v0.3.0: tweaked charm mechanics for mobs, ranged enemies will now fail to attack when charmed.
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@ -255,7 +255,7 @@ public abstract class Mob extends Char {
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}
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}
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protected boolean canAttack( Char enemy ) {
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protected boolean canAttack( Char enemy ) {
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return Level.adjacent( pos, enemy.pos ) && !isCharmedBy( enemy );
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return Level.adjacent( pos, enemy.pos );
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}
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}
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protected boolean getCloser( int target ) {
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protected boolean getCloser( int target ) {
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@ -566,7 +566,7 @@ 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 && canAttack( enemy )) {
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if (enemyInFOV && !isCharmedBy( enemy ) && canAttack( enemy )) {
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return doAttack( enemy );
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return doAttack( enemy );
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@ -115,7 +115,7 @@ public class Tengu extends Mob {
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@Override
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@Override
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protected boolean canAttack( Char enemy ) {
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protected boolean canAttack( Char enemy ) {
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return Ballistica.cast( pos, enemy.pos, false, true ) == enemy.pos && !isCharmedBy( enemy );
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return Ballistica.cast( pos, enemy.pos, false, true ) == enemy.pos;
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}
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}
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@Override
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@Override
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