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.
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@@ -11,7 +11,8 @@ extends RefCounted
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## the wire value of every event after it -- a mismatched client would
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## mis-decode every hit and death, so the handshake has to reject it.
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## 5: handshake carries an auth ticket instead of a bare name; added character
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## list/select/create messages and per-player max health in the snapshot.
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## list/select/create messages, per-player max health and colour in the
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## snapshot.
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const VERSION := 5
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const DEFAULT_PORT := 27015
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const MAX_CLIENTS := 32
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@@ -29,7 +30,17 @@ enum InstanceKind { LOBBY, DUNGEON }
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## Why a character selection failed. Sent rather than a bare "no", so the UI can
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## say something useful instead of appearing broken.
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enum SelectResult { OK, NO_SUCH_CHARACTER, CHARACTER_IS_DEAD, LIMIT_REACHED, NOT_AUTHENTICATED }
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enum SelectResult {
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OK,
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NO_SUCH_CHARACTER,
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CHARACTER_IS_DEAD,
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LIMIT_REACHED,
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NOT_AUTHENTICATED,
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## Swapping is hub-only. Allowing it inside a dungeon would be an instant,
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## uninterruptible exit from danger -- strictly better than the one-second
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## escape channel, and it would make that channel pointless.
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NOT_IN_HUB,
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}
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## Player flags packed into the snapshot's per-player byte.
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const F_ALIVE := 1
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