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