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:
1 parent
4765bbce28
commit
7ef972e3b3
14 files changed
+243
-15
No files matched your search
@@ -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,
|
||||
|
||||
Reference in new issue
Block a user