v2.3.0: fixed gnoll sappers something moving too far from starting poa
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@@ -182,10 +182,20 @@ public class GnollSapper extends Mob {
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@Override
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public boolean act(boolean enemyInFOV, boolean justAlerted) {
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if (!enemyInFOV) {
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if (Dungeon.level.distance(spawnPos, target) > 3){
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//don't chase something more than a few tiles out of spawning position
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target = pos;
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}
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return super.act(enemyInFOV, justAlerted);
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} else {
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enemySeen = true;
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if (Actor.findById(guardID) instanceof GnollGuard
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&& Dungeon.level.distance(pos, enemy.pos) <= 3){
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((GnollGuard) Actor.findById(guardID)).beckon(enemy.pos);
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((GnollGuard) Actor.findById(guardID)).aggro(enemy);
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}
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if (abilityCooldown-- <= 0){
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boolean targetNextToBarricade = false;
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for (int i : PathFinder.NEIGHBOURS8){
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@@ -1153,7 +1153,7 @@ public abstract class Mob extends Char {
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if (!enemyInFOV) {
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sprite.showLost();
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state = WANDERING;
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target = Dungeon.level.randomDestination( Mob.this );
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target = ((Mob.Wandering)WANDERING).randomDestination();
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}
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return true;
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}
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