Fixes... pt 1

Thanks BalaM314
using liquidBoostIntensity rather than optionalBoostIntensity
applied on speed rather than drillTime
This commit is contained in:
Shade
2024-02-04 17:07:48 +08:00
parent 0bed22a509
commit efcd99f505

View File

@@ -27,8 +27,6 @@ public class BurstDrill extends Drill{
public @Load("@-arrow-blur") TextureRegion arrowBlurRegion;
public float invertedTime = 200f;
/** How many times faster the drill will progress when boosted by an optional consumer. */
public float optionalBoostIntensity = 1.5f;
public float arrowSpacing = 4f, arrowOffset = 0f;
public int arrows = 3;
public Color arrowColor = Color.valueOf("feb380"), baseArrowColor = Color.valueOf("6e7080");
@@ -67,11 +65,11 @@ public class BurstDrill extends Drill{
stats.add(Stat.drillSpeed, 60f / drillTime * size * size, StatUnit.itemsSecond);
if(optionalBoostIntensity != 1 && findConsumer(f -> f instanceof ConsumeLiquidBase && f.booster) instanceof ConsumeLiquidBase consBase){
if(liquidBoostIntensity != 1 && findConsumer(f -> f instanceof ConsumeLiquidBase && f.booster) instanceof ConsumeLiquidBase consBase){
stats.remove(Stat.booster);
stats.add(Stat.booster,
StatValues.speedBoosters("{0}" + StatUnit.timesSpeed.localized(),
consBase.amount, optionalBoostIntensity, false,
consBase.amount, liquidBoostIntensity, false,
l -> (consumesLiquid(l) && (findConsumer(f -> f instanceof ConsumeLiquid).booster || ((ConsumeLiquid)findConsumer(f -> f instanceof ConsumeLiquid)).liquid != l)))
);
}
@@ -93,16 +91,15 @@ public class BurstDrill extends Drill{
if(timer(timerDump, dumpTime)){
dump(items.has(dominantItem) ? dominantItem : null);
}
float multiplier = Mathf.lerp(1f, optionalBoostIntensity, optionalEfficiency);
float drillTime = getDrillTime(dominantItem) / multiplier;
float drillTime = getDrillTime(dominantItem);
smoothProgress = Mathf.lerpDelta(smoothProgress, progress / (drillTime - 20f), 0.1f);
if(items.total() <= itemCapacity - dominantItems && dominantItems > 0 && efficiency > 0){
warmup = Mathf.approachDelta(warmup, progress / drillTime, 0.01f);
float speed = efficiency;
float speed = Mathf.lerp(1f, liquidBoostIntensity, optionalEfficiency) * efficiency;
timeDrilled += speedCurve.apply(progress / drillTime) * speed;