v0.8.2c: swarm intelligence no longer overrides stunning effects

This commit is contained in:
Evan Debenham 2020-08-27 11:37:08 -04:00
parent fc60397281
commit 7ddccd23a9

View File

@ -781,7 +781,9 @@ public abstract class Mob extends Char {
if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) { if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) {
for (Mob mob : Dungeon.level.mobs) { for (Mob mob : Dungeon.level.mobs) {
if (Dungeon.level.distance(pos, mob.pos) <= 8 && mob.state != mob.HUNTING) { if (mob.paralysed <= 0
&& Dungeon.level.distance(pos, mob.pos) <= 8 //TODO base on pathfinder distance instead?
&& mob.state != mob.HUNTING) {
mob.beckon( target ); mob.beckon( target );
} }
} }
@ -827,7 +829,9 @@ public abstract class Mob extends Char {
if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) { if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) {
for (Mob mob : Dungeon.level.mobs) { for (Mob mob : Dungeon.level.mobs) {
if (Dungeon.level.distance(pos, mob.pos) <= 8 && mob.state != mob.HUNTING) { if (mob.paralysed <= 0
&& Dungeon.level.distance(pos, mob.pos) <= 8 //TODO base on pathfinder distance instead?
&& mob.state != mob.HUNTING) {
mob.beckon( target ); mob.beckon( target );
} }
} }