Prevent spell priority skyrocketing in useless cases

pull/3236/head
Evil Eye 5 months ago
parent e7fc20d279
commit 45c7e45905

@ -440,12 +440,12 @@ namespace MWMechanics
// NB: this currently assumes the hardcoded magic effect flags are used
const float magnitude = (effect.mMagnMin + effect.mMagnMax) / 2.f;
const float toHeal = magnitude * std::max(1, effect.mDuration);
const float damage = current.getModified() - current.getCurrent();
const float damage = std::max(current.getModified() - current.getCurrent(), 0.f);
float priority = 0.f;
if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
priority = 4.f;
else if (effect.mEffectID == ESM::MagicEffect::RestoreMagicka)
priority = std::max(0.1f, getRestoreMagickaPriority(actor));
priority = getRestoreMagickaPriority(actor);
else if (effect.mEffectID == ESM::MagicEffect::RestoreFatigue)
priority = 2.f;
float overheal = 0.f;
@ -456,9 +456,8 @@ namespace MWMechanics
heal = damage;
}
priority = (std::pow(priority + heal / current.getModified(), damage * 4.f / current.getModified())
- priority - overheal / current.getModified())
/ priority;
priority = (priority - 1.f) / 2.f * std::pow((damage / current.getModified() + 0.6f), priority * 2)
+ priority * (heal - 2.f * overheal) / current.getModified() - 0.5f;
rating = priority;
}
break;

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