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:
@@ -161,3 +161,16 @@ and then overwrite every character on the first level-up.
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**Account ids are written as decimal strings in JSON.** They are 64-bit and JSON
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numbers are doubles, which would silently round them.
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**Character swapping is hub-only, enforced on the server.** Swapping inside a
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dungeon would be an instant, uninterruptible exit from danger — strictly better
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than the one-second escape channel, and it would make that channel pointless.
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The menu greys the button out so the rule is visible, but the server refuses
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regardless of what any client's UI allows.
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**Health regenerates at 0.5% of MAXIMUM per second, with no out-of-combat
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gate.** A percentage rather than a flat rate, so it does not become irrelevant
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at level 15 — a capped character regains 1.2 hp/s against a level 1's 0.5, and
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both take about 200 seconds to heal from nothing. No combat gate because at this
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rate it cannot out-heal anything actually shooting at you, and a trickle that
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never stops is easier to reason about than a timer players have to learn.
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+13
-7
@@ -84,6 +84,9 @@ play off server events. Enough to prove the pipeline, not a finished look.
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| Levels 1–15, +10 max HP each | done | [src/meta/progression.gd](../src/meta/progression.gd) |
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| XP from kills, bosses worth far more | done | `ServerRuntime._award_kill` |
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| Colour visible in world and on the HUD | done | snapshot carries it; `WorldView._draw_ship` tints |
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| Swap character from the hub | done | Esc menu → Change character; refused server-side in a dungeon |
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| XP percentage to next level | done | `HUD._draw_xp_bar` |
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| Passive health regeneration | done | `SimPlayer.regenerate`, 0.5%/s of maximum |
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Verified end to end by `tools/diag_progression.tscn`, which drives the real
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server through kill → xp → level → health and death → retire → roster. That
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@@ -139,10 +142,10 @@ bullets spawn per shot, so they belong in the same place.
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| Feature | Notes |
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| --- | --- |
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| Small always-on-screen inventory | Slot count unspecified. |
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| Small always-on-screen inventory | **4 slots** for now, may grow. |
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| Health potions: rare from trash, guaranteed from bosses | |
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| World-shared loot | Player-instanced loot planned later. |
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| A unique, useless food item from bosses | Exists specifically to test player-instanced loot. Confirm whether it should be instanced *now* or just marked for it. |
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| A unique, useless food item from bosses | **Player-instanced now**, so the mechanism is exercised rather than deferred. |
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| Dropping items so others can pick them up | |
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---
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@@ -185,13 +188,16 @@ Not oversights — each was considered and rejected for now, with the reasoning
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Genuinely unspecified; do not guess at these, they change the design:
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Deferred to the Stage 4 discussion (upgrades), but they block that stage:
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1. Damage stacking order — additive pool then multiplicative, or something else?
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2. Rarity weights for the four upgrade tiers.
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3. Split shot geometry: ±22.5° from the original heading, or 45° to each side?
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4. Poison: do applications stack, or refresh a single DoT?
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5. Eraser: does it delete *enemy bullets* it passes through?
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6. Inventory slot count.
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7. Do unclaimed level-ups queue at the NPC?
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8. Does the 5-character cap count only active characters?
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9. Glass cannon's −50% health: of base HP, or of levelled max HP?
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10. What advances dungeon depth? `--depth` is a dev flag; nothing raises it in play.
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6. Do unclaimed level-ups queue at the NPC?
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7. Glass cannon's −50% health: of base HP, or of levelled max HP?
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Still open outside Stage 4:
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8. What advances dungeon depth? `--depth` is a dev flag; nothing raises it in play.
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@@ -51,6 +51,13 @@ const PLAYER_BULLET_DAMAGE := 6
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## live bullet field is survivable. Both halves matter: invulnerability alone
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## would make the spawn point a free firing position.
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const SPAWN_GRACE_TICKS := 120 # 2 seconds
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## Passive healing, as a percentage of MAXIMUM health per second -- so it
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## scales with level rather than becoming irrelevant at level 15. There is
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## deliberately no out-of-combat gate: a slow trickle that never stops is
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## simpler to reason about than a timer players have to learn, and at this rate
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## it cannot outpace anything that is actually shooting at you.
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const HP_REGEN_PERCENT_PER_SEC := 0.5
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## A downed player cannot leave for the hub until this has elapsed. Enforced
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## here rather than only by grey-ing out the button, because a disabled button
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## is a suggestion -- the server is the only thing a modified client cannot
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+13
-2
@@ -11,7 +11,8 @@ extends RefCounted
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## the wire value of every event after it -- a mismatched client would
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## mis-decode every hit and death, so the handshake has to reject it.
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## 5: handshake carries an auth ticket instead of a bare name; added character
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## list/select/create messages and per-player max health in the snapshot.
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## list/select/create messages, per-player max health and colour in the
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## snapshot.
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const VERSION := 5
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const DEFAULT_PORT := 27015
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const MAX_CLIENTS := 32
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@@ -29,7 +30,17 @@ enum InstanceKind { LOBBY, DUNGEON }
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## Why a character selection failed. Sent rather than a bare "no", so the UI can
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## say something useful instead of appearing broken.
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enum SelectResult { OK, NO_SUCH_CHARACTER, CHARACTER_IS_DEAD, LIMIT_REACHED, NOT_AUTHENTICATED }
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enum SelectResult {
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OK,
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NO_SUCH_CHARACTER,
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CHARACTER_IS_DEAD,
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LIMIT_REACHED,
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NOT_AUTHENTICATED,
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## Swapping is hub-only. Allowing it inside a dungeon would be an instant,
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## uninterruptible exit from danger -- strictly better than the one-second
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## escape channel, and it would make that channel pointless.
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NOT_IN_HUB,
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}
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## Player flags packed into the snapshot's per-player byte.
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const F_ALIVE := 1
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@@ -233,6 +233,15 @@ func on_select_character(peer_id: int, character_id: String) -> void:
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return
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# Looked up against THIS account's characters, so a client cannot select
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# somebody else's by guessing an id.
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# Hub only. A player inside a dungeon who could swap character would have an
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# instant escape from anything dangerous -- strictly better than the escape
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# channel, and it would hollow out the whole reason that channel exists.
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# Checked here rather than hidden in the UI, which a modified client ignores.
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var here := instance_of(peer_id)
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if here != null and here.kind != Protocol.InstanceKind.LOBBY:
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Net.send_select_result(peer_id, Protocol.SelectResult.NOT_IN_HUB,
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"you can only change character in the hub")
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return
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var c := store.get_character(account, character_id)
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if c == null:
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Net.send_select_result(peer_id, Protocol.SelectResult.NO_SUCH_CHARACTER, "no such character")
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@@ -251,6 +260,11 @@ func on_create_character(peer_id: int, character_name: String) -> void:
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if account == AuthProvider.NO_ACCOUNT:
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Net.send_select_result(peer_id, Protocol.SelectResult.NOT_AUTHENTICATED, "not signed in")
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return
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var where := instance_of(peer_id)
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if where != null and where.kind != Protocol.InstanceKind.LOBBY:
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Net.send_select_result(peer_id, Protocol.SelectResult.NOT_IN_HUB,
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"you can only change character in the hub")
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return
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var c := store.create_character(account, character_name)
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if c == null:
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Net.send_select_result(peer_id, Protocol.SelectResult.LIMIT_REACHED,
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@@ -21,6 +21,10 @@ var alive: bool = true
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var fire_cooldown: int = 0
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## Ticks of arrival protection left: invulnerable, and unable to shoot.
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var spawn_grace: int = 0
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## Fractional health carried between ticks. Regeneration is well under one hit
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## point per tick, so without this it would round to zero every tick and heal
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## nothing at all.
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var regen_carry: float = 0.0
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## Ticks before a downed player may ask to return to the hub.
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var respawn_lockout: int = 0
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@@ -68,6 +72,7 @@ func reset_for_instance(spawn: Vector2, grace: int = 0) -> void:
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alive = true
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spawn_grace = grace
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respawn_lockout = 0
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regen_carry = 0.0
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fire_cooldown = 0
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escape_ticks = 0
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input_queue.clear()
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@@ -86,3 +91,20 @@ func adopt(c: Character) -> void:
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colour = c.colour
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max_hp = c.max_hp()
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hp = mini(hp, max_hp)
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## One tick of passive healing. Returns true if the visible hit points changed,
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## so the caller can decide whether anything needs announcing.
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func regenerate() -> bool:
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if not alive or hp >= max_hp:
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regen_carry = 0.0
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return false
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regen_carry += float(max_hp) * (SimConfig.HP_REGEN_PERCENT_PER_SEC / 100.0) \
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* SimConfig.TICK_DELTA
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if regen_carry < 1.0:
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return false
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var whole := int(regen_carry)
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regen_carry -= float(whole)
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var before := hp
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hp = mini(hp + whole, max_hp)
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return hp != before
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@@ -172,6 +172,7 @@ func step() -> void:
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func _step_players() -> void:
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for p in players.values():
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p.regenerate()
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if p.spawn_grace > 0:
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p.spawn_grace -= 1
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if p.fire_cooldown > 0:
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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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+13
-2
@@ -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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@@ -0,0 +1,96 @@
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extends GutTest
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## Passive health regeneration.
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var world: SimWorld
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const PEER := 4
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func before_each() -> void:
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world = SimWorld.new(1)
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world.add_player(PEER, "tester")
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func _player() -> SimPlayer:
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return world.players[PEER]
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func test_it_heals_the_configured_share_of_maximum_per_second() -> void:
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var p := _player()
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p.hp = 1
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for _i in SimConfig.TICK_RATE:
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world.step()
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var expected := float(p.max_hp) * SimConfig.HP_REGEN_PERCENT_PER_SEC / 100.0
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assert_almost_eq(float(p.hp - 1), expected, 1.0,
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"one second should restore %.1f%% of maximum" % SimConfig.HP_REGEN_PERCENT_PER_SEC)
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## The reason for the fractional carry: at this rate a tick heals far less than
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## one hit point, so truncating every tick would heal exactly nothing forever.
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func test_fractions_accumulate_rather_than_being_lost() -> void:
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var p := _player()
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p.hp = 1
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var per_tick := float(p.max_hp) * (SimConfig.HP_REGEN_PERCENT_PER_SEC / 100.0) \
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* SimConfig.TICK_DELTA
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assert_lt(per_tick, 1.0, "setup: a single tick must heal less than one hp")
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for _i in SimConfig.TICK_RATE * 10:
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world.step()
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assert_gt(p.hp, 1, "ten seconds of sub-integer healing must still add up")
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func test_it_scales_with_maximum_health_so_levels_do_not_dilute_it() -> void:
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var low := _player()
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low.max_hp = 100
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low.hp = 1
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for _i in SimConfig.TICK_RATE:
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world.step()
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var low_gain := low.hp - 1
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var world2 := SimWorld.new(1)
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var high := world2.add_player(PEER, "tester")
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high.max_hp = 240
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high.hp = 1
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for _i in SimConfig.TICK_RATE:
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world2.step()
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assert_gt(high.hp - 1, low_gain,
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"a levelled character should regain more per second, not the same")
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||||
|
||||
func test_it_never_exceeds_maximum() -> void:
|
||||
var p := _player()
|
||||
p.hp = p.max_hp - 1
|
||||
for _i in SimConfig.TICK_RATE * 30:
|
||||
world.step()
|
||||
assert_eq(p.hp, p.max_hp)
|
||||
|
||||
|
||||
func test_the_dead_do_not_heal() -> void:
|
||||
var p := _player()
|
||||
p.alive = false
|
||||
p.hp = 0
|
||||
for _i in SimConfig.TICK_RATE * 10:
|
||||
world.step()
|
||||
assert_eq(p.hp, 0, "regeneration must not quietly revive a downed player")
|
||||
|
||||
|
||||
## A replica never heals anyone: health, like damage, is the server's to decide.
|
||||
func test_a_replica_world_does_not_regenerate() -> void:
|
||||
world.authoritative = false
|
||||
var p := _player()
|
||||
p.hp = 1
|
||||
for _i in SimConfig.TICK_RATE * 5:
|
||||
world.step()
|
||||
assert_eq(p.hp, 1)
|
||||
|
||||
|
||||
## Slow enough that it cannot out-heal being shot, which is what makes an
|
||||
## out-of-combat gate unnecessary.
|
||||
func test_it_cannot_outpace_incoming_fire() -> void:
|
||||
var p := _player()
|
||||
p.pos = Vector2.ZERO
|
||||
p.spawn_grace = 0
|
||||
var start := p.hp
|
||||
for _i in 60:
|
||||
world.pool.spawn(Vector2.ZERO, Vector2.ZERO, 6.0, 60, 5,
|
||||
SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB)
|
||||
world.step()
|
||||
assert_lt(p.hp, start, "standing in fire must still lose health")
|
||||
@@ -0,0 +1 @@
|
||||
uid://c6aqvwj8hnc3q
|
||||
@@ -97,6 +97,21 @@ func _physics_process(_delta: float) -> void:
|
||||
_check(p.max_hp == Progression.max_hp_for_level(c.level),
|
||||
"and matches the curve exactly")
|
||||
|
||||
elif _step == 70:
|
||||
# Swapping inside a dungeon would be an instant, uninterruptible exit
|
||||
# from danger. The server must refuse it whatever the UI allows.
|
||||
var before: String = _srv.peer_characters.get(Net.LOCAL_PEER, "")
|
||||
_srv.on_select_character(Net.LOCAL_PEER, before)
|
||||
_check(_srv.peer_characters.get(Net.LOCAL_PEER, "") == before,
|
||||
"a character swap inside a dungeon is refused")
|
||||
# Through the server's entry point, not the store's -- the store has no
|
||||
# opinion about where you are, and calling it directly would bypass the
|
||||
# guard this is checking (and leave a stray character behind).
|
||||
var before_count := _srv.store.characters_for(_account).size()
|
||||
_srv.on_create_character(Net.LOCAL_PEER, "spare")
|
||||
_check(_srv.store.characters_for(_account).size() == before_count,
|
||||
"creating a character inside a dungeon is refused too")
|
||||
|
||||
elif _step == 90:
|
||||
# Stop behaving like a bot before the kill. A bot auto-creates a
|
||||
# replacement the instant it sees an empty roster -- correct in play,
|
||||
|
||||
Reference in New Issue
Block a user