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Remove dbgs and temporary? 0.0 damage fix
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aee7888a92
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@ -238,17 +238,17 @@ impl Attack {
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);
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let applied_damage = -change.amount;
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accumulated_damage += applied_damage;
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// TODO: Check this out later
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// if applied_damage > 0.0 {
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//
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// }
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emit_outcome(Outcome::Damage {
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pos: target.pos,
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target: target.uid,
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by: attacker.map(|a| a.uid),
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amount: applied_damage,
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crit: is_crit,
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});
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// Could also check this when handling outcomes and display 0.0 damage differently?
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if applied_damage != 0.0 {
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emit_outcome(Outcome::Damage {
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pos: target.pos,
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target: target.uid,
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by: attacker.map(|a| a.uid),
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amount: applied_damage,
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crit: is_crit,
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});
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}
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if change.amount.abs() > Health::HEALTH_EPSILON {
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emit(ServerEvent::HealthChange {
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entity: target.entity,
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@ -1425,13 +1425,10 @@ impl Hud {
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// Calculate total change
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// Ignores healing
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let hp_damage: f32 = floaters.iter().map(|f| f.hp_change.min(0.0)).sum();
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dbg!(hp_damage);
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// .fold(0.0, |acc, f| f.hp_change.min(0.0) + acc);
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let hp_dmg_rounded_abs = hp_damage.round().abs() as u32;
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dbg!(hp_dmg_rounded_abs);
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let max_hp_frac = hp_damage.abs() as f32 / health.maximum() as f32;
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dbg!(max_hp_frac);
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let timer = floaters
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.last()
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.expect("There must be at least one floater")
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@ -1489,7 +1486,6 @@ impl Hud {
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&mut ui_widgets.widget_id_generator(),
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);
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let max_hp_frac = floater.hp_change.abs() as f32 / health.maximum() as f32;
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dbg!(max_hp_frac);
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// Increase font size based on fraction of maximum health
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// "flashes" by having a larger size in the first 100ms
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let font_size = 30
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@ -4522,19 +4518,10 @@ impl Hud {
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});
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},
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}
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} else {
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dbg!("not by player/hit player");
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}
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} else {
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dbg!("no floater list");
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}
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} else {
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dbg!("no entity from target uid");
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}
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dbg!(target);
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dbg!(crit);
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dbg!(amount);
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},
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_ => {},
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