v1.4.0: hero now pauses before ascend/descend if there are enemies near
This commit is contained in:
@@ -1478,7 +1478,7 @@ public class Hero extends Char {
|
||||
} else if (heap != null
|
||||
//moving to an item doesn't auto-pickup when enemies are near...
|
||||
&& (visibleEnemies.size() == 0 || cell == pos ||
|
||||
//...but only for standard heaps, chests and similar open as normal.
|
||||
//...but only for standard heaps. Chests and similar open as normal.
|
||||
(heap.type != Type.HEAP && heap.type != Type.FOR_SALE))) {
|
||||
|
||||
switch (heap.type) {
|
||||
@@ -1499,6 +1499,8 @@ public class Hero extends Char {
|
||||
curAction = new HeroAction.Unlock( cell );
|
||||
|
||||
} else if (Dungeon.level.getTransition(cell) != null
|
||||
//moving to a transition doesn't automatically trigger it when enemies are near
|
||||
&& (visibleEnemies.size() == 0 || cell == pos)
|
||||
&& !Dungeon.level.locked
|
||||
&& (Dungeon.depth < 26 || Dungeon.level.getTransition(cell).type == LevelTransition.Type.REGULAR_ENTRANCE) ) {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user