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transcience/src/sim/bullet_pool.gd
T
claude 7af439341d
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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

186 lines
5.2 KiB
GDScript

class_name BulletPool
extends RefCounted
## Bullets are plain data in parallel arrays, never nodes. A bullet-hell spawns
## thousands of them per second; one Node2D + Area2D each would dominate both
## the frame budget and the network. Everything here is integrated by hand so
## the server can run it headless and a unit test can run it with no SceneTree.
var pos := PackedVector2Array()
var vel := PackedVector2Array()
var radius := PackedFloat32Array()
## Scalar acceleration along the current heading, units/sec^2.
var accel := PackedFloat32Array()
## Heading change per tick, radians. Non-zero makes the bullet curve.
var turn := PackedFloat32Array()
var life := PackedInt32Array()
var damage := PackedInt32Array()
## Network identity. Stable for the bullet's whole life, 0 in a free slot.
var uid := PackedInt32Array()
var team := PackedByteArray()
var kind := PackedByteArray()
var alive := PackedByteArray()
## The geometry bullets die against. Set by the owning SimWorld; identical on
## server and client, which is what keeps the replica in step.
var map: MapGrid = null
var live_count := 0
## Exclusive upper bound over slots that have ever been used, so the hot loops
## do not walk the whole 4096-slot table while the arena is nearly empty.
var high_water := 0
var _free := PackedInt32Array()
var _next_uid := 1
## Slots spawned since the last [method clear_spawn_log]. The server turns this
## into BULLET_SPAWN events; the client replica ignores it because its bullets
## arrive from the wire already.
var spawn_log := PackedInt32Array()
## uids of bullets killed by hitting solid geometry this tick. Lifetime and
## out-of-bounds deaths are NOT recorded: both sides can derive those from the
## spawn event alone. A wall death cannot be derived by a client that has not
## been streamed that wall yet, so the server announces those explicitly --
## otherwise partial map knowledge shows bullets sailing through walls.
var wall_kill_log := PackedInt32Array()
func _init() -> void:
var n := SimConfig.MAX_BULLETS
pos.resize(n)
vel.resize(n)
radius.resize(n)
accel.resize(n)
turn.resize(n)
life.resize(n)
damage.resize(n)
uid.resize(n)
team.resize(n)
kind.resize(n)
alive.resize(n)
func clear() -> void:
for i in high_water:
alive[i] = 0
uid[i] = 0
_free.clear()
spawn_log.clear()
wall_kill_log.clear()
live_count = 0
high_water = 0
## Allocate a slot. Returns the slot index, or -1 when the pool is saturated.
## [param forced_uid] is used by the client replica so its bullets carry the
## same identity the server assigned.
func spawn(p: Vector2, v: Vector2, r: float, lifetime: int, dmg: int,
bullet_team: int, bullet_kind: int, bullet_accel: float = 0.0,
bullet_turn: float = 0.0, forced_uid: int = 0) -> int:
var slot := -1
if not _free.is_empty():
slot = _free[_free.size() - 1]
_free.remove_at(_free.size() - 1)
elif high_water < SimConfig.MAX_BULLETS:
slot = high_water
high_water += 1
else:
return -1
pos[slot] = p
vel[slot] = v
radius[slot] = r
accel[slot] = bullet_accel
turn[slot] = bullet_turn
life[slot] = lifetime
damage[slot] = dmg
team[slot] = bullet_team
kind[slot] = bullet_kind
alive[slot] = 1
if forced_uid != 0:
uid[slot] = forced_uid
else:
uid[slot] = _next_uid
_next_uid += 1
live_count += 1
spawn_log.append(slot)
return slot
func clear_spawn_log() -> void:
spawn_log.clear()
wall_kill_log.clear()
func despawn(slot: int) -> void:
if alive[slot] == 0:
return
alive[slot] = 0
uid[slot] = 0
live_count -= 1
_free.append(slot)
func find_by_uid(target_uid: int) -> int:
for i in high_water:
if alive[i] == 1 and uid[i] == target_uid:
return i
return -1
## Advance every live bullet one tick. Bullets that expire or leave the arena
## die here on both server and client without any network traffic, because both
## sides run this identical integration.
func step() -> void:
var dt := SimConfig.TICK_DELTA
for i in high_water:
if alive[i] == 0:
continue
var v := vel[i]
if turn[i] != 0.0:
v = v.rotated(turn[i])
if accel[i] != 0.0:
var speed := v.length()
if speed > 0.0001:
v = v * ((speed + accel[i] * dt) / speed)
vel[i] = v
var p: Vector2 = pos[i] + v * dt
pos[i] = p
life[i] -= 1
if life[i] <= 0:
despawn(i)
continue
# Bounds first: out-of-bounds tiles read as WALL by design (that is what
# seals the world), so testing geometry first would report every bullet
# that simply left the map as a wall kill and announce it needlessly.
if Movement.outside_map(p, map):
despawn(i)
continue
if map != null and map.bullet_blocked(p):
wall_kill_log.append(uid[i])
despawn(i)
## Fast-forward a single bullet. The client uses this so a bullet that spawned
## on the server N ticks ago appears where it should be now instead of popping
## in at the muzzle a round-trip late.
func advance_slot(slot: int, ticks: int) -> void:
var dt := SimConfig.TICK_DELTA
for _i in ticks:
if alive[slot] == 0:
return
var v := vel[slot]
if turn[slot] != 0.0:
v = v.rotated(turn[slot])
if accel[slot] != 0.0:
var speed := v.length()
if speed > 0.0001:
v = v * ((speed + accel[slot] * dt) / speed)
vel[slot] = v
pos[slot] = pos[slot] + v * dt
life[slot] -= 1
if life[slot] <= 0 or Movement.bullet_stopped(pos[slot], map):
despawn(slot)
return