v3.3.0: doors previously locked by hero no longer persist during ascent

This commit is contained in:
Evan Debenham
2025-11-24 16:20:00 -05:00
parent f40646d189
commit 2bfbe29054

View File

@@ -57,6 +57,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Warlock;
import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
import com.shatteredpixel.shatteredpixeldungeon.items.Amulet;
import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
@@ -256,6 +258,13 @@ public class AscensionChallenge extends Buff {
} else {
stacks += 2f;
//doors locked by the hero are reset, to prevent blocking out enemies
for (int i = 0; i < Dungeon.level.length(); i++){
if (Dungeon.level.map[i] == Terrain.HERO_LKD_DR){
Level.set(i, Terrain.DOOR, Dungeon.level);
}
}
//clears any existing mobs from the level and adds one initial one
//this helps balance difficulty between levels with lots of mobs left, and ones with few
for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) {