v0.8.2d: adjusted door opening logic on fireblast, fixes bugs
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@ -32,6 +32,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Burning;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Cripple;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.ConeAOE;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@ -80,12 +82,12 @@ 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_TERRAIN | Ballistica.OPEN_DOORS);
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final Ballistica bolt = new Ballistica(curUser.pos, cell, Ballistica.STOP_TERRAIN | Ballistica.IGNORE_DOORS);
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int maxDist = 6;
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int dist = Math.min(bolt.dist, maxDist);
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final ConeAOE cone = new ConeAOE(bolt, 6, 60, Ballistica.STOP_TERRAIN | Ballistica.STOP_TARGET | Ballistica.OPEN_DOORS );
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final ConeAOE cone = new ConeAOE(bolt, 6, 60, Ballistica.STOP_TERRAIN | Ballistica.STOP_TARGET | Ballistica.IGNORE_DOORS );
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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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@ -111,6 +113,12 @@ public class PotionOfDragonsBreath extends ExoticPotion {
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continue;
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}
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//knock doors open
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if (Dungeon.level.map[cell] == Terrain.DOOR){
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Level.set(cell, Terrain.OPEN_DOOR);
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GameScene.updateMap(cell);
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}
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//only ignite cells directly near caster if they are flammable
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if (Dungeon.level.adjacent(bolt.sourcePos, cell) && !Dungeon.level.flamable[cell]){
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adjacentCells.add(cell);
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@ -34,6 +34,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Paralysis;
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import com.shatteredpixel.shatteredpixeldungeon.effects.MagicMissile;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.enchantments.Blazing;
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import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MagesStaff;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.ConeAOE;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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@ -50,7 +52,7 @@ public class WandOfFireblast extends DamageWand {
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{
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image = ItemSpriteSheet.WAND_FIREBOLT;
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collisionProperties = Ballistica.STOP_TERRAIN | Ballistica.OPEN_DOORS;
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collisionProperties = Ballistica.STOP_TERRAIN | Ballistica.IGNORE_DOORS;
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}
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//1x/2x/3x damage
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@ -77,6 +79,12 @@ public class WandOfFireblast extends DamageWand {
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continue;
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}
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//knock doors open
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if (Dungeon.level.map[cell] == Terrain.DOOR){
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Level.set(cell, Terrain.OPEN_DOOR);
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GameScene.updateMap(cell);
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}
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//only ignite cells directly near caster if they are flammable
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if (Dungeon.level.adjacent(bolt.sourcePos, cell) && !Dungeon.level.flamable[cell]){
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adjacentCells.add(cell);
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@ -24,9 +24,7 @@ package com.shatteredpixel.shatteredpixeldungeon.mechanics;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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import java.util.ArrayList;
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import java.util.List;
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@ -44,7 +42,7 @@ public class Ballistica {
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public static final int STOP_TARGET = 1; //ballistica will stop at the target cell
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public static final int STOP_CHARS = 2; //ballistica will stop on first char hit
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public static final int STOP_TERRAIN = 4; //ballistica will stop on solid terrain
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public static final int OPEN_DOORS = 8; //ballistica will open doors instead of colliding
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public static final int IGNORE_DOORS = 8; //ballistica will ignore doors instead of colliding
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public static final int PROJECTILE = STOP_TARGET | STOP_CHARS | STOP_TERRAIN;
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@ -59,7 +57,7 @@ public class Ballistica {
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(params & STOP_TARGET) > 0,
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(params & STOP_CHARS) > 0,
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(params & STOP_TERRAIN) > 0,
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(params & OPEN_DOORS) > 0);
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(params & IGNORE_DOORS) > 0);
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if (collisionPos != null) {
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dist = path.indexOf(collisionPos);
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@ -72,7 +70,7 @@ public class Ballistica {
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}
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}
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private void build( int from, int to, boolean stopTarget, boolean stopChars, boolean stopTerrain, boolean openDoors ) {
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private void build( int from, int to, boolean stopTarget, boolean stopChars, boolean stopTerrain, boolean ignoreDoors ) {
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int w = Dungeon.level.width();
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int x0 = from % w;
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@ -123,15 +121,12 @@ public class Ballistica {
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path.add(cell);
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if (openDoors && collisionPos == null && Dungeon.level.map[cell] == Terrain.DOOR){
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Level.set(cell, Terrain.OPEN_DOOR);
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GameScene.updateMap(cell);
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}
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if ((stopTerrain && cell != sourcePos && Dungeon.level.solid[cell])
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|| (cell != sourcePos && stopChars && Actor.findChar( cell ) != null)
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|| (cell == to && stopTarget)){
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collide(cell);
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if (!ignoreDoors || Dungeon.level.map[cell] != Terrain.DOOR) {
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collide(cell); //only collide if this isn't a door, or we aren't ignoring doors
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}
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}
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cell += stepA;
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