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transcience/CLAUDE.md
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Stage 1: tile maps, walls, fog of war, aggro, scrolling camera
Replaces the fixed centred arena with per-world tile geometry, which is the
foundation the remaining features sit on.

- MapGrid: tile grid with three independent flags -- blocks movement, bullets,
  sight -- so a pit stops feet but not bullets or eyes, and a barricade stops
  feet and bullets but not eyes. Circle collision with per-axis sliding, and
  Bresenham line of sight shared by fog and aggro.
- MapGen: rooms and corridors generated from (seed, depth), with hand-authored
  boss arenas from Rooms stamped in first so a corridor can never carve through
  a designed fight. Reachability from spawn to boss is asserted over 40 seeds --
  "usually connected" is the failure mode that ruins one run in twenty.
- Dungeons are populated at creation, per room, instead of gating on waves. You
  explore and choose your fights; the run ends when the boss dies, not when the
  map is swept. Boss rooms have no lock, so walking out is always available.
- Aggro: enemies need range AND line of sight, so a dungeon stays quiet until
  engaged and cover actually protects.
- Hard fog, scrolling camera, and terrain rendering.

Maps are streamed per peer in chunks around that peer's player, and the seed is
deliberately NOT sent -- a client holding it could regenerate the whole dungeon,
which is a map hack for free. Stream radius (900u) is wider than view radius
(460u) because the client predicts movement against walls and simulates bullets
that die on them; the accepted cost is a cheater seeing a little further than
the fog, never the floor plan.

Partial map knowledge means wall deaths must be announced rather than derived.
A test caught the subtle half of that: out-of-bounds tiles read as WALL by
design, so checking geometry before bounds reported every bullet leaving the map
as a wall kill.

128 tests (was 103); check.sh, test.sh and smoke.sh pass. 0.26 ms/tick with 4
players and a boss, ~65x headroom.
2026-09-03 20:49:27 +02:00

8.4 KiB

Transcience

Top-down twin-stick bullet-hell with a dedicated, server-authoritative backend. Godot 4.7, GDScript only. One executable is both server and client.

Commands

tools/check.sh      # parse-check every script (~5s) -- run after every edit
tools/test.sh       # GUT suite, headless (~2s)
tools/smoke.sh      # real server + 2 bot clients over ENet (~35s)
tools/bench.gd      # godot --headless --path . --script tools/bench.gd
tools/server.sh     # dedicated server
tools/client.sh --join --name ada

Everything after -- goes to GameOpts.parse():

Flag Effect
--server Dedicated server, no view.
--join Skip the menu and connect.
--listen Skip the menu and host a listen server with a local player.
--bot Scripted input instead of the keyboard. Implies --join.
--host, --port, --name Connection details.
--autoquit N Quit after N physics ticks.
--boss-rush Server-side: dungeons spawn the boss and no trash.
--depth N Server-side: depth of new dungeons, which drives map size.
--verbose / --quiet Log level.

A change is done when check.sh, test.sh and — if it touched networking, instances or the simulation — smoke.sh all pass. Say so explicitly; do not report a networking change as working on the strength of unit tests alone.

Hooks

tools/install-hooks.sh once per clone (points core.hooksPath at .githooks/, committed in the repo — plain bash, no pre-commit framework, so cloning costs nothing extra to run tools/*.sh). Own .gd files (not vendored addons/) trigger check.sh + test.sh on commit (~7s); smoke.sh runs on push (~35s, skip deliberately with SKIP_SMOKE_HOOK=1 git push).

The one rule

The server decides everything; the client only sends intent.

A client can send exactly two things: an [InputFrame] (move vector, aim angle, three button bits) and a handshake. There is no message for "I moved here", "I hit that", "I took damage" or "my escape finished". Adding one would collapse the whole security model, so don't — validate-after-the-fact is strictly weaker than having no code path at all.

SimWorld.authoritative is true on the server and false on the client. In replica mode the world runs no AI, fires no emitters and resolves no hits; it only integrates bullets it was told about. tests/unit/test_server_authority.gd and tests/integration/test_replica_parity.gd pin this down.

Layout

Path What lives there
src/sim/ The whole game as plain RefCounted objects. No nodes, no physics server, no rendering.
src/sim/patterns/ Bullet emitters — the authoring surface for every enemy and boss.
src/sim/map_grid.gd Tile grid: collision, line of sight, chunk streaming.
src/sim/map_gen.gd Dungeon generation; build() is the only entry point.
src/content/rooms.gd Hand-authored room stamps (hub, boss arenas) as text.
src/content/content.gd All enemies and bosses, defined in code. Source of truth.
src/net/ Codec, ServerRuntime, ClientRuntime.
src/instances/ Lobby hub and dungeon runs.
src/view/, src/ui/ Read-only rendering. Never decides anything.
src/autoload/net.gd The only autoload. RPC surface.
tools/ Headless tooling.

The simulation must not import anything from src/net/, src/view/ or src/ui/, and must not touch Net. That is what lets tests drive a thousand ticks in milliseconds with no SceneTree.

Godot gotchas that will waste your time

  1. New class_name needs a cache refresh. .godot/global_script_class_cache.cfg is only rebuilt by the editor or godot --headless --path . --import. Until then every use of the new class reports Identifier not declared, which looks like a real error. check.sh does the refresh for you.
  2. Autoload names do not resolve under --script. A --script run has no main loop, so Net is Identifier not found. Tools that need autoloads must run as a scene (see tools/check.tscn); tools that don't can use --script. This is why GameLog and GameOpts are static classes rather than autoloads.
  3. ResourceLoader.load() returns non-null for a broken script. Never test the return value to detect a parse error; read the engine's stderr instead. And never call Script.reload() on the script you are running — it hangs.
  4. Input events default to device = 16, which matches nothing. Bindings must use device = -1. tools/setup_input_map.gd generates the input map correctly; edit that file, not the [input] block in project.godot.
  5. set_anchors_preset(preset) does not zero the offsets. keep_offsets defaults to false, which despite the name means "recompute offsets to keep the control's current rect on screen" — for a freshly created Control that rect is (0,0)-sized, so it comes out pinned to the top-left corner regardless of the anchors. Use set_anchors_and_offsets_preset() for any Control built in code. Separately: .position assigns an absolute coordinate even on an anchored control; offset_left/offset_top are the anchor-relative ones. This combination silently broke the main menu and three pieces of the HUD.
  6. ProjectSettings.save() drops settings equal to the engine default and strips comments. Anything load-bearing (the 60 Hz tick) is asserted in code in src/main.gd instead of trusted to project.godot.

Non-obvious invariants

  • ClientRuntime.process_physics_priority = -10. The client must sample and send input before ServerRuntime ticks, or a listen server's drawn ship sits a permanent tick ahead of the authoritative one and bullets trail it. Measure with godot --headless --path . res://tools/diag_prediction.tscn (~0.1px is healthy, 4px means the ordering broke).
  • PLAYER_RADIUS (hitbox) < PLAYER_VISUAL_RADIUS (sprite), and PLAYER_MUZZLE_OFFSET derives from the visual one. Prefer a visible near-miss over an invisible hit; keep the muzzle clear of the sprite.
  • INPUT_MAX_LEAD must stay well above INPUT_LEAD_MAX. The server's input acceptance window has to be wider than the band in which the client re-syncs its own numbering. Violate it and drifting clocks land in a silent dead zone where the server rejects everything and the client never notices — the ship and the authoritative position separate permanently. Pinned by tests/unit/test_input_lead.gd.
  • Never send the map, or its seed. Geometry is streamed per peer in chunks around that peer's player (ServerRuntime._stream_map). The seed would let any client regenerate the whole dungeon. MAP_STREAM_RADIUS must stay wider than FOG_VIEW_RADIUS, or prediction runs on terrain the client lacks.
  • Bullet speed must stay under one tile per tick. Wall collision samples position once per tick, so anything faster tunnels. Pinned by test_bullet_speeds_stay_below_the_tunnelling_threshold.
  • No contact damage. Every enemy threatens through bullets only; touching one is harmless. tests/unit/test_content.gd enforces that every hostile has an emitter.
  • No i-frames. Every bullet that touches a player lands; spawn_grace is the only invulnerable state. Do not reintroduce post-hit immunity — it makes dense patterns safer than sparse ones.
  • A disconnect is not an exit. Dropping in a dungeon keeps the player in the world as linkdead, channelling out over the same second the escape costs. Damage must never cancel the escape channel, or quitting beats the button. See docs/NETCODE.md.

Adding content

A new enemy or boss is data, never code. Add a builder to src/content/content.gd returning an EnemyDef / BossDef made of the emitters in src/sim/patterns/, register its id in enemy() / boss(), and add a test. tests/unit/test_boss.gd::test_a_brand_new_boss_needs_no_engine_changes builds a boss from scratch and asserts the simulation needs no changes to run it — if you find yourself adding a per-boss branch to SimWorld, stop and add an emitter type instead.

tools/export_content.gd writes .tres copies into resources/ for tuning in the editor inspector. Those are an export, not the source; port changes back.

Style

Typed GDScript everywhere (untyped_declaration is a warning). Tabs, snake_case files, PascalCase class names. Comments explain why a thing is the way it is — the netcode and anti-cheat decisions especially. Keep the existing density.