v0.3.0: reworked the ballistica system
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@@ -37,24 +37,21 @@ public class WandOfDisintegration extends Wand {
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{
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name = "Wand of Disintegration";
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hitChars = false;
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collisionProperties = Ballistica.STOP_TERRAIN;
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}
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@Override
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protected void onZap( int cell ) {
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protected void onZap( Ballistica beam ) {
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boolean terrainAffected = false;
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int level = level();
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int maxDistance = distance();
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Ballistica.distance = Math.min( Ballistica.distance, maxDistance );
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int maxDistance = Math.min(distance(), beam.dist);
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ArrayList<Char> chars = new ArrayList<Char>();
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for (int i=1; i < Ballistica.distance; i++) {
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int c = Ballistica.trace[i];
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for (int c : beam.subPath(1, maxDistance)) {
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Char ch;
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if ((ch = Actor.findChar( c )) != null) {
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@@ -98,9 +95,9 @@ public class WandOfDisintegration extends Wand {
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}
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@Override
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protected void fx( int cell, Callback callback ) {
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protected void fx( Ballistica beam, Callback callback ) {
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cell = Ballistica.trace[Math.min( Ballistica.distance, distance() ) - 1];
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int cell = beam.path.get(Math.min(beam.dist, distance()));
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curUser.sprite.parent.add( new DeathRay( curUser.sprite.center(), DungeonTilemap.tileCenterToWorld( cell ) ) );
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callback.call();
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}
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