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Documentation pass before context compaction
The roadmap was actively misleading: an earlier stage renumbering left Stage 2's
completed work sitting under a "Stage 3 -- todo" heading, and the inventory
table orphaned with no heading at all. Since that file is the primary handoff
document, a fresh session would have started by re-implementing accounts and
characters. Rewritten.

Captured in full, from the original brief rather than from memory, the two
stages not yet built:

- Stage 3 (inventory and loot): 4 slots, potions rare from trash and guaranteed
  from bosses, world-shared loot, and the player-instanced food item -- with a
  note that two loot visibilities must exist from the start, because proving the
  instanced path works is the food item's entire purpose.
- Stage 4 (upgrades): every upgrade with its exact stated effect, plus the two
  constraints it will collide with -- sniper's 2x bullet speed against the
  tunnelling threshold, and per-player bullet travel against the interest radius
  that test_interest.gd currently derives from static content.

Ten open questions are listed as explicitly do-not-guess, seven of them blocking
Stage 4.

ARCHITECTURE.md still claimed "the arena is a rectangle" and "no tilemap
collision", both untrue since Stage 1. Rewritten around MapGrid, with what the
grid costs (axis-aligned, 32px-quantised, bullets under a tile per tick) rather
than only what it buys.

Added a "verification traps" section to WORKFLOW.md recording six mistakes made
during this work, each of which cost a round trip of reporting something fixed
that was not: verifying the artefact rather than the behaviour, dumping the
wrong channel, measuring a configuration where the bug cannot exist, a test
whose setup silently invalidated it, git checkout reverting real work alongside
a probe, and a pattern edit matching in two files. They are specific enough to
be actionable.

Also documented the diagnostics in CLAUDE.md -- they were undiscoverable -- and
recorded the current verification surface so "everything passes" has a stated
meaning.

206 tests, 15 smoke assertions, both diagnostics pass.
2026-09-04 20:34:45 +02:00

7.4 KiB

Architecture

The shape

				 ┌──────────────────────────────────────────┐
				 │  src/sim/  -- plain RefCounted objects    │
   authoritative │  SimWorld, SimPlayer, SimEnemy, SimBoss,  │ replica
   (server)      │  BulletPool, emitters                     │ (client)
				 │  no nodes · no physics · no rendering     │
				 └───────────────┬──────────────────────────┘
								 │
		┌────────────────────────┼────────────────────────┐
		│                        │                        │
┌───────▼────────┐      ┌────────▼────────┐      ┌────────▼────────┐
│ src/instances/ │      │    src/net/     │      │  src/view/ ui/  │
│ lobby, dungeon │      │ codec, server & │      │ read-only draw  │
│ progression    │      │ client runtimes │      │                 │
└────────────────┘      └────────┬────────┘      └─────────────────┘
								 │
						┌────────▼────────┐
						│ src/autoload/   │
						│ net.gd (RPC)    │
						└─────────────────┘

Dependencies point inwards only. src/sim/ imports nothing from net, view, ui or instances, and never touches the Net autoload. That is what makes the simulation runnable in a unit test, in a headless server and inside a client without a single conditional.

Why the simulation is not made of nodes

Godot's instinct is CharacterBody2D + Area2D + MultiplayerSynchronizer. This project deliberately does not, for four reasons:

  1. Bullet count. Hundreds of live bullets. A node and an Area2D each would cost more than the entire simulation does. BulletPool is parallel packed arrays; a tick over ~350 bullets costs 0.24 ms including AI and hit checks.
  2. Headless cost. The dedicated server allocates no nodes and touches no physics server.
  3. Testability. A SimWorld is SimWorld.new(). The suite drives thousands of ticks in ~2 s with no SceneTree, no awaits and no frame timing.
  4. Replication control. MultiplayerSynchronizer is excellent for prototyping and wrong for this shape: it would replicate per-bullet state and saturate the link. See NETCODE.md.

The trade is that there is no physics engine, so collision is hand-written. Since Stage 1 that means a tile grid (MapGrid): circle-vs-tile for actors, a point test for bullets, and Bresenham line of sight shared by fog and aggro. Actor-vs-actor hits stay circle-vs-circle, which is the genre convention anyway.

That was the right call rather than a compromise: the same grid answers collision, sight, and per-peer interest management as array lookups. On arbitrary polygons all three become intersection tests, and the fog query in particular stops being cheap enough to run every frame.

What it costs: geometry is axis-aligned and 32px-quantised, and bullets must travel less than one tile per tick or the point test steps over walls (pinned by test_bullet_speeds_stay_below_the_tunnelling_threshold).

Where the layers sit now

Stage 1 and 2 added two things worth knowing before reading any file:

  • Geometry is per-world. There is no global arena. SimWorld.map is a MapGrid; the hub and every dungeon have their own, and the client holds a partial copy streamed to it in chunks.
  • src/meta/ is server-only. Accounts, characters, levels and experience live there. The simulation reads a player's level and maximum health; it never writes progression. One writer means a level cannot disagree with the experience that earned it.

Tick

Everything runs on Godot's physics tick, pinned to 60 Hz in src/main.gd (asserted in code, because project.godot drops settings equal to the engine default). SimConfig holds every constant both sides must agree on; per-machine options live in GameOpts and must never affect the simulation.

Content pipeline

BulletEmitter (Resource, abstract)
├── RingEmitter          count, arc, spin per shot   -> rings and spirals
├── AimedSpreadEmitter   fan at nearest player       -> punishes standing still
├── WallGapEmitter       curtain with a sliding gap  -> forces a committed dodge
└── ArcSweepEmitter      rotating arms               -> forces tracking

EnemyDef  = stats + movement enum + emitters
BossPhase = hp threshold + telegraph + looping timeline of emitters
BossDef   = stats + ordered phases

SimWorld._run_emitters() is shared by enemies and bosses, so any pattern can be dropped on either. A boss is four phases layering one idea at a time; a new boss is a new function in src/content/content.gd and zero simulation changes.

Entry point

One executable, one src/main.tscn. GameOpts.parse() reads the command line after --:

  • --serverServerRuntime, no view, max_fps pinned to the tick rate.
  • --join / --bot → connect immediately, skipping the menu.
  • otherwise → the connect menu, which can also start a listen server.

File map

File Role
src/core/sim_config.gd Every constant server and client must agree on.
src/core/movement.gd Pure movement + overlap helpers. Shared by prediction.
src/core/game_log.gd, game_opts.gd Static; usable from tools and tests.
src/sim/sim_world.gd The simulation. Authority flag decides what runs.
src/sim/bullet_pool.gd Struct-of-arrays bullet storage and integration.
src/sim/input_frame.gd The only thing a client may assert about itself.
src/net/net_codec.gd Snapshot / event / input binary codecs.
src/net/server_runtime.gd Instances, ticking, transfers, broadcast.
src/net/client_runtime.gd Prediction, reconciliation, interpolation, bot input.
src/instances/instance.gd Lobby hub and dungeon progression.
src/autoload/net.gd ENet lifecycle, RPCs, local loopback for listen servers.
src/sim/map_grid.gd Tile grid: collision, line of sight, chunked streaming.
src/sim/map_gen.gd Dungeon generation. build() is the only entry point both sides use.
src/content/rooms.gd Hand-authored stamps: the hub and each boss arena, as text.
src/meta/progression.gd XP curve and what a level is worth. Pure functions.
src/meta/character.gd, character_store.gd Characters and their JSON persistence. Server-owned.
src/meta/auth_provider.gd Identity, shaped like Steamworks so it swaps out.
src/net/net_codec.gd Snapshot / event / input / roster / character / map-chunk codecs.
src/net/server_runtime.gd Instances, ticking, transfers, interest, progression, map streaming.
src/view/bullet_renderer.gd The bullet field: one MultiMesh per bullet kind.
src/view/art.gd Every atlas rect and sound path, in one table.
src/view/debug_draw.gd F1 overlay: what the simulation collides against.
src/ui/character_select.gd Roster screen: pick or create.