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:
@@ -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:
|
||||
|
||||
Reference in New Issue
Block a user