# CLAUDE.md This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository. ## Project Overview **Survival of the Snippest** — a 3D multiplayer gladiator arena survival roguelike built in Godot 4.5. Outfit a gladiator with banked gold, enter the colosseum, survive escalating enemy waves, earn gold from kills and wave clears, and either retire alive (keep everything) or die (keep 10% of your total value, floored at the 500-gold fresh start). Uses ENet client-server networking. ## Key Commands ### Running the Game - Open the project in Godot Editor and press F5, or: `godot --path . res://level/scenes/level.tscn` - Headless script-error check: `godot --headless --path . --quit` ### Testing Multiplayer Locally 1. Run one instance, click ENTER ARENA to host (port 8080) 2. Run a second instance, click JOIN FRIEND to connect (IP 127.0.0.1) ### In-Game Debug Keys - `N` — start next enemy wave (server only) - `H` — toggle hitbox/hurtbox debug visualization (off by default) ## The Core Loop 1. **Outfitting screen** (main menu): armory shop on the left/middle, Character Sheet in preview mode on the right showing the pending loadout live. Buy weapons with banked gold; hand rules enforced (two-handers and off-hands displace each other). 2. **Arena run**: chosen loadout auto-equips on spawn. Waves spawn on a timer; kills pay gold (server-credited to the killer's peer), wave clears pay a bonus to all players. 3. **Run end**: - **Death** (permadeath, no respawn): results screen; keep `max(500, 10% of total value)`; gear and loadout liquidated. - **Retire** (escape menu, or quitting alive): bank 100% of run gold, keep all gear. ## Architecture ### Autoloads (singletons) - **Network** (`level/scripts/network.gd`) — ENet setup, host/join, `players` dict keyed by peer_id (`{"nick": String, "skin": Character.SkinColor}`). Server = peer 1, MAX_PLAYERS = 10. - **GameState** (`level/scripts/game_state.gd`) — the economy. Persists `banked_gold`, `owned_items`, `selected_loadout` to `user://save.cfg`. Per-run: `run_gold`, `current_wave`, `kills_this_run`, `run_active`. Key API: `buy_item`, `equip_loadout_item`, `start_run`, `end_run` (death settlement, double-call guarded), `retire_run` (bank everything), `server_credit_kill/gold` (server → owning peer RPCs), `server_sync_wave`. No compile-time dependency on Network — keep it that way (testable standalone via `--script`). - **HUD** (`level/ui/scripts/hud_manager.gd`) — builds all in-run UI for the local player (action bar, unit frame, character sheet, arena status wave/gold readout, escape menu, run results on death). `reset()` tears everything down when returning to the menu — autoload children survive scene reloads, so always reset before `reload_current_scene()`. ### Class hierarchy - **BaseUnit** (`base_unit.gd`) — health, damage, death, respawn, passive regen. Server validates all damage. NOTE: `died` can fire twice on the host (direct emit + call_local sync) — guard anything expensive hooked to it. - **Character** (`player.gd`, class_name Character) — player: movement, dash, attacks, blocking, weapon equip/drop/pickup. `can_respawn = false` (death ends the run). Attacks snap the body to camera facing and lock direction for startup+active (`_lock_facing_to_camera`); dash locks direction for its duration. - **BaseEnemy** (`base_enemy.gd`) — targeting, `gold_reward` (basic 10, armed 25). Enemies are server-authoritative (authority = 1). - **BasicEnemy** — melee chaser; `can_respawn = false`, despawns after death, 40% health orb drop. - **ArmedEnemy** — player-model enemy that seeks/equips weapons and drops them on death. `can_respawn = false` (respawning would be a gold farm). Practice dummies DO respawn and deliberately pay no gold. ### Weapons - **WeaponData** (`weapon_data.gd`) — Resource in `level/resources/*.tres`: combat stats, hand type (MAIN_HAND / OFF_HAND / TWO_HAND), block stats, `cost`/`tier` for the shop, `icon` (optional — weapon slots fall back to name text when missing). - **BaseWeapon** — equipped instance on a hand bone; **WorldWeapon** — pickable RigidBody3D. - No free floor weapons: manually placed WorldWeapons in level.tscn are removed at init on the server (`_remove_manual_weapons_on_server`). Gear enters play via the shop or enemy drops only. - The shop catalog is auto-discovered: any WeaponData `.tres` in `level/resources/` appears in the armory (`outfitting_screen.gd`). ### UI - `character_sheet.gd` has two modes: live player (Tab in-game) and `preview_mode` (embedded in the outfitting screen, rendering from a loadout dictionary). Keep both paths working. - UI is largely built in code; match that style for new components. ### RPC Patterns - `@rpc("any_peer", "reliable")` — server-validated actions (damage, heal); server checks `multiplayer.is_server()` inside. - `@rpc("any_peer", "call_local", "reliable")` — state sync to all peers (spawns, equips, health). - `@rpc("authority", ...)` — server-initiated (GameState credits, wave sync). - Use `rpc_id(peer_id, ...)` for targeted sync (late-join). When the server targets itself (peer 1), call the method directly instead of `rpc_id(1, ...)`. - Late-join sync lives in `level.gd _on_player_connected` — new networked object types must be added there (players, weapons, enemies, orbs, equipped gear all have precedents). ### Scene Structure (level.tscn) - Containers the code expects by name: `PlayersContainer`, `WeaponsContainer`, `EnemiesContainer`, `OrbsContainer`, `PlayerSpawnPoints`, `EnemySpawner` (spawn points are its children named `EnemySpawnPoint*`). - Networked nodes are named deterministically for lookup: players by peer_id, `WorldWeapon_`, `Enemy__`, `ArmedEnemy_`, `HealthOrb_`. ### Physics Layers 1 player · 2 world · 3 weapon · 4 hitbox · 5 hurtbox ### Input Actions (project.godot) `move_left/right/forward/backward` (WASD), `jump` (Space), `shift` (sprint), `dash` (F), `attack` (LMB), `block` (RMB), `pickup` (E), `toggle_character_sheet` (Tab), `toggle_chat` (F12), `quit` (Esc). ## Development Guidelines ### Git Commits When creating git commits, do NOT include "🤖 Generated with [Claude Code]" or "Co-Authored-By: Claude" in commit messages. Keep commit messages clean and professional. ### Verification - Always run `godot --headless --path . --quit` after script changes and check for SCRIPT ERROR. (Pre-existing "invalid UID" warnings on mesh/theme assets are known noise.) - Economy logic can be tested standalone: a SceneTree script that instantiates `game_state.gd` and exercises the API (`--script` mode; autoload `_ready` doesn't fire there, call `load_save()` manually). Restore the default save afterwards. - Test multiplayer with 2 instances (host + client); check late joins and death/retire flows. ### Adding Content - **New weapon**: create a WeaponData `.tres` in `level/resources/` with `cost`/`tier` — the shop picks it up automatically. - **New enemy**: extend BaseEnemy, set `gold_reward`, decide `can_respawn` (respawning enemies must not pay gold), add scene to the EnemySpawner pool or spawn via level.gd (connect its `died` signal for gold there). - **Multiplayer state changes**: server validates, then syncs via RPC; check `is_multiplayer_authority()` before processing input.