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transcience/tests/unit/test_regen.gd
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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

97 lines
2.7 KiB
GDScript

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()
low.max_hp = 100
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 = 240
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")