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feat(stats): heals, repairs and restores count what they applied
Live sent TotalArmorRepaired / TotalImaginationRestored with what a repair or restore applied, 0 included (1,050 and 2,148 zeros in the captures: a power-up picked up at full), and never a TotalDamageHealed or TotalDamageTaken of 0. DLU counted every change of the value instead, so setting stats up (loading, respawning, level changes) counted as healing and a heal at full health counted as 0 damage taken. Now Heal, Repair and Imagine count what they applied; health lost and imagination spent still count wherever they change. Check in game: pick up an armor or imagination power-up when full; the passport's Armor Repaired / Imagination Restored stay the same. Take damage and heal; Damage Taken and Damage Healed go up by what the bar shows. Respawn: Damage Healed doesn't jump. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -174,3 +174,33 @@ TEST_F(PlayerStatisticTest, SmashingCountsEnemiesAndSmashables) {
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EXPECT_TRUE(Statistics(smash(false, false)).empty());
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killer->SetCharacter(nullptr);
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}
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// Live: what a heal, repair or restore applied, 0 included for armor and imagination (a power-up picked up when full);
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// no TotalDamageHealed of 0
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TEST_F(PlayerStatisticTest, HealsRepairsAndRestoresCountWhatTheyApplied) {
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auto* destroyable = entity->AddComponent<DestroyableComponent>(-1);
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destroyable->SetMaxHealth(10.0f);
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destroyable->SetMaxArmor(10.0f);
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destroyable->SetMaxImagination(10.0f);
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destroyable->SetHealth(10);
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destroyable->SetArmor(8);
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destroyable->SetImagination(10);
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const auto sent = [&](const std::function<void()>& action) {
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std::vector<std::pair<int32_t, int64_t>> out;
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for (const auto& statistic : Statistics(Capture(action))) out.emplace_back(statistic.updateID, statistic.updateValue);
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return out;
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};
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using Sent = std::vector<std::pair<int32_t, int64_t>>;
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EXPECT_EQ(sent([&] { destroyable->Heal(5); }), Sent{});
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EXPECT_EQ(sent([&] { destroyable->Repair(5); }), (Sent{ { TotalArmorRepaired, 2 } }));
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EXPECT_EQ(sent([&] { destroyable->Repair(5); }), (Sent{ { TotalArmorRepaired, 0 } }));
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EXPECT_EQ(sent([&] { destroyable->Imagine(3); }), (Sent{ { TotalImaginationRestored, 0 } }));
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EXPECT_EQ(sent([&] { destroyable->Imagine(-4); }), (Sent{ { TotalImaginationUsed, 4 } }));
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EXPECT_EQ(sent([&] { destroyable->Imagine(6); }), (Sent{ { TotalImaginationRestored, 4 } }));
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EXPECT_EQ(sent([&] { destroyable->SetHealth(7); }), (Sent{ { TotalDamageTaken, 3 } }));
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EXPECT_EQ(sent([&] { destroyable->Heal(1); }), (Sent{ { TotalDamageHealed, 1 } }));
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// Setting stats up (loading, respawning) isn't healing
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EXPECT_EQ(sent([&] { destroyable->SetHealth(10); destroyable->SetArmor(10); destroyable->SetImagination(10); }), Sent{});
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}
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