v3.3.2: reverted effective buff to swiftness caused by movement changes

This commit is contained in:
Evan Debenham
2026-01-02 11:24:57 -05:00
parent 07487dc992
commit ce7802f9cf

View File

@@ -46,20 +46,12 @@ public class Swiftness extends Armor.Glyph {
}
boolean enemyNear = false;
//for each enemy, check if they are adjacent, or within 2 tiles and an adjacent cell is open or a door
//an enemy counts as 'near' if they are within a 3-tile passable path of the hero
//yes this does mean that things like visible trap tiles and chasms count as walls
PathFinder.buildDistanceMap(owner.pos, Dungeon.level.passable, 3);
for (Char ch : Actor.chars()){
if ( Dungeon.level.distance(ch.pos, owner.pos) <= 2 && owner.alignment != ch.alignment && ch.alignment != Char.Alignment.NEUTRAL){
if (Dungeon.level.adjacent(ch.pos, owner.pos)){
enemyNear = true;
break;
} else {
for (int i : PathFinder.NEIGHBOURS8){
if (Dungeon.level.adjacent(owner.pos+i, ch.pos) && (!Dungeon.level.solid[owner.pos+i] || Dungeon.level.passable[owner.pos+i])){
enemyNear = true;
break;
}
}
}
if (ch.alignment == Char.Alignment.ENEMY && PathFinder.distance[ch.pos] != Integer.MAX_VALUE){
enemyNear = true;
}
}
if (enemyNear){