void setState() { // Sets the states of the current tile isBarrier = bManager.isBarrierSpawnPoint (tilePosition); valid = (SS.isNear (playerPosition, tilePosition) && iManager.hasMoveLeft ()); // Check if the tile is in movement path if (tilePosition == playerPosition){ current = true; chosen = true; }else{ current=false; if(iManager.inMovement(tilePosition)){ // Mark the trail with mouseover color chosen = true; }else{ chosen = false; } } if (iManager.inTarget (tilePosition)) { inTarget = true; } else { inTarget=false; } if (bManager.getTile (tilePosition).hasDamage()) { hasDamage = true; } else { hasDamage = false; } // If the player chose to stay here, s/he is in trouble if (current && bManager.isDangerous (tilePosition)) { // Let's unenable it for now because it gets in the way of our awesome menu dangerous = true; } else { dangerous = false; } if (iManager.isInTargetMode()) { int wpnId = iManager.getWeaponId(); myPlayer = iManager.getMyPlayer(); weapon wpn = myPlayer.getWeapon(); if (!wpn.isInRange(SS.getDistance(tilePosition,playerPosition)) || bManager.isBlocked(playerPosition,tilePosition)){ isValidTarget = false; }else{ isValidTarget = true; } } }