v0.3.0c: refactored finding a character, no longer need to maintain chars[] array
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@@ -591,7 +591,6 @@ public abstract class RegularLevel extends Level {
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if (Actor.findChar(mob.pos) == null && Level.passable[mob.pos]) {
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mobsToSpawn--;
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mobs.add(mob);
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Actor.occupyCell(mob);
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//TODO: perhaps externalize this logic into a method. Do I want to make mobs more likely to clump deeper down?
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if (mobsToSpawn > 0 && Random.Int(4) == 0){
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@@ -601,7 +600,6 @@ public abstract class RegularLevel extends Level {
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if (Actor.findChar(mob.pos) == null && Level.passable[mob.pos]) {
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mobsToSpawn--;
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mobs.add(mob);
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Actor.occupyCell(mob);
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}
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}
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}
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@@ -63,6 +63,5 @@ public class BlacksmithPainter extends Painter {
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npc.pos = room.random( 1 );
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} while (level.heaps.get( npc.pos ) != null);
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level.mobs.add( npc );
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Actor.occupyCell( npc );
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}
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}
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@@ -77,7 +77,6 @@ public class PoolPainter extends Painter {
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piranha.pos = room.random();
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} while (level.map[piranha.pos] != Terrain.WATER|| Actor.findChar( piranha.pos ) != null);
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level.mobs.add( piranha );
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Actor.occupyCell( piranha );
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}
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}
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@@ -67,6 +67,5 @@ public class StatuePainter extends Painter {
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Statue statue = new Statue();
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statue.pos = cx + cy * Level.WIDTH;
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level.mobs.add( statue );
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Actor.occupyCell( statue );
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}
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}
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@@ -48,12 +48,6 @@ public class SummoningTrap extends Trap {
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return;
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}
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Char c = Actor.findChar( pos );
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if (c != null) {
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Actor.occupyCell( c );
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}
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int nMobs = 1;
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if (Random.Int( 2 ) == 0) {
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nMobs++;
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@@ -79,7 +73,6 @@ public class SummoningTrap extends Trap {
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int index = Random.index( candidates );
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DUMMY.pos = candidates.get( index );
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Actor.occupyCell( DUMMY );
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respawnPoints.add( candidates.remove( index ) );
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nMobs--;
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