v0.3.0c: trap refactor pt2, traps completely changed to work based on instantiable trap objects instead of terrain types
This makes the trap system far more extendable.
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@@ -109,8 +109,7 @@ public class WandOfPrismaticLight extends Wand {
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int terr = Dungeon.level.map[cell];
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if ((Terrain.flags[terr] & Terrain.SECRET) != 0) {
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Level.set( cell, Terrain.discover( terr ) );
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GameScene.updateMap(cell);
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Dungeon.level.discover( cell );
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GameScene.discoverTile( cell, terr );
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ScrollOfMagicMapping.discover(cell);
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