v0.6.2: adjsuted preparation logic to be more crash resistant
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@ -241,8 +241,8 @@ public class Preparation extends Buff implements ActionIndicator.Action {
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if (Dungeon.hero.canAttack(enemy)){
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if (Dungeon.hero.handle( cell )) {
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Dungeon.hero.next();
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return;
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}
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return;
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}
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AttackLevel lvl = AttackLevel.getLvl(turnsInvis);
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@ -261,9 +261,10 @@ public class Preparation extends Buff implements ActionIndicator.Action {
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}
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PathFinder.Path path = PathFinder.find(Dungeon.hero.pos, cell, passable);
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int attackPos = path.get(path.size()-2);
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int attackPos = path == null ? -1 : path.get(path.size()-2);
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if (Dungeon.level.distance(attackPos, Dungeon.hero.pos) > lvl.blinkDistance){
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if (attackPos == -1 ||
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Dungeon.level.distance(attackPos, Dungeon.hero.pos) > lvl.blinkDistance){
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GLog.w(Messages.get(Preparation.class, "out_of_reach"));
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return;
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}
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