v2.1.0: adjusted Goo pump up attack to prevent rat king from blocking it
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@@ -144,8 +144,8 @@ public class Goo extends Mob {
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//we check both from and to in this case as projectile logic isn't always symmetrical.
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//this helps trim out BS edge-cases
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return Dungeon.level.distance(enemy.pos, pos) <= 2
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&& new Ballistica( pos, enemy.pos, Ballistica.PROJECTILE).collisionPos == enemy.pos
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&& new Ballistica( enemy.pos, pos, Ballistica.PROJECTILE).collisionPos == pos;
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&& new Ballistica( pos, enemy.pos, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == enemy.pos
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&& new Ballistica( enemy.pos, pos, Ballistica.STOP_TARGET | Ballistica.STOP_SOLID | Ballistica.IGNORE_SOFT_SOLID).collisionPos == pos;
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} else {
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return super.canAttack(enemy);
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}
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