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
24 lines
792 B
GDScript
24 lines
792 B
GDScript
class_name EmitContext
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extends RefCounted
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## Everything an emitter is allowed to see. Keeping this narrow is what lets a
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## unit test fire a boss pattern into a bare [BulletPool] with no world at all.
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var pool: BulletPool
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## Where the shots come from (the emitting actor's position).
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var origin := Vector2.ZERO
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## Nearest live player, used by aimed emitters. Falls back to [member origin]
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## plus a down vector when nobody is alive.
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var target := Vector2.ZERO
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var has_target := false
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## Ticks since the emitting actor entered its current phase.
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var local_tick := 0
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## How many times this emitter has fired in this phase. Drives spin/step.
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var shot_index := 0
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var rng: RandomNumberGenerator
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func aim_angle() -> float:
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if not has_target:
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return PI * 0.5
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return (target - origin).angle()
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