Charge stat for Item (#4392)

* Stat.discharge, discharge

* Update Items.java

* item.discharge

* full container = somewhat more than 4 full batteries

* Stat.discharge

* stat.discharge = Discharge

* Update core/src/mindustry/type/Item.java

Co-authored-by: Antsiferov Andrew <summet.dev@gmail.com>

* removed dis

* oops

* unit zap

Co-authored-by: Antsiferov Andrew <summet.dev@gmail.com>
This commit is contained in:
Sunny Kim
2021-01-26 07:10:34 +09:00
committed by GitHub
parent f827337259
commit a13d51e09a
6 changed files with 9 additions and 1 deletions

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@ -695,6 +695,7 @@ stat.lightningchance = Lightning Chance
stat.lightningdamage = Lightning Damage
stat.flammability = Flammability
stat.radioactivity = Radioactivity
stat.charge = Charge
stat.heatcapacity = Heat Capacity
stat.viscosity = Viscosity
stat.temperature = Temperature

View File

@ -74,6 +74,7 @@ public class Items implements ContentList{
surgeAlloy = new Item("surge-alloy", Color.valueOf("f3e979")){{
cost = 1.2f;
charge = 0.75f;
}};
sporePod = new Item("spore-pod", Color.valueOf("7457ce")){{

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@ -983,6 +983,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
int amount = items.get(item);
explosiveness += item.explosiveness * amount;
flammability += item.flammability * amount;
power += item.charge * amount * 100f;
}
}

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@ -411,9 +411,10 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
float explosiveness = 2f + item().explosiveness * stack().amount * 1.53f;
float flammability = item().flammability * stack().amount / 1.9f;
float power = item().charge * stack().amount * 160f;
if(!spawnedByCore){
Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team);
Damage.dynamicExplosion(x, y, flammability, explosiveness, power, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team);
}
float shake = hitSize / 3f;

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@ -17,6 +17,8 @@ public class Item extends UnlockableContent{
public float flammability = 0f;
/** how radioactive this item is. 0=none, 1=chernobyl ground zero */
public float radioactivity;
/** how electrically potent this item is. */
public float charge = 0f;
/** drill hardness of the item */
public int hardness = 0;
/**
@ -41,6 +43,7 @@ public class Item extends UnlockableContent{
stats.addPercent(Stat.explosiveness, explosiveness);
stats.addPercent(Stat.flammability, flammability);
stats.addPercent(Stat.radioactivity, radioactivity);
stats.addPercent(Stat.charge, charge);
}
@Override

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@ -15,6 +15,7 @@ public enum Stat{
explosiveness,
flammability,
radioactivity,
charge,
heatCapacity,
viscosity,
temperature,