extends GutTest ## Passive health regeneration. var world: SimWorld const PEER := 4 func before_each() -> void: world = SimWorld.new(1) world.add_player(PEER, "tester") func _player() -> SimPlayer: return world.players[PEER] func test_it_heals_the_configured_share_of_maximum_per_second() -> void: var p := _player() p.hp = 1 for _i in SimConfig.TICK_RATE: world.step() var expected := float(p.max_hp) * SimConfig.HP_REGEN_PERCENT_PER_SEC / 100.0 assert_almost_eq(float(p.hp - 1), expected, 1.0, "one second should restore %.1f%% of maximum" % SimConfig.HP_REGEN_PERCENT_PER_SEC) ## The reason for the fractional carry: at this rate a tick heals far less than ## one hit point, so truncating every tick would heal exactly nothing forever. func test_fractions_accumulate_rather_than_being_lost() -> void: var p := _player() p.hp = 1 var per_tick := float(p.max_hp) * (SimConfig.HP_REGEN_PERCENT_PER_SEC / 100.0) \ * SimConfig.TICK_DELTA assert_lt(per_tick, 1.0, "setup: a single tick must heal less than one hp") for _i in SimConfig.TICK_RATE * 10: world.step() assert_gt(p.hp, 1, "ten seconds of sub-integer healing must still add up") func test_it_scales_with_maximum_health_so_levels_do_not_dilute_it() -> void: var low := _player() # Taken from the curve rather than written down, so a rescale of the health # numbers cannot leave this test comparing two arbitrary constants. low.max_hp = Progression.max_hp_for_level(Progression.START_LEVEL) low.hp = 1 for _i in SimConfig.TICK_RATE: world.step() var low_gain := low.hp - 1 var world2 := SimWorld.new(1) var high := world2.add_player(PEER, "tester") high.max_hp = Progression.max_hp_for_level(Progression.MAX_LEVEL) high.hp = 1 for _i in SimConfig.TICK_RATE: world2.step() assert_gt(high.hp - 1, low_gain, "a levelled character should regain more per second, not the same") 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")