* type); if they see none, they will consume consumables in their inventory; if
* there are none, they will pick up any consumables they stand on; if they
* stand on none, they will move towards the next consumable they see or
- * remember on the map; if they see or remember none, they'll simply wait.
+ * remember on the map; if they see or remember none, they'll explore parts of
+ * the map unseen since ever or for at least one turn; if there is nothing to
+ * explore, they will simply wait.
*/
extern void ai(struct Thing * t);