v1.3.0: fixed beacon of returning treated as inter-floor in all cases
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@@ -109,41 +109,41 @@ public class BeaconOfReturning extends Spell {
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}
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private void returnBeacon( Hero hero ){
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if (!Dungeon.interfloorTeleportAllowed()) {
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GLog.w( Messages.get(this, "preventing") );
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return;
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}
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for (int i = 0; i < PathFinder.NEIGHBOURS8.length; i++) {
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Char ch = Actor.findChar(hero.pos + PathFinder.NEIGHBOURS8[i]);
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if (ch != null && ch.alignment == Char.Alignment.ENEMY) {
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GLog.w( Messages.get(this, "creatures") );
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return;
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}
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}
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if (returnDepth == Dungeon.depth && returnBranch == Dungeon.branch) {
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if (!Dungeon.level.passable[returnPos] && !Dungeon.level.avoid[returnPos]){
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returnPos = Dungeon.level.entrance();
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Char moving = Actor.findChar(returnPos);
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if (moving != null){
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moving.pos = returnPos+1;
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}
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ScrollOfTeleportation.appear( hero, returnPos );
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for(Mob m : Dungeon.level.mobs){
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if (m.pos == hero.pos){
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//displace mob
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if (ScrollOfTeleportation.teleportToLocation(hero, returnPos)){
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if (moving != null){
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moving.pos = returnPos;
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for(int i : PathFinder.NEIGHBOURS8){
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if (Actor.findChar(m.pos+i) == null && Dungeon.level.passable[m.pos + i]){
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m.pos += i;
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m.sprite.point(m.sprite.worldToCamera(m.pos));
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if (Actor.findChar(moving.pos+i) == null
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&& Dungeon.level.passable[moving.pos + i]
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&& (!Char.hasProp(moving, Char.Property.LARGE) || Dungeon.level.openSpace[moving.pos + i])){
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moving.pos += i;
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moving.sprite.point(moving.sprite.worldToCamera(moving.pos));
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break;
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}
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}
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}
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} else {
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if (moving != null) {
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moving.pos = returnPos;
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}
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return;
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}
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Dungeon.level.occupyCell(hero );
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Dungeon.observe();
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GameScene.updateFog();
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} else {
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if (!Dungeon.interfloorTeleportAllowed()) {
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GLog.w( Messages.get(this, "preventing") );
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return;
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}
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TimekeepersHourglass.timeFreeze timeFreeze = Dungeon.hero.buff(TimekeepersHourglass.timeFreeze.class);
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if (timeFreeze != null) timeFreeze.disarmPressedTraps();
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Swiftthistle.TimeBubble timeBubble = Dungeon.hero.buff(Swiftthistle.TimeBubble.class);
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@@ -155,6 +155,7 @@ public class BeaconOfReturning extends Spell {
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InterlevelScene.returnPos = returnPos;
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Game.switchScene( InterlevelScene.class );
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}
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hero.spendAndNext( 1f );
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detach(hero.belongings.backpack);
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}
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