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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@@ -351,3 +351,81 @@ func test_a_refused_flood_is_logged_once_and_not_once_per_packet() -> void:
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assert_true(srv._accept_control(PEER))
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assert_false(srv._peer_control_warned.has(PEER),
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"behaving again re-arms the warning for the next burst")
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# --- Who gets paid for a kill -----------------------------------------------
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# Experience is undivided among everyone who was there, which is settled. Who
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# counts as "there" was not: without a radius, a player parked in the entrance
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# room collected the full experience for a boss they never saw.
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func _paying_server(where: Instance) -> ServerRuntime:
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var srv := _runtime()
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srv.store = CharacterStore.new("user://test_award_%d.json" % randi())
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srv.store.load_from_disk()
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srv.instances[where.id] = where
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return srv
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func _seat(srv: ServerRuntime, where: Instance, peer: int, at: Vector2) -> SimPlayer:
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var c := srv.store.create_character(peer, "p%d" % peer)
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srv.peer_accounts[peer] = peer
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srv.peer_characters[peer] = c.id
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srv.peer_instance[peer] = where.id
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where.add_peer(peer, c.display_name)
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var p: SimPlayer = where.world.players[peer]
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p.pos = at
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return p
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func _xp_of(srv: ServerRuntime, peer: int) -> int:
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return srv.store.get_character(peer, srv.peer_characters[peer]).total_xp
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func test_only_players_near_the_kill_are_paid() -> void:
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var run := Instance.make_dungeon(9, 4242)
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var srv := _paying_server(run)
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var kill := Vector2(500.0, 500.0)
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_seat(srv, run, 11, kill + Vector2(50.0, 0.0))
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_seat(srv, run, 22, kill + Vector2(SimConfig.XP_AWARD_RADIUS + 200.0, 0.0))
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srv._award_kill(run, 50, kill)
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assert_eq(_xp_of(srv, 11), 50, "standing over it counts")
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assert_eq(_xp_of(srv, 22), 0, "parked across the map does not")
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DirAccess.remove_absolute(ProjectSettings.globalize_path(srv.store._path))
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func test_the_radius_reaches_past_what_a_player_can_see() -> void:
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# Anyone who watched it die must be paid, so the boundary sits outside the
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# fog rather than on it.
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var run := Instance.make_dungeon(9, 4242)
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var srv := _paying_server(run)
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var kill := Vector2.ZERO
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_seat(srv, run, 11, Vector2(SimConfig.FOG_VIEW_RADIUS, 0.0))
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srv._award_kill(run, 50, kill)
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assert_eq(_xp_of(srv, 11), 50,
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"at the very edge of sight you still saw it happen")
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DirAccess.remove_absolute(ProjectSettings.globalize_path(srv.store._path))
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func test_a_kill_still_pays_the_whole_party_that_was_there() -> void:
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# The radius decides who was present; it must not turn into a split.
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var run := Instance.make_dungeon(9, 4242)
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var srv := _paying_server(run)
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var kill := Vector2(100.0, 100.0)
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for peer in [11, 22, 33]:
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_seat(srv, run, peer, kill + Vector2(40.0, 0.0))
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srv._award_kill(run, 50, kill)
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for peer in [11, 22, 33]:
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assert_eq(_xp_of(srv, peer), 50, "undivided, for everyone present")
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DirAccess.remove_absolute(ProjectSettings.globalize_path(srv.store._path))
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func test_the_dead_are_not_paid_however_close_they_are_lying() -> void:
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var run := Instance.make_dungeon(9, 4242)
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var srv := _paying_server(run)
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var kill := Vector2.ZERO
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var corpse := _seat(srv, run, 11, kill)
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corpse.alive = false
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srv._award_kill(run, 50, kill)
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assert_eq(_xp_of(srv, 11), 0)
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DirAccess.remove_absolute(ProjectSettings.globalize_path(srv.store._path))
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