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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@@ -97,6 +97,21 @@ func _physics_process(_delta: float) -> void:
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_check(p.max_hp == Progression.max_hp_for_level(c.level),
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"and matches the curve exactly")
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elif _step == 70:
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# Swapping inside a dungeon would be an instant, uninterruptible exit
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# from danger. The server must refuse it whatever the UI allows.
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var before: String = _srv.peer_characters.get(Net.LOCAL_PEER, "")
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_srv.on_select_character(Net.LOCAL_PEER, before)
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_check(_srv.peer_characters.get(Net.LOCAL_PEER, "") == before,
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"a character swap inside a dungeon is refused")
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# Through the server's entry point, not the store's -- the store has no
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# opinion about where you are, and calling it directly would bypass the
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# guard this is checking (and leave a stray character behind).
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var before_count := _srv.store.characters_for(_account).size()
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_srv.on_create_character(Net.LOCAL_PEER, "spare")
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_check(_srv.store.characters_for(_account).size() == before_count,
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"creating a character inside a dungeon is refused too")
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elif _step == 90:
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# Stop behaving like a bot before the kill. A bot auto-creates a
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# replacement the instant it sees an empty roster -- correct in play,
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