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
15 lines
398 B
Plaintext
15 lines
398 B
Plaintext
[gd_resource type="Resource" script_class="EnemyDef" format=3]
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[ext_resource type="Script" path="res://src/sim/patterns/bullet_emitter.gd" id="1_ajtny"]
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[ext_resource type="Script" path="res://src/actors/enemies/enemy_def.gd" id="2_i7w5w"]
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[resource]
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script = ExtResource("2_i7w5w")
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id = &"dummy"
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display_name = "Target Dummy"
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max_hp = 100000
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radius = 20.0
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contact_damage = 0
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move = 0
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visual = 3
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