v0.4.2: fixed bugs and corrected logic to pathfinder
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@@ -1045,7 +1045,7 @@ public class Hero extends Char {
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} else {
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boolean newPath = false;
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if (path == null || path.isEmpty())
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if (path == null || path.isEmpty() || !Dungeon.level.adjacent(pos, path.getFirst()))
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newPath = true;
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else if (path.getLast() != target)
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newPath = true;
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@@ -307,12 +307,13 @@ public abstract class Mob extends Char {
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} else {
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boolean newPath = false;
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if (path == null || path.isEmpty())
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if (path == null || path.isEmpty() || !Dungeon.level.adjacent(pos, path.getFirst()))
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newPath = true;
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else if (path.getLast() != target) {
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//if the new target is adjacent to the end of the path, adjust for that
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//rather than scrapping the whole path
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if (Dungeon.level.adjacent(target, path.getLast())) {
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//rather than scrapping the whole path. Unless the path is very long,
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//in which case re-checking will likely result in a much better path
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if (Dungeon.level.adjacent(target, path.getLast()) && path.size() < viewDistance) {
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int last = path.removeLast();
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if (path.isEmpty()) {
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