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
56 lines
875 B
GDScript
56 lines
875 B
GDScript
var things = {}
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func get_unique_count():
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return things.size()
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func add_thing_to_count(thing):
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if(!things.has(thing)):
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things[thing] = 0
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func add(thing):
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if(things.has(thing)):
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things[thing] += 1
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else:
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things[thing] = 1
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func has(thing):
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return things.has(thing)
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func count(thing):
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var to_return = 0
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if(things.has(thing)):
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to_return = things[thing]
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return to_return
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func sum():
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var to_return = 0
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for key in things:
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to_return += things[key]
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return to_return
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func to_s():
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var to_return = ""
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for key in things:
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to_return += str(key, ": ", things[key], "\n")
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to_return += str("sum: ", sum())
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return to_return
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func get_max_count():
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var max_val = null
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for key in things:
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if(max_val == null or things[key] > max_val):
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max_val = things[key]
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return max_val
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func add_array_items(array):
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for i in range(array.size()):
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add(array[i])
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