Scale health and damage by ten so percentages have somewhere to land
A shot is 60, a fresh character has 1000, the Warden has 36000. Enemy health, boss health and every emitter's damage were scaled with them, so every ratio is unchanged and time to kill is exactly what it was -- tests/unit/test_content now pins shots-to-kill per enemy and hits-to-kill a player so a careless edit to either side shows up as a number a designer recognises. The reason is rounding rather than balance. Damage is an integer, and at a base of 6 the +5% every upgrade carries computed to 6.3 and rounded straight back to 6: a player took their first upgrade, was told it made them stronger, and nothing happened. diag_upgrades used to print "damage matches the formula (6 -> 6)"; it now prints (60 -> 63). The boss's per-phase armour multiplier had the same problem, turning 1.15 into an effective 1.17. The practice dummy stopped relying on a huge health pool at the same time. Its old 100000 was already past the u16 the snapshot sends enemy health in, and once a shot did 60 a patient player could have destroyed the hub's only practice target for everyone until the next restart. EnemyDef.indestructible says what was actually meant, and a test asserts nothing else uses it. check.sh clean, 364 tests, SMOKE PASS, all four diagnostics green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -43,7 +43,7 @@ static func drifter() -> EnemyDef:
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var d := EnemyDef.new()
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d.id = ENEMY_DRIFTER
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d.display_name = "Drifter"
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d.max_hp = 40
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d.max_hp = 400
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d.radius = 14.0
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d.move = EnemyDef.Move.DRIFT
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d.speed = 55.0
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@@ -57,7 +57,7 @@ static func drifter() -> EnemyDef:
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fan.spread_deg = 20.0
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fan.speed = 150.0
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fan.radius = 6.0
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fan.damage = 10
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fan.damage = 100
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fan.lifetime = 240
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fan.kind = SimConfig.KIND_ORB
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d.emitters = [fan]
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@@ -70,7 +70,7 @@ static func turret() -> EnemyDef:
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var d := EnemyDef.new()
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d.id = ENEMY_TURRET
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d.display_name = "Turret"
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d.max_hp = 70
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d.max_hp = 700
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d.radius = 16.0
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d.move = EnemyDef.Move.STATIC
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d.speed = 0.0
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@@ -84,7 +84,7 @@ static func turret() -> EnemyDef:
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ring.spin_per_shot_deg = 18.0
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ring.speed = 130.0
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ring.radius = 7.0
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ring.damage = 12
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ring.damage = 120
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ring.lifetime = 300
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ring.kind = SimConfig.KIND_ORB
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d.emitters = [ring]
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@@ -104,7 +104,7 @@ static func stalker() -> EnemyDef:
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var d := EnemyDef.new()
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d.id = ENEMY_STALKER
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d.display_name = "Stalker"
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d.max_hp = 30
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d.max_hp = 300
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d.radius = 12.0
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d.move = EnemyDef.Move.APPROACH
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d.speed = 95.0
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@@ -119,7 +119,7 @@ static func stalker() -> EnemyDef:
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lunge.spread_deg = 62.0
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lunge.speed = 260.0
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lunge.radius = 6.0
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lunge.damage = 14
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lunge.damage = 140
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# 18 ticks at 260 u/s is about 78px of reach -- shorter than the muzzle-to-
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# player distance at any range you would call "not point blank".
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lunge.lifetime = 18
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@@ -130,12 +130,18 @@ static func stalker() -> EnemyDef:
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return d
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## Lobby target dummy: inert, tough, so players can feel out the gun.
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## Lobby target dummy: inert, indestructible, so players can feel out the gun.
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##
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## Indestructible by flag rather than by a huge health pool. The old 100000 was
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## already past the u16 the snapshot sends enemy health in, and after the x10
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## rescale a determined player could have destroyed the hub's only practice
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## target for everyone until the server restarted.
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static func dummy() -> EnemyDef:
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var d := EnemyDef.new()
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d.id = ENEMY_DUMMY
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d.display_name = "Target Dummy"
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d.max_hp = 100000
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d.max_hp = 1000
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d.indestructible = true
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d.radius = 20.0
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d.move = EnemyDef.Move.STATIC
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d.visual = 3
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@@ -151,7 +157,7 @@ static func warden() -> BossDef:
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var b := BossDef.new()
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b.id = BOSS_WARDEN
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b.display_name = "Warden of the Fold"
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b.max_hp = 3600
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b.max_hp = 36000
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b.radius = 42.0
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b.stationary = true
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b.spawn_pos = Vector2(0.0, -150.0)
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@@ -182,7 +188,7 @@ static func _warden_p1() -> BossPhase:
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ring.spin_per_shot_deg = 9.0
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ring.speed = 135.0
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ring.radius = 8.0
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ring.damage = 14
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ring.damage = 140
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ring.lifetime = 420
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ring.muzzle_offset = 46.0
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@@ -193,7 +199,7 @@ static func _warden_p1() -> BossPhase:
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fan.spread_deg = 26.0
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fan.speed = 210.0
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fan.radius = 6.0
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fan.damage = 12
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fan.damage = 120
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fan.kind = SimConfig.KIND_NEEDLE
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fan.muzzle_offset = 46.0
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@@ -216,7 +222,7 @@ static func _warden_p2() -> BossPhase:
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spiral.spin_per_shot_deg = 23.0
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spiral.speed = 120.0
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spiral.radius = 7.0
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spiral.damage = 12
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spiral.damage = 120
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spiral.lifetime = 480
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spiral.muzzle_offset = 46.0
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@@ -229,7 +235,7 @@ static func _warden_p2() -> BossPhase:
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wall.gap_step = 7
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wall.speed = 175.0
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wall.radius = 8.0
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wall.damage = 16
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wall.damage = 160
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wall.lifetime = 300
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wall.kind = SimConfig.KIND_HEAVY
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@@ -256,7 +262,7 @@ static func _warden_p3() -> BossPhase:
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arms.sweep_period = 5.0
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arms.speed = 165.0
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arms.radius = 7.0
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arms.damage = 13
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arms.damage = 130
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arms.lifetime = 400
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var fan := AimedSpreadEmitter.new()
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@@ -268,7 +274,7 @@ static func _warden_p3() -> BossPhase:
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fan.speed = 195.0
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fan.edge_speed_bonus = 0.25
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fan.radius = 6.0
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fan.damage = 12
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fan.damage = 120
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fan.kind = SimConfig.KIND_NEEDLE
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var counter_ring := RingEmitter.new()
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@@ -279,7 +285,7 @@ static func _warden_p3() -> BossPhase:
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counter_ring.spin_per_shot_deg = -14.0
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counter_ring.speed = 105.0
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counter_ring.radius = 7.0
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counter_ring.damage = 12
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counter_ring.damage = 120
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counter_ring.lifetime = 420
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p.emitters = [arms, fan, counter_ring]
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@@ -303,7 +309,7 @@ static func _warden_p4() -> BossPhase:
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curve.speed = 130.0
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curve.turn_deg = 0.55
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curve.radius = 7.0
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curve.damage = 15
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curve.damage = 150
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curve.lifetime = 400
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curve.muzzle_offset = 46.0
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@@ -316,7 +322,7 @@ static func _warden_p4() -> BossPhase:
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walls.gap_step = 5
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walls.speed = 200.0
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walls.radius = 8.0
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walls.damage = 18
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walls.damage = 180
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walls.kind = SimConfig.KIND_HEAVY
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var snipe := AimedSpreadEmitter.new()
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@@ -326,7 +332,7 @@ static func _warden_p4() -> BossPhase:
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snipe.spread_deg = 10.0
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snipe.speed = 300.0
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snipe.radius = 5.0
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snipe.damage = 16
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snipe.damage = 160
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snipe.kind = SimConfig.KIND_NEEDLE
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p.emitters = [curve, walls, snipe]
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