Distribute exp evenly and make it easier to target entities

This commit is contained in:
Imbris 2020-07-25 21:04:43 -04:00 committed by Monty Marz
parent f2ed7efced
commit 03d9992b9f
2 changed files with 3 additions and 3 deletions

View File

@ -63,8 +63,8 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, cause: HealthSourc
cause
{
const MAX_EXP_DIST: f32 = 150.0;
// Attacker gets double exp of everyone else
const ATTACKER_EXP_WEIGHT: f32 = 2.0;
// Attacker gets same as exp of everyone else
const ATTACKER_EXP_WEIGHT: f32 = 1.0;
let mut exp_reward = (entity_stats.body_type.base_exp()
+ entity_stats.level.level() * entity_stats.body_type.base_exp_increase())
as f32;

View File

@ -1123,7 +1123,7 @@ fn under_cursor(
.join()
.filter(|(e, _, _, _)| *e != player_entity)
.map(|(e, p, s, b)| {
const RADIUS_SCALE: f32 = 1.6;
const RADIUS_SCALE: f32 = 3.0;
let radius = s.map_or(1.0, |s| s.0) * b.radius() * RADIUS_SCALE;
// Move position up from the feet
let pos = Vec3::new(p.0.x, p.0.y, p.0.z + radius);