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Crusenho's Complete UI Essential Pack is CC BY 4.0 -- redistributable and
commercial-friendly, confirmed from the License.txt the pack itself ships --
so unlike the two bdragon packs a subset is committed: twelve PNGs, 48 KB,
under assets/sprites/ui/. Only what is used, because each committed PNG costs
a Godot .import sidecar and a directory nothing references is one nobody
prunes.
UiTheme builds a Theme in code from it -- button states, panels, line edits --
and every screen roots itself through UiTheme.themed_root(). The HUD's bars are
the pack's frame with a tinted fill, drawn as three horizontal slices because
Godot's nine-patch lives on nodes and the HUD is drawn rather than built from
controls. Inventory slots use the pack's slot art at exactly twice the source
size; a non-integer scale on a 1px border reads as a wobble along every edge.
The credits screen is the other half of the request and it is a licence
obligation, not a nicety: two packs are now CC BY, which asks for attribution
"in any reasonable manner", and a markdown file in a source repo is not
reasonable for someone who downloaded a build. Settings -> Credits shows every
source with its terms and a link to the licence text. test_credits.gd asserts
CREDITS.md and docs/ASSETS.md name every entry, so the three cannot drift.
Two things found by actually looking at the screen, which is the point:
- The FIRST version of this styled nothing. A Control inherits its theme from
Control ANCESTORS only, and the chain breaks at the first plain Node or
CanvasLayer -- which is every screen here. get_window().theme set the
property, changed nothing, and read as correct. check.sh, 458 tests and a
clean smoke run all passed with the entire interface unstyled. The theme
test now instantiates every screen and asks what its buttons resolve.
- The settings screen showed Fire bound to the right mouse button, because
the test suite was writing the player's real user://settings.cfg --
rebinding calls save() and nothing had redirected the path. Settings.path
is now redirectable, the fixture points it at a scratch file, and a test
asserts the default is still the player's own.
tools/screenshot.tscn is what found both. It boots the client windowed and
saves the menus, the HUD, settings and credits. Manual, needs a display, and
the only thing in the project that can tell you the interface rendered.
check.sh clean, 460 tests, SMOKE PASS, all four diagnostics green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
258 lines
16 KiB
Markdown
258 lines
16 KiB
Markdown
# Transcience
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Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend.
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Godot 4.7, GDScript only. One executable is both server and client.
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**Starting a new session?** [docs/ROADMAP.md](docs/ROADMAP.md) says what is
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built, what is next, and which file implements each feature.
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[docs/DECISIONS.md](docs/DECISIONS.md) records what the user has already decided
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and why — read it before asking a design question, several answers there are not
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the obvious default.
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## Commands
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```bash
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tools/check.sh # parse-check every script (~5s) -- run after every edit
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tools/test.sh # GUT suite, headless (~3s)
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tools/smoke.sh # real server + 4 bot clients over ENet (~40s)
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tools/server.sh # dedicated server
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tools/client.sh --listen # host and play, no menu
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```
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Diagnostics. Each runs as a *scene* (they need the `Net` autoload) and exits
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non-zero on failure, so they gate like tests:
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```bash
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godot --headless --path . res://tools/diag_prediction.tscn # prediction gap; injects clock drift
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godot --headless --path . res://tools/diag_progression.tscn # kill -> xp -> level -> death -> roster
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godot --headless --path . res://tools/diag_loot.tscn # drop -> pick up -> persist -> use -> drop
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godot --headless --path . res://tools/diag_upgrades.tscn # level -> choice -> taken at the NPC -> new stats
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godot --headless --path . --script tools/bench.gd # sim cost per tick
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python3 tools/build_local_assets.py # rebuild the local-only bullet atlas
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SHOT_DIR=/tmp/shots godot --path . res://tools/screenshot.tscn # capture the menus and HUD (needs a display)
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```
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`diag_progression`, `diag_loot` and `diag_upgrades` exist because the bot smoke
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test cannot cover any of them: bots are poor shots, so they rarely kill
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anything, which means they neither earn levels, produce drops, nor ever reach
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the quartermaster.
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Everything after `--` goes to `GameOpts.parse()`:
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| Flag | Effect |
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| --- | --- |
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| `--server` | Dedicated server, no view. |
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| `--join` | Skip the menu and connect. |
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| `--listen` | Skip the menu and host a listen server with a local player. |
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| `--bot` | Scripted input instead of the keyboard. Implies `--join`. |
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| `--host`, `--port`, `--name` | Connection details. |
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| `--autoquit N` | Quit after N physics ticks. |
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| `--boss-rush` | Server-side: dungeons spawn the boss and no trash. |
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| `--depth N` | Server-side: depth of new dungeons, which drives map size. |
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| `--account N` | Client-side: override the local account, so several clients can coexist on one machine. |
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| `--store PATH` | Server-side: character store location. Use a scratch path in tests. |
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| `--verbose` / `--quiet` | Log level. |
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A change is done when `check.sh`, `test.sh` and — if it touched networking,
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instances or the simulation — `smoke.sh` all pass. Say so explicitly; do not
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report a networking change as working on the strength of unit tests alone.
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## Hooks
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`tools/install-hooks.sh` once per clone (points `core.hooksPath` at
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`.githooks/`, committed in the repo — plain bash, no `pre-commit` framework, so
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cloning costs nothing extra to run tools/*.sh). Own `.gd` files (not vendored
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`addons/`) trigger `check.sh` + `test.sh` on commit (~7s); `smoke.sh` runs on
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push (~35s, skip deliberately with `SKIP_SMOKE_HOOK=1 git push`).
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## The one rule
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**The server decides everything; the client only sends intent.**
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A client can send exactly two things: an [InputFrame] (move vector, aim angle,
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five button bits, an inventory slot) and a handshake — plus the two low-rate
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character-roster requests, which are also pure intent. There is no message for
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"I moved here", "I hit that", "I took damage", "my escape finished" or "I now
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own this item". Adding one would collapse the whole security model, so don't —
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validate-after-the-fact is strictly weaker than having no code path at all.
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When a new player action needs a message, look at whether it fits in the input
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frame first. Item use and drop did, and got the redundancy, the replay guard and
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the per-tick rate limit for free. The cost was one rule: anything in the input
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frame that must not repeat has to be **edge-triggered** (see `prev_buttons`),
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because frames are resent and a starved server coasts on the last one it holds.
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`SimWorld.authoritative` is `true` on the server and `false` on the client. In
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replica mode the world runs no AI, fires no emitters and resolves no hits; it
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only integrates bullets it was told about. `tests/unit/test_server_authority.gd`
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and `tests/integration/test_replica_parity.gd` pin this down.
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## Layout
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| Path | What lives there |
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| --- | --- |
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| `src/sim/` | The whole game as plain RefCounted objects. No nodes, no physics server, no rendering. |
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| `src/actors/` | Data-only `Resource` definitions: `EnemyDef`, `BossDef`, `ItemDef`, `LootDrop`, `DungeonDef`, `UpgradeDef`. Shapes, not instances. |
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| `src/sim/patterns/` | Bullet emitters — the authoring surface for every enemy and boss. Emitters are stateless: they are shared resources, and two bosses of the same kind must not stomp each other. |
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| `src/sim/map_grid.gd` | Tile grid: collision, line of sight, chunk streaming. |
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| `src/sim/map_gen.gd` | Dungeon generation; `build()` is the only entry point. |
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| `src/content/rooms.gd` | Hand-authored room stamps (hub, boss arenas) as text. |
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| `src/meta/` | Accounts, characters, persistence, XP curve. Server-owned. |
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| `src/content/content.gd` | All enemies and bosses, defined in code. Source of truth. |
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| `src/content/items.gd` | All items, same idea. `Items.ORDER` is the wire format — append only. |
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| `src/content/dungeons.gd` | The kinds of run. `Dungeons.ORDER` is both a wire format and the hub's portal order. |
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| `src/content/upgrades.gd` | The seven upgrades and their draw weights. `Upgrades.ORDER` is a wire format. |
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| `src/net/` | Codec, `ServerRuntime`, `ClientRuntime`. |
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| `src/instances/` | Lobby hub and dungeon runs. |
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| `src/view/`, `src/ui/` | Read-only rendering. Never decides anything. |
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| `src/core/settings.gd` | Client-local preferences: key bindings and volumes. Never reaches the server. |
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| `src/core/credits.gd` | Every third-party asset and its licence. Two are CC BY, so this is a legal requirement, not a nicety. |
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| `src/view/ui_theme.gd` | The control theme, built in code from the UI pack. |
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| `src/autoload/net.gd` | The only autoload. RPC surface. |
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| `tools/` | Headless tooling. |
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The simulation must not import anything from `src/net/`, `src/view/` or
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`src/ui/`, and must not touch `Net`. That is what lets tests drive a thousand
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ticks in milliseconds with no SceneTree.
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## Godot gotchas that will waste your time
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1. **New `class_name` needs a cache refresh.** `.godot/global_script_class_cache.cfg`
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is only rebuilt by the editor or `godot --headless --path . --import`.
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Until then every use of the new class reports `Identifier not declared`,
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which looks like a real error. `check.sh` does the refresh for you.
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2. **Autoload names do not resolve under `--script`.** A `--script` run has no
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main loop, so `Net` is `Identifier not found`. Tools that need autoloads must
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run as a scene (see `tools/check.tscn`); tools that don't can use `--script`.
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This is why `GameLog` and `GameOpts` are static classes rather than autoloads.
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3. **`ResourceLoader.load()` returns non-null for a broken script.** Never test
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the return value to detect a parse error; read the engine's stderr instead.
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And never call `Script.reload()` on the script you are running — it hangs.
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4. **Input events default to `device = 16`, which matches nothing.** Bindings
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must use `device = -1`. `tools/setup_input_map.gd` generates the input map
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correctly; edit that file, not the `[input]` block in `project.godot`.
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5. **`set_anchors_preset(preset)` does not zero the offsets.** `keep_offsets`
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defaults to `false`, which despite the name means "recompute offsets to keep
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the control's *current* rect on screen" — for a freshly created Control that
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rect is `(0,0)`-sized, so it comes out pinned to the top-left corner
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regardless of the anchors. Use `set_anchors_and_offsets_preset()` for any
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Control built in code. Separately: `.position` assigns an *absolute*
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coordinate even on an anchored control; `offset_left`/`offset_top` are the
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anchor-relative ones. This combination silently broke the main menu and
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three pieces of the HUD.
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6. **A Control's theme is inherited from Control ANCESTORS only.** The chain
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breaks at the first parent that is a plain `Node` or a `CanvasLayer`, which
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here is every screen: they hang off `main.gd` or off a CanvasLayer. Setting
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`get_window().theme` therefore compiles, runs, changes the property — and
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styles nothing. Apply the theme to each screen's own root Control
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(`UiTheme.themed_root()`). `tests/unit/test_ui_theme.gd` instantiates every
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screen and asks what its buttons actually resolve, because this failure is
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invisible to every other kind of check.
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7. **`ProjectSettings.save()` drops settings equal to the engine default** and
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strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code
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in `src/main.gd` instead of trusted to `project.godot`.
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## Non-obvious invariants
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- **`ClientRuntime.process_physics_priority = -10`.** The client must sample and
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send input before `ServerRuntime` ticks, or a listen server's drawn ship sits
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a permanent tick ahead of the authoritative one and bullets trail it. Measure
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with `godot --headless --path . res://tools/diag_prediction.tscn` (~0.1px is
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healthy, 4px means the ordering broke).
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- **`PLAYER_RADIUS` (hitbox) < `PLAYER_VISUAL_RADIUS` (sprite), and
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`PLAYER_MUZZLE_OFFSET` derives from the visual one.** Prefer a visible
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near-miss over an invisible hit; keep the muzzle clear of the sprite.
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- **`INPUT_MAX_LEAD` must stay well above `INPUT_LEAD_MAX`.** The server's
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input acceptance window has to be wider than the band in which the client
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re-syncs its own numbering. Violate it and drifting clocks land in a silent
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dead zone where the server rejects everything and the client never notices —
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the ship and the authoritative position separate permanently. Pinned by
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`tests/unit/test_input_lead.gd`.
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- **Never send the map, or its seed.** Geometry is streamed per peer in chunks
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around that peer's player (`ServerRuntime._stream_map`). The seed would let
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any client regenerate the whole dungeon. `MAP_STREAM_RADIUS` must stay wider
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than `FOG_VIEW_RADIUS`, or prediction runs on terrain the client lacks.
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- **Bullet speed must stay under one tile per tick.** Wall collision samples
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position once per tick, so anything faster tunnels. Upgrades multiply bullet
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speed, so `SimConfig.MAX_BULLET_SPEED` clamps the result — without it two
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Snipers put shots through walls. Pinned by
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`test_bullet_speeds_stay_below_the_tunnelling_threshold`.
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- **A character becomes a live player only in `ServerRuntime._adopt_character`,
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from `_place`.** `SimWorld` knows nothing about characters and builds a blank
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player on every instance change, so any new path that puts someone in a world
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must go through `_place` or it hands them a level-1 body with an empty bag.
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- **A player's combat numbers are derived, never stored.** `PlayerStats.build()`
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recomputes them from the character's upgrade ids every time, so a saved stat
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cannot disagree with the upgrades that produced it. Upgrade *riders* (split
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charges, poison, erase chance) travel on the bullet instead, because a shot
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in flight must keep what it was fired with.
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- **Only `ServerRuntime` writes progression and persistence.** The simulation
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reads a player's level and max health, and moves items between the ground and
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a bag; it never grants experience, retires a character, or touches the store.
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It announces what happened and `ServerRuntime` banks it. One writer means a
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level can never disagree with the experience that earned it, and an inventory
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on disk can never disagree with the one in the world.
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- **`Items.ORDER` is a wire format.** An item's index in it is the byte that
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rides the snapshot and every item event. Append, never reorder — reordering
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makes every existing client decode a potion as a ration, so it needs a
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`Protocol.VERSION` bump. `Dungeons.ORDER` is the same, and additionally
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decides which hub portal opens which dungeon (Nth `P` marker in the lobby
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stamp → Nth entry). A dungeon names the boss arena it ends in, so adding a
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boss means giving it a dungeon or nobody will ever meet it.
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- **Which dungeon you enter comes from where you are standing, never from the
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client.** `SimWorld.portal_at()` resolves the player's server-side position
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to a portal, and the `PORTAL_USED` event carries the answer. There is no
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message that names a dungeon, and adding one would let any client pick the
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easy variant's loot rate.
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- **Loot has two visibilities, and the instanced one is enforced in the codec.**
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`NetCodec.encode_snapshot` filters items owned by another peer, exactly like
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the actor interest radius. Never move that check into the client: hiding an
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entity the client was handed defends nothing.
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- **`LocalAuthProvider` is insecure on purpose.** Any client can claim any
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account. It exists to have the same shape as Steamworks (opaque ticket in,
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64-bit account id out) so swapping is one class. Do not ship it.
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- **No contact damage.** Every enemy threatens through bullets only; touching
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one is harmless. `tests/unit/test_content.gd` enforces that every hostile has
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an emitter.
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- **A boss never leaves its arena.** `SimWorld._step_boss` clamps to
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`SimBoss.room` *after* movement. Boss rooms deliberately do not lock, so
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walking out is always an escape — which only holds if the boss cannot follow.
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- **Every actor the client draws is interpolated between snapshots.** Players,
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enemies and the boss all go through the same lerp. The boss did not for a
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long time, which is invisible while bosses stand still and looks broken the
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moment one moves.
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- **A telegraph must be visible through fog.** `WorldView._draw_telegraphs`
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ignores line of sight on purpose; everything else in the view respects it. A
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warning you cannot see is an unavoidable hit with extra steps.
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- **No i-frames.** Every bullet that touches a player lands; `spawn_grace` is
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the only invulnerable state. Do not reintroduce post-hit immunity — it makes
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dense patterns safer than sparse ones.
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- **A disconnect is not an exit.** Dropping in a dungeon keeps the player in the
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world as `linkdead`, channelling out over the same second the escape costs.
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Damage must never cancel the escape channel, or quitting beats the button.
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See [docs/NETCODE.md](docs/NETCODE.md).
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## Adding content
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A new enemy or boss is data, never code. Add a builder to
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`src/content/content.gd` returning an `EnemyDef` / `BossDef` made of the
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emitters in `src/sim/patterns/`, register its id in `enemy()` / `boss()` **and
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in `ALL_ENEMIES` / `ALL_BOSSES`** (the export tool, the renderer and the tests
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all iterate those), and add a test.
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A boss phase can move — `BossPhase.Move` is `STATIC`, `ORBIT`, `CHASE` or
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`WAYPOINTS`, handled generically in `SimWorld._move_boss`. Movement is a
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property of the phase, not of the boss. `tests/unit/test_boss.gd::test_a_brand_new_boss_needs_no_engine_changes`
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builds a boss from scratch and asserts the simulation needs no changes to run
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it — if you find yourself adding a per-boss branch to `SimWorld`, stop and add
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an emitter type instead.
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`tools/export_content.gd` writes `.tres` copies into `resources/` for tuning in
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the editor inspector. Those are an export, not the source; port changes back.
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## Style
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Typed GDScript everywhere (`untyped_declaration` is a warning). Tabs, snake_case
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files, `PascalCase` class names. Comments explain *why* a thing is the way it is —
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the netcode and anti-cheat decisions especially. Keep the existing density.
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