Hub character swapping, XP percentage, passive health regeneration
ci / verify (push) Successful in 47s
ci / verify (push) Successful in 47s
Character swapping is hub-only, and refused by the SERVER rather than merely greyed out in the menu. Allowing it inside a dungeon would be an instant, uninterruptible exit from danger -- strictly better than the one-second escape channel, which would make that channel pointless. Creating a character in a dungeon is refused for the same reason. Both are covered by diag_progression. Health regenerates at 0.5% of MAXIMUM per second. A percentage rather than a flat rate so it does not become irrelevant at level 15: a capped character regains 1.2 hp/s against a level 1's 0.5, and both take about 200 seconds to heal from nothing. No out-of-combat gate -- at this rate it cannot out-heal anything actually shooting at you, and a trickle that never stops is easier to reason about than a timer players have to learn. A fractional carry is needed because a tick heals well under one hit point, so truncating each tick would heal exactly nothing; there is a test for that specifically. The XP bar now states the percentage and the level it leads to, since a bar answers "how far" vaguely and a number answers it exactly. Recorded the two Stage 3 answers: 4 inventory slots, and the boss's food item is player-instanced now so the mechanism gets exercised rather than deferred. Writing the swap guard's test caught my own mistake: the first version created its spare character through the store, which has no opinion about where you are, so it bypassed the guard it was meant to prove and left a stray character behind that broke a later assertion. 200 tests. check.sh, test.sh, smoke.sh and both diagnostics pass.
This commit is contained in:
@@ -51,6 +51,13 @@ const PLAYER_BULLET_DAMAGE := 6
|
||||
## live bullet field is survivable. Both halves matter: invulnerability alone
|
||||
## would make the spawn point a free firing position.
|
||||
const SPAWN_GRACE_TICKS := 120 # 2 seconds
|
||||
## Passive healing, as a percentage of MAXIMUM health per second -- so it
|
||||
## scales with level rather than becoming irrelevant at level 15. There is
|
||||
## deliberately no out-of-combat gate: a slow trickle that never stops is
|
||||
## simpler to reason about than a timer players have to learn, and at this rate
|
||||
## it cannot outpace anything that is actually shooting at you.
|
||||
const HP_REGEN_PERCENT_PER_SEC := 0.5
|
||||
|
||||
## A downed player cannot leave for the hub until this has elapsed. Enforced
|
||||
## here rather than only by grey-ing out the button, because a disabled button
|
||||
## is a suggestion -- the server is the only thing a modified client cannot
|
||||
|
||||
+13
-2
@@ -11,7 +11,8 @@ extends RefCounted
|
||||
## the wire value of every event after it -- a mismatched client would
|
||||
## mis-decode every hit and death, so the handshake has to reject it.
|
||||
## 5: handshake carries an auth ticket instead of a bare name; added character
|
||||
## list/select/create messages and per-player max health in the snapshot.
|
||||
## list/select/create messages, per-player max health and colour in the
|
||||
## snapshot.
|
||||
const VERSION := 5
|
||||
const DEFAULT_PORT := 27015
|
||||
const MAX_CLIENTS := 32
|
||||
@@ -29,7 +30,17 @@ enum InstanceKind { LOBBY, DUNGEON }
|
||||
|
||||
## Why a character selection failed. Sent rather than a bare "no", so the UI can
|
||||
## say something useful instead of appearing broken.
|
||||
enum SelectResult { OK, NO_SUCH_CHARACTER, CHARACTER_IS_DEAD, LIMIT_REACHED, NOT_AUTHENTICATED }
|
||||
enum SelectResult {
|
||||
OK,
|
||||
NO_SUCH_CHARACTER,
|
||||
CHARACTER_IS_DEAD,
|
||||
LIMIT_REACHED,
|
||||
NOT_AUTHENTICATED,
|
||||
## Swapping is hub-only. Allowing it inside a dungeon would be an instant,
|
||||
## uninterruptible exit from danger -- strictly better than the one-second
|
||||
## escape channel, and it would make that channel pointless.
|
||||
NOT_IN_HUB,
|
||||
}
|
||||
|
||||
## Player flags packed into the snapshot's per-player byte.
|
||||
const F_ALIVE := 1
|
||||
|
||||
@@ -233,6 +233,15 @@ func on_select_character(peer_id: int, character_id: String) -> void:
|
||||
return
|
||||
# Looked up against THIS account's characters, so a client cannot select
|
||||
# somebody else's by guessing an id.
|
||||
# Hub only. A player inside a dungeon who could swap character would have an
|
||||
# instant escape from anything dangerous -- strictly better than the escape
|
||||
# channel, and it would hollow out the whole reason that channel exists.
|
||||
# Checked here rather than hidden in the UI, which a modified client ignores.
|
||||
var here := instance_of(peer_id)
|
||||
if here != null and here.kind != Protocol.InstanceKind.LOBBY:
|
||||
Net.send_select_result(peer_id, Protocol.SelectResult.NOT_IN_HUB,
|
||||
"you can only change character in the hub")
|
||||
return
|
||||
var c := store.get_character(account, character_id)
|
||||
if c == null:
|
||||
Net.send_select_result(peer_id, Protocol.SelectResult.NO_SUCH_CHARACTER, "no such character")
|
||||
@@ -251,6 +260,11 @@ func on_create_character(peer_id: int, character_name: String) -> void:
|
||||
if account == AuthProvider.NO_ACCOUNT:
|
||||
Net.send_select_result(peer_id, Protocol.SelectResult.NOT_AUTHENTICATED, "not signed in")
|
||||
return
|
||||
var where := instance_of(peer_id)
|
||||
if where != null and where.kind != Protocol.InstanceKind.LOBBY:
|
||||
Net.send_select_result(peer_id, Protocol.SelectResult.NOT_IN_HUB,
|
||||
"you can only change character in the hub")
|
||||
return
|
||||
var c := store.create_character(account, character_name)
|
||||
if c == null:
|
||||
Net.send_select_result(peer_id, Protocol.SelectResult.LIMIT_REACHED,
|
||||
|
||||
@@ -21,6 +21,10 @@ var alive: bool = true
|
||||
var fire_cooldown: int = 0
|
||||
## Ticks of arrival protection left: invulnerable, and unable to shoot.
|
||||
var spawn_grace: int = 0
|
||||
## Fractional health carried between ticks. Regeneration is well under one hit
|
||||
## point per tick, so without this it would round to zero every tick and heal
|
||||
## nothing at all.
|
||||
var regen_carry: float = 0.0
|
||||
## Ticks before a downed player may ask to return to the hub.
|
||||
var respawn_lockout: int = 0
|
||||
|
||||
@@ -68,6 +72,7 @@ func reset_for_instance(spawn: Vector2, grace: int = 0) -> void:
|
||||
alive = true
|
||||
spawn_grace = grace
|
||||
respawn_lockout = 0
|
||||
regen_carry = 0.0
|
||||
fire_cooldown = 0
|
||||
escape_ticks = 0
|
||||
input_queue.clear()
|
||||
@@ -86,3 +91,20 @@ func adopt(c: Character) -> void:
|
||||
colour = c.colour
|
||||
max_hp = c.max_hp()
|
||||
hp = mini(hp, max_hp)
|
||||
|
||||
|
||||
## One tick of passive healing. Returns true if the visible hit points changed,
|
||||
## so the caller can decide whether anything needs announcing.
|
||||
func regenerate() -> bool:
|
||||
if not alive or hp >= max_hp:
|
||||
regen_carry = 0.0
|
||||
return false
|
||||
regen_carry += float(max_hp) * (SimConfig.HP_REGEN_PERCENT_PER_SEC / 100.0) \
|
||||
* SimConfig.TICK_DELTA
|
||||
if regen_carry < 1.0:
|
||||
return false
|
||||
var whole := int(regen_carry)
|
||||
regen_carry -= float(whole)
|
||||
var before := hp
|
||||
hp = mini(hp + whole, max_hp)
|
||||
return hp != before
|
||||
|
||||
@@ -172,6 +172,7 @@ func step() -> void:
|
||||
|
||||
func _step_players() -> void:
|
||||
for p in players.values():
|
||||
p.regenerate()
|
||||
if p.spawn_grace > 0:
|
||||
p.spawn_grace -= 1
|
||||
if p.fire_cooldown > 0:
|
||||
|
||||
@@ -8,12 +8,14 @@ extends CanvasLayer
|
||||
|
||||
signal select_requested(character_id: String)
|
||||
signal create_requested(character_name: String)
|
||||
signal closed
|
||||
|
||||
var _list: VBoxContainer
|
||||
var _name_field: LineEdit
|
||||
var _create_button: Button
|
||||
var _status: Label
|
||||
var _title: Label
|
||||
var _close_button: Button
|
||||
var _known: Array[Dictionary] = []
|
||||
var _selected: String = ""
|
||||
|
||||
@@ -63,6 +65,11 @@ func _ready() -> void:
|
||||
_create_button.pressed.connect(_on_create)
|
||||
row.add_child(_create_button)
|
||||
|
||||
_close_button = Button.new()
|
||||
_close_button.text = "Back to the hub"
|
||||
_close_button.pressed.connect(func() -> void: closed.emit())
|
||||
panel.add_child(_close_button)
|
||||
|
||||
_status = Label.new()
|
||||
_status.add_theme_font_size_override("font_size", 12)
|
||||
_status.add_theme_color_override("font_color", Color(1.0, 0.6, 0.5))
|
||||
@@ -144,3 +151,9 @@ func _row_for(c: Dictionary) -> Control:
|
||||
play.pressed.connect(func() -> void: select_requested.emit(String(c["id"])))
|
||||
row.add_child(play)
|
||||
return row
|
||||
|
||||
|
||||
## Whether the player may dismiss this screen. False when they have nothing to
|
||||
## play, in which case there is nowhere to dismiss it to.
|
||||
func set_dismissible(can_close: bool) -> void:
|
||||
_close_button.visible = can_close
|
||||
|
||||
@@ -9,9 +9,11 @@ extends CanvasLayer
|
||||
signal resumed
|
||||
signal return_to_hub_requested
|
||||
signal disconnect_requested
|
||||
signal characters_requested
|
||||
|
||||
var _panel: VBoxContainer
|
||||
var _hub_button: Button
|
||||
var _characters_button: Button
|
||||
var _disconnect_button: Button
|
||||
var _note: Label
|
||||
var _in_dungeon: bool = false
|
||||
@@ -55,6 +57,9 @@ func _ready() -> void:
|
||||
_hub_button = _button("Return to hub", func() -> void:
|
||||
return_to_hub_requested.emit()
|
||||
close())
|
||||
_characters_button = _button("Change character", func() -> void:
|
||||
characters_requested.emit()
|
||||
close())
|
||||
_button("Resume", func() -> void: close())
|
||||
_disconnect_button = _button("Disconnect to menu", func() -> void:
|
||||
disconnect_requested.emit()
|
||||
@@ -108,6 +113,12 @@ func set_in_dungeon(in_dungeon: bool) -> void:
|
||||
return
|
||||
_in_dungeon = in_dungeon
|
||||
_hub_button.disabled = not in_dungeon
|
||||
# Swapping is hub-only, and the server enforces that regardless of what
|
||||
# this button does -- but a disabled button explains the rule, where a
|
||||
# refusal after the fact just looks broken.
|
||||
_characters_button.disabled = in_dungeon
|
||||
_characters_button.text = "Change character (hub only)" if in_dungeon \
|
||||
else "Change character"
|
||||
if in_dungeon:
|
||||
# Disconnecting is not an escape: the server keeps the body in the
|
||||
# world, channelling out, for the same second the escape button costs.
|
||||
|
||||
+11
-4
@@ -156,10 +156,17 @@ func _draw_xp_bar(at: Vector2) -> void:
|
||||
if who.is_empty():
|
||||
return
|
||||
var level := int(who["level"])
|
||||
var progress: float = who["progress"] if level < Progression.MAX_LEVEL else 1.0
|
||||
_canvas.draw_rect(Rect2(at, Vector2(BAR_W, 4.0)), Color(0.1, 0.12, 0.18))
|
||||
_canvas.draw_rect(Rect2(at, Vector2(BAR_W * progress, 4.0)),
|
||||
Color(0.6, 0.55, 1.0) if level < Progression.MAX_LEVEL else Color(1.0, 0.85, 0.4))
|
||||
var capped := level >= Progression.MAX_LEVEL
|
||||
var progress: float = 1.0 if capped else who["progress"]
|
||||
var tint := Color(1.0, 0.85, 0.4) if capped else Color(0.6, 0.55, 1.0)
|
||||
_canvas.draw_rect(Rect2(at, Vector2(BAR_W, 5.0)), Color(0.1, 0.12, 0.18))
|
||||
_canvas.draw_rect(Rect2(at, Vector2(BAR_W * progress, 5.0)), tint)
|
||||
# The number as well as the bar: "how far to the next level" is a question
|
||||
# a bar answers vaguely and a percentage answers exactly.
|
||||
var text := "MAX" if capped else "%d%% to level %d" % [
|
||||
int(floor(progress * 100.0)), level + 1]
|
||||
_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(BAR_W + 10.0, 6.0),
|
||||
text, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, tint)
|
||||
|
||||
|
||||
## Shown after the boss dies, so the victory lap has a visible clock on it.
|
||||
|
||||
+13
-2
@@ -20,9 +20,13 @@ func _ready() -> void:
|
||||
get_viewport().size_changed.connect(_recentre)
|
||||
menu.return_to_hub_requested.connect(_on_return_to_hub)
|
||||
menu.disconnect_requested.connect(_on_disconnect)
|
||||
menu.characters_requested.connect(func() -> void: _roster_open = true)
|
||||
hud.respawn_pressed.connect(_on_respawn_pressed)
|
||||
characters.select_requested.connect(func(id: String) -> void: Net.select_character(id))
|
||||
characters.select_requested.connect(func(id: String) -> void:
|
||||
_roster_open = false
|
||||
Net.select_character(id))
|
||||
characters.create_requested.connect(func(n: String) -> void: Net.create_character(n))
|
||||
characters.closed.connect(func() -> void: _roster_open = false)
|
||||
|
||||
|
||||
var _screen_centre := Vector2.ZERO
|
||||
@@ -60,7 +64,14 @@ func _process(_delta: float) -> void:
|
||||
# The roster screen is shown exactly when there is nothing to play: first
|
||||
# login, or after the last living character died.
|
||||
if _bound != null:
|
||||
characters.visible = _bound.needs_character() or _roster_open
|
||||
# Forced open when there is nothing to play; opened deliberately from
|
||||
# the menu otherwise. Never while in a dungeon -- the server refuses
|
||||
# swaps there, so offering the screen would only invite a refusal.
|
||||
var forced := _bound.needs_character()
|
||||
if _bound.instance_kind != Protocol.InstanceKind.LOBBY:
|
||||
_roster_open = false
|
||||
characters.visible = forced or _roster_open
|
||||
characters.set_dismissible(not forced)
|
||||
_follow_camera()
|
||||
menu.set_in_dungeon(_bound != null
|
||||
and _bound.instance_kind == Protocol.InstanceKind.DUNGEON)
|
||||
|
||||
Reference in New Issue
Block a user