v0.9.3: fixed cone AOEs stopping short in some cases
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161851aa64
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@ -202,7 +202,7 @@ public class NewDM300 extends Mob {
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//try to fire gas at an enemy we can't reach
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if (turnsSinceLastAbility >= MIN_COOLDOWN){
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//use a coneAOE to try and account for trickshotting angles
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ConeAOE aim = new ConeAOE(new Ballistica(pos, enemy.pos, Ballistica.PROJECTILE), 30);
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ConeAOE aim = new ConeAOE(new Ballistica(pos, enemy.pos, Ballistica.WONT_STOP), Float.POSITIVE_INFINITY, 30, Ballistica.STOP_SOLID);
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if (aim.cells.contains(enemy.pos)) {
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lastAbility = GAS;
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turnsSinceLastAbility = 0;
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@ -82,7 +82,7 @@ public class PotionOfDragonsBreath extends ExoticPotion {
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curUser.sprite.zap(cell);
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Sample.INSTANCE.play( Assets.Sounds.BURNING );
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final Ballistica bolt = new Ballistica(curUser.pos, cell, Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID);
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final Ballistica bolt = new Ballistica(curUser.pos, cell, Ballistica.WONT_STOP);
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int maxDist = 6;
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int dist = Math.min(bolt.dist, maxDist);
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@ -52,7 +52,8 @@ public class WandOfFireblast extends DamageWand {
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{
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image = ItemSpriteSheet.WAND_FIREBOLT;
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collisionProperties = Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID;
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//only used for targeting, actual projectile logic is Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID
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collisionProperties = Ballistica.WONT_STOP;
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}
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//1x/2x/3x damage
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@ -146,7 +147,7 @@ public class WandOfFireblast extends DamageWand {
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cone = new ConeAOE( bolt,
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maxDist,
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30 + 20*chargesPerCast(),
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collisionProperties | Ballistica.STOP_TARGET);
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Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID);
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//cast to cells at the tip, rather than all cells, better performance.
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for (Ballistica ray : cone.rays){
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@ -60,7 +60,8 @@ public class WandOfRegrowth extends Wand {
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{
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image = ItemSpriteSheet.WAND_REGROWTH;
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collisionProperties = Ballistica.STOP_SOLID;
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//only used for targeting, actual projectile logic is Ballistica.STOP_SOLID
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collisionProperties = Ballistica.WONT_STOP;
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}
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private int totChrgUsed = 0;
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@ -238,7 +239,7 @@ public class WandOfRegrowth extends Wand {
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cone = new ConeAOE( bolt,
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maxDist,
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20 + 10*chargesPerCast(),
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collisionProperties | Ballistica.STOP_TARGET);
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Ballistica.STOP_SOLID | Ballistica.STOP_TARGET);
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//cast to cells at the tip, rather than all cells, better performance.
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for (Ballistica ray : cone.rays){
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@ -98,19 +98,13 @@ public class ConeAOE {
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}
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//cast a ray to each found cell, these make up the cone
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//we don't add the core ray as its collision properties may differ from the cone
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for( int c : targetCells ){
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Ballistica ray = new Ballistica(core.sourcePos, c, ballisticaParams);
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cells.addAll(ray.subPath(1, ray.dist));
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rays.add(ray);
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}
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//lastly add any cells in the core
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for ( int c : core.subPath(1, core.dist)){
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if (Dungeon.level.trueDistance(core.sourcePos, c) <= maxDist){
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cells.add(c);
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}
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}
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}
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}
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