155 lines
12 KiB
Markdown
155 lines
12 KiB
Markdown
# Bullosseum — CLAUDE.md
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## About this project
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A 3D arena game built in Godot 4.7 (Forward Plus renderer, Jolt Physics) where the player controls a bull. Currently features third-person camera, bull movement with charge mechanics, and a placeholder arena.
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## AI role
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I am a **Godot 4.6+ expert**. I follow current best practices for GDScript, scene architecture, physics, and performance. If a question suggests a suboptimal approach — wrong node type, unnecessary complexity, a pattern that fights the engine — I will say so and explain the better alternative before implementing anything.
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## Project structure
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| Path | Purpose |
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| `scene.tscn` | The reusable **shell** loaded for every level: player, camera, HUD, PS1 filter, and an empty `LevelRoot`. Its `game_shell.gd` instances the active level's module into `LevelRoot` at runtime |
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| `levels/` | The level system: per-level module scenes plus the code that defines, loads and sequences them (see rows below) |
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| `levels/game_shell.gd` | Shell controller — on load, frees any current level module and instances `Run.active_level().level_scene` into `LevelRoot`. Swapping the whole subtree (never hiding it) is what keeps one level's meshes/colliders/spawners from leaking into the next |
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| `levels/arena_level.tscn` | The arena **level module**: floor + wall colliders, arena meshes, `MatadorSpawner` (with child `Node3D` spawn points placed by the designer), lighting, audience (`PublikNode`). Instanced into the shell's `LevelRoot` |
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| `levels/bear_level.tscn` | The Bear's Den **level module**: bear-arena mesh, its own floor collider, lighting, and a `BearSpawner` (`bear_spawn.gd`) that places the bear at center. Instanced into the shell's `LevelRoot` |
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| `Player.tscn` | Player scene root (`CharacterBody3D`) |
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| `player.gd` | Movement, charge, turning logic |
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| `camera_spring_arm.gd` | Mouse-look pivot (`Node3D` + `SpringArm3D`) |
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| `camera_follow.gd` | Smooth camera follow (`Camera3D`) |
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| `matador.gd` | Matador AI (wander / ragdoll state machine) |
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| `levels/matador_spawn.gd` | Arena spawner — one matador per designer-placed child `Node3D` spawn point (each enters with a jump-roll toward center); falls back to a programmatic spread if no spawn points are present. Also handles the split-on-death hydra logic |
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| `levels/bear_spawn.gd` | Bear-level spawner — instantiates `enemy_scene` at the arena center; emits the same `all_defeated` / `matador_killed` signals as `matador_spawn.gd` |
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| `Bear.tscn` / `bear.gd` | Dark-Souls-style bear boss (`CharacterBody3D`). Routine state machine (wind-up → active → recovery) picking telegraphed moves by range band: Double Swipe / Overhead Smash (close), Leap Slam (mid-far), plus Stalk (2-leg walk-in) / Prowl (4-leg lope) positioning. Melee steps in during the swing (`bear_lunge_speed`) + tracks the bull; the leap is frame-synced to JUMP_SMASH so the paws hit ground on the impact frame (`bear_leap_impact_frame`); slams kick up dust + shake. Combos chain, hyper-armour mid-swing + poise (`bear_stagger_cd`), phase 2 enrage under `bear_enrage_frac` HP. Never damages the bull by colliding — only swings/slams. Joins `&"matador"` so bull abilities already hit it. Tuning under the `Bear` DP section |
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| `levels/run_state.gd` | Run progression autoload (`Run`) — Slay-the-Spire map + player position across fights |
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| `levels/level_def.gd` | `LevelDef` resource — a level's name / map colour / `scene_path` (always the shell) / `level_scene` (the level module instanced into the shell) / optional `enemy_scene` (arena wave vs. a boss like the bear) |
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| `levels/map_node.gd` | `MapNode` — one runtime node on the run map (position, level, links) |
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| `levels/MapScreen.tscn` / `levels/map_screen.gd` | Between-fights map screen; win → pick a node → next level |
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| `crowd_marker.gd` | `CrowdMarker` (`@tool Node3D`, `class_name`) — designer drops one per billboard spectator via the editor's Add-Node dialog; picks one of six 60°-spaced facings from the `orientation` dropdown. Draws an editor-only preview (slab + forward arrow, never serialised) and joins the `&"crowd_marker"` group |
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| `crowd_billboards.gd` / `crowd_billboard.gdshader` | `MultiMeshInstance3D` that harvests every `CrowdMarker` (group `&"crowd_marker"`) into one draw call, using each marker's world position + chosen facing. Front/back sprite sheet baked by `tools/bake_crowd_sheet.gd`; falls back to a generated inward-facing ring when no markers are placed |
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| `debug_params.gd` | Runtime-tunable parameter registry (autoload `DP`) |
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| `Assets/` | Raw 3D assets (`.glb`, `.fbx`) |
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| `Blender/` | Blender source files, animation scripts, FBX exports |
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| `Blender/create_matador_anims.py` | Creates walk + idle animations and exports FBX |
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| `Blender/render_anim_preview.py` | Renders animation preview PNGs for visual verification |
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| `Blender/preview/` | Output directory for animation preview images |
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| `tests/` | Headless test scripts (screenshot capture, logic validation) |
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| `addons/rider-plugin/` | JetBrains Rider IDE integration |
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## Tech choices
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- **Physics:** Jolt Physics (not the default Godot Physics)
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- **Renderer:** Forward Plus
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- **Input map:** WASD + arrow keys, Shift = charge, Space = jump, scroll = zoom, middle-click = toggle mouse capture
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- **IDE:** JetBrains Rider via the rider-plugin addon
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## GDScript conventions
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- Typed GDScript everywhere (`var x: float`, return types on functions)
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- `@onready` for node references; never `get_node()` strings when avoidable
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- Constants in `SCREAMING_SNAKE_CASE`, variables in `snake_case`
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- One script per scene root — keep scripts focused
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- Signal names in `snake_case`; connect via `signal.connect()` not the legacy string form
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- Prefer `_physics_process` for physics/movement, `_process` for visuals/camera, `_unhandled_input` for input that shouldn't bubble
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- No comments that restate what the code already says; only comment non-obvious constraints or workarounds
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## Best practices to enforce
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- Use `CharacterBody3D` for player-controlled characters, not `RigidBody3D` (unless the design specifically needs physics simulation)
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- Use `SpringArm3D` for third-person cameras to get free collision avoidance
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- Prefer `move_and_slide()` with `velocity` over manual collision queries
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- Export variables (`@export`) for any value a designer might tune; keep magic numbers out of logic
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- Scene composition over inheritance — build behaviour from small focused scenes
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- Use `autoload` (singletons) sparingly: only for truly global state (e.g. GameManager, AudioBus); not as a shortcut for passing data
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- Keep `_physics_process` deterministic and frame-rate independent (always multiply by `delta`)
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- Prefer signals over direct node references for decoupling
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## Animation & bone conventions
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### Blender rig (matador_v02)
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- **Armature bones:** `matador` (root) → `COG` → `chest` → `head`, `collarbone_L/R` → `arm_L/R` → `forearm_L/R` → `hand_L/R`, `leg_L/R` → `shin_L/R` → `foot_L/R`
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- **Rotation mode:** All animated bones use **XYZ Euler** (set in `create_matador_anims.py`)
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- **Bone-local axes:** Swing (forward/back) is on **local X**. Arm lowering from T-pose is on **local Y** (positive = left arm down, negative = right arm down). Knee bend is **positive X** (shins only bend backward).
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- **Walk cycle:** 30 frames at 30 fps = 1 second loop. Legs swing ±25° X, knees bend 0–30° X (only when leg is back), arms swing ±15° X opposite phase to legs, arms lowered 55° Y from T-pose, elbows constant 25° X bend.
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- **Idle pose:** Arms lowered 55° Y, elbows 25° X, everything else at rest.
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### FBX export settings
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- `primary_bone_axis = 'Y'`, `secondary_bone_axis = 'X'`
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- `apply_scale_options = 'FBX_SCALE_ALL'`
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- `add_leaf_bones = False`
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- `bake_anim_use_all_actions = True`, `bake_anim_use_nla_strips = False`
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### Godot animation names
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After FBX import, animations appear as `Armature|walk` and `Armature|idle` in AnimationPlayer.
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### Verification workflow
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1. Edit bones/animations in Blender (`create_matador_anims.py`)
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2. Run render preview: `blender --background Blender/matador_v02.blend --python Blender/render_anim_preview.py`
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3. Inspect PNGs in `Blender/preview/` — check bone orientations **before** exporting to Godot
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4. Export FBX (done automatically by `create_matador_anims.py`)
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5. Re-import in Godot and test in-game
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## Running tests
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```bash
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# All tests (lint + logic + gameplay assertions):
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bash run_tests.sh
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# Individual tests:
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gdlint *.gd levels/*.gd tests/*.gd # GDScript lint (gdtoolkit, installed via uv)
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godot --headless --script tests/logic_test.gd # pure logic, ~2 s
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godot --headless --script tests/performance_test.gd # frame-budget regression guard, ~4 s
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godot --headless --script tests/gameplay_test.gd # full scene, bone sanity, ~4 s
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godot --headless --script tests/level_switch_test.gd # no arena geometry leaks into the bear level, ~2 s
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godot --headless --script tests/bear_boss_test.gd # bear boss moveset: routines, leap landing, hyper-armour, ~10 s
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# Gameplay test with real rendering (inspect frame strip visually):
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godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
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# Output: tests/output/gameplay/motion_00..04.png, ragdoll_trigger.png, ragdoll_result.png
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# Difficulty simulation (balance tool, ~2 min):
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godot --headless --script tests/difficulty_sim.gd # drives a bot bull vs one matador
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```
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### Difficulty simulation (`tests/difficulty_sim.gd`)
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A balance tool, not a pass/fail test. It drives a kinematic "bot bull" against one
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real matador across behaviour profiles (CHARGER / KITER / PASSIVE) and reports the
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matador's win rate (how often it gores the bull). Use it to tune matador difficulty
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from data. The bot bull has NO abilities (it only kills by ramming), so it can't use
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roll/slam/kick — real skilled play beats the matador more than these numbers imply;
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read the rates as "how well the matador threatens each movement pattern." A rough
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target is CHARGER high (blind charging is punished), KITER moderate (throws are a
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dodgeable threat), PASSIVE high (standing still dies). Note: as a `--script` entry it
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reads the `DP` autoload via `/root/DP`, not the global identifier.
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### What the gameplay test catches
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| Check | What it detects |
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| Tail Verlet chain spread | Tail bunching — consecutive nodes collapsed to same position |
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| Ragdoll bone positions finite + within 15 m | Matador limbs exploding after ragdoll impulse |
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| Ragdoll Y position > −10 | Bones falling through the floor |
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| Frame strip (visual, manual) | Leg IK quality, animation glitches, anything that looks wrong in motion |
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Headless screenshots will be blank (Forward Plus has no display). Run without `--headless` to get real frame strips.
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### What the performance test catches
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Loads the full scene with `STRESS_MATADORS` (20) matadors, samples per-frame time
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during normal play and during a mass-ragdoll spike, and fails if the average
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exceeds 16 ms or any single frame exceeds 100 ms. Budgets are generous regression
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guards (not a target frame rate); the measured avg/peak/fps print every run so a
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gradual creep shows up before it trips the ceiling.
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## Godot 4.x specifics
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- `wrapf` / `wrap` instead of manual modulo for angles
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- `lerp_angle` for smooth rotation interpolation (handles wrap-around correctly)
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- `move_toward` for speed ramps without overshooting
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- `PackedStringArray`, `PackedVector3Array`, etc. for performance-sensitive arrays
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- `@tool` scripts for editor helpers only — don't use in gameplay scripts
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- Resource (`extends Resource`) for shared data/config; no plain `Dictionary` for structured data
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- `StringName` (`&"action_name"`) for input action lookups in hot paths
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