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transcience/tests/unit
claudeandClaude Opus 5 a6084c1a8d
ci / verify (push) Successful in 52s
Tell the roster the truth about a wounded character
Health survives a run now, so a character sitting on the select screen
can be nearly dead -- and the screen was still printing only the ceiling.
"level 11, 2000 hp" for a character on 160 is a lie told at the exact
moment it matters most, because the next thing that happens is the player
walks it into a dungeon under permadeath.

The roster message carries current hit points alongside the maximum, and
the screen shows a fraction only when it means something: a healthy
character still reads "1300 hp" rather than "1300/1300". The field is
inserted mid-record, which shifts every field after it, so the protocol
version goes to 10 -- a mismatched client would read the active flag out
of the middle of a health value.

tools/screenshot.gd had no capture for this screen, which is how a UI
change to it could have shipped unlooked-at. It now shows a made-up
roster of three characters -- whole, badly hurt, nearly dead -- for the
same reason the upgrade screen is fed a made-up offer: the point is the
layout, not a dungeon run. Getting there needs the player walked off the
quartermaster first, or the game scene re-opens the upgrade screen over
the top of it every frame.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-07 21:54:40 +02:00
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