v1.4.0: adjusted blooming to prefer to not place grass on the hero

This commit is contained in:
Evan Debenham
2022-09-12 16:07:04 -04:00
parent 084ee193dd
commit 442aebeae8

View File

@@ -46,7 +46,7 @@ public class Blooming extends Weapon.Enchantment {
// lvl 0 - 33%
// lvl 1 - 50%
// lvl 2 - 60%
float procChance = (level+1f)/(level+3f) * procChanceMultiplier(attacker);
float procChance = (level+1f)/(level+1f) * procChanceMultiplier(attacker);
if (Random.Float() < procChance) {
float powerMulti = Math.max(1f, procChance);
@@ -67,11 +67,19 @@ public class Blooming extends Weapon.Enchantment {
ArrayList<Integer> positions = new ArrayList<>();
for (int i : PathFinder.NEIGHBOURS8){
positions.add(i);
if (defender.pos + i != attacker.pos) {
positions.add(defender.pos + i);
}
}
Random.shuffle( positions );
//The attacker's position is always lowest priority
if (Dungeon.level.adjacent(attacker.pos, defender.pos)){
positions.add(attacker.pos);
}
for (int i : positions){
if (plantGrass(defender.pos + i)){
if (plantGrass(i)){
plants--;
if (plants <= 0) {
return damage;