Globally calculated difficulty damage

This commit is contained in:
Marco 2025-04-09 16:58:36 +02:00
commit 4d62a0a385
4 changed files with 12 additions and 22 deletions

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@ -70,13 +70,7 @@ public partial class GenericDamageReceiver : Area2D, IHittable
if (Invulnerable) return;
// Change value based on difficulty
float difficultyReducedDmg = GlobalState.Instance.SessionSettings.Difficulty switch
{
DifficultyLevel.Easy => damage * 5,
DifficultyLevel.Normal => damage * 2,
DifficultyLevel.Hard or DifficultyLevel.Lunatic => damage,
_ => damage
};
float difficultyReducedDmg = damage * GlobalState.Instance.SessionSettings.DifficultyDamageMultiplier;
var dmg = DamageResistances.Aggregate(difficultyReducedDmg, (current, resistance) => current * resistance.CalculateDamage(current, damageType));