v1.3.0: fixed some incorrect fog of war with fast enemies + mind vis

This commit is contained in:
Evan Debenham
2022-07-04 21:55:18 -04:00
parent 39100b460f
commit fd600e02c1

View File

@@ -845,8 +845,8 @@ public class Dungeon {
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 );
//updates adjacent cells too
GameScene.updateFog(m.pos, 2);
//radius grows if mob moves quickly
GameScene.updateFog(m.pos, 1 + (int)Math.ceil(m.speed()));
}
}
@@ -865,7 +865,8 @@ 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 );
GameScene.updateFog(ch.pos, 2);
//radius grows if mob moves quickly
GameScene.updateFog(ch.pos, 1 + (int)Math.ceil(ch.speed()));
}
for (TalismanOfForesight.HeapAwareness h : hero.buffs(TalismanOfForesight.HeapAwareness.class)){