v0.3.2c: tweaked chooseenemy behaviour, no longer sets enemy to null temporarily
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committed by
Evan Debenham
parent
ef44eaad08
commit
71d421fdd0
@@ -179,15 +179,10 @@ public abstract class Mob extends Char {
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}
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}
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}
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}
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//resets target if: the target is dead, the target has been lost (wandering)
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//resets target if: there is no current target, the target is dead, the target has been lost (wandering)
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//or if the mob is amoked/corrupted and targeting the hero (will try to target something else)
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//or if the mob is amoked/corrupted and targeting the hero (will try to target something else)
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if ( enemy != null &&
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if ( enemy == null || !enemy.isAlive() || state == WANDERING ||
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!enemy.isAlive() || state == WANDERING ||
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((buff( Amok.class ) != null || buff(Corruption.class) != null) && enemy == Dungeon.hero )) {
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((buff( Amok.class ) != null || buff(Corruption.class) != null) && enemy == Dungeon.hero ))
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enemy = null;
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//if there is no current target, find a new one.
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if (enemy == null) {
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HashSet<Char> enemies = new HashSet<Char>();
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HashSet<Char> enemies = new HashSet<Char>();
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