v0.8.2c: swarm intelligence no longer overrides stunning effects
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@ -781,7 +781,9 @@ public abstract class Mob extends Char {
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if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) {
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if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) {
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for (Mob mob : Dungeon.level.mobs) {
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for (Mob mob : Dungeon.level.mobs) {
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if (Dungeon.level.distance(pos, mob.pos) <= 8 && mob.state != mob.HUNTING) {
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if (mob.paralysed <= 0
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&& Dungeon.level.distance(pos, mob.pos) <= 8 //TODO base on pathfinder distance instead?
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&& mob.state != mob.HUNTING) {
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mob.beckon( target );
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mob.beckon( target );
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}
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}
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}
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}
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@ -827,7 +829,9 @@ public abstract class Mob extends Char {
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if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) {
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if (alignment == Alignment.ENEMY && Dungeon.isChallenged( Challenges.SWARM_INTELLIGENCE )) {
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for (Mob mob : Dungeon.level.mobs) {
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for (Mob mob : Dungeon.level.mobs) {
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if (Dungeon.level.distance(pos, mob.pos) <= 8 && mob.state != mob.HUNTING) {
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if (mob.paralysed <= 0
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&& Dungeon.level.distance(pos, mob.pos) <= 8 //TODO base on pathfinder distance instead?
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&& mob.state != mob.HUNTING) {
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mob.beckon( target );
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mob.beckon( target );
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}
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}
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}
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}
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