Tune group digging time stuff a bit

This commit is contained in:
Perttu Ahola 2012-03-04 13:40:40 +02:00
parent b49a7c140e
commit 0b21618a05
2 changed files with 3 additions and 3 deletions

@ -183,8 +183,8 @@ void ServerRemotePlayer::punch(ServerActiveObject *puncher,
// "Material" groups of the player // "Material" groups of the player
std::map<std::string, int> groups; std::map<std::string, int> groups;
groups["snappy"] = 1;
groups["choppy"] = 2; groups["choppy"] = 2;
groups["fleshy"] = 3;
IItemDefManager *idef = m_env->getGameDef()->idef(); IItemDefManager *idef = m_env->getGameDef()->idef();
ItemStack punchitem = puncher->getWieldedItem(); ItemStack punchitem = puncher->getWieldedItem();

@ -135,10 +135,10 @@ HitParams getHitParams(const std::map<std::string, int> &groups,
DigParams digprop = getDigParams(groups, tp, DigParams digprop = getDigParams(groups, tp,
time_from_last_punch); time_from_last_punch);
// If digging time would be 1 second, 8 half-hearts go in 1 second. // Damage in hp is equivalent to nodes dug in time_from_last_punch
s16 hp = 0; s16 hp = 0;
if(digprop.diggable) if(digprop.diggable)
hp = 8.0 / digprop.time; hp = time_from_last_punch / digprop.time;
// Wear is the same as for digging a single node // Wear is the same as for digging a single node
s16 wear = (float)digprop.wear; s16 wear = (float)digprop.wear;