c4beeae38f
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated server with client-side prediction. Clients send input only; the server resolves every hit for both players and enemies (no PvP). - SimWorld: whole simulation as plain RefCounted objects (no nodes, no physics server), ~0.24ms/tick at peak load -- runs headless for free and drives 78 tests in under a second - BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn events rather than per-tick state - Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash enemies and bosses -- a new boss is data in src/content/content.gd, no simulation changes - The Warden of the Fold: stationary 4-phase boss built entirely on that format - Lobby hub with a portal into on-demand dungeon instances; one process hosts the hub plus every concurrent dungeon - Emergency escape: 3s server-owned channel, cancelled by damage - tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over ENet), bench.gd; git hooks wired to the same scripts - docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
21 lines
600 B
JSON
21 lines
600 B
JSON
{
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"permissions": {
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"allow": [
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"Bash(tools/check.sh)",
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"Bash(./tools/check.sh)",
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"Bash(tools/test.sh:*)",
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"Bash(./tools/test.sh:*)",
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"Bash(tools/smoke.sh)",
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"Bash(./tools/smoke.sh)",
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"Bash(godot --headless --path . --import)",
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"Bash(godot --headless --path . --script tools/bench.gd:*)",
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"Bash(godot --headless --path . --script tools/export_content.gd)",
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"Bash(godot --headless --path . res://tools/check.tscn)",
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"Bash(godot --version)",
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"Bash(git status:*)",
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"Bash(git diff:*)",
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"Bash(git log:*)"
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]
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}
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}
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