651c4ad94a
ci / verify (push) Successful in 1m57s
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
23 lines
672 B
GDScript
23 lines
672 B
GDScript
# ------------------------------------------------------------------------------
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# This is the entry point when running tests from the editor.
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#
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# This script should conform to, or ignore, the strictest warning settings.
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# ------------------------------------------------------------------------------
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extends Node2D
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var GutLoader : Object
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func _init() -> void:
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GutLoader = load("res://addons/gut/gut_loader.gd")
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@warning_ignore("unsafe_method_access")
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func _ready() -> void:
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_post_ready.call_deferred()
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func _post_ready():
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var runner : Node = load("res://addons/gut/gui/GutRunner.tscn").instantiate()
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get_tree().root.add_child(runner)
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runner.run_from_editor()
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