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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@@ -20,9 +20,13 @@ func _ready() -> void:
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get_viewport().size_changed.connect(_recentre)
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menu.return_to_hub_requested.connect(_on_return_to_hub)
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menu.disconnect_requested.connect(_on_disconnect)
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menu.characters_requested.connect(func() -> void: _roster_open = true)
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hud.respawn_pressed.connect(_on_respawn_pressed)
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characters.select_requested.connect(func(id: String) -> void: Net.select_character(id))
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characters.select_requested.connect(func(id: String) -> void:
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_roster_open = false
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Net.select_character(id))
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characters.create_requested.connect(func(n: String) -> void: Net.create_character(n))
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characters.closed.connect(func() -> void: _roster_open = false)
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var _screen_centre := Vector2.ZERO
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@@ -60,7 +64,14 @@ func _process(_delta: float) -> void:
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# The roster screen is shown exactly when there is nothing to play: first
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# login, or after the last living character died.
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if _bound != null:
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characters.visible = _bound.needs_character() or _roster_open
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# Forced open when there is nothing to play; opened deliberately from
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# the menu otherwise. Never while in a dungeon -- the server refuses
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# swaps there, so offering the screen would only invite a refusal.
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var forced := _bound.needs_character()
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if _bound.instance_kind != Protocol.InstanceKind.LOBBY:
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_roster_open = false
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characters.visible = forced or _roster_open
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characters.set_dismissible(not forced)
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_follow_camera()
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menu.set_in_dungeon(_bound != null
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and _bound.instance_kind == Protocol.InstanceKind.DUNGEON)
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