v0.8.2d: adjusted door opening logic on fireblast, fixes bugs

This commit is contained in:
Evan Debenham 2020-08-29 15:47:02 -04:00
parent d4968a7e01
commit 49ed3e4f8b
3 changed files with 25 additions and 14 deletions

View File

@ -32,6 +32,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.ConeAOE;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@ -80,12 +82,12 @@ public class PotionOfDragonsBreath extends ExoticPotion {
curUser.sprite.zap(cell);
Sample.INSTANCE.play( Assets.Sounds.BURNING );
final Ballistica bolt = new Ballistica(curUser.pos, cell, Ballistica.STOP_TERRAIN | Ballistica.OPEN_DOORS);
final Ballistica bolt = new Ballistica(curUser.pos, cell, Ballistica.STOP_TERRAIN | Ballistica.IGNORE_DOORS);
int maxDist = 6;
int dist = Math.min(bolt.dist, maxDist);
final ConeAOE cone = new ConeAOE(bolt, 6, 60, Ballistica.STOP_TERRAIN | Ballistica.STOP_TARGET | Ballistica.OPEN_DOORS );
final ConeAOE cone = new ConeAOE(bolt, 6, 60, Ballistica.STOP_TERRAIN | Ballistica.STOP_TARGET | Ballistica.IGNORE_DOORS );
//cast to cells at the tip, rather than all cells, better performance.
for (Ballistica ray : cone.rays){
@ -111,6 +113,12 @@ public class PotionOfDragonsBreath extends ExoticPotion {
continue;
}
//knock doors open
if (Dungeon.level.map[cell] == Terrain.DOOR){
Level.set(cell, Terrain.OPEN_DOOR);
GameScene.updateMap(cell);
}
//only ignite cells directly near caster if they are flammable
if (Dungeon.level.adjacent(bolt.sourcePos, cell) && !Dungeon.level.flamable[cell]){
adjacentCells.add(cell);

View File

@ -34,6 +34,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.ConeAOE;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
@ -50,7 +52,7 @@ public class WandOfFireblast extends DamageWand {
{
image = ItemSpriteSheet.WAND_FIREBOLT;
collisionProperties = Ballistica.STOP_TERRAIN | Ballistica.OPEN_DOORS;
collisionProperties = Ballistica.STOP_TERRAIN | Ballistica.IGNORE_DOORS;
}
//1x/2x/3x damage
@ -77,6 +79,12 @@ public class WandOfFireblast extends DamageWand {
continue;
}
//knock doors open
if (Dungeon.level.map[cell] == Terrain.DOOR){
Level.set(cell, Terrain.OPEN_DOOR);
GameScene.updateMap(cell);
}
//only ignite cells directly near caster if they are flammable
if (Dungeon.level.adjacent(bolt.sourcePos, cell) && !Dungeon.level.flamable[cell]){
adjacentCells.add(cell);

View File

@ -24,9 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.mechanics;
import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
import java.util.ArrayList;
import java.util.List;
@ -44,7 +42,7 @@ public class Ballistica {
public static final int STOP_TARGET = 1; //ballistica will stop at the target cell
public static final int STOP_CHARS = 2; //ballistica will stop on first char hit
public static final int STOP_TERRAIN = 4; //ballistica will stop on solid terrain
public static final int OPEN_DOORS = 8; //ballistica will open doors instead of colliding
public static final int IGNORE_DOORS = 8; //ballistica will ignore doors instead of colliding
public static final int PROJECTILE = STOP_TARGET | STOP_CHARS | STOP_TERRAIN;
@ -59,7 +57,7 @@ public class Ballistica {
(params & STOP_TARGET) > 0,
(params & STOP_CHARS) > 0,
(params & STOP_TERRAIN) > 0,
(params & OPEN_DOORS) > 0);
(params & IGNORE_DOORS) > 0);
if (collisionPos != null) {
dist = path.indexOf(collisionPos);
@ -72,7 +70,7 @@ public class Ballistica {
}
}
private void build( int from, int to, boolean stopTarget, boolean stopChars, boolean stopTerrain, boolean openDoors ) {
private void build( int from, int to, boolean stopTarget, boolean stopChars, boolean stopTerrain, boolean ignoreDoors ) {
int w = Dungeon.level.width();
int x0 = from % w;
@ -123,15 +121,12 @@ public class Ballistica {
path.add(cell);
if (openDoors && collisionPos == null && Dungeon.level.map[cell] == Terrain.DOOR){
Level.set(cell, Terrain.OPEN_DOOR);
GameScene.updateMap(cell);
}
if ((stopTerrain && cell != sourcePos && Dungeon.level.solid[cell])
|| (cell != sourcePos && stopChars && Actor.findChar( cell ) != null)
|| (cell == to && stopTarget)){
collide(cell);
if (!ignoreDoors || Dungeon.level.map[cell] != Terrain.DOOR) {
collide(cell); //only collide if this isn't a door, or we aren't ignoring doors
}
}
cell += stepA;