v0.3.0: added wand of corruption
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@@ -25,6 +25,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Amok;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Sleep;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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@@ -173,10 +174,10 @@ public abstract class Mob extends Char {
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}
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//resets target if: the target is dead, the target has been lost (wandering)
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//or if the mob is amoked and targeting the hero (will try to target something else)
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//or if the mob is amoked/corrupted and targeting the hero (will try to target something else)
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if ( enemy != null &&
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!enemy.isAlive() || state == WANDERING ||
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(buff( Amok.class ) != null && enemy == Dungeon.hero ))
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((buff( Amok.class ) != null || buff(Corruption.class) != null) && enemy == Dungeon.hero ))
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enemy = null;
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//if there is no current target, find a new one.
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@@ -184,8 +185,8 @@ public abstract class Mob extends Char {
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HashSet<Char> enemies = new HashSet<Char>();
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//if the mob is amoked...
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if ( buff(Amok.class) != null ) {
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//if the mob is amoked or corrupted...
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if ( buff(Amok.class) != null || buff(Corruption.class) != null) {
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//try to find an enemy mob to attack first.
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for (Mob mob : Dungeon.level.mobs)
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@@ -199,8 +200,9 @@ public abstract class Mob extends Char {
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enemies.add(mob);
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if (enemies.size() > 0) return Random.element(enemies);
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//if there is nothing, go for the hero.
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return Dungeon.hero;
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//if there is nothing, go for the hero, unless corrupted, then go for nothing.
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if (buff(Corruption.class) != null) return null;
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else return Dungeon.hero;
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//if the mob is not amoked...
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} else {
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@@ -359,6 +361,14 @@ public abstract class Mob extends Char {
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Surprise.hit(this);
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}
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}
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//become aggro'd by a corrupted enemy
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if (enemy.buff(Corruption.class) != null) {
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aggro(enemy);
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target = enemy.pos;
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state = HUNTING;
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}
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return damage;
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}
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