v3.1.0: slightly upped range on targeted traps, for consistency with FOV
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@@ -55,7 +55,8 @@ public class DisintegrationTrap extends Trap {
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//find the closest char that can be aimed at
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//can't target beyond view distance, with a min of 6 (torch range)
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int range = Math.max(6, Dungeon.level.viewDistance);
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//add 0.5 for better consistency with vision radius shape
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float range = Math.max(6, Dungeon.level.viewDistance)+0.5f;
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if (target == null){
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float closestDist = Float.MAX_VALUE;
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for (Char ch : Actor.chars()){
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@@ -66,7 +66,8 @@ public class GrimTrap extends Trap {
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//find the closest char that can be aimed at
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//can't target beyond view distance, with a min of 6 (torch range)
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int range = Math.max(6, Dungeon.level.viewDistance);
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//add 0.5 for better consistency with vision radius shape
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float range = Math.max(6, Dungeon.level.viewDistance)+0.5f;
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if (target == null){
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float closestDist = Float.MAX_VALUE;
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for (Char ch : Actor.chars()){
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@@ -80,7 +80,8 @@ public class PoisonDartTrap extends Trap {
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//find the closest char that can be aimed at
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//can't target beyond view distance, with a min of 6 (torch range)
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int range = Math.max(6, Dungeon.level.viewDistance);
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//add 0.5 for better consistency with vision radius shape
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float range = Math.max(6, Dungeon.level.viewDistance)+0.5f;
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if (target == null){
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float closestDist = Float.MAX_VALUE;
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for (Char ch : Actor.chars()){
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@@ -66,7 +66,8 @@ public class WornDartTrap extends Trap {
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//find the closest char that can be aimed at
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//can't target beyond view distance, with a min of 6 (torch range)
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int range = Math.max(6, Dungeon.level.viewDistance);
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//add 0.5 for better consistency with vision radius shape
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float range = Math.max(6, Dungeon.level.viewDistance)+0.5f;
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if (target == null){
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float closestDist = Float.MAX_VALUE;
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for (Char ch : Actor.chars()){
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