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Monsters shouldn't stop respawning just because you leave the area. #353

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GoogleCodeExporter opened this issue Mar 15, 2015 · 3 comments

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@GoogleCodeExporter
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Details of the problem are explained in the patch.  Since I haven't figured out 
how to build yet, this isn't tested.

Original issue reported on code.google.com by [email protected] on 29 Nov 2013 at 12:18

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@GoogleCodeExporter
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Updated patch. It's now actually tested (what a novelty, eh?) and using 
rijackson741's more accurate formula 
(http://www.andorstrail.com/viewtopic.php?f=4&t=4401#p44293)

Original comment by [email protected] on 29 Nov 2013 at 2:59

@GoogleCodeExporter
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fuck! google's crappy issue tracker removed my attachment, trying again :(

Original comment by [email protected] on 29 Nov 2013 at 2:59

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ok, so this patch is still not perfect. It will only do a respawn once per 
spawn area. I'm going to propose in the forums changing spawns so that the time 
of respawn (in world ticks) is decided at the time monsters die, which should 
simplify this a lot as well as save a lot of calls to System.getCurrentMillis() 
(which always results in a system call that forces the kernel to talk to the 
clock hardware) and will also reduce the use of Random.nextInt().

Original comment by [email protected] on 8 Dec 2013 at 1:51

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