From 851bee28374c5c60114c9f78299e28eaa14891b3 Mon Sep 17 00:00:00 2001 From: Andrei Karas Date: Tue, 4 Oct 2011 02:18:31 +0300 Subject: Dont select in archer mode very closer mobs if no other mobs in attack distance. --- src/actorspritemanager.cpp | 27 ++++++++++++++++++++++++--- 1 file changed, 24 insertions(+), 3 deletions(-) (limited to 'src/actorspritemanager.cpp') diff --git a/src/actorspritemanager.cpp b/src/actorspritemanager.cpp index 155fe05ef..ba303e800 100644 --- a/src/actorspritemanager.cpp +++ b/src/actorspritemanager.cpp @@ -119,8 +119,18 @@ class SortBeingFunctor } if (being1->getDistance() != being2->getDistance()) { - if (specialDistance && being1->getDistance() <= 2) + if (specialDistance && being1->getDistance() <= 2 + && being2->getDistance() <= attackRange + && being2->getDistance() > 2) + { return false; + } + else if (specialDistance && being2->getDistance() <= 2 + && being1->getDistance() <= attackRange + && being1->getDistance() > 2) + { + return true; + } return being1->getDistance() < being2->getDistance(); } @@ -169,6 +179,7 @@ class SortBeingFunctor std::map *priorityBeings; int defaultPriorityIndex; bool specialDistance; + int attackRange; } beingSorter; ActorSpriteManager::ActorSpriteManager() : @@ -768,6 +779,8 @@ Being *ActorSpriteManager::findNearestLivingBeing(Being *aroundBeing, std::map priorityMobsMap; int defaultAttackIndex = 10000; int defaultPriorityIndex = 10000; + const int attackRange = player_node->getAttackRange(); + bool specialDistance = false; if (player_node->getMoveToTargetType() == 7 && player_node->getAttackRange() > 2) @@ -794,6 +807,7 @@ Being *ActorSpriteManager::findNearestLivingBeing(Being *aroundBeing, beingSorter.attackBeings = &attackMobsMap; beingSorter.priorityBeings = &priorityMobsMap; beingSorter.specialDistance = specialDistance; + beingSorter.attackRange = attackRange; if (ignoreAttackMobs.find("") != ignoreAttackMobs.end()) ignoreDefault = true; std::map::const_iterator @@ -872,8 +886,15 @@ Being *ActorSpriteManager::findNearestLivingBeing(Being *aroundBeing, if (player_node->getTarget() == NULL) { - // if no selected being, return first nearest being - return sortedBeings.at(0); + Being *target = sortedBeings.at(0); + + if (specialDistance && target->getType() == Being::MONSTER + && target->getDistance() <= 2) + { + return 0; + } + // if no selected being in vector, return first nearest being + return target; } beingEqualFinder.findBeing = player_node->getTarget(); -- cgit v1.2.3-70-g09d2