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path: root/revert-31_restore-vague-nether-healing.patch
blob: e7b03cfec29804f6e4ecdae6da3f8c076cd086b2 (plain)
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---
 src/monster.cpp                               |  34 +++---
 13 files changed, 184 insertions(+), 44 deletions(-)

diff --git a/src/monster.cpp b/src/monster.cpp
index 665d82321e8..c8c7d4d1c2b 100644
--- a/src/monster.cpp
+++ b/src/monster.cpp
@@ -2819,25 +2825,23 @@ void monster::process_effects_internal()
         regeneration_amount = 0;
     }
     const int healed_amount = heal( round( regeneration_amount ) );
-    if( healed_amount > 0 && one_in( 2 ) && g->u.sees( *this ) ) {
-        add_msg( m_debug, ( "Regen: %s" ), healed_amount );
-        std::string healing_format_string;
-        if( healed_amount >= 50 ) {
-            healing_format_string = _( "The %s is visibly regenerating!" );
-        } else if( healed_amount >= 10 ) {
-            healing_format_string = _( "The %s seems a little healthier." );
-        } else {
-            healing_format_string = _( "The %s is healing slowly." );
-        }
-        add_msg( m_warning, healing_format_string, name() );
+    if( healed_amount > 0 && g->u.sees( *this ) ) {
+        add_msg( m_warning, _( "The %1$s regenerates %2$s damage." ), name(), healed_amount );
     }
 
     if( type->regenerates_in_dark ) {
         const float light = g->m.ambient_light_at( pos() );
-        // Magic number 10000 was chosen so that a floodlight prevents regeneration in a range of 20 tiles
-        if( heal( static_cast<int>( 50.0 *  std::exp( - light * light / 10000 ) )  > 0 && one_in( 2 ) &&
-                  g->u.sees( *this ) ) ) {
-            add_msg( m_warning, _( "The %s uses the darkness to regenerate." ), name() );
+        add_msg( m_debug, _( "%1$s local light level: %2$s" ), name(), light );
+        // Requires standing in a properly dark tile, scales as it gets darker
+        if( light < 11.0f && one_in( 2 ) && hp < type->hp ) {
+            // Regen will max out at 50 at 6.0 light (barely able to craft), or top off to max HP
+            int dark_regen_amount = std::min( static_cast<int>( 110.0f - ( light * 10.0f ) ), type->hp - hp );
+            dark_regen_amount = std::min( dark_regen_amount, 50 );
+            heal( round( dark_regen_amount ) );
+            if( dark_regen_amount > 0 && g->u.sees( *this ) ) {
+                add_msg( m_warning, _( "The %1$s uses the darkness to regenerate %2$s damage." ), name(),
+                         dark_regen_amount );
+            }
         }
     }
 
-- 
2.43.0