v0.9.2: improved logic for assassin blinking

This commit is contained in:
Evan Debenham
2021-02-21 16:41:43 -05:00
parent e8f4bc7312
commit 94de68caad

View File

@@ -274,25 +274,31 @@ public class Preparation extends Buff implements ActionIndicator.Action {
}
AttackLevel lvl = AttackLevel.getLvl(turnsInvis);
boolean[] blinkable = BArray.not(Dungeon.level.solid, null);
//we consider passable and cell occupancy for adjacent cells to target
for (int i : PathFinder.NEIGHBOURS9){
if (Actor.findChar(cell+i) != null) blinkable[cell+i] = false;
if (!Dungeon.level.passable[cell+i]) blinkable[cell+i] = false;
PathFinder.buildDistanceMap(Dungeon.hero.pos, BArray.not(Dungeon.level.solid, null), lvl.blinkDistance());
int dest = -1;
for (int i : PathFinder.NEIGHBOURS8){
//cannot blink into a cell that's occupied or impassable, only over them
if (Actor.findChar(cell+i) != null) continue;
if (!Dungeon.level.passable[cell+i]) continue;
if (dest == -1 || PathFinder.distance[dest] > PathFinder.distance[cell+i]){
dest = cell+i;
//if two cells have the same pathfinder distance, prioritize the one with the closest true distance to the hero
} else if (PathFinder.distance[dest] == PathFinder.distance[cell+i]){
if (Dungeon.level.trueDistance(Dungeon.hero.pos, dest) > Dungeon.level.trueDistance(Dungeon.hero.pos, cell+i)){
dest = cell+i;
}
}
}
PathFinder.Path path = PathFinder.find(Dungeon.hero.pos, cell, blinkable);
int attackPos = path == null ? -1 : path.get(path.size()-2);
if (attackPos == -1 || Dungeon.hero.rooted ||
Dungeon.level.distance(attackPos, Dungeon.hero.pos) > lvl.blinkDistance()){
if (dest == -1 || PathFinder.distance[dest] == Integer.MAX_VALUE || Dungeon.hero.rooted){
GLog.w(Messages.get(Preparation.class, "out_of_reach"));
return;
}
Dungeon.hero.pos = attackPos;
Dungeon.hero.pos = dest;
Dungeon.level.occupyCell(Dungeon.hero);
//prevents the hero from being interrupted by seeing new enemies
Dungeon.observe();