v2.0.0: improved rapier interaction with projecting
This commit is contained in:
+3
-2
@@ -80,14 +80,15 @@ public class Rapier extends MeleeWeapon {
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}
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}
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}
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}
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if (Dungeon.level.distance(hero.pos, target) != 2){
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if (Dungeon.level.distance(hero.pos, target) < 2
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|| Dungeon.level.distance(hero.pos, target)-1 > reachFactor(hero)){
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GLog.w(Messages.get(this, "ability_bad_position"));
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GLog.w(Messages.get(this, "ability_bad_position"));
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return;
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return;
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}
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}
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int lungeCell = -1;
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int lungeCell = -1;
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for (int i : PathFinder.NEIGHBOURS8){
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for (int i : PathFinder.NEIGHBOURS8){
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if (Dungeon.level.adjacent(hero.pos + i, target)
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if (Dungeon.level.distance(hero.pos, target)-1 <= reachFactor(hero)
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&& Actor.findChar(hero.pos+i) == null
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&& Actor.findChar(hero.pos+i) == null
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&& Dungeon.level.passable[hero.pos+i]){
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&& Dungeon.level.passable[hero.pos+i]){
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if (lungeCell == -1 || Dungeon.level.trueDistance(hero.pos + i, target) < Dungeon.level.trueDistance(lungeCell, target)){
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if (lungeCell == -1 || Dungeon.level.trueDistance(hero.pos + i, target) < Dungeon.level.trueDistance(lungeCell, target)){
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