v0.9.1b: fixed Tengu's adjusted bomb logic affecting all tiles

This commit is contained in:
Evan Debenham
2021-01-04 16:23:35 -05:00
parent d89533b9de
commit 23241a6af1
@@ -590,6 +590,7 @@ public class NewTengu extends Mob {
PathFinder.buildDistanceMap( bombPos, BArray.not( Dungeon.level.solid, null ), 2 ); PathFinder.buildDistanceMap( bombPos, BArray.not( Dungeon.level.solid, null ), 2 );
for (int cell = 0; cell < PathFinder.distance.length; cell++) { for (int cell = 0; cell < PathFinder.distance.length; cell++) {
if (PathFinder.distance[cell] < Integer.MAX_VALUE) {
Char ch = Actor.findChar(cell); Char ch = Actor.findChar(cell);
if (ch != null && !(ch instanceof NewTengu)) { if (ch != null && !(ch instanceof NewTengu)) {
int dmg = Random.NormalIntRange(5 + Dungeon.depth, 10 + Dungeon.depth * 2); int dmg = Random.NormalIntRange(5 + Dungeon.depth, 10 + Dungeon.depth * 2);
@@ -612,6 +613,7 @@ public class NewTengu extends Mob {
} }
} }
} }
}
} }
Sample.INSTANCE.play(Assets.Sounds.BLAST); Sample.INSTANCE.play(Assets.Sounds.BLAST);