v0.3.1: toolbar auto-target now actually auto-targets
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@ -22,6 +22,8 @@ package com.shatteredpixel.shatteredpixeldungeon.ui;
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import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem;
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import com.shatteredpixel.shatteredpixeldungeon.items.EquipableItem;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
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import com.shatteredpixel.shatteredpixeldungeon.items.wands.Wand;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.Image;
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import com.watabou.noosa.ui.Button;
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import com.watabou.noosa.ui.Button;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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@ -77,6 +79,21 @@ public class QuickSlotButton extends Button implements WndBag.Listener {
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@Override
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@Override
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protected void onClick() {
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protected void onClick() {
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if (targeting) {
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if (targeting) {
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//first try to directly target
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if (new Ballistica(Dungeon.hero.pos, lastTarget.pos, Ballistica.PROJECTILE).collisionPos == lastTarget.pos) {
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GameScene.handleCell(lastTarget.pos);
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return;
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}
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//Otherwise pick nearby tiles to try and 'angle' the shot, auto-aim basically.
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for (int i : Level.NEIGHBOURS9DIST2) {
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if (new Ballistica(Dungeon.hero.pos, lastTarget.pos+i, Ballistica.PROJECTILE).collisionPos == lastTarget.pos){
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GameScene.handleCell( lastTarget.pos+i );
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return;
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}
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}
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//couldn't find anything, just have it directly target
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GameScene.handleCell( lastTarget.pos );
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GameScene.handleCell( lastTarget.pos );
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} else {
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} else {
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Item item = select(slotNum);
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Item item = select(slotNum);
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