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

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1.3 KiB
GDScript

# ------------------------------------------------------------------------------
# This datastructure represents a simple one-to-many relationship. It manages
# a dictionary of value/array pairs. It ignores duplicates of both the "one"
# and the "many". You can disable ignoring dupliates of the "many" via
# ignore_many_dupes. This setting is not retroactive and will only affect
# new calls to add.
# ------------------------------------------------------------------------------
var items = {}
var ignore_many_dupes = true
# return the size of items or the size of an element in items if "one" was
# specified.
func size(one=null):
var to_return = 0
if(one == null):
to_return = items.size()
elif(items.has(one)):
to_return = items[one].size()
return to_return
# Add an element to "one" if it does not already exist
func add(one, many_item):
if(items.has(one)):
if(!ignore_many_dupes or !items[one].has(many_item)):
items[one].append(many_item)
else:
items[one] = [many_item]
func clear():
items.clear()
func has(one, many_item):
var to_return = false
if(items.has(one)):
to_return = items[one].has(many_item)
return to_return
func to_s():
var to_return = ''
for key in items:
to_return += str(key, ": ", items[key], "\n")
return to_return