Minor sector damage calculation changes

This commit is contained in:
Anuken 2021-01-13 17:09:18 -05:00
parent c2602fe6a0
commit 95c04eb085

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@ -363,13 +363,11 @@ public class SectorDamage{
info.waveDpsBase = reg.intercept;
info.waveDpsSlope = reg.slope;
//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
info.sumHealth = sumHealth * 1.05f;
//players tend to have longer range units/turrets, so assume DPS is higher
info.sumDps = sumDps * 1.05f;
info.sumHealth = sumHealth * 0.9f;
info.sumDps = sumDps;
info.sumRps = sumRps;
float cmult = 1.5f;
float cmult = 1.6f;
info.curEnemyDps = curEnemyDps*cmult;
info.curEnemyHealth = curEnemyHealth*cmult;
@ -524,7 +522,7 @@ public class SectorDamage{
static float cost(Tile tile){
return 1f +
(tile.block().isStatic() && tile.solid() ? 200f : 0f) +
(tile.build != null ? tile.build.health / 40f : 0f) +
(tile.build != null ? tile.build.health / (tile.build.block.size * tile.build.block.size) / 20f : 0f) +
(tile.floor().isLiquid ? 10f : 0f);
}
}