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Describe plainly how healing works, in terms of the Character functions that calculate healing rate per turn, and enforce the current behavior with simple test cases. The `healing_rate` and `healing_rate_medicine` functions have the following behavior, as tested: Baseline healing is 8.64 HP per day while sleeping, 0 while awake. This base rate comes from `data/json/game_balance.json : PLAYER_HEALING_RATE`. Traits like "Poor healer", "Regeneration", and "Rapid Metabolism" affect healing rate, with different multipliers for awake and asleep rates. Hidden health stat `[-200, +200]` influences healing rate, with +200 doubling healing, and -200 giving no healing at all, even while asleep. Bandages and/or disinfectant each add 1-3 HP/day to healing rate while awake, doubled to 2-6 HP/day while sleeping. The head gets less benefit while the torso gets the most benefit from these treatments; the limbs all get the same moderate benefit. When bandages and disinfectant are used together, not only do their effects combine, they are again doubled, giving +4-12 HP/day while awake (head 4, limbs 8, torso 12), and +8-24 HP/day while asleep. Changes in this commit: - Add top-level documentation and coverage notes - Use constants for hp_per_day, tolerance, and effects - Include descriptions for all trait/mutation healing factors - Add heal_rate_medicine tests for bandages and/or disinfectant
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