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
9 lines
403 B
Bash
Executable File
9 lines
403 B
Bash
Executable File
#!/usr/bin/env bash
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# One-time setup after cloning: point git at the hooks committed in .githooks/.
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# git deliberately never runs hooks from a fresh clone on its own (that would
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# be arbitrary code execution on `git clone`), so this is the one manual step.
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set -euo pipefail
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cd "$(dirname "$0")/.."
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git config core.hooksPath .githooks
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echo "hooks installed: pre-commit (check + test), pre-push (smoke)"
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