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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@@ -8,12 +8,14 @@ extends CanvasLayer
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signal select_requested(character_id: String)
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signal create_requested(character_name: String)
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signal closed
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var _list: VBoxContainer
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var _name_field: LineEdit
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var _create_button: Button
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var _status: Label
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var _title: Label
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var _close_button: Button
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var _known: Array[Dictionary] = []
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var _selected: String = ""
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@@ -63,6 +65,11 @@ func _ready() -> void:
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_create_button.pressed.connect(_on_create)
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row.add_child(_create_button)
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_close_button = Button.new()
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_close_button.text = "Back to the hub"
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_close_button.pressed.connect(func() -> void: closed.emit())
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panel.add_child(_close_button)
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_status = Label.new()
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_status.add_theme_font_size_override("font_size", 12)
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_status.add_theme_color_override("font_color", Color(1.0, 0.6, 0.5))
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@@ -144,3 +151,9 @@ func _row_for(c: Dictionary) -> Control:
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play.pressed.connect(func() -> void: select_requested.emit(String(c["id"])))
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row.add_child(play)
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return row
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## Whether the player may dismiss this screen. False when they have nothing to
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## play, in which case there is nowhere to dismiss it to.
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func set_dismissible(can_close: bool) -> void:
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_close_button.visible = can_close
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@@ -9,9 +9,11 @@ extends CanvasLayer
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signal resumed
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signal return_to_hub_requested
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signal disconnect_requested
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signal characters_requested
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var _panel: VBoxContainer
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var _hub_button: Button
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var _characters_button: Button
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var _disconnect_button: Button
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var _note: Label
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var _in_dungeon: bool = false
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@@ -55,6 +57,9 @@ func _ready() -> void:
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_hub_button = _button("Return to hub", func() -> void:
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return_to_hub_requested.emit()
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close())
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_characters_button = _button("Change character", func() -> void:
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characters_requested.emit()
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close())
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_button("Resume", func() -> void: close())
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_disconnect_button = _button("Disconnect to menu", func() -> void:
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disconnect_requested.emit()
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@@ -108,6 +113,12 @@ func set_in_dungeon(in_dungeon: bool) -> void:
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return
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_in_dungeon = in_dungeon
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_hub_button.disabled = not in_dungeon
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# Swapping is hub-only, and the server enforces that regardless of what
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# this button does -- but a disabled button explains the rule, where a
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# refusal after the fact just looks broken.
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_characters_button.disabled = in_dungeon
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_characters_button.text = "Change character (hub only)" if in_dungeon \
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else "Change character"
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if in_dungeon:
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# Disconnecting is not an escape: the server keeps the body in the
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# world, channelling out, for the same second the escape button costs.
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+11
-4
@@ -156,10 +156,17 @@ func _draw_xp_bar(at: Vector2) -> void:
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if who.is_empty():
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return
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var level := int(who["level"])
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var progress: float = who["progress"] if level < Progression.MAX_LEVEL else 1.0
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_canvas.draw_rect(Rect2(at, Vector2(BAR_W, 4.0)), Color(0.1, 0.12, 0.18))
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_canvas.draw_rect(Rect2(at, Vector2(BAR_W * progress, 4.0)),
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Color(0.6, 0.55, 1.0) if level < Progression.MAX_LEVEL else Color(1.0, 0.85, 0.4))
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var capped := level >= Progression.MAX_LEVEL
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var progress: float = 1.0 if capped else who["progress"]
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var tint := Color(1.0, 0.85, 0.4) if capped else Color(0.6, 0.55, 1.0)
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_canvas.draw_rect(Rect2(at, Vector2(BAR_W, 5.0)), Color(0.1, 0.12, 0.18))
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_canvas.draw_rect(Rect2(at, Vector2(BAR_W * progress, 5.0)), tint)
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# The number as well as the bar: "how far to the next level" is a question
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# a bar answers vaguely and a percentage answers exactly.
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var text := "MAX" if capped else "%d%% to level %d" % [
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int(floor(progress * 100.0)), level + 1]
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_canvas.draw_string(ThemeDB.fallback_font, at + Vector2(BAR_W + 10.0, 6.0),
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text, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, tint)
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## Shown after the boss dies, so the victory lap has a visible clock on it.
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