Package mindustry.entities.abilities
Class RepairFieldAbility
java.lang.Object
mindustry.entities.abilities.Ability
mindustry.entities.abilities.RepairFieldAbility
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Cloneable
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Field Summary
FieldsModifier and TypeFieldDescriptionfloatprotected floatprotected booleanprotected booleanfloatprotected floatprotected floatprotected floatintMaximum number of units healed.booleanfloatRandom initial reload multiplier to check for damaged units.floatfloatfloatMultiplies healing to units of the same type by this amount.floatIf all damaged units havent been hurt for at least this amount of time, force healing them, regardless of thresholds.booleanIf true, this ability will consider missing hp, number of targets, cooldowns...etc.floatIf a damaged unit health % is lower than this heal it as soon as possible.floatA multiplier on potential healing efficiency.floatHow often to check for healing when at least 1 damaged unit is found.arc.audio.Soundfloatprotected floatprotected floatprotected static arc.struct.Seq<mindustry.gen.Unit>Fields inherited from class mindustry.entities.abilities.Ability
data, descriptionWidth, display -
Constructor Summary
ConstructorsConstructorDescriptionRepairFieldAbility(float amount, float reload, float range) RepairFieldAbility(float amount, float reload, float range, float healPercent) -
Method Summary
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Field Details
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amount
public float amount -
reload
public float reload -
range
public float range -
healPercent
public float healPercent -
healEffect
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activeEffect
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sound
public arc.audio.Sound sound -
soundVolume
public float soundVolume -
parentizeEffects
public boolean parentizeEffects -
sameTypeHealMult
public float sameTypeHealMultMultiplies healing to units of the same type by this amount. -
maxTargets
public int maxTargetsMaximum number of units healed. -
smartHeal
public boolean smartHealIf true, this ability will consider missing hp, number of targets, cooldowns...etc. -
smartHealPercent
public float smartHealPercentIf a damaged unit health % is lower than this heal it as soon as possible. Values close to 1f will likely waste healing potential. -
smartHealStrength
public float smartHealStrengthA multiplier on potential healing efficiency. High values -> efficient aoe healing. Low values -> efficient single target healing. -
smartDowntime
public float smartDowntimeIf all damaged units havent been hurt for at least this amount of time, force healing them, regardless of thresholds. -
smartInterval
public float smartIntervalHow often to check for healing when at least 1 damaged unit is found. -
randDesync
public float randDesyncRandom initial reload multiplier to check for damaged units. Useful for desyncing healer timers once. -
targets
protected static arc.struct.Seq<mindustry.gen.Unit> targets -
healTimer
protected float healTimer -
downTimer
protected float downTimer -
healthMissing
protected float healthMissing -
sumMaxHealth
protected float sumMaxHealth -
sumTypeMult
protected float sumTypeMult -
healthChange
protected float healthChange -
hasHealed
protected boolean hasHealed -
healNow
protected boolean healNow
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Constructor Details
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RepairFieldAbility
public RepairFieldAbility() -
RepairFieldAbility
public RepairFieldAbility(float amount, float reload, float range) -
RepairFieldAbility
public RepairFieldAbility(float amount, float reload, float range, float healPercent)
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Method Details