Increase movement speed, make npcs slower than players

This commit is contained in:
timokoesters 2020-03-27 18:38:01 +01:00
parent 0b3fb2dd3c
commit c6e635c511
3 changed files with 4 additions and 4 deletions

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@ -165,7 +165,7 @@ impl ToolData {
energy_cost: 400,
holdable: false,
prepare_duration: Duration::from_millis(800),
recover_duration: Duration::from_millis(300),
recover_duration: Duration::from_millis(50),
projectile: Projectile {
hit_ground: vec![
projectile::Effect::Explode { power: 1.4 },

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@ -9,8 +9,8 @@ use vek::vec::Vec2;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
const BASE_HUMANOID_ACCEL: f32 = 100.0;
const BASE_HUMANOID_SPEED: f32 = 150.0;
const NPC_HUMANOID_SPEED: f32 = 150.0;
const BASE_HUMANOID_SPEED: f32 = 170.0;
const NPC_HUMANOID_SPEED: f32 = 170.0;
const BASE_HUMANOID_AIR_ACCEL: f32 = 15.0;
const BASE_HUMANOID_AIR_SPEED: f32 = 8.0;
const BASE_HUMANOID_WATER_ACCEL: f32 = 70.0;

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@ -194,7 +194,7 @@ pub fn handle_respawn(server: &Server, entity: EcsEntity) {
pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Option<Uid>) {
// Go through all other entities
let hit_range = 2.0 * power;
let hit_range = 3.0 * power;
let ecs = &server.state.ecs();
for (pos_b, ori_b, character_b, stats_b) in (
&ecs.read_storage::<comp::Pos>(),