v0.3.1: refactored resting based on new functionality. Hitting full HP now interrupts resting.
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@@ -164,7 +164,7 @@ public class Hero extends Char {
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private Item theKey;
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public boolean restoreHealth = false;
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public boolean resting = false;
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public MissileWeapon rangedWeapon = null;
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public Belongings belongings;
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@@ -430,7 +430,7 @@ public class Hero extends Char {
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if (curAction == null) {
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if (restoreHealth) {
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if (resting) {
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spend( TIME_TO_REST ); next();
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return false;
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}
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@@ -440,7 +440,7 @@ public class Hero extends Char {
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} else {
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restoreHealth = false;
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resting = false;
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ready = false;
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@@ -849,12 +849,12 @@ public class Hero extends Char {
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}
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}
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public void rest( boolean tillHealthy ) {
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public void rest( boolean fullRest ) {
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spendAndNext( TIME_TO_REST );
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if (!tillHealthy) {
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if (!fullRest) {
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sprite.showStatus( CharSprite.DEFAULT, TXT_WAIT );
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}
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restoreHealth = tillHealthy;
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resting = fullRest;
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}
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@Override
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@@ -908,7 +908,7 @@ public class Hero extends Char {
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if (!(src instanceof Hunger || src instanceof Viscosity.DeferedDamage) && damageInterrupt) {
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interrupt();
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restoreHealth = false;
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resting = false;
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}
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if (this.buff(Drowsy.class) != null){
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@@ -955,7 +955,7 @@ public class Hero extends Char {
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if (newMob) {
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interrupt();
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restoreHealth = false;
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resting = false;
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}
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visibleEnemies = visible;
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