v0.3.3a: tweaked fleeing to behave a bit more consistently with an invisible enemy
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@ -641,11 +641,11 @@ public abstract class Mob extends Char {
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@Override
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@Override
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public boolean act( boolean enemyInFOV, boolean justAlerted ) {
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public boolean act( boolean enemyInFOV, boolean justAlerted ) {
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enemySeen = enemyInFOV;
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enemySeen = enemyInFOV;
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if (enemyInFOV) {
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target = enemy.pos;
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//loses target when 0-dist rolls a 6 or greater.
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//loses target when 0-dist rolls a 6 or greater.
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} else if (1 + Random.Int(Level.distance(pos, target)) >= 6){
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if (!enemyInFOV && 1 + Random.Int(Level.distance(pos, target)) >= 6){
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target = -1;
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target = -1;
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} else {
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target = enemy.pos;
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}
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}
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int oldPos = pos;
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int oldPos = pos;
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