Made it so the incense altar needs a minimum number of roads in order to reach specific tiers. Added as a bandaid measure for setting tiers.
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@ -17,6 +17,7 @@ public class IncenseAltarHandler
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//Incense bonus maximum applied for the tier of blocks.
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public static double[] incenseBonuses = new double[] { 0.2, 0.6, 1.2, 2, 3, 4.5 };
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public static double[] tranquilityRequired = new double[] { 0, 6, 14.14, 28, 44.09, 83.14 };
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public static int[] roadsRequired = new int[] { 0, 1, 3, 5, 7, 9, 11 }; //TODO: Change for when the roads are fully implemented
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public static void registerIncenseComponent(int altarLevel, IncenseAltarComponent component)
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{
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@ -73,9 +74,26 @@ public class IncenseAltarHandler
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return accumulatedBonus;
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}
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public static double getIncenseBonusFromComponents(World world, BlockPos pos, double tranquility)
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public static double getMaxIncenseBonusFromRoads(int roads)
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{
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double maxBonus = getMaxIncenseBonusFromComponents(world, pos);
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double previousBonus = 0;
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for (int i = 0; i < incenseBonuses.length; i++)
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{
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if (roads >= roadsRequired[i])
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{
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previousBonus = incenseBonuses[i];
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} else
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{
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return previousBonus;
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}
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}
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return previousBonus;
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}
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public static double getIncenseBonusFromComponents(World world, BlockPos pos, double tranquility, int roads)
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{
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double maxBonus = Math.min(getMaxIncenseBonusFromComponents(world, pos), getMaxIncenseBonusFromRoads(roads));
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double possibleBonus = 0;
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for (int i = 0; i < incenseBonuses.length; i++)
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@ -153,7 +153,7 @@ public class TileIncenseAltar extends TileInventory implements ITickable
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// System.out.println("Tranquility: " + appliedTranquility);
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double bonus = IncenseAltarHandler.getIncenseBonusFromComponents(worldObj, pos, appliedTranquility);
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double bonus = IncenseAltarHandler.getIncenseBonusFromComponents(worldObj, pos, appliedTranquility, roadDistance);
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// System.out.println("Incense bonus: " + bonus);
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incenseAddition = bonus;
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}
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