Files
transcience/src/ui/game_menu.gd
T
claude 7ef972e3b3
ci / verify (push) Successful in 47s
Hub character swapping, XP percentage, passive health regeneration
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.
2026-09-04 00:56:29 +02:00

134 lines
4.0 KiB
GDScript

extends CanvasLayer
## In-game system menu, opened with Escape.
##
## Exists because without it there is no way out of a session short of killing
## the process -- and "kill the process" is exactly the behaviour the escape
## channel is designed to discourage, so leaving it as the only exit would work
## against the rest of the design.
signal resumed
signal return_to_hub_requested
signal disconnect_requested
signal characters_requested
var _panel: VBoxContainer
var _hub_button: Button
var _characters_button: Button
var _disconnect_button: Button
var _note: Label
var _in_dungeon: bool = false
var _open: bool = false
func _ready() -> void:
layer = 20
var root := Control.new()
root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(root)
# Dim the game behind the menu so it is obvious the world is still running.
var scrim := ColorRect.new()
scrim.color = Color(0.0, 0.0, 0.0, 0.55)
scrim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
scrim.mouse_filter = Control.MOUSE_FILTER_STOP
root.add_child(scrim)
var center := CenterContainer.new()
center.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
root.add_child(center)
_panel = VBoxContainer.new()
_panel.custom_minimum_size = Vector2(320.0, 0.0)
_panel.add_theme_constant_override("separation", 10)
center.add_child(_panel)
var title := Label.new()
title.text = "PAUSED"
title.add_theme_font_size_override("font_size", 26)
_panel.add_child(title)
_note = Label.new()
_note.add_theme_font_size_override("font_size", 12)
_note.add_theme_color_override("font_color", Color(1.0, 0.7, 0.5))
_note.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
_note.custom_minimum_size = Vector2(320.0, 0.0)
_panel.add_child(_note)
_hub_button = _button("Return to hub", func() -> void:
return_to_hub_requested.emit()
close())
_characters_button = _button("Change character", func() -> void:
characters_requested.emit()
close())
_button("Resume", func() -> void: close())
_disconnect_button = _button("Disconnect to menu", func() -> void:
disconnect_requested.emit()
close())
_button("Quit game", func() -> void: get_tree().quit())
visible = false
func _button(text: String, on_press: Callable) -> Button:
var b := Button.new()
b.text = text
b.pressed.connect(on_press)
_panel.add_child(b)
return b
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("system_menu"):
toggle()
get_viewport().set_input_as_handled()
func toggle() -> void:
if _open:
close()
else:
open()
func open() -> void:
_open = true
visible = true
# Nothing is paused -- the server does not stop for one client's menu, so
# neither does the view. Only the mouse is freed.
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
func close() -> void:
_open = false
visible = false
func is_open() -> bool:
return _open
## The hub button is meaningless when you are already in the hub.
func set_in_dungeon(in_dungeon: bool) -> void:
if in_dungeon == _in_dungeon and not _note.text.is_empty():
return
_in_dungeon = in_dungeon
_hub_button.disabled = not in_dungeon
# Swapping is hub-only, and the server enforces that regardless of what
# this button does -- but a disabled button explains the rule, where a
# refusal after the fact just looks broken.
_characters_button.disabled = in_dungeon
_characters_button.text = "Change character (hub only)" if in_dungeon \
else "Change character"
if in_dungeon:
# Disconnecting is not an escape: the server keeps the body in the
# world, channelling out, for the same second the escape button costs.
# Saying so is the difference between a considered choice and a nasty
# surprise -- the mechanic only reads as fair if players know about it.
_note.text = "The world keeps running while this is open. " \
+ "Disconnecting does not save you: your ship stays in the dungeon " \
+ "for one second and can still be killed."
_disconnect_button.text = "Disconnect to menu (ship stays 1s)"
else:
_note.text = "The world keeps running while this is open."
_disconnect_button.text = "Disconnect to menu"