v3.0.0: fixed more crash cases in new AI targeting logic

This commit is contained in:
Evan Debenham
2024-12-05 12:46:09 -05:00
parent 4ef94da089
commit 6c5844cc4b

View File

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