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