v0.3.3b: fixed crashes with mobs fleeing, further tweaked thief behaviour
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@ -642,7 +642,7 @@ public abstract class Mob extends Char {
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public boolean act( boolean enemyInFOV, boolean justAlerted ) {
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enemySeen = enemyInFOV;
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//loses target when 0-dist rolls a 6 or greater.
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if (!enemyInFOV && 1 + Random.Int(Level.distance(pos, target)) >= 6){
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if (enemy == null || !enemyInFOV && 1 + Random.Int(Level.distance(pos, target)) >= 6){
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target = -1;
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} else {
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target = enemy.pos;
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@ -22,6 +22,7 @@ package com.shatteredpixel.shatteredpixeldungeon.actors.mobs;
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import com.shatteredpixel.shatteredpixeldungeon.Dungeon;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Char;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Corruption;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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import com.shatteredpixel.shatteredpixeldungeon.actors.hero.Hero;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CellEmitter;
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@ -186,7 +187,7 @@ public class Thief extends Mob {
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private class Fleeing extends Mob.Fleeing {
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@Override
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protected void nowhereToRun() {
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if (buff( Terror.class ) == null) {
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if (buff( Terror.class ) == null && buff( Corruption.class ) == null) {
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if (enemySeen) {
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sprite.showStatus(CharSprite.NEGATIVE, TXT_RAGE);
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state = HUNTING;
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