Initial attempt at boars added. Needs work, lots of work.
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@@ -32,20 +32,12 @@ const int SLING_DAMAGE_MIN = 5;
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const int SLING_DAMAGE_MAX = 8;
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const int SLING_RANGE = 8;
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// Bow settings (for future implementation)
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// Option 1: Longer range, similar damage
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// const int BOW_DAMAGE_MIN = 6;
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// const int BOW_DAMAGE_MAX = 9;
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// const int BOW_RANGE = 12; // 50% more range than sling
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//
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// Option 2: Much longer range, slightly more damage
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// const int BOW_DAMAGE_MIN = 7;
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// const int BOW_DAMAGE_MAX = 10;
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// const int BOW_RANGE = 15; // Nearly double sling range
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//
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// Recommendation: Bows should have BOTH more range AND more damage than slings
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// to justify the likely higher resource cost and complexity to craft.
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// Suggested balance: BOW_RANGE = 12, damage 6-9 (average 7.5 vs sling's 6.5)
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// Bow settings
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const int BOW_DAMAGE_MIN = 6;
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const int BOW_DAMAGE_MAX = 9;
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const int BOW_RANGE = 12;
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const int ARROWS_PER_CRAFT = 12;
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const int ARROW_CAPACITY_PER_QUIVER = 12;
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// Zombie settings
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const int ZOMBIE_HEALTH = 12;
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@@ -60,6 +52,21 @@ const int ZOMBIE_FOOTSTEP_MAX_DISTANCE = 5;
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const float ZOMBIE_SOUND_VOLUME_STEP = 3.0;
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const int ZOMBIE_ATTACK_MAX_HEIGHT = 6;
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// Boar settings
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const int BOAR_HEALTH = 4;
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const int BOAR_MAX_COUNT = 3;
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const int BOAR_MOVE_INTERVAL_MIN = 800;
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const int BOAR_MOVE_INTERVAL_MAX = 1500;
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const int BOAR_ATTACK_INTERVAL = 1500;
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const int BOAR_DAMAGE_MIN = 1;
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const int BOAR_DAMAGE_MAX = 3;
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const int BOAR_SOUND_MIN_DELAY = 3000;
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const int BOAR_SOUND_MAX_DELAY = 6000;
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const int BOAR_FOOTSTEP_MAX_DISTANCE = 5;
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const float BOAR_SOUND_VOLUME_STEP = 3.0;
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const int BOAR_SIGHT_RANGE = 4;
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const int BOAR_CHARGE_SPEED = 500; // ms per tile when charging
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// Barricade configuration
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const int BARRICADE_BASE_HEALTH = 100;
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const int BARRICADE_MAX_HEALTH = 500;
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@@ -188,10 +195,10 @@ const int WIND_GUST_MIN_DELAY = 30000; // Min 30 seconds between gusts
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const int WIND_GUST_MAX_DELAY = 60000; // Max 60 seconds between gusts
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const int THUNDER_MIN_INTERVAL = 8000; // Min 8 seconds between thunder
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const int THUNDER_MAX_INTERVAL = 35000; // Max 35 seconds between thunder
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const int THUNDER_MOVEMENT_SPEED = 2000; // ms per tile movement (slow roll across sky)
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const float THUNDER_SOUND_VOLUME_STEP = 2.0; // Gentler volume falloff
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const int THUNDER_SPAWN_DISTANCE_MIN = 20; // Min distance from player
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const int THUNDER_SPAWN_DISTANCE_MAX = 40; // Max distance from player
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const int THUNDER_MOVEMENT_SPEED = 250; // ms per tile movement (faster roll across sky)
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const float THUNDER_SOUND_VOLUME_STEP = 0.5; // Gentler volume falloff
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const int THUNDER_SPAWN_DISTANCE_MIN = 0; // Min distance from player
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const int THUNDER_SPAWN_DISTANCE_MAX = 20; // Max distance from player
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const int CHANCE_CLEAR_TO_WINDY = 15;
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const int CHANCE_CLEAR_TO_RAINY = 6;
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const int CHANCE_CLEAR_TO_STORMY = 5;
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@@ -202,3 +209,27 @@ const int CHANCE_RAINY_STAY = 40;
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const int CHANCE_RAINY_TO_STORMY = 35;
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const int CHANCE_STORMY_STAY = 40;
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const int CHANCE_STORMY_TO_RAINY = 35;
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// Weather States
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const int WEATHER_CLEAR = 0;
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const int WEATHER_WINDY = 1;
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const int WEATHER_RAINY = 2;
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const int WEATHER_STORMY = 3;
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// Weather Intensity levels (0 = none, 1-3 = low/medium/high)
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const int INTENSITY_NONE = 0;
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const int INTENSITY_LOW = 1;
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const int INTENSITY_MEDIUM = 2;
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const int INTENSITY_HIGH = 3;
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const string RAIN_SOUND = "sounds/nature/rain.ogg";
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// Environment / Fall Damage
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const int SAFE_FALL_HEIGHT = 10;
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const int FALL_DAMAGE_MIN = 0;
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const int FALL_DAMAGE_MAX = 4;
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// Base Automation
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const int RESIDENT_SLING_COOLDOWN = 4000; // 4 seconds between shots
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const int RESIDENT_COLLECTION_CHANCE = 10; // 10% chance per basket per hour
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