Files
claude c4beeae38f Initial commit: Transcience MVP
Top-down twin-stick bullet-hell, Godot 4.7, server-authoritative dedicated
server with client-side prediction. Clients send input only; the server
resolves every hit for both players and enemies (no PvP).

- SimWorld: whole simulation as plain RefCounted objects (no nodes, no
  physics server), ~0.24ms/tick at peak load -- runs headless for free and
  drives 78 tests in under a second
- BulletPool: struct-of-arrays bullet storage, replicated as spawn/despawn
  events rather than per-tick state
- Emitter framework (Ring/AimedSpread/WallGap/ArcSweep) shared by trash
  enemies and bosses -- a new boss is data in src/content/content.gd, no
  simulation changes
- The Warden of the Fold: stationary 4-phase boss built entirely on that
  format
- Lobby hub with a portal into on-demand dungeon instances; one process
  hosts the hub plus every concurrent dungeon
- Emergency escape: 3s server-owned channel, cancelled by damage
- tools/check.sh, test.sh (GUT), smoke.sh (real server + bot clients over
  ENet), bench.gd; git hooks wired to the same scripts
- docs/ARCHITECTURE.md, NETCODE.md, WORKFLOW.md, ROADMAP.md
2026-09-03 16:03:57 +02:00

158 lines
4.7 KiB
GDScript

@tool
extends EditorPlugin
var VersionConversion = load("res://addons/gut/version_conversion.gd")
var MenuManager = load("res://addons/gut/gut_menu.gd")
var BottomPanelScene = preload('res://addons/gut/gui/GutBottomPanel.tscn')
var GutEditorGlobals = load('res://addons/gut/gui/editor_globals.gd')
var GutDock = load('res://addons/gut/gui/gut_dock.gd')
var UpdateRequiredDialog = load('res://addons/gut/gui/update_required.tscn')
var CheckForUpdateControl = load("res://addons/gut/gui/check_for_update.tscn")
var _bottom_panel : Control = null
var _menu_mgr = null
var _gut_button = null
var _gut_window = null
var _dock_mode = 'none'
var _gut_dock = null
var _update_required = null
var _check_for_update = null
func _init():
if(VersionConversion.error_if_not_all_classes_imported()):
return
# This checks the Remote file or Local file. This will not download the
# remote file. I don't want to delay startup for any reason. Downloading
# the remote file ocassionally is handled elsewhere.
func _should_continue_loading_gut():
_check_for_update = CheckForUpdateControl.instantiate()
var to_return = true
_update_required = UpdateRequiredDialog.instantiate()
get_tree().root.add_child(_update_required)
_update_required.set_check_for_update_control(_check_for_update)
if(!_check_for_update.update_detector.is_gut_version_valid()):
_update_required.popup_centered()
await(_update_required.closed)
if(!_update_required.should_continue):
to_return = false
_update_required.remove_child(_check_for_update)
_update_required.queue_free()
return to_return
func _enter_tree():
if(!_version_conversion()):
return
var should_continue = await _should_continue_loading_gut()
if(!should_continue):
print("GUT loading canceled. Restart editor to try loading again.")
return
_bottom_panel = BottomPanelScene.instantiate()
gut_as_panel()
# ---------
# I removed this delay because it was causing issues with the shortcut button.
# The shortcut button wouldn't work right until load_shortcuts is called., but
# the delay gave you 3 seconds to click it before they were loaded. This
# await came with the conversion to 4 and probably isn't needed anymore.
# I'm leaving it here becuase I don't know why it showed up to begin with
# and if it's needed, it will be pretty hard to debug without seeing this.
#
# This should be deleted after the next release or two if not needed.
# UPDATE:
# I added it back in when doing the window stuff. Starting in a window
# made it angry (don't remember how) until I added it back in.
await get_tree().create_timer(1).timeout
# ---
# Kick off a download of the remote versions file if it's been more than
# some number of days since we've downloaded it.
_check_for_update.visible = false
_bottom_panel.add_child(_check_for_update)
var days_since = _check_for_update.update_detector.get_days_since_last_fetch()
if(days_since >= 1):
_check_for_update.update_detector.check_for_update_with_fetch(true)
_bottom_panel.set_interface(get_editor_interface())
_bottom_panel.set_plugin(self)
_bottom_panel.load_shortcuts()
_menu_mgr = MenuManager.new()
_bottom_panel._ctrls.run_at_cursor.menu_manager = _menu_mgr
_bottom_panel.menu_manager = _menu_mgr
add_tool_submenu_item("GUT", _menu_mgr.sub_menu)
GutEditorGlobals.gut_plugin = self
func _version_conversion():
var EditorGlobals = load("res://addons/gut/gui/editor_globals.gd")
EditorGlobals.create_temp_directory()
if(VersionConversion.error_if_not_all_classes_imported()):
return false
VersionConversion.convert()
return true
func gut_as_panel():
_gut_dock = GutDock.new()
_gut_dock.title = "GUT"
_gut_dock.default_slot = DOCK_SLOT_BOTTOM
_gut_dock.set_global(false);
_gut_dock.set_available_layouts(EditorDock.DOCK_LAYOUT_HORIZONTAL | EditorDock.DOCK_LAYOUT_FLOATING);
add_dock(_gut_dock)
_gut_dock.add_bottom_panel(_bottom_panel)
_gut_dock.dock_shortcut = _bottom_panel.get_panel_shortcut()
func toggle_windowed():
push_warning("You have to right click the GUT tab and choose 'floating'. I cannot do this from a menu anymore.")
func _exit_tree():
remove_tool_menu_item("GUT")
_menu_mgr = null
GutEditorGlobals.user_prefs.save_it()
if(_bottom_panel != null):
_bottom_panel.menu_manager = null
if(_gut_dock != null):
remove_dock(_gut_dock)
_gut_dock.queue_free()
remove_tool_menu_item("GUT") # made by _menu_mgr
_check_for_update.queue_free()
func show_output_panel():
if(_gut_dock == null or !_gut_dock.is_inside_tree()):
return
var panel = null
var kids = _gut_dock.get_parent().get_children()
var idx = 0
while(idx < kids.size() and panel == null):
if(kids[idx].name == 'Output'):
panel = kids[idx]
idx += 1
if(panel != null):
panel.make_visible()