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
37 lines
685 B
GDScript
37 lines
685 B
GDScript
var _params = null
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var _call_count = 0
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var _logger = null
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func _init(params=null):
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_params = params
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_logger = GutUtils.get_logger()
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if(typeof(_params) != TYPE_ARRAY):
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_logger.error('You must pass an array to parameter_handler constructor.')
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_params = null
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func next_parameters():
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_call_count += 1
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return _params[_call_count -1]
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func get_current_parameters():
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return _params[_call_count]
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func is_done():
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var done = true
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if(_params != null):
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done = _call_count == _params.size()
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return done
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func get_logger():
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return _logger
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func set_logger(logger):
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_logger = logger
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func get_call_count():
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return _call_count
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func get_parameter_count():
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return _params.size()
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