Hub character swapping, XP percentage, passive health regeneration
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:
2026-09-04 00:56:29 +02:00
parent 4765bbce28
commit 7ef972e3b3
14 changed files with 243 additions and 15 deletions
+11
View File
@@ -9,9 +9,11 @@ extends CanvasLayer
signal resumed
signal return_to_hub_requested
signal disconnect_requested
signal characters_requested
var _panel: VBoxContainer
var _hub_button: Button
var _characters_button: Button
var _disconnect_button: Button
var _note: Label
var _in_dungeon: bool = false
@@ -55,6 +57,9 @@ func _ready() -> void:
_hub_button = _button("Return to hub", func() -> void:
return_to_hub_requested.emit()
close())
_characters_button = _button("Change character", func() -> void:
characters_requested.emit()
close())
_button("Resume", func() -> void: close())
_disconnect_button = _button("Disconnect to menu", func() -> void:
disconnect_requested.emit()
@@ -108,6 +113,12 @@ func set_in_dungeon(in_dungeon: bool) -> void:
return
_in_dungeon = in_dungeon
_hub_button.disabled = not in_dungeon
# Swapping is hub-only, and the server enforces that regardless of what
# this button does -- but a disabled button explains the rule, where a
# refusal after the fact just looks broken.
_characters_button.disabled = in_dungeon
_characters_button.text = "Change character (hub only)" if in_dungeon \
else "Change character"
if in_dungeon:
# Disconnecting is not an escape: the server keeps the body in the
# world, channelling out, for the same second the escape button costs.