v3.0.0: fixed more crash cases in new AI targeting logic
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@@ -1206,7 +1206,7 @@ public abstract class Mob extends Char {
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boolean swapped = false;
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for (Char ch : recentlyAttackedBy){
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if (ch != null && alignment != ch.alignment && fieldOfView[ch.pos] && ch.invisible == 0 && !isCharmedBy(ch)) {
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if (canAttack(ch) || Dungeon.level.distance(pos, ch.pos) < Dungeon.level.distance(pos, enemy.pos)) {
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if (canAttack(ch) || enemy == null || Dungeon.level.distance(pos, ch.pos) < Dungeon.level.distance(pos, enemy.pos)) {
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enemy = ch;
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target = ch.pos;
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enemyInFOV = true;
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