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| 1 | # val |
| 2 | |
| 3 | Five attackers with the spike, five defenders, abilities on cooldown. First to 13. |
| 4 | |
| 5 | A 5v5 played in a browser, from inside the player's head — the map is a tile |
| 6 | grid and the view is a raycaster over it, so there is no 3D library and no |
| 7 | dependency at all. One match is always running on the server: open the page |
| 8 | and you are given a seat in the round that is happening, taken from a bot |
| 9 | where it stands. When a match ends it shows the result for a few seconds and |
| 10 | starts a new one, so nobody ever arrives at a frozen board. |
| 11 | |
| 12 | ## What is real |
| 13 | |
| 14 | Everything that decides a round is computed on the server and only the |
| 15 | server: |
| 16 | |
| 17 | - **Movement, shooting and hit detection.** The client sends intent — a |
| 18 | direction, an angle, a held key — never a position. Damage is by hit |
| 19 | location (how close the ray passes the target) with falloff and armour: |
| 20 | a Vandal head shot kills through full armour at any range, a Phantom's |
| 21 | does not past fifteen metres. |
| 22 | - **Line of sight.** A snapshot only carries the enemies that viewer can |
| 23 | see. A wall of the map blocks the sight line, a smoke blocks it, a flash |
| 24 | blinds by the angle you were facing, and a blinded player is sent no |
| 25 | enemies at all. A dead player watches through their living team mates' |
| 26 | eyes rather than through walls, so dying is not a wallhack to call out. |
| 27 | No spawn can see the other spawn: mid is staggered on purpose. A patched |
| 28 | client learns nothing a plain one does not. |
| 29 | - **The spike.** 100s round, 4s plant, 45s fuse, 7s defuse with a |
| 30 | checkpoint at 3.5s — a defender killed past half way leaves the defuse |
| 31 | half done for the next one. |
| 32 | - **Credits.** 800 to start, 9,000 cap, +200 a kill, +300 to the team on a |
| 33 | plant, loss bonus 1,900 / 2,400 / 2,900. A buy you cannot afford is |
| 34 | refused server-side. |
| 35 | - **Who is alive.** The roster under the view lists your five with their |
| 36 | health from the snapshot's own team data, and the kill feed is derived in |
| 37 | `src/arena.ts` by comparing the players either side of a tick — it carries |
| 38 | names, the gun and an age, and never a position. |
| 39 | - **Bots** fill every empty seat and use their kit: smokes on the way in, |
| 40 | flashes before the entry, a recon dart, a molly on the planted spike. They |
| 41 | shoot through the same spread everyone does, and they aim like something |
| 42 | with hands: 200–350ms to react to a target they have just seen, an aim |
| 43 | cone that opens several degrees on the swing and only settles while they |
| 44 | hold the same target, and more of both when you are crossing their view |
| 45 | (`src/aim.ts`). Every roll of it comes from the match's seeded random, so |
| 46 | a seed replays the same round. |
| 47 | |
| 48 | Agents: Ember, Veil, Sable, Mender, Rook — two basics bought with credits |
| 49 | (charges last the round), a free signature on a cooldown, and an ultimate |
| 50 | paid for with ult points from kills, plants and the two orbs on the map. |
| 51 | |
| 52 | Guns: Classic, Ghost, Sheriff, Spectre, Phantom, Vandal, Operator. |
| 53 | |
| 54 | ## What is not |
| 55 | |
| 56 | - Your own body is *drawn* from a guess — the browser runs your own movement |
| 57 | forward from your own keys between snapshots, through the same |
| 58 | step-and-slide the server uses (`src/glide.ts`), and carries the last |
| 59 | snapshot forward by up to a quarter second of held input. It is a drawing |
| 60 | optimisation only: nothing is sent, every snapshot leans the drawn body |
| 61 | back onto the server's answer, and a real disagreement is taken outright. |
| 62 | Where you are *looking* is the browser's too: the mouse moves it at frame |
| 63 | rate, and the server's angle is taken back only when it is telling you |
| 64 | something you did not say (`static/yaw.js`). |
| 65 | - Everybody else is drawn by entity interpolation (`static/interp.js`): each |
| 66 | body keeps the last few snapshots with the times they landed, and the frame |
| 67 | is drawn about one snapshot interval in the past, between the two that |
| 68 | bracket that moment. So they move at the speed the server moved them and |
| 69 | arrive where it put them, one interval late. A missed snapshot is carried |
| 70 | one interval further and then held. Snapshots go out every tick (30Hz, some |
| 71 | 3.4 KiB a seat) while two or fewer seats are filled, and every other tick |
| 72 | above that. |
| 73 | - The view is a raycaster: walls are one tile tall and flat-shaded, there is |
| 74 | no looking up or down, and everything that is not a wall — bodies, the |
| 75 | spike, ability zones — is a flat billboard scaled by distance and clipped |
| 76 | against the walls. |
| 77 | - One map, one match at a time, ten seats. There is no matchmaking, no |
| 78 | ranking and no account: your seat belongs to a session cookie, and a |
| 79 | playing seat is capped one per client address so a cookie — free to mint |
| 80 | again — cannot buy a second one on the other team. A second machine on a |
| 81 | second network is still a second person as far as the server can tell, |
| 82 | the same as any anonymous game without accounts; a socket that does not |
| 83 | get a seat is sent a spectator view with no position in it, never a side. |
| 84 | - No overtime — first to 13 ends it at 12–12 too. |
| 85 | - Sight is a full circle rather than a view cone — you are drawn what is in |
| 86 | front of you, but the server reveals anything you have line of sight to, |
| 87 | so a team mate behind you still appears on the minimap. The world has no |
| 88 | vertical, so the hit location comes from how precisely the shot passes |
| 89 | the target. |
| 90 | - Assists are counted as a field but never awarded. |
| 91 | - The live match lives in memory and is gone if the process restarts; only |
| 92 | finished match results are written to SQLite under `FORGE_APP_DATA`. |
| 93 | |
| 94 | ## Playing |
| 95 | |
| 96 | Click the view to capture the mouse, then WASD move and the mouse looks; |
| 97 | **Esc** gives the pointer back. Click fires, **R** reloads, **F** plants and |
| 98 | defuses (hold it), **C / Q / E / X** cast, **B** opens the buy, **Tab** |
| 99 | holds the big map open, **V** swaps to the top-down view and **H** or **?** |
| 100 | brings back the how-to-play card. On a phone it stays top-down: the left |
| 101 | thumb walks and the right thumb aims and fires. |
| 102 | |
| 103 | sh |
| 104 | PORT=8080 FORGE_APP_DATA=./data bun run src/server.ts # run it here |
| 105 | bun test # the check every pull runs |
| 106 | VAL_URL=http://127.0.0.1:8080 bun run src/tty.ts # the terminal interface |
| 107 | |
| 108 | |
| 109 | The terminal plays the same match over the same socket: it draws the grid, |
| 110 | the scoreboard and the round, and takes a seat. The exact command that |
| 111 | reaches it is in `FORGE_APP_SSH` when the app runs, and the page prints it. |
| 112 | |
| 113 | The forge sets `PORT`, `FORGE_APP_DATA`, `FORGE_APP_ENV`, `FORGE_APP_URL`, |
| 114 | `FORGE_APP_SSH` and `FORGE_APP_COMMIT` when it starts the app; `forge.json` |
| 115 | says how. |
| 116 | |
| 117 | ## Shape |
| 118 | |
| 119 | `src/map.ts` the grid and its geometry · `src/weapons.ts` the damage table · |
| 120 | `src/economy.ts` credits · `src/abilities.ts` the agent kits · |
| 121 | `src/match.ts` the round loop (`tick(state, dt)` is the whole game and takes |
| 122 | no clock) · `src/bots.ts` the seats nobody is in · `src/arena.ts` the one |
| 123 | live match and its sockets · `src/server.ts` the door · `static/` the browser client — |
| 124 | `val.js` wires the socket, the keys and the HUD, `raycast.js` is the ray |
| 125 | maths, `scene.js` the first-person view, `topdown.js` the minimap, |
| 126 | `gun.js`, `beep.js`, `steer.js`, `roster.js`, `yaw.js`, `interp.js` and `prompt.js` the rest; the server bundles |
| 127 | them into one content-named file at start-up. The rules are pure functions and the tests play whole matches |
| 128 | headlessly. |
| 129 | |
| 130 | ## It only runs while somebody is there |
| 131 | |
| 132 | The match is not a daemon playing to an empty room. One beat of the clock |
| 133 | happens per tick **while at least one connection is open** — a seat or a |
| 134 | watcher — and freezes otherwise, resuming exactly where it stopped. So the |
| 135 | score you find is the score you left, nothing burns CPU on the box overnight, |
| 136 | and no round is ever decided with nobody watching it. |