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bugSomething isn't workingSomething isn't working
Description
Should be something more like:
if (!attack()) { // out of combat range
val recalculated = if (character.steps.destination == character.tile || Overlap.isUnder(character.tile, character.size, target.tile, target.size)) {
stepOut()
true
} else {
val wasEmpty = character.steps.isEmpty()
character.steps.clearDestination()
recalculate() && wasEmpty
}
super.tick()
if (recalculated || attack()) {
return
}
if (character is NPC && retreat(character)) {
return
}
if (character.hasClock("movement_delay") || character.visuals.moved || getTarget() != null || character is NPC) {
return
}
character.cantReach()
if (character.mode == this) {
character.mode = EmptyMode
}
} else if (character is NPC && retreat(character)) {
return
}Metadata
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bugSomething isn't workingSomething isn't working