v3.3.0: doors previously locked by hero no longer persist during ascent
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+9
@@ -57,6 +57,8 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Warlock;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.npcs.Shopkeeper;
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import com.shatteredpixel.shatteredpixeldungeon.items.Amulet;
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import com.shatteredpixel.shatteredpixeldungeon.items.Amulet;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.ui.BuffIndicator;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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import com.shatteredpixel.shatteredpixeldungeon.utils.GLog;
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@@ -256,6 +258,13 @@ public class AscensionChallenge extends Buff {
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} else {
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} else {
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stacks += 2f;
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stacks += 2f;
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//doors locked by the hero are reset, to prevent blocking out enemies
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for (int i = 0; i < Dungeon.level.length(); i++){
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if (Dungeon.level.map[i] == Terrain.HERO_LKD_DR){
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Level.set(i, Terrain.DOOR, Dungeon.level);
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}
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}
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//clears any existing mobs from the level and adds one initial one
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//clears any existing mobs from the level and adds one initial one
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//this helps balance difficulty between levels with lots of mobs left, and ones with few
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//this helps balance difficulty between levels with lots of mobs left, and ones with few
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for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) {
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for (Mob mob : Dungeon.level.mobs.toArray( new Mob[0] )) {
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