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transcience/docs/ROADMAP.md
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claude de48afcbd9
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Fix aiming under a scrolling camera; add status and decisions docs
The aim bug was collateral from the camera work. "Mouse relative to the centre
of the screen" WAS the cursor's world position while the world was drawn fixed
at the origin, so subtracting the player position gave the right vector. Once
the camera scrolled, that expression became the aim vector itself, and
subtracting the player position again made the ship aim at a fixed world
location -- walking around swung the crosshair with the mouse held still.

Fixed by inverting the transform the view actually draws with (world = screen -
world_view.position, published by the game scene each frame) rather than
assuming the player is centred, so it still holds if the camera later clamps at
map edges or gets shake or look-ahead. tests/unit/test_aim.gd pins it, including
the regression directly: moving the player must not move the crosshair.

Documentation, for other sessions picking this up cold:
- docs/ROADMAP.md rewritten as the status map -- every feature in the brief
  against its state and the file implementing it, the known gaps called out
  (actor interest management is the notable one), and the ten design questions
  that are genuinely unspecified and should not be guessed at.
- docs/DECISIONS.md, new: settled decisions with their reasoning, so a session
  does not re-litigate or re-ask. Several are not the obvious default -- no
  i-frames, no contact damage, non-interruptible escape, and never sending the
  map seed.
- CLAUDE.md and README point at both.

137 tests; check.sh, test.sh and smoke.sh pass.
2026-09-03 20:58:03 +02:00

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# Status and roadmap
**Read this first when picking up work.** It maps every feature in the design
brief to its current state and the files that implement it, so you can find the
relevant code without re-reading the whole project.
Design decisions that are already settled — and the reasoning behind them — live
in [DECISIONS.md](DECISIONS.md). Check there before asking the user something
that may already have an answer.
Legend: **done** · **partial** (works, with a stated gap) · **todo** (not started)
---
## Stage 1 — World and exploration · *done*
| Feature | State | Where |
| --- | --- | --- |
| Tile grid: movement / bullet / sight blocking | done | [src/sim/map_grid.gd](../src/sim/map_grid.gd) |
| Dungeon generation from (seed, depth) | done | [src/sim/map_gen.gd](../src/sim/map_gen.gd) |
| Hand-authored boss arenas and hub | done | [src/content/rooms.gd](../src/content/rooms.gd) |
| Walls, pillars, pits, barricades | done | `MapGrid.Kind` + the three `BLOCKS_*` tables |
| Enemies placed per room at creation | done | `Instance._populate()` |
| Scrolling camera | done | [src/view/game_scene.gd](../src/view/game_scene.gd) |
| Hard fog of war | done | `WorldView._draw_terrain` / `_visible` |
| Per-peer map streaming (anti map-hack) | done | `ServerRuntime._stream_map` |
| Aggro: range **and** line of sight | done | `SimWorld._aggro_target` |
| Cursor-to-world aiming under a scrolling camera | done | `ClientRuntime.screen_to_world` |
| Boss confined to its room | **partial** | `SimBoss.room` exists and bounds curtain patterns, but nothing clamps the boss — every boss is stationary today. Enforcement belongs with boss movement in Stage 5. |
| **Actor interest management** | **todo** | The known gap. `ServerRuntime._physics_process` still encodes one snapshot and sends it to every peer in the instance, so clients are told about enemies the fog then hides. Terrain is properly withheld; actors are not. **Do this first.** |
### The invariant that matters most here
Maps are streamed per peer, and the generation seed is **never** sent. See
[NETCODE.md](NETCODE.md#maps-are-streamed-never-sent). `MAP_STREAM_RADIUS` must
stay wider than `FOG_VIEW_RADIUS`, or the client predicts movement against
terrain it does not have.
---
## Stage 2 — Characters, persistence, levels · *todo, next*
Depends on nothing in Stage 1 except a place to stand. Blocked only on the
identity layer, which is decided but unbuilt.
| Feature | Notes |
| --- | --- |
| Identity abstraction | Shaped like Steamworks so it swaps out cleanly: opaque ticket from client → server validates → stable 64-bit account id (a SteamID64 stand-in). Local dev provider persists a generated id in `user://`. See [DECISIONS.md](DECISIONS.md#identity). |
| Character store | Server-side, keyed by account id. Needs a schema and a file format; nothing persistent exists in the project today. |
| Up to 5 characters, random colour each | Colour is a placeholder for a later cosmetic system. |
| Last-played character auto-selected on join | |
| Permadeath → mark inactive, never delete | Archival/troubleshooting. Confirm whether the 5-character cap counts only *active* characters. |
| Death flow: pick another character or create one | Replaces today's "return to hub" button, which currently just revives you. |
| Levels 115, +10 max HP per level | Confirm whether level 1 is 100 HP (→ 240 at cap) or 110. |
| XP from kills, bosses worth much more | First full dungeon should give slightly more than one level. |
Current behaviour to replace: `SimPlayer` has no identity beyond a peer id;
`ServerRuntime.peer_names` is client-supplied and trusted for display only.
---
## Stage 3 — Upgrades · *todo*
| Feature | Notes |
| --- | --- |
| Lobby NPC, 3 random choices per level gained | Confirm whether unclaimed level-ups queue. |
| Every upgrade also grants +5% damage, additive | Displayed on the choice alongside its specific effects. |
| Upgrade list | split shot, glass cannon, spread, sniper, doubleshot (rarer), poison (rare), eraser (legendary) |
| Rarity weights | **Unspecified.** Needs numbers. |
| Damage stacking formula | **Unspecified.** Sniper is explicitly multiplicative; the rest read as additive. Order needs pinning down before any of it is built. |
| "Chosen upgrades" screen | |
Damage is currently the constant `SimConfig.PLAYER_BULLET_DAMAGE`; upgrades turn
it into a per-player computed stat, so `SimWorld._fire_player_shot` grows a
stats block. Several upgrades (split, spread, doubleshot) change how many
bullets spawn per shot, so they belong in the same place.
---
## Stage 4 — Inventory and loot · *todo*
| Feature | Notes |
| --- | --- |
| Small always-on-screen inventory | Slot count unspecified. |
| Health potions: rare from trash, guaranteed from bosses | |
| World-shared loot | Player-instanced loot planned later. |
| A unique, useless food item from bosses | Exists specifically to test player-instanced loot. Confirm whether it should be instanced *now* or just marked for it. |
| Dropping items so others can pick them up | |
---
## Stage 5 — Boss features and new bosses · *todo*
| Feature | State |
| --- | --- |
| Stationary phases | done — every current phase |
| Roaming / chasing within the boss room | todo; needs `SimBoss.room` clamping (see Stage 1 partial) |
| Phases that move to preset locations | todo |
| Attacks spawned at a distance with a telegraph indicator | todo — new event type plus a renderer, and it must survive fog |
| More bosses | partial — `Rooms.choir_vault()` is authored but has no `BossDef` yet |
The boss format itself is proven: `tests/unit/test_boss.gd` builds a boss from
scratch and asserts the simulation needs no changes to run it. Movement will be
the first thing that format has not covered, so expect `BossPhase` to gain a
movement field rather than `SimWorld` gaining a branch.
---
## Deliberate omissions
Not oversights — each was considered and rejected for now, with the reasoning in
[NETCODE.md](NETCODE.md) or [DECISIONS.md](DECISIONS.md):
- **Lag compensation.** Rewinding to a shooter's view means a player who dodged
still gets hit; wrong trade for this genre.
- **Snapshot delta compression.** Fine at current actor counts.
- **DTLS / encryption.** `ENetMultiplayerPeer` supports it. Required before any
public server, not before then.
- **Pattern-level bullet replication.** A real bandwidth win that couples the
client to emitter behaviour.
- **`MultiplayerSynchronizer` / `MultiplayerSpawner`.** Right tools, wrong shape
for a bullet hell — see [ARCHITECTURE.md](ARCHITECTURE.md).
---
## Open questions for the user
Genuinely unspecified; do not guess at these, they change the design:
1. Damage stacking order — additive pool then multiplicative, or something else?
2. Rarity weights for the four upgrade tiers.
3. Split shot geometry: ±22.5° from the original heading, or 45° to each side?
4. Poison: do applications stack, or refresh a single DoT?
5. Eraser: does it delete *enemy bullets* it passes through?
6. Inventory slot count.
7. Do unclaimed level-ups queue at the NPC?
8. Does the 5-character cap count only active characters?
9. Glass cannon's 50% health: of base HP, or of levelled max HP?
10. What advances dungeon depth? `--depth` is a dev flag; nothing raises it in play.