timing and damage tuning around: standard, reinforced, max; plasma grenades, dragon

This commit is contained in:
FateJH 2020-08-04 23:08:57 -04:00
parent d149e07e89
commit 97e64d5edc
16 changed files with 500 additions and 136 deletions

View file

@ -302,7 +302,7 @@ class ResolutionCalculationsTests extends Specification {
target1.DamageModel,
Vector3.Zero
)
InfantryDamageAfterResist(resprojectile1)(50, 10) mustEqual (0, 0)
InfantryDamage(resprojectile1)(50, 10) mustEqual (0, 0)
val target2 = player
val resprojectile2 = ResolvedProjectile(
@ -312,7 +312,7 @@ class ResolutionCalculationsTests extends Specification {
target2.DamageModel,
Vector3.Zero
)
InfantryDamageAfterResist(resprojectile2)(50, 10) mustEqual (40, 10)
InfantryDamage(resprojectile2)(50, 10) mustEqual (40, 10)
}
"calculate health and armor damage for infantry target" in {
@ -346,7 +346,7 @@ class ResolutionCalculationsTests extends Specification {
target1.DamageModel,
Vector3.Zero
)
MaxDamageAfterResist(resprojectile1)(50, 10) mustEqual (0, 0)
MaxDamage(resprojectile1)(50, 10) mustEqual (0, 0)
val target2 = player2
val resprojectile2 = ResolvedProjectile(
@ -356,7 +356,7 @@ class ResolutionCalculationsTests extends Specification {
target2.DamageModel,
Vector3.Zero
)
MaxDamageAfterResist(resprojectile2)(50, 10) mustEqual (0, 40)
MaxDamage(resprojectile2)(50, 10) mustEqual (0, 40)
}
"calculate health and armor damage for max target" in {