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materials rebalancing
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@@ -22,11 +22,11 @@ object Calculate {
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* TODO Newtons as unit?
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*/
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@JvmStatic fun pickaxePower(actor: ActorWithBody, material: Material?): Float {
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return (16.0 * (material?.forceMod?.toDouble() ?: 1.0).sqrt() * (actor.avStrength / 1000.0)).toFloat()
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return (4.0 * (material?.forceMod?.toDouble() ?: 0.0) * (actor.avStrength / 1000.0)).toFloat()
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}
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@JvmStatic fun hatchetPower(actor: ActorWithBody, material: Material?): Float {
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return (1.0 * (material?.forceMod?.toDouble() ?: 1.0).sqrt() * (actor.avStrength / 1000.0)).toFloat()
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return (1.0 * (material?.forceMod?.toDouble() ?: 0.0) * (actor.avStrength / 1000.0)).toFloat()
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}
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private val fallDamageDampenMult = (32.0 / 1176.0).sqr()
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@@ -19,7 +19,7 @@ class Material {
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var thermalConductivity: Float = 10f // watts per metre-kelven
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var forceMod: Int = 1 // arbitrary unit. See Pickaxe_Power.xlsx
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var forceMod: Float = 1f // arbitrary unit. See Pickaxe_Power.xlsx
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var enduranceMod: Float = 1f // multiplier. Copper as 1.0
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//var armourMod: Float // multiplier. Copper as 1.0
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@@ -69,7 +69,7 @@ class MaterialCodex {
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val prop = Material()
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prop.strength = it.intVal("tens")
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prop.density = it.intVal("dsty")
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prop.forceMod = it.intVal("fmod")
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prop.forceMod = it.floatVal("fmod")
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prop.enduranceMod = it.floatVal("endurance")
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prop.thermalConductivity = it.floatVal("tcond")
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prop.identifier = it.get("idst").toUpperCase()
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