v2.5.3: fixed new bomb logic preventing bombs breaking flammable terrain

This commit is contained in:
Evan Debenham
2024-09-30 13:00:13 -04:00
committed by Evan Debenham
parent c2b163ae03
commit 2fef96f21c

View File

@@ -28,6 +28,7 @@ import com.shatteredpixel.shatteredpixeldungeon.SPDSettings;
import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
import com.shatteredpixel.shatteredpixeldungeon.effects.Beam;
import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.BlastParticle;
import com.shatteredpixel.shatteredpixeldungeon.effects.particles.SmokeParticle;
@@ -149,7 +150,10 @@ public class Bomb extends Item {
}
boolean terrainAffected = false;
PathFinder.buildDistanceMap( cell, BArray.not( Dungeon.level.solid, null ), explosionRange() );
boolean[] explodable = new boolean[Dungeon.level.length()];
BArray.not( Dungeon.level.solid, explodable);
BArray.or( Dungeon.level.flamable, explodable, explodable);
PathFinder.buildDistanceMap( cell, explodable, explosionRange() );
for (int i = 0; i < PathFinder.distance.length; i++) {
if (PathFinder.distance[i] != Integer.MAX_VALUE) {
if (Dungeon.level.heroFOV[i]) {