Merge pull request #61 from sp1ky/master
Power regeneration rate increase as power decreases
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@ -34,6 +34,8 @@ public class Conf
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public static double powerPlayerMin = -10.0;
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public static double powerPerMinute = 0.2; // Default health rate... it takes 5 min to heal one power
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public static double powerPerDeath = 4.0; // A death makes you lose 4 power
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public static boolean scaleNegativePower = false; // Power regeneration rate increase as power decreases
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public static double scaleNegativeDivisor = 40.0; // Divisor for inverse power regeneration curve
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public static boolean powerRegenOffline = false; // does player power regenerate even while they're offline?
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public static double powerOfflineLossPerDay = 0.0; // players will lose this much power per day offline
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public static double powerOfflineLossLimit = 0.0; // players will no longer lose power from being offline once their power drops to this amount or less
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@ -379,7 +379,13 @@ public class FPlayer extends PlayerEntity implements EconomyParticipator
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this.lastPowerUpdateTime = now;
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int millisPerMinute = 60*1000;
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this.alterPower(millisPassed * Conf.powerPerMinute / millisPerMinute);
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double powerPerMinute = Conf.powerPerMinute;
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if(Conf.scaleNegativePower && this.power < 0)
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{
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powerPerMinute += (Math.sqrt(Math.abs(this.power)) * Math.abs(this.power)) / Conf.scaleNegativeDivisor;
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}
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this.alterPower(millisPassed * powerPerMinute / millisPerMinute);
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}
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protected void losePowerFromBeingOffline()
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