v2.4.1: mind visioned enemies can now be auto-targeted, but no auto-aim

This commit is contained in:
Evan Debenham
2024-05-19 16:05:32 -04:00
parent 0ed64724d3
commit 9ab60b356a

View File

@@ -140,6 +140,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.scenes.AlchemyScene;
@@ -1522,8 +1523,10 @@ public class Hero extends Char {
newMob = true;
}
if (!mindVisionEnemies.contains(m) && QuickSlotButton.autoAim(m) != -1){
if (target == null){
//only do a simple check for mind visioned enemies, better performance
if ((!mindVisionEnemies.contains(m) && QuickSlotButton.autoAim(m) != -1)
|| (mindVisionEnemies.contains(m) && new Ballistica( pos, m.pos, Ballistica.PROJECTILE ).collisionPos == m.pos)) {
if (target == null) {
target = m;
} else if (distance(target) > distance(m)) {
target = m;