v2.5.1: jumping toward a distant well not clears that landmark entry
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@@ -146,6 +146,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.MiningLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.WeakFloorRoom;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
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@@ -1638,6 +1639,12 @@ public class Hero extends Char {
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}
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if (found) break;
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}
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//Clear blobs that only exist for landmarks.
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// Might want to make this a properly if it's used more
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if (found && b instanceof WeakFloorRoom.WellID){
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b.fullyClear();
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}
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}
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}
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}
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@@ -31,9 +31,9 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Speck;
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import com.shatteredpixel.shatteredpixeldungeon.items.potions.elixirs.ElixirOfFeatherFall;
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import com.shatteredpixel.shatteredpixeldungeon.journal.Notes;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.Room;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.WeakFloorRoom;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.GameScene;
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@@ -106,9 +106,10 @@ public class Chasm implements Hero.Doom {
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if (Dungeon.hero.isAlive()) {
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Dungeon.hero.interrupt();
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InterlevelScene.mode = InterlevelScene.Mode.FALL;
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if (Dungeon.level instanceof RegularLevel) {
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Room room = ((RegularLevel)Dungeon.level).room( pos );
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InterlevelScene.fallIntoPit = room != null && room instanceof WeakFloorRoom;
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if (Dungeon.level instanceof RegularLevel &&
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((RegularLevel)Dungeon.level).room( pos ) instanceof WeakFloorRoom){
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InterlevelScene.fallIntoPit = true;
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Notes.remove(Notes.Landmark.DISTANT_WELL);
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} else {
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InterlevelScene.fallIntoPit = false;
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}
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