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Make sure offFieldPenalty does not go below 0.1
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@ -150,10 +150,16 @@ public class EnergyManager {
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// On-field vs off-field multiplier.
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// On-field vs off-field multiplier.
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// The on-field character gets no penalty.
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// The on-field character gets no penalty.
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// Off-field characters get a penalty depending on the team size, as follows:
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// Off-field characters get a penalty depending on the team size, as follows:
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// - 4 character team: 0.6
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// - 3 character team: 0.7
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// - 2 character team: 0.8
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// - 2 character team: 0.8
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float offFieldPenalty = (this.player.getTeamManager().getCurrentCharacterIndex() == i) ? 1.0f : 1.0f - this.player.getTeamManager().getActiveTeam().size() * 0.1f;
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// - 3 character team: 0.7
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// - 4 character team: 0.6
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// - etc.
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// We set a lower bound of 0.1 here, to avoid gaining no or negative energy.
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float offFieldPenalty =
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(this.player.getTeamManager().getCurrentCharacterIndex() == i)
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? 1.0f
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: 1.0f - this.player.getTeamManager().getActiveTeam().size() * 0.1f;
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offFieldPenalty = Math.max(offFieldPenalty, 0.1f);
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// Same element/neutral bonus.
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// Same element/neutral bonus.
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// Same-element characters get a bonus of *3, while different-element characters get no bonus at all.
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// Same-element characters get a bonus of *3, while different-element characters get no bonus at all.
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