v2.0.0: the rapier can now lunge out of the hero's FOV

This commit is contained in:
Evan Debenham
2023-02-01 12:59:23 -05:00
parent 5e52ff0013
commit a43872cd6c

View File

@@ -72,22 +72,25 @@ public class Rapier extends MeleeWeapon {
}
Char enemy = Actor.findChar(target);
if (enemy == null || enemy == hero || hero.isCharmedBy(enemy) || !Dungeon.level.heroFOV[target]){
GLog.w(Messages.get(this, "ability_no_target"));
return;
//duelist can lunge out of her FOV, but this wastes the ability instead of cancelling if there is no target
if (Dungeon.level.heroFOV[target]) {
if (enemy == null || enemy == hero || hero.isCharmedBy(enemy)) {
GLog.w(Messages.get(this, "ability_no_target"));
return;
}
}
if (Dungeon.level.distance(hero.pos, enemy.pos) != 2){
if (Dungeon.level.distance(hero.pos, target) != 2){
GLog.w(Messages.get(this, "ability_bad_position"));
return;
}
int lungeCell = -1;
for (int i : PathFinder.NEIGHBOURS8){
if (Dungeon.level.adjacent(hero.pos + i, enemy.pos)
if (Dungeon.level.adjacent(hero.pos + i, target)
&& Actor.findChar(hero.pos+i) == null
&& Dungeon.level.passable[hero.pos+i]){
if (lungeCell == -1 || Dungeon.level.trueDistance(hero.pos + i, enemy.pos) < Dungeon.level.trueDistance(lungeCell, enemy.pos)){
if (lungeCell == -1 || Dungeon.level.trueDistance(hero.pos + i, target) < Dungeon.level.trueDistance(lungeCell, target)){
lungeCell = hero.pos + i;
}
}
@@ -110,23 +113,30 @@ public class Rapier extends MeleeWeapon {
hero.pos = dest;
Dungeon.level.occupyCell(hero);
hero.sprite.attack(enemy.pos, new Callback() {
@Override
public void call() {
//+3+lvl damage, equivalent to +67% damage, but more consistent
beforeAbilityUsed(hero);
AttackIndicator.target(enemy);
if (hero.attack(enemy, 1f, augment.damageFactor(3 + level()), Char.INFINITE_ACCURACY)){
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
if (!enemy.isAlive()){
onAbilityKill(hero);
if (enemy != null) {
hero.sprite.attack(enemy.pos, new Callback() {
@Override
public void call() {
//+3+lvl damage, equivalent to +67% damage, but more consistent
beforeAbilityUsed(hero);
AttackIndicator.target(enemy);
if (hero.attack(enemy, 1f, augment.damageFactor(3 + level()), Char.INFINITE_ACCURACY)) {
Sample.INSTANCE.play(Assets.Sounds.HIT_STRONG);
if (!enemy.isAlive()) {
onAbilityKill(hero);
}
}
hero.spendAndNext(hero.attackDelay());
Invisibility.dispel();
afterAbilityUsed(hero);
}
hero.spendAndNext(hero.attackDelay());
Invisibility.dispel();
afterAbilityUsed(hero);
}
});
});
} else {
beforeAbilityUsed(hero);
GLog.w(Messages.get(Rapier.class, "ability_no_target"));
hero.spendAndNext(hero.speed());
afterAbilityUsed(hero);
}
}
});
}