v1.3.0: fixed various errors caused by recent ascension adjustment
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@@ -14,7 +14,7 @@ allprojects {
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appName = 'Shattered Pixel Dungeon'
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appPackageName = 'com.shatteredpixel.shatteredpixeldungeon'
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appVersionCode = 637
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appVersionCode = 638
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appVersionName = '1.3.0-BETA-3'
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appJavaCompatibility = JavaVersion.VERSION_1_8
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@@ -213,8 +213,8 @@ public class AscensionChallenge extends Buff {
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if (!mob.reset()) {
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Dungeon.level.mobs.remove( mob );
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}
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Dungeon.level.spawnMob(12);
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}
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Dungeon.level.spawnMob(12);
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}
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}
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@@ -86,6 +86,7 @@ import com.watabou.noosa.Group;
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import com.watabou.noosa.audio.Sample;
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import com.watabou.utils.Bundlable;
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import com.watabou.utils.Bundle;
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import com.watabou.utils.GameMath;
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import com.watabou.utils.PathFinder;
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import com.watabou.utils.Point;
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import com.watabou.utils.Random;
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@@ -650,11 +651,11 @@ public abstract class Level implements Bundlable {
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public float respawnCooldown(){
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if (Statistics.amuletObtained){
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if (Dungeon.depth == 1){
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//very fast spawns on floor 1! 2/4/6/8/10/12, etc.
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return (1+Dungeon.level.mobCount()) * (TIME_TO_RESPAWN / 25f);
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//very fast spawns on floor 1! 0/2/4/6/8/10/12, etc.
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return (Dungeon.level.mobCount()) * (TIME_TO_RESPAWN / 25f);
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} else {
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//respawn time is 5/10/15/20/25/25, etc.
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return Math.round(Math.min((1+Dungeon.level.mobCount()) * (TIME_TO_RESPAWN / 10f), TIME_TO_RESPAWN / 2f));
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//respawn time is 5/5/10/15/20/25/25, etc.
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return Math.round(GameMath.gate( TIME_TO_RESPAWN/10f, Dungeon.level.mobCount() * (TIME_TO_RESPAWN / 10f), TIME_TO_RESPAWN / 2f));
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}
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} else if (Dungeon.level.feeling == Feeling.DARK){
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return 2*TIME_TO_RESPAWN/3f;
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@@ -664,11 +665,16 @@ public abstract class Level implements Bundlable {
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}
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public boolean spawnMob(int disLimit){
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PathFinder.buildDistanceMap(Dungeon.hero.pos, BArray.or(Dungeon.level.passable, Dungeon.level.avoid, null));
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PathFinder.buildDistanceMap(Dungeon.hero.pos, BArray.or(passable, avoid, null));
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Mob mob = Dungeon.level.createMob();
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Mob mob = createMob();
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mob.state = mob.WANDERING;
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mob.pos = Dungeon.level.randomRespawnCell( mob );
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int tries = 30;
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do {
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mob.pos = randomRespawnCell(mob);
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tries--;
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} while ((mob.pos == -1 || PathFinder.distance[mob.pos] < disLimit) && tries > 0);
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if (Dungeon.hero.isAlive() && mob.pos != -1 && PathFinder.distance[mob.pos] >= disLimit) {
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GameScene.add( mob );
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if (!mob.buffs(ChampionEnemy.class).isEmpty()){
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@@ -938,8 +938,10 @@ public class GameScene extends PixelScene {
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public static void add( Mob mob ) {
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Dungeon.level.mobs.add( mob );
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scene.addMobSprite( mob );
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Actor.add( mob );
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if (scene != null) {
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scene.addMobSprite(mob);
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Actor.add(mob);
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}
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}
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public static void addSprite( Mob mob ) {
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