
|
||||
continue
|
||||
var events := InputMap.action_get_events(action)
|
||||
if not events.is_empty():
|
||||
_defaults[action] = _describe(events[0])
|
||||
|
||||
|
||||
## Rewrite the InputMap from [member bindings]. Actions with no override are
|
||||
## restored to what the project shipped, so clearing one binding cannot leave a
|
||||
## previous session's choice behind.
|
||||
static func apply_input() -> void:
|
||||
_capture_defaults()
|
||||
for entry in REBINDABLE:
|
||||
var action := String(entry[0])
|
||||
if not InputMap.has_action(action):
|
||||
continue
|
||||
var described: Dictionary = bindings.get(action, _defaults.get(action, {}))
|
||||
var event := _event_from(described)
|
||||
if event == null:
|
||||
continue
|
||||
# Replacing every event rather than the first: an action that kept its
|
||||
# alternates would still answer to the key the player just moved away
|
||||
# from, which reads as the rebind not having worked.
|
||||
InputMap.action_erase_events(action)
|
||||
InputMap.action_add_event(action, event)
|
||||
|
||||
|
||||
## Assign [param event] to [param action]. Returns the action it collided with,
|
||||
## or an empty string on success -- one key doing two things is a broken
|
||||
## control scheme, so it is refused rather than silently accepted.
|
||||
static func rebind(action: String, event: InputEvent) -> String:
|
||||
var described := _describe(event)
|
||||
if described.is_empty():
|
||||
return action
|
||||
for entry in REBINDABLE:
|
||||
var other := String(entry[0])
|
||||
if other == action:
|
||||
continue
|
||||
if current_binding(other) == described:
|
||||
return other
|
||||
bindings[action] = described
|
||||
apply_input()
|
||||
save()
|
||||
return ""
|
||||
|
||||
|
||||
static func reset_bindings() -> void:
|
||||
bindings.clear()
|
||||
apply_input()
|
||||
save()
|
||||
|
||||
|
||||
## What [param action] is bound to right now: the override if there is one,
|
||||
## otherwise what the project shipped.
|
||||
static func current_binding(action: String) -> Dictionary:
|
||||
_capture_defaults()
|
||||
return bindings.get(action, _defaults.get(action, {}))
|
||||
|
||||
|
||||
static func binding_label(action: String) -> String:
|
||||
return describe_label(current_binding(action))
|
||||
|
||||
|
||||
## The binding as short as it can be said, for prompts on screen: "LMB" rather
|
||||
## than "Mouse Left", "Esc" rather than "Escape". Every key the game names to the
|
||||
## player goes through this, because every one of them is rebindable and a
|
||||
## prompt that names the default is wrong for anyone who changed it.
|
||||
static func short_label(action: String) -> String:
|
||||
var label := binding_label(action)
|
||||
match label:
|
||||
"Mouse Left": return "LMB"
|
||||
"Mouse Right": return "RMB"
|
||||
"Mouse Middle": return "MMB"
|
||||
"Escape": return "Esc"
|
||||
return label
|
||||
|
||||
|
||||
static func describe_label(described: Dictionary) -> String:
|
||||
match String(described.get("type", "")):
|
||||
"key":
|
||||
var code := int(described.get("code", 0))
|
||||
# 0 is not a key. _event_from refuses to build one, so a stored 0
|
||||
# never reaches the input map -- but it would render as a blank
|
||||
# button, which looks like a bound key with no name.
|
||||
if code == 0:
|
||||
return "unbound"
|
||||
return OS.get_keycode_string(_layout_keycode(code))
|
||||
"mouse":
|
||||
match int(described.get("code", 0)):
|
||||
MOUSE_BUTTON_LEFT: return "Mouse Left"
|
||||
MOUSE_BUTTON_RIGHT: return "Mouse Right"
|
||||
MOUSE_BUTTON_MIDDLE: return "Mouse Middle"
|
||||
return "Mouse %d" % int(described["code"])
|
||||
return "unbound"
|
||||
|
||||
|
||||
## Bindings are stored as PHYSICAL keycodes, so they follow key position rather
|
||||
## than layout -- the same choice tools/setup_input_map.gd makes. The label is
|
||||
## translated back through the active layout so an AZERTY player reads "A" for
|
||||
## the key their fingers are on, rather than the QWERTY name of that position.
|
||||
##
|
||||
## The translation is skipped on a display server that has no keyboard, which
|
||||
## is headless: the call is not merely unsupported there, it pushes an engine
|
||||
## error and hands the argument straight back, so asking is worse than not.
|
||||
## There is no feature flag to test for it.
|
||||
static func _layout_keycode(physical: int) -> int:
|
||||
if physical == 0 or DisplayServer.get_name() == "headless":
|
||||
return physical
|
||||
return DisplayServer.keyboard_get_keycode_from_physical(physical)
|
||||
|
||||
|
||||
## Only keys and mouse buttons are accepted. A rebind listener that took any
|
||||
## InputEvent would happily capture mouse MOTION the instant the player moved
|
||||
## the mouse, which is not a binding anyone meant to make.
|
||||
static func is_bindable(event: InputEvent) -> bool:
|
||||
return not _describe(event).is_empty()
|
||||
|
||||
|
||||
static func _describe(event: InputEvent) -> Dictionary:
|
||||
if event is InputEventKey:
|
||||
var key := event as InputEventKey
|
||||
var code := key.physical_keycode if key.physical_keycode != 0 else key.keycode
|
||||
if code == 0:
|
||||
return {}
|
||||
return {"type": "key", "code": int(code)}
|
||||
if event is InputEventMouseButton:
|
||||
return {"type": "mouse", "code": int((event as InputEventMouseButton).button_index)}
|
||||
return {}
|
||||
|
||||
|
||||
static func _event_from(described: Dictionary) -> InputEvent:
|
||||
match String(described.get("type", "")):
|
||||
"key":
|
||||
var k := InputEventKey.new()
|
||||
# device -1 is the only value that matches input from a real
|
||||
# device; a freshly constructed event defaults to 16, which
|
||||
# silently matches nothing. See tools/setup_input_map.gd.
|
||||
k.device = -1
|
||||
k.physical_keycode = int(described.get("code", 0))
|
||||
return k if k.physical_keycode != 0 else null
|
||||
"mouse":
|
||||
var m := InputEventMouseButton.new()
|
||||
m.device = -1
|
||||
m.button_index = int(described.get("code", 0))
|
||||
return m if m.button_index != 0 else null
|
||||
return null
|
||||
@@ -0,0 +1 @@
|
||||
uid://pdbmt03hxfum
|
||||
@@ -13,8 +13,7 @@ const SNAPSHOT_INTERVAL := 3
|
||||
const INTERPOLATION_DELAY_TICKS := 6
|
||||
|
||||
# --- Arena ------------------------------------------------------------------
|
||||
const ARENA_HALF := Vector2(620.0, 340.0)
|
||||
## Bullets are culled once they leave the arena by this margin.
|
||||
## Bullets are culled once they leave the map by this margin.
|
||||
const BULLET_CULL_MARGIN := 64.0
|
||||
|
||||
# --- Player -----------------------------------------------------------------
|
||||
@@ -36,12 +35,19 @@ const PLAYER_VISUAL_RADIUS := 13.0
|
||||
## the ship -- and on a remote client, the ship is also drawn a tick or two
|
||||
## ahead of the server, so this margin is what absorbs that too.
|
||||
const PLAYER_MUZZLE_OFFSET := PLAYER_VISUAL_RADIUS + 6.0
|
||||
const PLAYER_MAX_HP := 100
|
||||
const PLAYER_FIRE_COOLDOWN := 7 # ticks
|
||||
## Health and damage are deliberately an order of magnitude larger than the
|
||||
## numbers they started as. Every ratio in the game is unchanged -- enemy
|
||||
## health, boss health and every emitter's damage were scaled with them -- but
|
||||
## percentages now have somewhere to land. At the old base of 6 damage, the +5%
|
||||
## that every upgrade carries computed to 6.3 and rounded straight back to 6,
|
||||
## so a player's first upgrade visibly did nothing at all. At 60 it is +3.
|
||||
## Do not "tidy" these back down without scaling content.gd with them.
|
||||
const PLAYER_MAX_HP := 1000
|
||||
const PLAYER_FIRE_COOLDOWN := 14 # ticks (~4.3 shots/sec)
|
||||
const PLAYER_BULLET_SPEED := 620.0
|
||||
const PLAYER_BULLET_RADIUS := 4.0
|
||||
const PLAYER_BULLET_LIFETIME := 90 # ticks
|
||||
const PLAYER_BULLET_DAMAGE := 6
|
||||
const PLAYER_BULLET_DAMAGE := 60
|
||||
## There are deliberately NO invulnerability frames after a hit. In a bullet
|
||||
## hell the wall of bullets IS the threat, and i-frames turn a dense pattern
|
||||
## into a single cheap hit -- you get punished for the first bullet and gifted
|
||||
@@ -52,10 +58,30 @@ const PLAYER_BULLET_DAMAGE := 6
|
||||
## live bullet field is survivable. Both halves matter: invulnerability alone
|
||||
## would make the spawn point a free firing position.
|
||||
const SPAWN_GRACE_TICKS := 120 # 2 seconds
|
||||
## A downed player cannot leave for the hub until this has elapsed. Enforced
|
||||
## here rather than only by grey-ing out the button, because a disabled button
|
||||
## is a suggestion -- the server is the only thing a modified client cannot
|
||||
## argue with.
|
||||
## Passive healing, as a percentage of MAXIMUM health per second -- so it
|
||||
## scales with level rather than becoming irrelevant at level 15. There is
|
||||
## deliberately no out-of-combat gate: a slow trickle that never stops is
|
||||
## simpler to reason about than a timer players have to learn, and at this rate
|
||||
## it cannot outpace anything that is actually shooting at you.
|
||||
const HP_REGEN_PERCENT_PER_SEC := 0.5
|
||||
## What the hub heals at instead. Arriving anywhere used to snap you to full,
|
||||
## which made health free: enter a dungeon, take what you could, leave, walk
|
||||
## back in whole. Recovering it takes ten seconds of standing in the hub now,
|
||||
## so the run you just left cost you something -- and the cost is time in the
|
||||
## one place nothing is shooting at you, not a resource to manage.
|
||||
const LOBBY_HP_REGEN_PERCENT_PER_SEC := 10.0
|
||||
|
||||
## A downed player cannot leave for the hub until this has elapsed. Enforced in
|
||||
## the simulation rather than only by grey-ing out the button, because a
|
||||
## disabled button is a suggestion.
|
||||
##
|
||||
## Worth knowing what actually reaches it: a player whose peer is still
|
||||
## connected never waits, because ServerRuntime unbinds it on the same tick it
|
||||
## dies and leaves it at the roster screen -- that is a settled decision, not an
|
||||
## oversight (docs/DECISIONS.md, "Death unbinds the character entirely"). What
|
||||
## the lockout governs is the LINKDEAD body, which has nobody to show a roster
|
||||
## to and asks for itself; the countdown is what stops it vanishing out of a
|
||||
## fight the instant it is killed.
|
||||
const RESPAWN_LOCKOUT_TICKS := 180 # 3 seconds
|
||||
|
||||
# --- Input timing -----------------------------------------------------------
|
||||
@@ -83,6 +109,25 @@ const INPUT_MAX_LEAD := 40
|
||||
## backstop that makes the failure above self-healing whatever its cause.
|
||||
const INPUT_ACK_STALL_LIMIT := 8
|
||||
|
||||
# --- Inventory and loot -----------------------------------------------------
|
||||
## Slots a character carries. Small enough to sit on screen permanently, which
|
||||
## is the whole design: an inventory you have to open is a menu, and a menu in
|
||||
## a bullet hell is a death. Growing this is a one-line change here -- the wire
|
||||
## format, the HUD and the persistence record all read it.
|
||||
const INVENTORY_SLOTS := 4
|
||||
## How close you have to stand to pick something up. Comfortably larger than
|
||||
## PLAYER_RADIUS so walking "onto" an item is enough; well under the distance
|
||||
## at which you could grab loot you cannot see.
|
||||
const LOOT_PICKUP_RADIUS := 34.0
|
||||
## Radius of the ring player-instanced boss drops are laid out on. Each player
|
||||
## only ever sees their own, so this is purely so a debug view of all of them
|
||||
## is legible rather than one pile.
|
||||
const LOOT_INSTANCED_SPREAD := 34.0
|
||||
## Hard ceiling on ground loot in one instance. Dungeons are short-lived, so in
|
||||
## practice this only ever bites in the hub, where players can drop things and
|
||||
## nothing ever closes to clean up. Oldest goes first.
|
||||
const MAX_LOOT_PER_INSTANCE := 64
|
||||
|
||||
# --- Emergency escape -------------------------------------------------------
|
||||
const ESCAPE_CHANNEL_TICKS := 60 # 1 second
|
||||
## Taking damage does NOT interrupt the channel. It used to, which sounds like
|
||||
@@ -92,8 +137,43 @@ const ESCAPE_CHANNEL_TICKS := 60 # 1 second
|
||||
## connection now runs the same one-second channel (see SimPlayer.linkdead),
|
||||
## which only works if being shot cannot cancel it.
|
||||
|
||||
# --- Upgrades ---------------------------------------------------------------
|
||||
## Damage every upgrade adds on top of whatever else it does, into the additive
|
||||
## pool. A property of taking an upgrade rather than of any one upgrade, so it
|
||||
## lives here and is applied once per upgrade held.
|
||||
const UPGRADE_DAMAGE_BONUS := 0.05
|
||||
## Options offered per level gained.
|
||||
const UPGRADE_CHOICES := 3
|
||||
## Angle between consecutive shots in a Spread cone.
|
||||
const SPREAD_STEP_DEG := 13.0
|
||||
## Sideways gap between Doubleshot's parallel projectiles.
|
||||
const PARALLEL_OFFSET := 15.0
|
||||
## How far to either side a Split Shot child leaves the enemy it was born on.
|
||||
const SPLIT_ANGLE_DEG := 45.0
|
||||
## How long one dose of Poison takes to deliver its damage.
|
||||
const POISON_DURATION_TICKS := 600 # 10 seconds
|
||||
## How near its preferred distance a CHASE boss counts as "there".
|
||||
##
|
||||
## Without a dead band the sign of the correction flips every tick once it
|
||||
## arrives, and the boss buzzes on the spot at 60Hz. Small in world units, and
|
||||
## unmistakable on screen.
|
||||
const BOSS_CHASE_DEADBAND := 8.0
|
||||
|
||||
## How close to the hub's upgrade NPC you must stand to spend a choice.
|
||||
## Enforced on the server, like the portal: standing somewhere is the only
|
||||
## thing a client cannot lie about.
|
||||
const UPGRADE_NPC_RADIUS := 70.0
|
||||
|
||||
# --- Bullets ----------------------------------------------------------------
|
||||
const MAX_BULLETS := 4096
|
||||
## Hard ceiling on any bullet, however many speed multipliers stack up.
|
||||
##
|
||||
## Wall collision samples a bullet's position once per tick, so anything faster
|
||||
## than one tile (MapGrid.TILE = 32px) per tick tunnels straight through
|
||||
## geometry. At 60Hz that threshold is 1920 u/s; this leaves a margin for the
|
||||
## sampling to stay honest. Two Snipers would ask for 2480 and get this instead.
|
||||
## Pinned by test_bullet_pool.gd.
|
||||
const MAX_BULLET_SPEED := 1500.0
|
||||
const TEAM_PLAYER := 0
|
||||
const TEAM_ENEMY := 1
|
||||
|
||||
@@ -113,6 +193,55 @@ const DUNGEON_FORMING_TICKS := 300
|
||||
## player through the portal opens a fresh instance.
|
||||
const DUNGEON_CLEARED_EXIT_TICKS := 1800 # 30 seconds
|
||||
|
||||
# --- Fog of war -------------------------------------------------------------
|
||||
## How far a player can see. Comfortably inside MAP_STREAM_RADIUS so the client
|
||||
## always holds the terrain it is about to reveal.
|
||||
const FOG_VIEW_RADIUS := 460.0
|
||||
|
||||
# --- Interest management ----------------------------------------------------
|
||||
## How near a kill you have to be to be paid for it. Ten percent beyond what a
|
||||
## player can see, so someone who watched it die is always inside and someone
|
||||
## parked at the entrance never is. Experience stays undivided among everyone
|
||||
## who qualifies (docs/DECISIONS.md) -- this decides who was there, not how much
|
||||
## each of them gets.
|
||||
##
|
||||
## Worth knowing: an upgraded shot outranges this several times over, so a kill
|
||||
## made far enough away that you cannot see it pays nothing.
|
||||
const XP_AWARD_RADIUS := FOG_VIEW_RADIUS * 1.1
|
||||
|
||||
## Actors further than this from a player are not sent to that player at all.
|
||||
## Comfortably beyond FOG_VIEW_RADIUS so nothing visibly pops in at the edge of
|
||||
## sight, but far short of a dungeon, so a modified client cannot read enemy
|
||||
## positions across the map.
|
||||
const ACTOR_INTEREST_RADIUS := 800.0
|
||||
|
||||
## Bullet spawns are filtered far more generously than actors, and deliberately
|
||||
## so. A bullet is announced once, at spawn, and then simulated locally -- if we
|
||||
## withhold it and it later flies into view, it is invisible damage, which is a
|
||||
## gameplay bug rather than a cosmetic one. An enemy appearing at the edge of
|
||||
## sight is neither.
|
||||
##
|
||||
## The floor is (longest bullet travel + FOG_VIEW_RADIUS): a bullet spawned
|
||||
## further away than that cannot reach visible ground before it expires.
|
||||
## test_interest.gd computes that from the real content and asserts this covers
|
||||
## it, so adding a faster or longer-lived bullet fails a test instead of
|
||||
## producing bullets that wink into existence.
|
||||
## Raised for upgrades: a Sniper's shot travels MAX_BULLET_SPEED * lifetime,
|
||||
## which is further than anything the enemy content fires.
|
||||
const BULLET_INTEREST_RADIUS := 2900.0
|
||||
|
||||
# --- Map streaming ----------------------------------------------------------
|
||||
## How far around a player the server streams map tiles. Comfortably wider than
|
||||
## the viewport so movement prediction and bullet simulation always run against
|
||||
## known geometry, and comfortably narrower than a dungeon so a modified client
|
||||
## still cannot draw the whole thing.
|
||||
const MAP_STREAM_RADIUS := 900.0
|
||||
## Chunks sent to one peer per snapshot tick. Caps the burst when a player
|
||||
## arrives or sprints into virgin territory.
|
||||
const MAP_CHUNKS_PER_TICK := 6
|
||||
|
||||
# --- Portal -----------------------------------------------------------------
|
||||
const PORTAL_POS := Vector2(0.0, -220.0)
|
||||
## Positions are per-world (SimWorld.portals), taken from the hub's map. Two
|
||||
## entrances must be placed further apart than twice this, or their catchment
|
||||
## areas overlap and which one you get stops being obvious from where you stand.
|
||||
const PORTAL_RADIUS := 60.0
|
||||
@@ -1,10 +1,15 @@
|
||||
[gd_scene load_steps=6 format=3]
|
||||
[gd_scene load_steps=11 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/view/game_scene.gd" id="1"]
|
||||
[ext_resource type="Script" path="res://src/view/world_view.gd" id="2"]
|
||||
[ext_resource type="Script" path="res://src/view/bullet_renderer.gd" id="3"]
|
||||
[ext_resource type="Script" path="res://src/ui/hud.gd" id="4"]
|
||||
[ext_resource type="Script" path="res://src/ui/game_menu.gd" id="5"]
|
||||
[ext_resource type="Script" path="res://src/view/sfx.gd" id="6"]
|
||||
[ext_resource type="Script" path="res://src/ui/character_select.gd" id="7"]
|
||||
[ext_resource type="Script" path="res://src/ui/upgrade_screen.gd" id="8"]
|
||||
[ext_resource type="Script" path="res://src/ui/settings_screen.gd" id="9"]
|
||||
[ext_resource type="Script" path="res://src/ui/credits_screen.gd" id="10"]
|
||||
|
||||
[node name="Game" type="Node2D"]
|
||||
script = ExtResource("1")
|
||||
@@ -13,7 +18,7 @@ script = ExtResource("1")
|
||||
position = Vector2(640, 360)
|
||||
script = ExtResource("2")
|
||||
|
||||
[node name="Bullets" type="MultiMeshInstance2D" parent="WorldView"]
|
||||
[node name="Bullets" type="Node2D" parent="WorldView"]
|
||||
script = ExtResource("3")
|
||||
|
||||
[node name="HUD" type="CanvasLayer" parent="."]
|
||||
@@ -21,3 +26,18 @@ script = ExtResource("4")
|
||||
|
||||
[node name="GameMenu" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("5")
|
||||
|
||||
[node name="Sfx" type="Node" parent="."]
|
||||
script = ExtResource("6")
|
||||
|
||||
[node name="CharacterSelect" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("7")
|
||||
|
||||
[node name="UpgradeScreen" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("8")
|
||||
|
||||
[node name="SettingsScreen" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("9")
|
||||
|
||||
[node name="CreditsScreen" type="CanvasLayer" parent="."]
|
||||
script = ExtResource("10")
|
||||
@@ -20,11 +20,35 @@ var peers: Array[int] = []
|
||||
var state: State = State.ACTIVE
|
||||
var age: int = 0
|
||||
var seed_value: int = 0
|
||||
## Drives dungeon size and difficulty. The hub is always depth 0.
|
||||
var depth: int = 0
|
||||
## Which kind of run this is -- see [Dungeons]. Empty for the hub.
|
||||
var dungeon_id: StringName = &""
|
||||
|
||||
## Dungeon progression. -1 is the pre-fight breather.
|
||||
var stage: int = -1
|
||||
var stage_delay: int = 0
|
||||
var boss_id: StringName = &""
|
||||
## Generated layout, used to place enemies room by room.
|
||||
var rooms: Array[Rect2i] = []
|
||||
## The rectangle each tunnel leg was carved over -- see MapGen. Overlaps the
|
||||
## rooms at its ends, so _tunnel_tiles() decides what is actually tunnel.
|
||||
var tunnels: Array[Rect2i] = []
|
||||
var boss_spawn := Vector2.ZERO
|
||||
var boss_room := Rect2i()
|
||||
|
||||
|
||||
## Chance that any one tunnel leg has a group of enemies in it. Rolled per leg,
|
||||
## and most legs are too short or too near the entrance to qualify anyway, so a
|
||||
## depth-1 dungeon has a tunnel group about one run in three. Rare on purpose:
|
||||
## tunnels are where you go between fights, and a tunnel that is usually empty
|
||||
## is what makes the one that is not a surprise.
|
||||
const TUNNEL_GROUP_CHANCE := 0.1
|
||||
const TUNNEL_GROUP_MIN := 2
|
||||
const TUNNEL_GROUP_MAX := 3
|
||||
## Members stand within this many tiles of the group's centre, so a group reads
|
||||
## as one encounter rather than a tunnel's worth of strays.
|
||||
const TUNNEL_GROUP_SPREAD := 2
|
||||
|
||||
|
||||
static func make_lobby(instance_id: int) -> Instance:
|
||||
@@ -33,33 +57,207 @@ static func make_lobby(instance_id: int) -> Instance:
|
||||
inst.kind = Protocol.InstanceKind.LOBBY
|
||||
inst.seed_value = 1
|
||||
inst.world = SimWorld.new(inst.seed_value)
|
||||
inst.world.portal_enabled = true
|
||||
inst.world.spawn_point = Vector2(0.0, 120.0)
|
||||
var built := MapGen.build(Protocol.InstanceKind.LOBBY, inst.seed_value, 0)
|
||||
inst.world.set_map(built["grid"])
|
||||
inst.world.portals = built["portals"]
|
||||
inst.world.upgrade_npc = built["npc"]
|
||||
inst.world.has_upgrade_npc = true
|
||||
inst.world.spawn_point = built["spawn"]
|
||||
# Nothing here to escape from, and completing the channel in the hub means
|
||||
# transferring to the hub -- see SimWorld.escape_enabled.
|
||||
inst.world.escape_enabled = false
|
||||
# The hub is where a run's damage is paid off. Arriving used to heal you to
|
||||
# full, which made health free between runs; ten seconds of standing here
|
||||
# does the same job at a price.
|
||||
inst.world.regen_percent_per_sec = SimConfig.LOBBY_HP_REGEN_PERCENT_PER_SEC
|
||||
inst.state = State.ACTIVE
|
||||
# A single inert dummy so players can feel out the gun before committing to
|
||||
# a run. It has no emitters and no contact damage.
|
||||
inst.world.spawn_enemy(Content.dummy(), Vector2(-220.0, -40.0))
|
||||
# A single inert practice target so players can feel out the gun before
|
||||
# committing to a run.
|
||||
inst.world.spawn_enemy(Content.dummy(), built["dummy"])
|
||||
return inst
|
||||
|
||||
|
||||
static func make_dungeon(instance_id: int, dungeon_seed: int) -> Instance:
|
||||
## [param dungeon] picks the flavour of run. The map, the rooms, the enemies and
|
||||
## the boss are the same whichever is chosen; only how much health they have and
|
||||
## how freely they drop differs. See [Dungeons].
|
||||
static func make_dungeon(instance_id: int, dungeon_seed: int, dungeon_depth: int = 1,
|
||||
dungeon: StringName = &"") -> Instance:
|
||||
var inst := Instance.new()
|
||||
inst.id = instance_id
|
||||
inst.kind = Protocol.InstanceKind.DUNGEON
|
||||
inst.seed_value = dungeon_seed
|
||||
inst.depth = maxi(dungeon_depth, 1)
|
||||
inst.dungeon_id = dungeon if not dungeon.is_empty() else Dungeons.default_id()
|
||||
inst.world = SimWorld.new(dungeon_seed)
|
||||
inst.world.spawn_point = Vector2(0.0, 260.0)
|
||||
var flavour := Dungeons.get_or_default(inst.dungeon_id)
|
||||
var built := MapGen.build(Protocol.InstanceKind.DUNGEON, dungeon_seed,
|
||||
inst.depth, flavour.arena)
|
||||
inst.world.set_map(built["grid"])
|
||||
inst.rooms = built["rooms"]
|
||||
inst.tunnels = built["tunnels"]
|
||||
inst.boss_spawn = built["boss_pos"]
|
||||
inst.boss_room = built["boss_room"]
|
||||
inst.world.spawn_point = built["spawn"]
|
||||
# Arriving into a fight already in progress needs a moment of protection;
|
||||
# arriving in the hub does not.
|
||||
inst.world.spawn_grace_ticks = SimConfig.SPAWN_GRACE_TICKS
|
||||
inst.boss_id = Content.BOSS_WARDEN
|
||||
inst.boss_id = built["boss_id"]
|
||||
inst.state = State.FORMING
|
||||
if GameOpts.boss_rush:
|
||||
# Dev switch: the next stage advance lands on the boss.
|
||||
inst.stage = 1
|
||||
inst._populate()
|
||||
return inst
|
||||
|
||||
|
||||
## Enemies are placed once, per room, at generation -- not spawned in waves.
|
||||
## A dungeon you explore has to be populated before you arrive in it: waves
|
||||
## would make the map's contents depend on when you walk in rather than where,
|
||||
## and aggro range would have nothing left to gate.
|
||||
func _populate() -> void:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed_value ^ 0x5eed
|
||||
var flavour := Dungeons.get_or_default(dungeon_id)
|
||||
var boss := world.spawn_boss(flavour.apply_to_boss(Content.boss(boss_id)))
|
||||
boss.pos = boss_spawn
|
||||
boss.room = _room_rect_world(boss_room)
|
||||
GameLog.info("instance", "BOSS_SPAWNED %s in instance %d" % [boss_id, id])
|
||||
if GameOpts.boss_rush:
|
||||
return # dev switch: an empty dungeon with just the fight in it
|
||||
for i in rooms.size():
|
||||
# Room 0 holds the entrance; arriving into a fight you cannot see yet
|
||||
# is not a decision, it is an ambush.
|
||||
if i == 0:
|
||||
continue
|
||||
var r: Rect2i = rooms[i]
|
||||
var count := rng.randi_range(1, 3 + depth / 2)
|
||||
for _n in count:
|
||||
var def := flavour.apply_to_enemy(_pick_enemy(rng))
|
||||
var tx := rng.randi_range(r.position.x + 1, r.end.x - 2)
|
||||
var ty := rng.randi_range(r.position.y + 1, r.end.y - 2)
|
||||
var at := world.map.tile_centre(tx, ty)
|
||||
if world.map.circle_blocked(at, def.radius):
|
||||
continue
|
||||
if _would_see_the_entrance(def, at):
|
||||
continue
|
||||
world.spawn_enemy(def, at, rng.randi_range(0, 120))
|
||||
# After every room, so adding tunnel groups leaves each room's population
|
||||
# exactly what that seed always produced.
|
||||
_populate_tunnels(rng, flavour)
|
||||
|
||||
|
||||
## Now and then, a group of enemies in a tunnel.
|
||||
##
|
||||
## Never within aggro range of the entrance, by the same reasoning room 0 is
|
||||
## left empty: arriving into a fight you cannot see yet is not a decision, it
|
||||
## is an ambush. And never a lone straggler -- if a leg cannot fit at least
|
||||
## TUNNEL_GROUP_MIN, it gets nobody.
|
||||
func _populate_tunnels(rng: RandomNumberGenerator, flavour: DungeonDef) -> void:
|
||||
var clear_of_spawn := _widest_aggro() + MapGrid.TILE * 2.0
|
||||
for leg in tunnels:
|
||||
# Every leg rolls the same three numbers whether or not it is used, so
|
||||
# one tunnel's dice never depend on another tunnel's shape.
|
||||
var roll := rng.randf()
|
||||
var pick := rng.randi()
|
||||
var size := rng.randi_range(TUNNEL_GROUP_MIN, TUNNEL_GROUP_MAX)
|
||||
if roll >= TUNNEL_GROUP_CHANCE:
|
||||
continue
|
||||
var open := _tunnel_tiles(leg)
|
||||
if open.size() < TUNNEL_GROUP_MAX * 2:
|
||||
continue
|
||||
var centre: Vector2i = open[pick % open.size()]
|
||||
var def := flavour.apply_to_enemy(_pick_enemy(rng))
|
||||
var spots: Array[Vector2] = []
|
||||
for t in open:
|
||||
if absi(t.x - centre.x) > TUNNEL_GROUP_SPREAD \
|
||||
or absi(t.y - centre.y) > TUNNEL_GROUP_SPREAD:
|
||||
continue
|
||||
var at := world.map.tile_centre(t.x, t.y)
|
||||
# Per member, not per group: members stand up to two tiles off the
|
||||
# centre, so a centre that clears the entrance does not mean every
|
||||
# member does.
|
||||
if at.distance_to(world.spawn_point) < clear_of_spawn:
|
||||
continue
|
||||
if not world.map.circle_blocked(at, def.radius):
|
||||
spots.append(at)
|
||||
if spots.size() < TUNNEL_GROUP_MIN:
|
||||
continue
|
||||
for i in range(spots.size() - 1, 0, -1):
|
||||
var j := rng.randi_range(0, i)
|
||||
var held := spots[i]
|
||||
spots[i] = spots[j]
|
||||
spots[j] = held
|
||||
for i in mini(size, spots.size()):
|
||||
# A fresh definition per member: apply_to_enemy mutates in place,
|
||||
# and sharing one object would scale it once per member.
|
||||
var member := def if i == 0 else flavour.apply_to_enemy(Content.enemy(def.id))
|
||||
world.spawn_enemy(member, spots[i], rng.randi_range(0, 120))
|
||||
|
||||
|
||||
## Whether an enemy placed at [param at] would be awake the moment the party
|
||||
## arrives: within its aggro range of the entrance, with nothing in the way --
|
||||
## the same two questions SimWorld._aggro_target asks.
|
||||
##
|
||||
## Room 0 is left empty for exactly this reason, but that only ever covered room
|
||||
## 0. A neighbouring room in sight of the entrance woke on arrival in one run in
|
||||
## eight, and once tunnels were widened -- more open ground, more lines of sight
|
||||
## -- in three runs in eight. Skipping these removes about one enemy in sixteen;
|
||||
## clearing everything within aggro range instead would have removed nearly a
|
||||
## third, which is a different dungeon rather than a fixed one.
|
||||
##
|
||||
## The rng draws for the skipped enemy have already been made, so every other
|
||||
## enemy in the dungeon is exactly where that seed always put it.
|
||||
func _would_see_the_entrance(def: EnemyDef, at: Vector2) -> bool:
|
||||
if at.distance_to(world.spawn_point) > def.aggro_range:
|
||||
return false
|
||||
return world.map.has_line_of_sight(at, world.spawn_point)
|
||||
|
||||
|
||||
## Floor tiles of [param leg] that are tunnel rather than room: clear of every
|
||||
## room by a tile, so a group is never standing in a doorway, and outside the
|
||||
## boss arena.
|
||||
func _tunnel_tiles(leg: Rect2i) -> Array[Vector2i]:
|
||||
var out: Array[Vector2i] = []
|
||||
for ty in range(leg.position.y, leg.end.y):
|
||||
for tx in range(leg.position.x, leg.end.x):
|
||||
if world.map.at(tx, ty) != MapGrid.Kind.FLOOR:
|
||||
continue
|
||||
var here := Vector2i(tx, ty)
|
||||
if boss_room.has_point(here):
|
||||
continue
|
||||
var in_room := false
|
||||
for r in rooms:
|
||||
if r.grow(1).has_point(here):
|
||||
in_room = true
|
||||
break
|
||||
if not in_room:
|
||||
out.append(here)
|
||||
return out
|
||||
|
||||
|
||||
## The furthest any enemy in the game notices a player from.
|
||||
static func _widest_aggro() -> float:
|
||||
var widest := 0.0
|
||||
for id in Content.ALL_ENEMIES:
|
||||
widest = maxf(widest, Content.enemy(id).aggro_range)
|
||||
return widest
|
||||
|
||||
|
||||
func _pick_enemy(rng: RandomNumberGenerator) -> EnemyDef:
|
||||
var roll := rng.randf()
|
||||
if roll < 0.4:
|
||||
return Content.drifter()
|
||||
if roll < 0.75:
|
||||
return Content.turret()
|
||||
return Content.stalker()
|
||||
|
||||
|
||||
## Tile-space room rect to world space, for confining a boss to its arena.
|
||||
func _room_rect_world(r: Rect2i) -> Rect2:
|
||||
if r.size == Vector2i.ZERO:
|
||||
return Rect2()
|
||||
var lo := world.map.tile_centre(r.position.x + 1, r.position.y + 1)
|
||||
var hi := world.map.tile_centre(r.end.x - 2, r.end.y - 2)
|
||||
return Rect2(lo, hi - lo)
|
||||
|
||||
|
||||
func add_peer(peer_id: int, display_name: String) -> void:
|
||||
if not peers.has(peer_id):
|
||||
peers.append(peer_id)
|
||||
@@ -105,8 +303,12 @@ func exit_countdown_seconds() -> int:
|
||||
Protocol.COUNTDOWN_NONE - 1)
|
||||
|
||||
|
||||
func accepts_new_party_member() -> bool:
|
||||
## [param dungeon] has to match: walking into the Proving Grounds portal must
|
||||
## never drop you into a standard run that happens to still be forming, however
|
||||
## conveniently timed.
|
||||
func accepts_new_party_member(dungeon: StringName) -> bool:
|
||||
return kind == Protocol.InstanceKind.DUNGEON \
|
||||
and dungeon_id == dungeon \
|
||||
and state == State.FORMING \
|
||||
and peers.size() < SimConfig.DUNGEON_PARTY_MAX
|
||||
|
||||
@@ -118,11 +320,9 @@ func step() -> void:
|
||||
_step_dungeon()
|
||||
|
||||
|
||||
## Straight-line progression: two trash waves, then the boss. Waves gate on
|
||||
## "everything dead" rather than a timer so a slow party is never overrun.
|
||||
## The dungeon is fully populated at generation, so all that is left to track
|
||||
## is the party forming and the boss dying.
|
||||
func _step_dungeon() -> void:
|
||||
# The delay has to tick down before the CLEARED check, or a cleared dungeon
|
||||
# would sit on its exit timer forever and never release its party.
|
||||
if stage_delay > 0:
|
||||
stage_delay -= 1
|
||||
return
|
||||
@@ -132,31 +332,13 @@ func _step_dungeon() -> void:
|
||||
if state == State.FORMING:
|
||||
if age >= SimConfig.DUNGEON_FORMING_TICKS or peers.size() >= SimConfig.DUNGEON_PARTY_MAX:
|
||||
state = State.ACTIVE
|
||||
# stage is left as make_dungeon set it -- resetting it here would
|
||||
# silently undo the --boss-rush dev switch.
|
||||
stage_delay = 90
|
||||
return
|
||||
|
||||
if stage >= 0 and _live_enemy_count() > 0:
|
||||
return
|
||||
if stage == 2:
|
||||
if world.boss != null and world.boss.alive:
|
||||
return
|
||||
if world.boss != null and not world.boss.alive:
|
||||
state = State.CLEARED
|
||||
stage_delay = SimConfig.DUNGEON_CLEARED_EXIT_TICKS
|
||||
GameLog.info("instance", "instance %d CLEARED, returning party in %ds" % [
|
||||
id, SimConfig.DUNGEON_CLEARED_EXIT_TICKS / SimConfig.TICK_RATE])
|
||||
return
|
||||
|
||||
stage += 1
|
||||
stage_delay = 60
|
||||
match stage:
|
||||
0: _spawn_wave_one()
|
||||
1: _spawn_wave_two()
|
||||
2:
|
||||
world.spawn_boss(Content.boss(boss_id))
|
||||
GameLog.info("instance", "BOSS_SPAWNED %s in instance %d" % [boss_id, id])
|
||||
GameLog.debug("instance", "instance %d entered stage %d" % [id, stage])
|
||||
|
||||
|
||||
func _live_enemy_count() -> int:
|
||||
@@ -165,18 +347,3 @@ func _live_enemy_count() -> int:
|
||||
if e.alive:
|
||||
n += 1
|
||||
return n
|
||||
|
||||
|
||||
func _spawn_wave_one() -> void:
|
||||
for i in 3:
|
||||
world.spawn_enemy(Content.drifter(), Vector2(-320.0 + 320.0 * float(i), -120.0), i * 40)
|
||||
world.spawn_enemy(Content.turret(), Vector2(-420.0, -220.0), 0)
|
||||
world.spawn_enemy(Content.turret(), Vector2(420.0, -220.0), 75)
|
||||
|
||||
|
||||
func _spawn_wave_two() -> void:
|
||||
for i in 4:
|
||||
world.spawn_enemy(Content.stalker(), Vector2(-300.0 + 200.0 * float(i), -260.0), i * 15)
|
||||
for i in 3:
|
||||
world.spawn_enemy(Content.turret(), Vector2(-380.0 + 380.0 * float(i), -60.0), i * 50)
|
||||
world.spawn_enemy(Content.drifter(), Vector2(0.0, -300.0), 20)
|
||||
@@ -10,6 +10,8 @@ const GAME_SCENE := preload("res://src/game.tscn")
|
||||
const CONNECT_TIMEOUT_SEC := 8.0
|
||||
|
||||
var _menu: Control = null
|
||||
var _settings: CanvasLayer = null
|
||||
var _credits: CanvasLayer = null
|
||||
var _game: Node = null
|
||||
var _ticks: int = 0
|
||||
var _connecting: bool = false
|
||||
@@ -23,6 +25,10 @@ func _ready() -> void:
|
||||
# engine default and would silently desync server and client if that
|
||||
# default ever changed.
|
||||
Engine.physics_ticks_per_second = SimConfig.TICK_RATE
|
||||
# Bindings and volumes, before anything can read the input map or play a
|
||||
# sound. A dedicated server has neither, so it does not pay for them.
|
||||
if not GameOpts.is_server:
|
||||
Settings.load_and_apply()
|
||||
Net.state_changed.connect(_on_net_state)
|
||||
|
||||
if GameOpts.is_server:
|
||||
@@ -58,13 +64,19 @@ func _run_dedicated_server() -> void:
|
||||
|
||||
|
||||
func _show_menu() -> void:
|
||||
if _menu != null:
|
||||
return
|
||||
_clear_game()
|
||||
if _menu == null:
|
||||
_menu = preload("res://src/ui/main_menu.gd").new()
|
||||
_menu.join_requested.connect(_join)
|
||||
_menu.host_requested.connect(_host_and_play)
|
||||
_menu.settings_requested.connect(_open_settings)
|
||||
_menu.credits_requested.connect(_open_credits)
|
||||
add_child(_menu)
|
||||
# Unconditional, and the reason this is not an early-return when the menu
|
||||
# already exists: a failed connection returns here with the buttons still
|
||||
# disabled from _menu_busy(true), and skipping this left the player locked
|
||||
# out of both joining and hosting with no way back short of a restart.
|
||||
_menu.set_busy(false)
|
||||
|
||||
|
||||
## Note what this deliberately does NOT do: enter the game. Net.join() only
|
||||
@@ -74,6 +86,8 @@ func _show_menu() -> void:
|
||||
## acknowledged them. The game scene now waits for the server to actually place
|
||||
## us in an instance.
|
||||
func _join(address: String, port: int) -> void:
|
||||
if _connecting:
|
||||
return
|
||||
GameOpts.host_address = address
|
||||
GameOpts.port = port
|
||||
if Net.join(address, port) != OK:
|
||||
@@ -106,7 +120,7 @@ func _abort_connect(reason: String) -> void:
|
||||
get_tree().quit(1)
|
||||
return
|
||||
Net.shutdown()
|
||||
_show_menu()
|
||||
_show_menu() # re-enables the connect buttons
|
||||
_menu_status(reason)
|
||||
|
||||
|
||||
@@ -114,6 +128,8 @@ func _abort_connect(reason: String) -> void:
|
||||
## connected over loopback. The client takes no shortcuts because of it -- it
|
||||
## still only sends input and still only learns outcomes from snapshots.
|
||||
func _host_and_play(port: int) -> void:
|
||||
if _connecting:
|
||||
return
|
||||
if Net.host(port) != OK:
|
||||
_menu_status(Net.last_error)
|
||||
return
|
||||
@@ -131,6 +147,25 @@ func _enter_game() -> void:
|
||||
add_child(_game)
|
||||
|
||||
|
||||
## The main menu's copy of the settings screen. The in-game menu has its own --
|
||||
## they are the same screen, and neither exists while the other is on display.
|
||||
func _open_settings() -> void:
|
||||
if _settings == null:
|
||||
_settings = preload("res://src/ui/settings_screen.gd").new()
|
||||
_settings.closed.connect(func() -> void: _settings.visible = false)
|
||||
_settings.credits_requested.connect(_open_credits)
|
||||
add_child(_settings)
|
||||
_settings.open()
|
||||
|
||||
|
||||
func _open_credits() -> void:
|
||||
if _credits == null:
|
||||
_credits = preload("res://src/ui/credits_screen.gd").new()
|
||||
_credits.closed.connect(func() -> void: _credits.visible = false)
|
||||
add_child(_credits)
|
||||
_credits.open()
|
||||
|
||||
|
||||
func _clear_game() -> void:
|
||||
if _game != null:
|
||||
_game.queue_free()
|
||||
|
||||
@@ -0,0 +1,28 @@
|
||||
@abstract
|
||||
class_name AuthProvider
|
||||
extends RefCounted
|
||||
## How the server learns who a client is.
|
||||
##
|
||||
## Modelled on Steamworks deliberately, so swapping to it later is one subclass
|
||||
## and no schema change: the client obtains an opaque ticket, sends it with the
|
||||
## handshake, and the server validates it into a stable 64-bit account id --
|
||||
## exactly the shape of GetAuthSessionTicket / BeginAuthSession / SteamID64.
|
||||
##
|
||||
## The account id is the only identity anything downstream sees. Nothing stores
|
||||
## a ticket, and nothing outside a provider interprets one.
|
||||
|
||||
## Reserved: never a valid account.
|
||||
const NO_ACCOUNT := 0
|
||||
|
||||
|
||||
## Client side: a ticket to present at handshake.
|
||||
@abstract func get_ticket() -> PackedByteArray
|
||||
|
||||
|
||||
## Server side: validate a ticket and return the account it proves, or
|
||||
## NO_ACCOUNT to reject the connection.
|
||||
@abstract func validate(ticket: PackedByteArray) -> int
|
||||
|
||||
|
||||
## Human-readable, for logs and for the connect screen.
|
||||
@abstract func provider_name() -> String
|
||||
@@ -0,0 +1 @@
|
||||
uid://fteslbujpkuo
|
||||