Files
transcience/src/instances/instance.gd
T
claudeandClaude Opus 5.5 069abdb3fa Now and then, a group of enemies in a tunnel
Tunnels are wide enough to fight in now, so occasionally one is occupied:
each tunnel leg rolls a 10% chance of a group of two or three of one kind,
standing within two tiles of each other. Most legs are too short or too
near the entrance to qualify, so in practice it is about one depth-1 run
in three (60 of 200 measured), rising with depth as tunnels get longer.

Rare on purpose -- tunnels are where you go between fights, and a tunnel
that is usually empty is what makes the one that is not a surprise.

Never within aggro range of the entrance, checked per member rather than
per group: members stand up to two tiles off the group's centre, so a
centre that clears the entrance does not mean everyone does. The first
version checked the centre, and the nearest member landed 15 units
outside aggro range by luck. Never a lone straggler: a leg that cannot
fit two gets nobody. Placed after every room, so each room's population
is exactly what its seed always produced, and every leg rolls the same
dice whether or not it is used, so one tunnel's luck never depends on
another's shape. Scaled by the dungeon like every other spawn, each
member from its own fresh definition.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 10:26:25 +02:00

329 lines
12 KiB
GDScript

class_name Instance
extends RefCounted
## One live world on the server: the shared lobby hub, or one dungeon run for a
## party. Instances are cheap -- a [SimWorld] and a peer list -- so a single
## server process hosts the hub plus every concurrent dungeon.
enum State {
## Dungeon is open for players to join from the hub.
FORMING,
## Fight in progress.
ACTIVE,
## Boss dead; players are being returned to the hub.
CLEARED,
}
var id: int = 0
var kind: Protocol.InstanceKind = Protocol.InstanceKind.LOBBY
var world: SimWorld
var peers: Array[int] = []
var state: State = State.ACTIVE
var age: int = 0
var seed_value: int = 0
## Drives dungeon size and difficulty. The hub is always depth 0.
var depth: int = 0
## Which kind of run this is -- see [Dungeons]. Empty for the hub.
var dungeon_id: StringName = &""
## Dungeon progression. -1 is the pre-fight breather.
var stage: int = -1
var stage_delay: int = 0
var boss_id: StringName = &""
## Generated layout, used to place enemies room by room.
var rooms: Array[Rect2i] = []
## The rectangle each tunnel leg was carved over -- see MapGen. Overlaps the
## rooms at its ends, so _tunnel_tiles() decides what is actually tunnel.
var tunnels: Array[Rect2i] = []
var boss_spawn := Vector2.ZERO
var boss_room := Rect2i()
## Chance that any one tunnel leg has a group of enemies in it. Rolled per leg,
## and most legs are too short or too near the entrance to qualify anyway, so a
## depth-1 dungeon has a tunnel group about one run in three. Rare on purpose:
## tunnels are where you go between fights, and a tunnel that is usually empty
## is what makes the one that is not a surprise.
const TUNNEL_GROUP_CHANCE := 0.1
const TUNNEL_GROUP_MIN := 2
const TUNNEL_GROUP_MAX := 3
## Members stand within this many tiles of the group's centre, so a group reads
## as one encounter rather than a tunnel's worth of strays.
const TUNNEL_GROUP_SPREAD := 2
static func make_lobby(instance_id: int) -> Instance:
var inst := Instance.new()
inst.id = instance_id
inst.kind = Protocol.InstanceKind.LOBBY
inst.seed_value = 1
inst.world = SimWorld.new(inst.seed_value)
var built := MapGen.build(Protocol.InstanceKind.LOBBY, inst.seed_value, 0)
inst.world.set_map(built["grid"])
inst.world.portals = built["portals"]
inst.world.upgrade_npc = built["npc"]
inst.world.has_upgrade_npc = true
inst.world.spawn_point = built["spawn"]
# Nothing here to escape from, and completing the channel in the hub means
# transferring to the hub -- see SimWorld.escape_enabled.
inst.world.escape_enabled = false
# The hub is where a run's damage is paid off. Arriving used to heal you to
# full, which made health free between runs; ten seconds of standing here
# does the same job at a price.
inst.world.regen_percent_per_sec = SimConfig.LOBBY_HP_REGEN_PERCENT_PER_SEC
inst.state = State.ACTIVE
# A single inert practice target so players can feel out the gun before
# committing to a run.
inst.world.spawn_enemy(Content.dummy(), built["dummy"])
return inst
## [param dungeon] picks the flavour of run. The map, the rooms, the enemies and
## the boss are the same whichever is chosen; only how much health they have and
## how freely they drop differs. See [Dungeons].
static func make_dungeon(instance_id: int, dungeon_seed: int, dungeon_depth: int = 1,
dungeon: StringName = &"") -> Instance:
var inst := Instance.new()
inst.id = instance_id
inst.kind = Protocol.InstanceKind.DUNGEON
inst.seed_value = dungeon_seed
inst.depth = maxi(dungeon_depth, 1)
inst.dungeon_id = dungeon if not dungeon.is_empty() else Dungeons.default_id()
inst.world = SimWorld.new(dungeon_seed)
var flavour := Dungeons.get_or_default(inst.dungeon_id)
var built := MapGen.build(Protocol.InstanceKind.DUNGEON, dungeon_seed,
inst.depth, flavour.arena)
inst.world.set_map(built["grid"])
inst.rooms = built["rooms"]
inst.tunnels = built["tunnels"]
inst.boss_spawn = built["boss_pos"]
inst.boss_room = built["boss_room"]
inst.world.spawn_point = built["spawn"]
# Arriving into a fight already in progress needs a moment of protection;
# arriving in the hub does not.
inst.world.spawn_grace_ticks = SimConfig.SPAWN_GRACE_TICKS
inst.boss_id = built["boss_id"]
inst.state = State.FORMING
inst._populate()
return inst
## Enemies are placed once, per room, at generation -- not spawned in waves.
## A dungeon you explore has to be populated before you arrive in it: waves
## would make the map's contents depend on when you walk in rather than where,
## and aggro range would have nothing left to gate.
func _populate() -> void:
var rng := RandomNumberGenerator.new()
rng.seed = seed_value ^ 0x5eed
var flavour := Dungeons.get_or_default(dungeon_id)
var boss := world.spawn_boss(flavour.apply_to_boss(Content.boss(boss_id)))
boss.pos = boss_spawn
boss.room = _room_rect_world(boss_room)
GameLog.info("instance", "BOSS_SPAWNED %s in instance %d" % [boss_id, id])
if GameOpts.boss_rush:
return # dev switch: an empty dungeon with just the fight in it
for i in rooms.size():
# Room 0 holds the entrance; arriving into a fight you cannot see yet
# is not a decision, it is an ambush.
if i == 0:
continue
var r: Rect2i = rooms[i]
var count := rng.randi_range(1, 3 + depth / 2)
for _n in count:
var def := flavour.apply_to_enemy(_pick_enemy(rng))
var tx := rng.randi_range(r.position.x + 1, r.end.x - 2)
var ty := rng.randi_range(r.position.y + 1, r.end.y - 2)
var at := world.map.tile_centre(tx, ty)
if world.map.circle_blocked(at, def.radius):
continue
world.spawn_enemy(def, at, rng.randi_range(0, 120))
# After every room, so adding tunnel groups leaves each room's population
# exactly what that seed always produced.
_populate_tunnels(rng, flavour)
## Now and then, a group of enemies in a tunnel.
##
## Never within aggro range of the entrance, by the same reasoning room 0 is
## left empty: arriving into a fight you cannot see yet is not a decision, it
## is an ambush. And never a lone straggler -- if a leg cannot fit at least
## TUNNEL_GROUP_MIN, it gets nobody.
func _populate_tunnels(rng: RandomNumberGenerator, flavour: DungeonDef) -> void:
var clear_of_spawn := _widest_aggro() + MapGrid.TILE * 2.0
for leg in tunnels:
# Every leg rolls the same three numbers whether or not it is used, so
# one tunnel's dice never depend on another tunnel's shape.
var roll := rng.randf()
var pick := rng.randi()
var size := rng.randi_range(TUNNEL_GROUP_MIN, TUNNEL_GROUP_MAX)
if roll >= TUNNEL_GROUP_CHANCE:
continue
var open := _tunnel_tiles(leg)
if open.size() < TUNNEL_GROUP_MAX * 2:
continue
var centre: Vector2i = open[pick % open.size()]
var def := flavour.apply_to_enemy(_pick_enemy(rng))
var spots: Array[Vector2] = []
for t in open:
if absi(t.x - centre.x) > TUNNEL_GROUP_SPREAD \
or absi(t.y - centre.y) > TUNNEL_GROUP_SPREAD:
continue
var at := world.map.tile_centre(t.x, t.y)
# Per member, not per group: members stand up to two tiles off the
# centre, so a centre that clears the entrance does not mean every
# member does.
if at.distance_to(world.spawn_point) < clear_of_spawn:
continue
if not world.map.circle_blocked(at, def.radius):
spots.append(at)
if spots.size() < TUNNEL_GROUP_MIN:
continue
for i in range(spots.size() - 1, 0, -1):
var j := rng.randi_range(0, i)
var held := spots[i]
spots[i] = spots[j]
spots[j] = held
for i in mini(size, spots.size()):
# A fresh definition per member: apply_to_enemy mutates in place,
# and sharing one object would scale it once per member.
var member := def if i == 0 else flavour.apply_to_enemy(Content.enemy(def.id))
world.spawn_enemy(member, spots[i], rng.randi_range(0, 120))
## Floor tiles of [param leg] that are tunnel rather than room: clear of every
## room by a tile, so a group is never standing in a doorway, and outside the
## boss arena.
func _tunnel_tiles(leg: Rect2i) -> Array[Vector2i]:
var out: Array[Vector2i] = []
for ty in range(leg.position.y, leg.end.y):
for tx in range(leg.position.x, leg.end.x):
if world.map.at(tx, ty) != MapGrid.Kind.FLOOR:
continue
var here := Vector2i(tx, ty)
if boss_room.has_point(here):
continue
var in_room := false
for r in rooms:
if r.grow(1).has_point(here):
in_room = true
break
if not in_room:
out.append(here)
return out
## The furthest any enemy in the game notices a player from.
static func _widest_aggro() -> float:
var widest := 0.0
for id in Content.ALL_ENEMIES:
widest = maxf(widest, Content.enemy(id).aggro_range)
return widest
func _pick_enemy(rng: RandomNumberGenerator) -> EnemyDef:
var roll := rng.randf()
if roll < 0.4:
return Content.drifter()
if roll < 0.75:
return Content.turret()
return Content.stalker()
## Tile-space room rect to world space, for confining a boss to its arena.
func _room_rect_world(r: Rect2i) -> Rect2:
if r.size == Vector2i.ZERO:
return Rect2()
var lo := world.map.tile_centre(r.position.x + 1, r.position.y + 1)
var hi := world.map.tile_centre(r.end.x - 2, r.end.y - 2)
return Rect2(lo, hi - lo)
func add_peer(peer_id: int, display_name: String) -> void:
if not peers.has(peer_id):
peers.append(peer_id)
world.add_player(peer_id, display_name)
func remove_peer(peer_id: int) -> void:
peers.erase(peer_id)
world.remove_player(peer_id)
## Drop a peer from the send list but leave its player in the world. Used when a
## connection dies: the body stays behind, still killable, channelling its way
## out (see SimPlayer.linkdead), while we stop trying to send to a dead socket.
func detach_peer(peer_id: int) -> void:
peers.erase(peer_id)
var p: SimPlayer = world.players.get(peer_id)
if p != null:
p.linkdead = true
## Peers we still talk to. Linkdead bodies are not counted -- an instance whose
## only occupant has dropped should wind down, not wait on a ghost.
func is_empty() -> bool:
return peers.is_empty()
## True while a dropped player is still resolving its escape channel. Keeps the
## instance alive just long enough for that to finish.
func has_linkdead() -> bool:
for p in world.players.values():
if p.linkdead:
return true
return false
## Whole seconds until a cleared dungeon returns its party, or
## Protocol.COUNTDOWN_NONE when that does not apply.
func exit_countdown_seconds() -> int:
if state != State.CLEARED:
return Protocol.COUNTDOWN_NONE
return mini(int(ceil(float(stage_delay) / float(SimConfig.TICK_RATE))),
Protocol.COUNTDOWN_NONE - 1)
## [param dungeon] has to match: walking into the Proving Grounds portal must
## never drop you into a standard run that happens to still be forming, however
## conveniently timed.
func accepts_new_party_member(dungeon: StringName) -> bool:
return kind == Protocol.InstanceKind.DUNGEON \
and dungeon_id == dungeon \
and state == State.FORMING \
and peers.size() < SimConfig.DUNGEON_PARTY_MAX
func step() -> void:
age += 1
world.step()
if kind == Protocol.InstanceKind.DUNGEON:
_step_dungeon()
## The dungeon is fully populated at generation, so all that is left to track
## is the party forming and the boss dying.
func _step_dungeon() -> void:
if stage_delay > 0:
stage_delay -= 1
return
if state == State.CLEARED:
return
if state == State.FORMING:
if age >= SimConfig.DUNGEON_FORMING_TICKS or peers.size() >= SimConfig.DUNGEON_PARTY_MAX:
state = State.ACTIVE
return
if world.boss != null and not world.boss.alive:
state = State.CLEARED
stage_delay = SimConfig.DUNGEON_CLEARED_EXIT_TICKS
GameLog.info("instance", "instance %d CLEARED, returning party in %ds" % [
id, SimConfig.DUNGEON_CLEARED_EXIT_TICKS / SimConfig.TICK_RATE])
func _live_enemy_count() -> int:
var n := 0
for e in world.enemies.values():
if e.alive:
n += 1
return n