v0.3.5: added support for longer reach weapons

This commit is contained in:
Evan Debenham
2016-03-04 23:48:34 -05:00
parent b03e40f46a
commit 346b4b78e6
5 changed files with 22 additions and 9 deletions
@@ -75,8 +75,8 @@ import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfMight;
import com.shatteredpixel.shatteredpixeldungeon.items.rings.RingOfTenacity;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.Scroll;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicMapping;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfMagicalInfusion;
import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfUpgrade;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.melee.MeleeWeapon;
import com.shatteredpixel.shatteredpixeldungeon.items.weapon.missiles.MissileWeapon;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
@@ -800,7 +800,11 @@ public class Hero extends Char {
enemy = action.target;
if (Level.adjacent( pos, enemy.pos ) && enemy.isAlive() && !isCharmedBy( enemy )) {
boolean inRange = belongings.weapon != null ?
Level.distance( pos, enemy.pos ) <= belongings.weapon.reachFactor(this)
: Level.adjacent( pos, enemy.pos );
if (inRange && enemy.isAlive() && !isCharmedBy( enemy )) {
spend( attackDelay() );
sprite.attack( enemy.pos );