forked from MagicBane/Server
invalid range check for ranged characters attacking a building
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@@ -12,6 +12,7 @@ import engine.job.JobContainer;
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import engine.job.JobScheduler;
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import engine.jobs.AttackJob;
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import engine.jobs.DeferredPowerJob;
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import engine.math.Vector3f;
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import engine.mbEnums;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.TargetedActionMsg;
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@@ -163,14 +164,19 @@ public enum CombatManager {
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inRange = true;
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break;
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case Building:
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float locX = target.loc.x - target.getBounds().getHalfExtents().x;
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float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
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Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
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if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
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inRange = true;
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break;
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if(attackRange > 15){
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if(attacker.loc.distanceSquared(target.loc) < (attackRange * attackRange))
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inRange = true;
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}else {
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float locX = target.loc.x - target.getBounds().getHalfExtents().x;
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float locZ = target.loc.z - target.getBounds().getHalfExtents().y;
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float sizeX = (target.getBounds().getHalfExtents().x + attackRange) * 2;
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float sizeZ = (target.getBounds().getHalfExtents().y + attackRange) * 2;
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Rectangle2D.Float rect = new Rectangle2D.Float(locX, locZ, sizeX, sizeZ);
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if (rect.contains(new Point2D.Float(attacker.loc.x, attacker.loc.z)))
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inRange = true;
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break;
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}
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}
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//get delay for the auto attack job
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