v1.3.0: reverted mind vision fog of war adjustments for now

This commit is contained in:
Evan Debenham
2022-07-06 00:36:15 -04:00
parent 9c5b8ac299
commit d503696b46
@@ -839,17 +839,17 @@ public class Dungeon {
}
GameScene.updateFog(l, t, width, height);
if (hero.buff(MindVision.class) != null){
for (Mob m : level.mobs.toArray(new Mob[0])){
BArray.or( level.visited, level.heroFOV, m.pos - 1 - level.width(), 3, level.visited );
BArray.or( level.visited, level.heroFOV, m.pos - 1, 3, level.visited );
BArray.or( level.visited, level.heroFOV, m.pos - 1 + level.width(), 3, level.visited );
//radius grows if mob moves quickly
GameScene.updateFog(m.pos, 1 + (int)Math.ceil(m.speed()));
//updates adjacent cells too
GameScene.updateFog(m.pos, 2);
}
}
if (hero.buff(Awareness.class) != null){
for (Heap h : level.heaps.valueList()){
BArray.or( level.visited, level.heroFOV, h.pos - 1 - level.width(), 3, level.visited );
@@ -865,8 +865,7 @@ public class Dungeon {
BArray.or( level.visited, level.heroFOV, ch.pos - 1 - level.width(), 3, level.visited );
BArray.or( level.visited, level.heroFOV, ch.pos - 1, 3, level.visited );
BArray.or( level.visited, level.heroFOV, ch.pos - 1 + level.width(), 3, level.visited );
//radius grows if mob moves quickly
GameScene.updateFog(ch.pos, 1 + (int)Math.ceil(ch.speed()));
GameScene.updateFog(ch.pos, 2);
}
for (TalismanOfForesight.HeapAwareness h : hero.buffs(TalismanOfForesight.HeapAwareness.class)){