Health survives a door, and experience needs you to be there
Arriving anywhere set health to maximum, so a run cost nothing: walk in, take what you could, walk out, walk back in whole. Current health now lives on the character record for the same reason the inventory does -- SimWorld builds a blank player on every instance change, so anything that must survive a door has to be written down -- and it is banked at every transfer, every disconnect, and on every item transaction, since a potion moves an item and hit points in one action. The hub is where that damage is paid off, at 10% of maximum per second: about ten seconds from nothing, fast enough not to be a chore and slow enough to be a decision before walking back in. The dungeon rate is unchanged, so waiting one out is still not a plan. Regeneration is a property of the world now rather than a constant. adopt() no longer touches current health. It is called mid-session by on_choose_upgrade, and reading health from the record there would snap a player back to whatever was last written to disk; recompute_max_hp still clamps downwards so Glass Cannon takes the hit points above the new ceiling with it. ServerRuntime._adopt_character stays the one place a record becomes a live player. Experience is still undivided, but now only among players within XP_AWARD_RADIUS of the kill -- ten percent past what a player can see, so anyone who watched it die is inside and someone parked in the entrance room is not. The death events carry a position for this, and deliberately do not put it on the wire: encode_events still writes the id alone. diag_progression covers the whole chain end to end -- wounded in a dungeon, escaped to the hub with the wound intact, healing there, and walking back in still hurt -- because a unit test cannot transfer a peer. Both halves were mutation-tested against it; the unit suite alone missed the arrival heal entirely. The Proving Grounds is recorded in the roadmap as a debugging tool that does not ship: it pays full experience for a boss with 8% health. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -362,3 +362,44 @@ func test_an_immediate_write_clears_the_pending_one() -> void:
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var reloaded := CharacterStore.new(store._path)
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reloaded.load_from_disk()
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assert_eq(reloaded.get_character(ACC, c.id).total_xp, 7)
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# --- Health on the record ---------------------------------------------------
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# SimWorld builds a blank player on every instance change, so anything that must
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# survive walking through a door lives here, exactly like the inventory.
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func test_health_survives_a_save_and_reload() -> void:
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var c := store.create_character(ACC, "Wounded")
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store.set_health(ACC, c.id, 137)
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store.flush()
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var reloaded := CharacterStore.new(store._path)
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assert_true(reloaded.load_from_disk())
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assert_eq(reloaded.get_character(ACC, c.id).hp, 137)
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func test_a_fresh_character_is_recorded_as_whole_rather_than_as_a_number() -> void:
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var c := store.create_character(ACC, "New")
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assert_eq(c.hp, Character.HP_FULL,
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"a character who has never been hurt has no health number to keep")
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func test_a_save_from_before_health_was_kept_loads_as_whole() -> void:
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var d := Character.create("Old", RandomNumberGenerator.new()).to_dict()
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d.erase("hp")
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assert_eq(Character.from_dict(d).hp, Character.HP_FULL)
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func test_a_nonsense_health_in_a_save_loads_as_whole_not_as_dead() -> void:
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# Under permadeath, a character that loads at zero health is unrecoverable,
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# so every unreadable value has to fail in the generous direction.
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for bad in [0, -5, "banana"]:
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var d := Character.create("Odd", RandomNumberGenerator.new()).to_dict()
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d["hp"] = bad
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assert_eq(Character.from_dict(d).hp, Character.HP_FULL,
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"hp %s must load as whole" % bad)
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func test_health_is_never_banked_at_zero() -> void:
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var c := store.create_character(ACC, "Edge")
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store.set_health(ACC, c.id, 0)
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assert_eq(c.hp, 1, "the store floors it; a live character is never on zero")
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