diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java index 73f8357ff..eb5ab75fa 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/Level.java @@ -282,8 +282,6 @@ public abstract class Level implements Bundlable { createMobs(); createItems(); - buildFlagMaps(); - Random.seed(); } diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java index 13cc80bdd..6b007917a 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/RegularLevel.java @@ -602,8 +602,6 @@ public abstract class RegularLevel extends Level { if (findMob(mob.pos) == null && Level.passable[mob.pos]) { mobsToSpawn--; mobs.add(mob); - if (map[mob.pos] == Terrain.HIGH_GRASS) - map[mob.pos] = Terrain.GRASS; //TODO: perhaps externalize this logic into a method. Do I want to make mobs more likely to clump deeper down? if (mobsToSpawn > 0 && Random.Int(4) == 0){ @@ -613,12 +611,19 @@ public abstract class RegularLevel extends Level { if (findMob(mob.pos) == null && Level.passable[mob.pos]) { mobsToSpawn--; mobs.add(mob); - if (map[mob.pos] == Terrain.HIGH_GRASS) - map[mob.pos] = Terrain.GRASS; } } } } + + for (Mob m : mobs){ + if (map[m.pos] == Terrain.HIGH_GRASS) { + map[m.pos] = Terrain.GRASS; + losBlocking[m.pos] = false; + } + + } + } @Override diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/FlockTrap.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/FlockTrap.java index 754a96665..70912f150 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/FlockTrap.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/traps/FlockTrap.java @@ -56,6 +56,7 @@ public class FlockTrap extends Trap { Sheep sheep = new Sheep(); sheep.lifespan = 2 + Random.Int(Dungeon.depth + 10); sheep.pos = i; + Dungeon.level.mobPress(sheep); GameScene.add(sheep); CellEmitter.get(i).burst(Speck.factory(Speck.WOOL), 4); }