🚸Rebalanded fight to make it more likely to win

feature/night_to_day
jonathan 2 months ago
parent b205e45096
commit 073a74bb22

@ -4,11 +4,8 @@ using Babushka.scripts.CSharp.Common.Util;
namespace Babushka.scripts.CSharp.Common.Fight.Actions;
public class BlobAttackAction : FighterAction
public class BlobAttackAction(int damage = 3) : FighterAction
{
// settings
private const int Damage = 3;
public override Variant<float, Func<bool>> GetAnimationEnd()
{
return 1;
@ -21,7 +18,7 @@ public class BlobAttackAction : FighterAction
public override void ExecuteAction()
{
FightWorld.Instance.allyFighters.vesnaFighter.AddHealth(-Damage);
FightWorld.Instance.allyFighters.vesnaFighter.AddHealth(-damage);
}
public override async Task AnimateAction(AllFightersVisual allFightersVisual)
@ -34,7 +31,7 @@ public class BlobAttackAction : FighterAction
await currentFighterVisual.AnimatePosToTarget(targetFighterVisual);
_ = targetFighterVisual.AnimateHit();
targetFighterVisual.SpawnDamageIndicatorNumber(Damage);
targetFighterVisual.SpawnDamageIndicatorNumber(damage);
await currentFighterVisual.AnimatePosToBase();
}
}

@ -7,7 +7,7 @@ public class AllyFighters
public FightWorld.Fighter vesnaFighter = new()
{
type = FightWorld.Fighter.Type.Vesna,
maxHealth = 20,
maxHealth = 60,
availableActions =
[
new AllyAttackAction()

@ -133,7 +133,7 @@ public partial class FightWorld : Node
{
var enemyGroups = new List<FighterGroup>();
var enemyGroupCount = GD.RandRange(1, 3);
var enemyGroupCount = GD.RandRange(1, 2);
for (var i = 0; i < enemyGroupCount; i++)
{
@ -150,7 +150,7 @@ public partial class FightWorld : Node
fighters = []
};
var enemyCount = GD.RandRange(1, 3);
var enemyCount = GD.RandRange(2, 3);
for (var i = 0; i < enemyCount; i++)
{
@ -178,10 +178,10 @@ public partial class FightWorld : Node
{
type = type,
health = null,
maxHealth = 12,
maxHealth = GD.RandRange(8, 20),
availableActions =
[
new BlobAttackAction()
new BlobAttackAction(GD.RandRange(2, 5))
]
};

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