refactor entity behavior and enhance monster chasing logic
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@@ -88,15 +88,18 @@ public class AssetSetter {
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,32,12);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,33,12);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,29,21);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,30,21);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,25,27);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,26,27);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,27,27);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,27,28);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,27,29);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,28,29);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,29,29);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,27,30);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,27,31);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,28,31);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,29,31);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,30,31);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,18,40);i++;
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panel.iTile[Map.OVERWORLD.getIndex()][i] = new DryTreeTI(panel,17,40);i++;
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